# Build Makefile for GNU Make # Notes: # As of 6 July 2005, the engine should handle optimisations being enabled. # If things seem to be going wrong, lower or disable optimisations, then # try again. If things are still going wrong, call me. # # Engine options - these may be overridden by game makefiles # SUPERBUILD - enables voxels # POLYMOST - enables Polymost renderer # USE_OPENGL - enables OpenGL support in Polymost # USE_A_C - enables use of C version of classic renderer # NOASM - disables the use of inline assembly pragmas # # SETSPRITEZ - set to 1 for Shadow Warrior SUPERBUILD ?= 1 POLYMOST ?= 1 USE_OPENGL ?= 1 USE_A_C ?= 0 NOASM ?= 0 SETSPRITEZ ?= 0 # Debugging options # RELEASE - 1 = no debugging # EFENCE - 1 = compile with Electric Fence for malloc() debugging RELEASE?=1 EFENCE?=0 # SDK locations - adjust to match your setup DXROOT=c:/sdks/directx/dx61 FMODROOTWIN=c:/sdks/fmodapi374win/api # build locations - OBJ gets overridden to the game-specific objects dir OBJ?=obj.gnu/ SRC=src/ GAME=testgame/ RSRC=rsrc/ INC=include/ # filename extensions - these won't need to change o=o res=o asm=nasm # debugging and release ifneq ($(RELEASE),0) # debugging disabled debug=-fomit-frame-pointer -O2 else # debugging enabled debug=-ggdb -O0 -DDEBUGGINGAIDS -DNOSDLPARACHUTE endif CC=gcc CXX=gcc AS=nasm RC=windres AR=ar RANLIB=ranlib OURCFLAGS=$(debug) -W -Wall -Wimplicit -Wno-char-subscripts -Wno-unused \ -funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS \ -DKSFORBUILD -I$(INC:/=) OURCXXFLAGS=-fno-exceptions -fno-rtti GAMECFLAGS=-I../jfaud/inc -I$(GAME) LIBS= GAMELIBS=../jfaud/libjfaud.a #../jfaud/mpadec/libmpadec/libmpadec.a ASFLAGS=-s #-g EXESUFFIX= include Makefile.shared ifneq (0,$(USE_A_C)) ENGINEOBJS=$(OBJ)a-c.$o else ENGINEOBJS=$(OBJ)a.$o endif ENGINEOBJS+= \ $(OBJ)baselayer.$o \ $(OBJ)cache1d.$o \ $(OBJ)compat.$o \ $(OBJ)crc32.$o \ $(OBJ)defs.$o \ $(OBJ)engine.$o \ $(OBJ)glbuild.$o \ $(OBJ)kplib.$o \ $(OBJ)lzf_c.$o \ $(OBJ)lzf_d.$o \ $(OBJ)md4.$o \ $(OBJ)mmulti.$o \ $(OBJ)osd.$o \ $(OBJ)pragmas.$o \ $(OBJ)scriptfile.$o \ $(OBJ)polymer.$o EDITOROBJS=$(OBJ)build.$o \ $(OBJ)config.$o GAMEEXEOBJS=$(OBJ)game.$o \ $(OBJ)jfaud_sound.$o \ $(OBJ)config.$o \ $(OBJ)$(ENGINELIB) EDITOREXEOBJS=$(OBJ)bstub.$o \ $(OBJ)$(EDITORLIB) \ $(OBJ)$(ENGINELIB) # detect the platform ifeq ($(PLATFORM),LINUX) ASFLAGS+= -f elf LIBS+= -lm endif ifeq ($(PLATFORM),BSD) ASFLAGS+= -f elf OURCFLAGS+= -I/usr/X11R6/include LIBS+= -lm endif ifeq ($(PLATFORM),WINDOWS) OURCFLAGS+= -DUNDERSCORES -I$(DXROOT)/include -I$(FMODROOTWIN)/inc LIBS+= -lm GAMELIBS+= -L$(FMODROOTWIN)/lib ASFLAGS+= -DUNDERSCORES -f win32 endif ifeq ($(PLATFORM),BEOS) ASFLAGS+= -f elf TARGETOPTS+= -DNOASM endif ifeq ($(PLATFORM),SUNOS) LIBS+= -lm endif ifeq ($(PLATFORM),SYLLABLE) ASFLAGS+= -f elf endif ifeq ($(RENDERTYPE),SDL) ENGINEOBJS+= $(OBJ)sdlayer.$o OURCFLAGS+= $(subst -Dmain=SDL_main,,$(SDLCONFIG_CFLAGS)) ifeq (1,$(HAVE_GTK2)) OURCFLAGS+= -DHAVE_GTK2 $(shell pkg-config --cflags gtk+-2.0) ENGINEOBJS+= $(OBJ)gtkbits.$o $(OBJ)dynamicgtk.$o EDITOROBJS+= $(OBJ)startgtk.editor.$o GAMEEXEOBJS+= $(OBJ)game_banner.$o $(OBJ)startgtk.game.$o EDITOREXEOBJS+= $(OBJ)editor_banner.$o endif GAMEEXEOBJS+= $(OBJ)game_icon.$o EDITOREXEOBJS+= $(OBJ)build_icon.$o endif ifeq ($(RENDERTYPE),WIN) ENGINEOBJS+= $(OBJ)winlayer.$o EDITOROBJS+= $(OBJ)startwin.editor.$o GAMEEXEOBJS+= $(OBJ)gameres.