1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281
|
# ----------------------------------------------------- #
# Makefile for the CTF game module for Quake II #
# #
# Just type "make" to compile the #
# - CTF Game (game.so / game.dll) #
# #
# Dependencies: #
# - None, but you need a Quake II to play. #
# While in theory every one should work #
# Yamagi Quake II is recommended. #
# #
# Platforms: #
# - FreeBSD #
# - Linux #
# - Mac OS X #
# - OpenBSD #
# - Windows #
# ----------------------------------------------------- #
# Detect the OS
ifdef SystemRoot
YQ2_OSTYPE ?= Windows
else
YQ2_OSTYPE ?= $(shell uname -s)
endif
# Special case for MinGW
ifneq (,$(findstring MINGW,$(YQ2_OSTYPE)))
YQ2_OSTYPE := Windows
endif
# Detect the architecture
ifeq ($(YQ2_OSTYPE), Windows)
ifdef MINGW_CHOST
ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
YQ2_ARCH ?= x86_64
else # i686-w64-mingw32
YQ2_ARCH ?= i386
endif
else # windows, but MINGW_CHOST not defined
ifdef PROCESSOR_ARCHITEW6432
# 64 bit Windows
YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432)
else
# 32 bit Windows
YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE)
endif
endif # windows but MINGW_CHOST not defined
else
# Normalize some abiguous YQ2_ARCH strings
YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/^arm.*/arm/')
endif
# On Windows / MinGW $(CC) is undefined by default.
ifeq ($(YQ2_OSTYPE),Windows)
CC ?= gcc
endif
# Detect the compiler
ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
COMPILER := clang
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/')
else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1)
COMPILER := gcc
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\}$$/&00/')
else
COMPILER := unknown
endif
# ----------
# Base CFLAGS. These may be overridden by the environment.
# Highest supported optimizations are -O2, higher levels
# will likely break this crappy code.
ifdef DEBUG
CFLAGS ?= -O0 -g -Wall -pipe
else
CFLAGS ?= -O2 -Wall -pipe -fomit-frame-pointer
endif
# Always needed are:
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
# -fwrapv for defined integer wrapping. MSVC6 did this
# and the game code requires it.
override CFLAGS += -std=gnu99 -fno-strict-aliasing -fwrapv
# -MMD to generate header dependencies. Unsupported by
# the Clang shipped with OS X.
ifneq ($(YQ2_OSTYPE), Darwin)
override CFLAGS += -MMD
endif
# OS X architecture.
ifeq ($(YQ2_OSTYPE), Darwin)
override CFLAGS += -arch $(YQ2_ARCH)
endif
# ----------
# Switch off some annoying warnings.
ifeq ($(COMPILER), clang)
# -Wno-missing-braces because otherwise clang complains
# about totally valid 'vec3_t bla = {0}' constructs.
CFLAGS += -Wno-missing-braces
else ifeq ($(COMPILER), gcc)
# GCC 8.0 or higher.
ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
# -Wno-format-truncation and -Wno-format-overflow
# because GCC spams about 50 false positives.
CFLAGS += -Wno-format-truncation -Wno-format-overflow
endif
endif
# ----------
# Defines the operating system and architecture
override CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\"
# ----------
# For reproducible builds, look here for details:
# https://reproducible-builds.org/specs/source-date-epoch/
ifdef SOURCE_DATE_EPOCH
CFLAGS += -DBUILD_DATE=\"$(shell date --utc --date="@${SOURCE_DATE_EPOCH}" +"%b %_d %Y" | sed -e 's/ /\\ /g')\"
endif
# ----------
# Using the default x87 float math on 32bit x86 causes rounding trouble
# -ffloat-store could work around that, but the better solution is to
# just enforce SSE - every x86 CPU since Pentium3 supports that
# and this should even improve the performance on old CPUs
# However, as of 2021, Debian's baseline for i386 is still officially a
# 20+ year old Geode, so we have to reduce performance on newer i386 CPUs
# to comply with that baseline.
ifeq ($(YQ2_ARCH), i386)
override CFLAGS += -ffloat-store
endif
# Force SSE math on x86_64. All sane compilers should do this
# anyway, just to protect us from broken Linux distros.
ifeq ($(YQ2_ARCH), x86_64)
override CFLAGS += -mfpmath=sse
endif
# ----------
# Base LDFLAGS.
LDFLAGS ?=
# It's a shared library.
override LDFLAGS += -shared
# Required libraries
ifeq ($(YQ2_OSTYPE), Darwin)
override LDFLAGS += -arch $(YQ2_ARCH)
else ifeq ($(YQ2_OSTYPE), Windows)
override LDFLAGS += -static-libgcc
else
override LDFLAGS += -lm
endif
# ----------
# Builds everything
all: ctf
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all clean ctf
# ----------
# Cleanup
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release
# ----------
# The ctf game
ifeq ($(YQ2_OSTYPE), Windows)
ctf:
@echo "===> Building game.dll"
$(Q)mkdir -p release
$(MAKE) release/game.dll
else ifeq ($(YQ2_OSTYPE), Darwin)
ctf:
@echo "===> Building game.dylib"
${Q}mkdir -p release
$(MAKE) release/game.dylib
else
ctf:
@echo "===> Building game.so"
$(Q)mkdir -p release
$(MAKE) release/game.so
release/game.so : CFLAGS += -fPIC
endif
build/%.o: %.c
@echo "===> CC $<"
$(Q)mkdir -p $(@D)
$(Q)$(CC) -c $(CFLAGS) -o $@ $<
# ----------
CTF_OBJS_ = \
src/g_ai.o \
src/g_chase.o \
src/g_cmds.o \
src/g_combat.o \
src/g_ctf.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_save.o \
src/g_spawn.o \
src/g_svcmds.o \
src/g_target.o \
src/g_trigger.o \
src/g_utils.o \
src/g_weapon.o \
src/menu/menu.o \
src/monster/move.o \
src/player/client.o \
src/player/hud.o \
src/player/trail.o \
src/player/view.o \
src/player/weapon.o \
src/shared/shared.o
# ----------
# Rewrite pathes to our object directory
CTF_OBJS = $(patsubst %,build/%,$(CTF_OBJS_))
# ----------
# Generate header dependencies
CTF_DEPS= $(CTF_OBJS:.o=.d)
# ----------
# Suck header dependencies in
-include $(CTF_DEPS)
# ----------
ifeq ($(YQ2_OSTYPE), Windows)
release/game.dll : $(CTF_OBJS)
@echo "===> LD $@"
$(Q)$(CC) -o $@ $(CTF_OBJS) $(LDFLAGS)
else ifeq ($(YQ2_OSTYPE), Darwin)
release/game.dylib : $(CTF_OBJS)
@echo "===> LD $@"
${Q}$(CC) -o $@ $(CTF_OBJS) $(LDFLAGS)
else
release/game.so : $(CTF_OBJS)
@echo "===> LD $@"
$(Q)$(CC) -o $@ $(CTF_OBJS) $(LDFLAGS)
endif
# ----------
|