mirror of
https://github.com/yquake2/zaero.git
synced 2024-11-22 03:51:13 +00:00
7275a593a6
.. and use YQ2ARCH and YQ2OSTYPE instead of just ARCH and OSTYPE for the defines, so it's consistent with the engine and xatrix+rogue. $PROCESSOR_ARCHITECTURE seems to contain the architecture of the host, but we need the architecture the current MinGW shell is targeting. $MINGW_CHOST seems to be just that, and on my system it's either i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe) (No idea what it looks like for Windows on ARM...) As fixing this would otherwise break existing savegames, I bumped the SAVEGAMEVER to "YQ2-4" and added a quirk for older savegameversions: On Windows i386 savegames that contain "AMD64" instead of "i386" as architecture are also accepted. (For YQ2-1 this didn't seem necessary, apparently "i386" was hardcoded)
277 lines
6.7 KiB
Makefile
277 lines
6.7 KiB
Makefile
# ----------------------------------------------------- #
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# Makefile for the zaero game module for Quake II #
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# #
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# Just type "make" to compile the #
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# - Zaero Game (game.so / game.dll) #
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# #
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# Dependencies: #
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# - None, but you need a Quake II to play. #
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# While in theorie every one should work #
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# Yamagi Quake II ist recommended. #
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# #
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# Platforms: #
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# - Linux #
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# - FreeBSD #
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# ----------------------------------------------------- #
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# Detect the OS
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ifdef SystemRoot
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YQ2_OSTYPE := Windows
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else
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YQ2_OSTYPE := $(shell uname -s)
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endif
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# Special case for MinGW
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ifneq (,$(findstring MINGW,$(YQ2_OSTYPE)))
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YQ2_OSTYPE := Windows
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endif
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# Detect the architecture
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ifeq ($(YQ2_OSTYPE), Windows)
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ifdef MINGW_CHOST
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ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
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YQ2_ARCH ?= x86_64
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else # i686-w64-mingw32
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YQ2_ARCH ?= i386
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endif
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else # windows, but MINGW_CHOST not defined
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ifdef PROCESSOR_ARCHITEW6432
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# 64 bit Windows
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YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432)
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else
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# 32 bit Windows
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YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE)
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endif
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endif # windows but MINGW_CHOST not defined
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else
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# Normalize some abiguous YQ2_ARCH strings
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YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
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endif
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# Detect the compiler
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ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
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COMPILER := clang
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COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
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else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1)
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COMPILER := gcc
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COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
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else
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COMPILER := unknown
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endif
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# ----------
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# Base CFLAGS.
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#
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# -O2 are enough optimizations.
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#
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# -fno-strict-aliasing since the source doesn't comply
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# with strict aliasing rules and it's next to impossible
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# to get it there...
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#
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# -fomit-frame-pointer since the framepointer is mostly
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# useless for debugging Quake II and slows things down.
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#
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# -g to build allways with debug symbols. Please do not
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# change this, since it's our only chance to debug this
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# crap when random crashes happen!
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#
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# -fPIC for position independend code.
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#
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# -MMD to generate header dependencies.
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ifeq ($(YQ2_OSTYPE), Darwin)
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CFLAGS := -O2 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -g -fwrapv -arch i386 -arch x86_64
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else
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CFLAGS := -O0 -fno-strict-aliasing -fomit-frame-pointer \
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-Wall -pipe -ggdb -MMD -fwrapv
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endif
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# ----------
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# Switch of some annoying warnings.
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ifeq ($(COMPILER), clang)
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# -Wno-missing-braces because otherwise clang complains
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# about totally valid 'vec3_t bla = {0}' constructs.
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CFLAGS += -Wno-missing-braces
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else ifeq ($(COMPILER), gcc)
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# GCC 8.0 or higher.
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ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
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# -Wno-format-truncation and -Wno-format-overflow
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# because GCC spams about 50 false positives.
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CFLAGS += -Wno-format-truncation -Wno-format-overflow
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endif
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endif
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# ----------
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# Using the default x87 float math on 32bit x86 causes rounding trouble
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# -ffloat-store could work around that, but the better solution is to
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# just enforce SSE - every x86 CPU since Pentium3 supports that
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# and this should even improve the performance on old CPUs
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ifeq ($(YQ2_ARCH), i386)
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override CFLAGS += -msse -mfpmath=sse
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endif
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# ----------
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# Defines the operating system and architecture
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CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\"
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# ----------
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# Base LDFLAGS.