$(res) $(OBJ)startwin.game.$o EDITOREXEOBJS+= $(OBJ)buildres.$(res) endif ifneq (0,$(EFENCE)) LIBS+= -lefence OURCFLAGS+= -DEFENCE endif OURCFLAGS+= $(BUILDCFLAGS) .PHONY: clean veryclean all utils enginelib editorlib # TARGETS # Invoking Make from the terminal in OSX just chains the build on to xcode ifeq ($(PLATFORM),DARWIN) ifeq ($(RELEASE),0) style=Development else style=Deployment endif .PHONY: alldarwin alldarwin: cd osx/engine && xcodebuild -target All -buildstyle $(style) cd osx/game && xcodebuild -target All -buildstyle $(style) endif UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2art$(EXESUFFIX) wad2map$(EXESUFFIX) all: testgame$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) utils: $(UTILS) enginelib: $(OBJ)$(ENGINELIB) $(OBJ)$(ENGINELIB): $(ENGINEOBJS) $(AR) rc $@ $^ $(RANLIB) $@ editorlib: $(OBJ)$(EDITORLIB) $(OBJ)$(EDITORLIB): $(EDITOROBJS) $(AR) rc $@ $^ $(RANLIB) $@ testgame$(EXESUFFIX): $(GAMEEXEOBJS) $(CC) $(CFLAGS) $(OURCFLAGS) -o $@ $^ $(GAMELIBS) $(LIBS) $(STDCPPLIB) build$(EXESUFFIX): $(EDITOREXEOBJS) $(CC) $(CFLAGS) $(OURCFLAGS) -o $@ $^ $(LIBS) pragmacheck$(EXESUFFIX): $(OBJ)pragmacheck.$o $(OBJ)pragmas.$o $(CC) $(subst -Dmain=app_main,,$(OURCFLAGS)) -o $@ $^ kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o $(CC) -o $@ $^ kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o $(CC) -o $@ $^ transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o $(CC) -o $@ $^ wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o $(CC) -o $@ $^ wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o $(CC) -o $@ $^ generateicon$(EXESUFFIX): $(OBJ)generateicon.$o $(OBJ)kplib.$o $(CC) -o $@ $^ cacheinfo$(EXESUFFIX): $(OBJ)cacheinfo.$o $(OBJ)compat.$o $(CC) -o $@ $^ enumdisplay$(EXESUFFIX): src/misc/enumdisplay.c $(CC) -g -Os -o $@ $^ -I$(DXROOT)/include -lgdi32 # DEPENDENCIES include Makefile.deps # RULES $(OBJ)%.$o: $(SRC)%.nasm $(AS) $(ASFLAGS) $< -o $@ $(OBJ)%.$o: $(SRC)%.c $(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1 $(OBJ)%.$o: $(SRC)%.cpp $(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1 $(OBJ)%.$o: $(SRC)misc/%.rc $(RC) -i $< -o $@ --include-dir=$(INC) --include-dir=$(SRC) --include-dir=$(GAME) $(OBJ)%.$o: $(SRC)util/%.c $(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1 $(OBJ)%.$o: $(RSRC)%.c $(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1 $(OBJ)%.$o: $(GAME)%.c $(CC) $(CFLAGS) $(OURCFLAGS) $(GAMECFLAGS) -c $< -o $@ 2>&1 $(OBJ)%.$o: $(GAME)%.cpp $(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) $(GAMECFLAGS) -c $< -o $@ 2>&1 $(OBJ)game_banner.$o: $(RSRC)game_banner.c $(OBJ)editor_banner.$o: $(RSRC)editor_banner.c $(RSRC)game_banner.c: $(RSRC)game.bmp echo "#include " > $@ gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@ $(RSRC)editor_banner.c: $(RSRC)build.bmp echo "#include " > $@ gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@ # PHONIES clean: ifeq ($(PLATFORM),DARWIN) cd osx/engine && xcodebuild -target All clean cd osx/game && xcodebuild -target All clean else -rm -f $(OBJ)* endif veryclean: clean ifeq ($(PLATFORM),DARWIN) else -rm -f $(ENGINELIB) $(EDITORLIB) testgame$(EXESUFFIX) build$(EXESUFFIX) $(UTILS) endif .PHONY: fixlineends fixlineends: for a in `find . -type f \( -name '*.c' -o -name '*.h' -o -name 'Makefile*' \) \! -path '*/.svn/*'`; do \ echo Fixing $$a && tr -d "\015" < $$a > $$a.fix && mv $$a.fix $$a; \ done