# ----------------------------------------------------- # # Makefile for the zaero game module for Quake II # # # # Just type "make" to compile the # # - Zaero Game (game.so) # # # # Dependencies: # # - None, but you need a Quake II to play. # # While in theorie every one should work # # Yamagi Quake II ist recommended. # # # # Platforms: # # - Linux # # - FreeBSD # # ----------------------------------------------------- # # Check the OS type OSTYPE := $(shell uname -s) # Some plattforms call it "amd64" and some "x86_64" ARCH := $(shell uname -m | sed -e s/i.86/i386/ -e s/amd64/x86_64/) # Refuse all other plattforms as a firewall against PEBKAC # (You'll need some #ifdef for your unsupported plattform!) ifneq ($(ARCH),i386) ifneq ($(ARCH),x86_64) $(error arch $(ARCH) is currently not supported) endif endif # ---------- # The compiler CC := gcc # ---------- # Base CFLAGS. # # -O2 are enough optimizations. # # -fno-strict-aliasing since the source doesn't comply # with strict aliasing rules and it's next to impossible # to get it there... # # -fomit-frame-pointer since the framepointer is mostly # useless for debugging Quake II and slows things down. # # -g to build allways with debug symbols. Please do not # change this, since it's our only chance to debug this # crap when random crashes happen! # # -fPIC for position independend code. # # -MMD to generate header dependencies. CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \ -fPIC -Wall -pipe -g -MMD # ---------- # Base LDFLAGS. LDFLAGS := -shared # ---------- # Builds everything all: zaero # ---------- # Cleanup clean: @echo "===> CLEAN" @rm -Rf build release # ---------- # The zaero game zaero: @echo '===> Building game.so' @mkdir -p release/ $(MAKE) release/game.so build/%.o: %.c @echo '===> CC $<' @mkdir -p $(@D) @$(CC) -c $(CFLAGS) -o $@ $< # ---------- ZAERO_OBJS_ = \ src/g_ai.o \ src/g_cmds.o \ src/g_combat.o \ src/g_func.o \ src/g_items.o \ src/g_main.o \ src/g_misc.o \ src/g_monster.o \ src/g_phys.o \ src/g_spawn.o \ src/g_svcmds.o \ src/g_target.o \ src/g_trigger.o \ src/g_turret.o \ src/g_utils.o \ src/g_weapon.o \ src/monster/actor/actor.o \ src/monster/berserker/berserker.o \ src/monster/boss/boss.o \ src/monster/boss2/boss2.o \ src/monster/boss3/boss3.o \ src/monster/boss3/boss31.o \ src/monster/boss3/boss32.o \ src/monster/brain/brain.o \ src/monster/chick/chick.o \ src/monster/flipper/flipper.o \ src/monster/float/float.o \ src/monster/flyer/flyer.o \ src/monster/gladiator/gladiator.o \ src/monster/gunner/gunner.o \ src/monster/handler/handler.o \ src/monster/hound/hound.o \ src/monster/hover/hover.o \ src/monster/infantry/infantry.o \ src/monster/insane/insane.o \ src/monster/medic/medic.o \ src/monster/misc/move.o \ src/monster/mutant/mutant.o \ src/monster/parasite/parasite.o \ src/monster/sentien/sentien.o \ src/monster/soldier/soldier.o \ src/monster/supertank/supertank.o \ src/monster/tank/tank.o \ src/player/client.o \ src/player/hud.o \ src/player/trail.o \ src/player/view.o \ src/player/weapon.o \ src/savegame/savegame.o \ src/shared/flash.o \ src/shared/shared.o \ src/zaero/acannon.o \ src/zaero/ai.o \ src/zaero/anim.o \ src/zaero/camera.o \ src/zaero/frames.o \ src/zaero/item.o \ src/zaero/mtest.o \ src/zaero/spawn.o \ src/zaero/trigger.o \ src/zaero/weapon.o # ---------- # Rewrite pathes to our object directory ZAERO_OBJS = $(patsubst %,build/%,$(ZAERO_OBJS_)) # ---------- # Generate header dependencies ZAERO_DEPS= $(ZAERO_OBJS:.o=.d) # ---------- # Suck header dependencies in -include $(ZAERO_DEPS) # ---------- release/game.so : $(ZAERO_OBJS) @echo '===> LD $@' @$(CC) $(LDFLAGS) -o $@ $(ZAERO_OBJS) # ----------