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ifeq ($(YQ2_OSTYPE), Darwin)
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LDFLAGS := -shared -arch i386 -arch x86_64
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else
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LDFLAGS := -shared
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endif
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# ----------
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# Builds everything
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all: zaero
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# ----------
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# When make is invoked by "make VERBOSE=1" print
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# the compiler and linker commands.
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ifdef VERBOSE
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Q :=
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else
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Q := @
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endif
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# ----------
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# Phony targets
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.PHONY : all clean zaero
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# ----------
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# Cleanup
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clean:
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@echo "===> CLEAN"
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${Q}rm -Rf build release
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# ----------
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# The zaero game
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ifeq ($(YQ2_OSTYPE), Windows)
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zaero:
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@echo "===> Building game.dll"
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${Q}mkdir -p release
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${MAKE} release/game.dll
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build/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) -o $@ $<
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else
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zaero:
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@echo "===> Building game.so"
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${Q}mkdir -p release
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$(MAKE) release/game.so
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build/%.o: %.c
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@echo "===> CC $<"
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${Q}mkdir -p $(@D)
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${Q}$(CC) -c $(CFLAGS) -o $@ $<
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release/game.so : CFLAGS += -fPIC
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endif
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# ----------
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ZAERO_OBJS_ = \
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src/g_ai.o \
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src/g_cmds.o \
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src/g_combat.o \
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src/g_func.o \
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src/g_items.o \
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src/g_main.o \
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src/g_misc.o \
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src/g_monster.o \
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src/g_phys.o \
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src/g_spawn.o \
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src/g_svcmds.o \
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src/g_target.o \
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src/g_trigger.o \
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src/g_turret.o \
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src/g_utils.o \
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src/g_weapon.o \
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src/monster/actor/actor.o \
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src/monster/berserker/berserker.o \
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src/monster/boss/boss.o \
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src/monster/boss2/boss2.o \
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src/monster/boss3/boss3.o \
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src/monster/boss3/boss31.o \
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src/monster/boss3/boss32.o \
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src/monster/brain/brain.o \
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src/monster/chick/chick.o \
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src/monster/flipper/flipper.o \
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src/monster/float/float.o \
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src/monster/flyer/flyer.o \
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src/monster/gladiator/gladiator.o \
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src/monster/gunner/gunner.o \
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src/monster/handler/handler.o \
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src/monster/hound/hound.o \
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src/monster/hover/hover.o \
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src/monster/infantry/infantry.o \
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src/monster/insane/insane.o \
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src/monster/medic/medic.o \
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src/monster/misc/move.o \
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src/monster/mutant/mutant.o \
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src/monster/parasite/parasite.o \
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src/monster/sentien/sentien.o \
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src/monster/soldier/soldier.o \
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src/monster/supertank/supertank.o \
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src/monster/tank/tank.o \
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src/player/client.o \
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src/player/hud.o \
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src/player/trail.o \
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src/player/view.o \
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src/player/weapon.o \
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src/savegame/savegame.o \
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src/shared/flash.o \
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src/shared/shared.o \
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src/zaero/acannon.o \
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src/zaero/ai.o \
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src/zaero/anim.o \
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src/zaero/camera.o \
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src/zaero/frames.o \
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src/zaero/item.o \
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src/zaero/mtest.o \
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src/zaero/spawn.o \
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src/zaero/trigger.o \
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src/zaero/weapon.o
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# ----------
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# Rewrite pathes to our object directory
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ZAERO_OBJS = $(patsubst %,build/%,$(ZAERO_OBJS_))
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# ----------
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# Generate header dependencies
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ZAERO_DEPS= $(ZAERO_OBJS:.o=.d)
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# ----------
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# Suck header dependencies in
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-include $(ZAERO_DEPS)
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# ----------
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ifeq ($(YQ2_OSTYPE), Windows)
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release/game.dll : $(ZAERO_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(ZAERO_OBJS)
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else
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release/game.so : $(ZAERO_OBJS)
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@echo "===> LD $@"
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${Q}$(CC) $(LDFLAGS) -o $@ $(ZAERO_OBJS)
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endif
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# ----------
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