gzdoom-gles/Makefile.mingw

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# Sub-makefile autogenerated by premake
# And then tweaked by hand
# Where did you install the FMOD API to? Change this line so that the build process can find it.
FMODDIR = "c:/program files/fmodapi375win"
ifndef CC
CC=gcc
endif
ifndef CXX
CC=g++
endif
ifndef CONFIG
CONFIG=Release
endif
ifndef OPTLEVEL
OPTLEVEL=2
endif
ifndef ARCH_TYPE
ARCH_TYPE=pentium
endif
ifndef TUNE_TYPE
TUNE_TYPE=athlon-xp
endif
ifndef RELEASETARGET
RELEASETARGET = zdoomgcc.exe
endif
ifndef DEBUGTARGET
DEBUGTARGET = zdoomgccd.exe
endif
DEBUGOBJDIR = debugobj
RELEASEOBJDIR = releaseobj
CCDV = @ccdv
CPPFLAGS = -DWIN32 -D_WIN32 -D_WINDOWS -DHAVE_STRUPR -DHAVE_FILELENGTH -DI_DO_NOT_LIKE_BIG_DOWNLOADS -D__forceinline=inline -MMD -Izlib -IFLAC -Isrc -Isrc/win32 -Isrc/g_doom -Isrc/g_heretic -I src/g_hexen -Isrc/g_raven -Isrc/g_strife -Isrc/g_shared -Isrc/oplsynth -Isrc/sound
LDFLAGS += flac/libflac.a zlib/libz.a -lfmod -lwsock32 -lwinmm -lddraw -ldsound -ldxguid -ldinput8 -lole32 -luser32 -lgdi32 -lcomctl32 -lcomdlg32 -lsetupapi -lws2_32 -Wl,--subsystem,windows
ifdef FMODDIR
CPPFLAGS += -I$(FMODDIR)/api/inc
LDFLAGS += -L$(FMODDIR)/api/lib
endif
CFLAGS += -fno-strict-aliasing
ifeq ($(CONFIG),Debug)
OBJDIR = $(DEBUGOBJDIR)
CFLAGS += $(CPPFLAGS) -Wall -Wno-unused -g3
CPPFLAGS += -D_DEBUG
CXXFLAGS = $(CFLAGS)
TARGET = $(DEBUGTARGET)
endif
ifeq ($(CONFIG),Release)
OBJDIR = $(RELEASEOBJDIR)
CFLAGS += $(CPPFLAGS) -march=$(ARCH_TYPE) -mtune=$(TUNE_TYPE) -Wall -Wno-unused -O$(OPTLEVEL) -fomit-frame-pointer -pipe
CFLAGS += -ffunction-sections -fno-rtti
CPPFLAGS += -DNDEBUG
CXXFLAGS = $(CFLAGS)
LDFLAGS += -s -Wl,-Map=zdoomgcc.map -Wl,--gc-sections
TARGET = $(RELEASETARGET)
endif
# This must be first.
OBJECTS = $(OBJDIR)/autostart.o
OBJECTS += \
$(OBJDIR)/am_map.o \
$(OBJDIR)/b_bot.o \
$(OBJDIR)/b_func.o \
$(OBJDIR)/b_game.o \
$(OBJDIR)/b_move.o \
$(OBJDIR)/b_think.o \
$(OBJDIR)/bbannouncer.o \
$(OBJDIR)/c_bind.o \
$(OBJDIR)/c_cmds.o \
$(OBJDIR)/c_console.o \
$(OBJDIR)/c_cvars.o \
$(OBJDIR)/c_dispatch.o \
$(OBJDIR)/c_expr.o \
$(OBJDIR)/cmdlib.o \
$(OBJDIR)/colormatcher.o \
$(OBJDIR)/configfile.o \
$(OBJDIR)/ct_chat.o \
$(OBJDIR)/d_dehacked.o \
$(OBJDIR)/d_main.o \
$(OBJDIR)/d_net.o \
$(OBJDIR)/d_netinfo.o \
$(OBJDIR)/d_protocol.o \
$(OBJDIR)/decallib.o \
$(OBJDIR)/decorations.o \
$(OBJDIR)/dobject.o \
$(OBJDIR)/dobjtype.o \
$(OBJDIR)/doomdef.o \
$(OBJDIR)/doomstat.o \
$(OBJDIR)/dsectoreffect.o \
$(OBJDIR)/dthinker.o \
$(OBJDIR)/f_finale.o \
$(OBJDIR)/f_wipe.o \
$(OBJDIR)/farchive.o \
$(OBJDIR)/files.o \
$(OBJDIR)/g_game.o \
$(OBJDIR)/g_hub.o \
$(OBJDIR)/g_level.o \
$(OBJDIR)/gameconfigfile.o \
$(OBJDIR)/gi.o \
$(OBJDIR)/hu_scores.o \
$(OBJDIR)/info.o \
$(OBJDIR)/infodefaults.o \
$(OBJDIR)/lumpconfigfile.o \
$(OBJDIR)/m_alloc.o \
$(OBJDIR)/m_argv.o \
$(OBJDIR)/m_bbox.o \
$(OBJDIR)/m_cheat.o \
$(OBJDIR)/m_fixed.o \
$(OBJDIR)/m_menu.o \
$(OBJDIR)/m_misc.o \
$(OBJDIR)/m_options.o \
$(OBJDIR)/m_png.o \
$(OBJDIR)/m_random.o \
$(OBJDIR)/mus2midi.o \
$(OBJDIR)/nodebuild.o \
$(OBJDIR)/nodebuild_classify_nosse2.o \
$(OBJDIR)/nodebuild_classify_sse2.o \
$(OBJDIR)/nodebuild_events.o \
$(OBJDIR)/nodebuild_extract.o \
$(OBJDIR)/nodebuild_gl.o \
$(OBJDIR)/nodebuild_utility.o \
$(OBJDIR)/p_acs.o \
$(OBJDIR)/p_buildmap.o \
$(OBJDIR)/p_ceiling.o \
$(OBJDIR)/p_conversation.o \
$(OBJDIR)/p_doors.o \
$(OBJDIR)/p_effect.o \
$(OBJDIR)/p_enemy.o \
$(OBJDIR)/p_floor.o \
$(OBJDIR)/p_interaction.o \
$(OBJDIR)/p_lights.o \
$(OBJDIR)/p_lnspec.o \
$(OBJDIR)/p_map.o \
$(OBJDIR)/p_maputl.o \
$(OBJDIR)/p_mobj.o \
$(OBJDIR)/p_pillar.o \
$(OBJDIR)/p_plats.o \
$(OBJDIR)/p_pspr.o \
$(OBJDIR)/p_saveg.o \
$(OBJDIR)/p_sectors.o \
$(OBJDIR)/p_setup.o \
$(OBJDIR)/p_sight.o \
$(OBJDIR)/p_spec.o \
$(OBJDIR)/p_switch.o \
$(OBJDIR)/p_teleport.o \
$(OBJDIR)/p_terrain.o \
$(OBJDIR)/p_things.o \
$(OBJDIR)/p_tick.o \
$(OBJDIR)/p_trace.o \
$(OBJDIR)/p_user.o \
$(OBJDIR)/p_writemap.o \
$(OBJDIR)/p_xlat.o \
$(OBJDIR)/po_man.o \
$(OBJDIR)/r_anim.o \
$(OBJDIR)/r_bsp.o \
$(OBJDIR)/r_data.o \
$(OBJDIR)/r_draw.o \
$(OBJDIR)/r_drawt.o \
$(OBJDIR)/r_main.o \
$(OBJDIR)/r_plane.o \
$(OBJDIR)/r_segs.o \
$(OBJDIR)/r_sky.o \
$(OBJDIR)/r_things.o \
$(OBJDIR)/r_polymost.o \
$(OBJDIR)/s_advsound.o \
$(OBJDIR)/s_environment.o \
$(OBJDIR)/s_playlist.o \
$(OBJDIR)/s_sndseq.o \
$(OBJDIR)/s_sound.o \
$(OBJDIR)/sc_man.o \
$(OBJDIR)/skins.o \
$(OBJDIR)/st_stuff.o \
$(OBJDIR)/stats.o \
$(OBJDIR)/stringtable.o \
$(OBJDIR)/tables.o \
$(OBJDIR)/tempfiles.o \
$(OBJDIR)/thingdef.o \
$(OBJDIR)/thingdef_codeptr.o \
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
$(OBJDIR)/thingdef_exp.o \
$(OBJDIR)/v_collection.o \
$(OBJDIR)/v_draw.o \
$(OBJDIR)/v_font.o \
$(OBJDIR)/v_palette.o \
$(OBJDIR)/v_pfx.o \
$(OBJDIR)/v_text.o \
$(OBJDIR)/v_video.o \
$(OBJDIR)/vectors.o \
$(OBJDIR)/name.o \
$(OBJDIR)/zstring.o \
$(OBJDIR)/zstrformat.o \
$(OBJDIR)/w_wad.o \
$(OBJDIR)/wi_stuff.o \
$(OBJDIR)/a_arachnotron.o \
$(OBJDIR)/a_archvile.o \
$(OBJDIR)/a_bossbrain.o \
$(OBJDIR)/a_bruiser.o \
$(OBJDIR)/a_cacodemon.o \
$(OBJDIR)/a_cyberdemon.o \
$(OBJDIR)/a_demon.o \
$(OBJDIR)/a_doomhealth.o \
$(OBJDIR)/a_doomimp.o \
$(OBJDIR)/a_doommisc.o \
$(OBJDIR)/a_doomplayer.o \
$(OBJDIR)/a_doomweaps.o \
$(OBJDIR)/a_fatso.o \
$(OBJDIR)/a_keen.o \
$(OBJDIR)/a_lostsoul.o \
$(OBJDIR)/a_painelemental.o \
$(OBJDIR)/a_possessed.o \
$(OBJDIR)/a_revenant.o \
$(OBJDIR)/a_scriptedmarine.o \
$(OBJDIR)/a_spidermaster.o \
$(OBJDIR)/doom_sbar.o \
$(OBJDIR)/a_beast.o \
$(OBJDIR)/a_chicken.o \
$(OBJDIR)/a_clink.o \
$(OBJDIR)/a_dsparil.o \
$(OBJDIR)/a_hereticartifacts.o \
$(OBJDIR)/a_hereticimp.o \
$(OBJDIR)/a_heretickeys.o \
$(OBJDIR)/a_hereticmisc.o \
$(OBJDIR)/a_hereticplayer.o \
$(OBJDIR)/a_hereticweaps.o \
$(OBJDIR)/a_ironlich.o \
$(OBJDIR)/a_knight.o \
$(OBJDIR)/a_mummy.o \
$(OBJDIR)/a_snake.o \
$(OBJDIR)/a_wizard.o \
$(OBJDIR)/heretic_sbar.o \
$(OBJDIR)/a_bats.o \
$(OBJDIR)/a_bishop.o \
$(OBJDIR)/a_blastradius.o \
$(OBJDIR)/a_boostarmor.o \
$(OBJDIR)/a_centaur.o \
$(OBJDIR)/a_clericboss.o \
$(OBJDIR)/a_clericflame.o \
$(OBJDIR)/a_clericholy.o \
$(OBJDIR)/a_clericmace.o \
$(OBJDIR)/a_clericplayer.o \
$(OBJDIR)/a_clericstaff.o \
$(OBJDIR)/a_demons.o \
$(OBJDIR)/a_dragon.o \
$(OBJDIR)/a_ettin.o \
$(OBJDIR)/a_fighteraxe.o \
$(OBJDIR)/a_fighterboss.o \
$(OBJDIR)/a_fighterhammer.o \
$(OBJDIR)/a_fighterplayer.o \
$(OBJDIR)/a_fighterquietus.o \
$(OBJDIR)/a_firedemon.o \
$(OBJDIR)/a_flechette.o \
$(OBJDIR)/a_fog.o \
$(OBJDIR)/a_healingradius.o \
$(OBJDIR)/a_heresiarch.o \
$(OBJDIR)/a_hexenspecialdecs.o \
$(OBJDIR)/a_iceguy.o \
$(OBJDIR)/a_korax.o \
$(OBJDIR)/a_mageboss.o \
$(OBJDIR)/a_magecone.o \
$(OBJDIR)/a_magelightning.o \
$(OBJDIR)/a_mageplayer.o \
$(OBJDIR)/a_magestaff.o \
$(OBJDIR)/a_magewand.o \
$(OBJDIR)/a_mana.o \
$(OBJDIR)/a_pig.o \
$(OBJDIR)/a_puzzleitems.o \
$(OBJDIR)/a_serpent.o \
$(OBJDIR)/a_spike.o \
$(OBJDIR)/a_summon.o \
$(OBJDIR)/a_teleportother.o \
$(OBJDIR)/a_weaponpiece.o \
$(OBJDIR)/a_weaponpieces.o \
$(OBJDIR)/a_wraith.o \
$(OBJDIR)/hexen_sbar.o \
$(OBJDIR)/a_artiegg.o \
$(OBJDIR)/a_artitele.o \
$(OBJDIR)/a_minotaur.o \
$(OBJDIR)/a_ravenambient.o \
$(OBJDIR)/a_acolyte.o \
$(OBJDIR)/a_alienspectres.o \
$(OBJDIR)/a_coin.o \
$(OBJDIR)/a_crusader.o \
$(OBJDIR)/a_entityboss.o \
$(OBJDIR)/a_inquisitor.o \
$(OBJDIR)/a_loremaster.o \
$(OBJDIR)/a_macil.o \
$(OBJDIR)/a_oracle.o \
$(OBJDIR)/a_programmer.o \
$(OBJDIR)/a_reaver.o \
$(OBJDIR)/a_rebels.o \
$(OBJDIR)/a_sentinel.o \
$(OBJDIR)/a_spectral.o \
$(OBJDIR)/a_stalker.o \
$(OBJDIR)/a_strifeammo.o \
$(OBJDIR)/a_strifebishop.o \
$(OBJDIR)/a_strifeitems.o \
$(OBJDIR)/a_strifeplayer.o \
$(OBJDIR)/a_strifestuff.o \
$(OBJDIR)/a_strifeweapons.o \
$(OBJDIR)/a_templar.o \
$(OBJDIR)/a_thingstoblowup.o \
$(OBJDIR)/strife_sbar.o \
$(OBJDIR)/a_action.o \
$(OBJDIR)/a_artifacts.o \
$(OBJDIR)/a_bridge.o \
$(OBJDIR)/a_camera.o \
$(OBJDIR)/a_debris.o \
$(OBJDIR)/a_decals.o \
$(OBJDIR)/a_flashfader.o \
$(OBJDIR)/a_fountain.o \
$(OBJDIR)/a_hatetarget.o \
$(OBJDIR)/a_keys.o \
$(OBJDIR)/a_lightning.o \
$(OBJDIR)/a_movingcamera.o \
$(OBJDIR)/a_pickups.o \
$(OBJDIR)/a_quake.o \
$(OBJDIR)/a_secrettrigger.o \
$(OBJDIR)/a_sectoraction.o \
$(OBJDIR)/a_sharedmisc.o \
$(OBJDIR)/a_skies.o \
$(OBJDIR)/a_soundenvironment.o \
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
$(OBJDIR)/a_soundsequence.o \
$(OBJDIR)/a_spark.o \
$(OBJDIR)/a_waterzone.o \
$(OBJDIR)/a_weapons.o \
$(OBJDIR)/hudmessages.o \
$(OBJDIR)/shared_sbar.o \
$(OBJDIR)/fmopl.o \
$(OBJDIR)/mlkernel.o \
$(OBJDIR)/mlopl.o \
$(OBJDIR)/mlopl_io.o \
$(OBJDIR)/opl_mus_player.o \
$(OBJDIR)/altsound.o \
$(OBJDIR)/altsoundmixer.o \
$(OBJDIR)/fmodsound.o \
$(OBJDIR)/i_music.o \
$(OBJDIR)/i_sound.o \
$(OBJDIR)/music_cd.o \
$(OBJDIR)/music_flac.o \
$(OBJDIR)/music_midi_midiout.o \
$(OBJDIR)/music_midi_stream.o \
$(OBJDIR)/music_midi_timidity.o \
$(OBJDIR)/music_mod.o \
$(OBJDIR)/music_mus_midiout.o \
$(OBJDIR)/music_mus_opl.o \
$(OBJDIR)/music_spc.o \
$(OBJDIR)/music_stream.o \
$(OBJDIR)/sample_flac.o \
$(OBJDIR)/helperthread.o \
$(OBJDIR)/i_input.o \
$(OBJDIR)/i_net.o \
$(OBJDIR)/eaxedit.o \
$(OBJDIR)/i_cd.o \
$(OBJDIR)/i_main.o \
$(OBJDIR)/i_system.o \
$(OBJDIR)/hardware.o \
$(OBJDIR)/i_crash.o \
$(OBJDIR)/i_movie.o \
$(OBJDIR)/win32video.o \
$(OBJDIR)/zdoom.o
ifndef NOASM
OBJECTS += \
$(OBJDIR)/a.o \
$(OBJDIR)/misc.o \
$(OBJDIR)/tmap.o \
$(OBJDIR)/tmap2.o \
$(OBJDIR)/tmap3.o
CPPFLAGS := -DUSEASM=1 $(CPPFLAGS)
else
CPPFLAGS := -DNOASM $(CPPFLAGS)
endif
# This must be last
OBJECTS += $(OBJDIR)/autozend.o
VPATH = src src/g_doom src/g_heretic src/g_hexen src/g_raven src/g_strife src/g_shared src/oplsynth src/sound src/win32
.PHONY: clean all
all: $(TARGET)
$(OBJDIR)/%.o : %.cpp
$(CCDV) $(CXX) $(CXXFLAGS) -o $@ -c $<
# This file needs special handling so that it actually gets compiled with SSE2 support.
$(OBJDIR)/nodebuild_classify_sse2.o: nodebuild_classify_sse2.cpp
$(CCDV) $(CXX) $(CXXFLAGS) -msse2 -mfpmath=sse -c -o $@ $<
$(OBJDIR)/%.o : %.nas
$(CCDV) nasmw -o $@ -f win32 $<
$(OBJDIR)/%.o : %.rc
$(CCDV) windres --include-dir=src/win32 -o $@ -i $<
$(TARGET): testobjdir $(OBJECTS)
$(CCDV) $(CXX) -o $@ $(OBJECTS) $(LDFLAGS)
clean:
-del /q /f $(RELEASETARGET) 2>nul
-del /q /f $(DEBUGTARGET) 2>nul
-del /q /f $(DEBUGOBJDIR) 2>nul
-del /q /f $(RELEASEOBJDIR) 2>nul
testobjdir:
-@if not exist $(OBJDIR) mkdir $(OBJDIR)
ifneq ($(MAKECMDGOALS),clean)
-include $(OBJECTS:%.o=%.d)
endif