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Makefile
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#
# edawn Makefile
#
# GNU Make required
#
COMPILE_PLATFORM=$(shell uname | sed -e 's/_.*//' | tr '[:upper:]' '[:lower:]' | sed -e 's/\//_/g')
COMPILE_ARCH=$(shell uname -m | sed -e 's/i.86/x86/' | sed -e 's/^arm.*/arm/')
ifeq ($(COMPILE_PLATFORM),mingw32)
ifeq ($(COMPILE_ARCH),i386)
COMPILE_ARCH=x86
endif
endif
#############################################################################
#
# If you require a different configuration from the defaults below, create a
# new file named "Makefile.local" in the same directory as this file and define
# your parameters there. This allows you to change configuration without
# causing problems with keeping up to date with the repository.
#
#############################################################################
-include Makefile.local
ifeq ($(COMPILE_PLATFORM),cygwin)
PLATFORM=mingw32
endif
ifndef PLATFORM
PLATFORM=$(COMPILE_PLATFORM)
endif
export PLATFORM
ifeq ($(PLATFORM),mingw32)
MINGW=1
endif
ifeq ($(PLATFORM),mingw64)
MINGW=1
endif
ifeq ($(COMPILE_ARCH),i86pc)
COMPILE_ARCH=x86
endif
ifeq ($(COMPILE_ARCH),amd64)
COMPILE_ARCH=x86_64
endif
ifeq ($(COMPILE_ARCH),x64)
COMPILE_ARCH=x86_64
endif
ifndef ARCH
ARCH=$(COMPILE_ARCH)
endif
export ARCH
ifneq ($(PLATFORM),$(COMPILE_PLATFORM))
CROSS_COMPILING=1
else
CROSS_COMPILING=0
ifneq ($(ARCH),$(COMPILE_ARCH))
CROSS_COMPILING=1
endif
endif
export CROSS_COMPILING
#ifndef MOD_CFLAGS
#MOD_CFLAGS= -std=c99
#endif
ifndef BUILD_DIR
BUILD_DIR=build
endif
ifndef TEMPDIR
TEMPDIR=/tmp
endif
ifndef MOUNT_DIR
MOUNT_DIR=source
endif
ifndef DEBUG_CFLAGS
DEBUG_CFLAGS=-g -O0
endif
#############################################################################
BD=$(BUILD_DIR)/debug-$(PLATFORM)-$(ARCH)
BR=$(BUILD_DIR)/release-$(PLATFORM)-$(ARCH)
QADIR=$(MOUNT_DIR)/game
CGDIR=$(MOUNT_DIR)/cgame
UIDIR=$(MOUNT_DIR)/q3_ui
bin_path=$(shell which $(1) 2> /dev/null)
#############################################################################
# SETUP AND BUILD -- LINUX
#############################################################################
## Defaults
LIB=lib
INSTALL=install
MKDIR=mkdir -p
ifeq ($(PLATFORM),linux)
ifeq ($(ARCH),x86_64)
LIB=lib64
endif
BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe
OPTIMIZE = -O2 -fvisibility=hidden -fomit-frame-pointer -ffast-math
SHLIBEXT=so
SHLIBCFLAGS=-fPIC -fvisibility=hidden
SHLIBLDFLAGS=-shared $(LDFLAGS)
LIBS= -lm
ifeq ($(ARCH),x86)
BASE_CFLAGS += -m32
endif
endif #Linux
ifdef MINGW
ifeq ($(CROSS_COMPILING),1)
# If CC is already set to something generic, we probably want to use
# something more specific
ifneq ($(findstring $(strip $(CC)),cc gcc),)
CC=
endif
# We need to figure out the correct gcc and windres
ifeq ($(ARCH),x86_64)
MINGW_PREFIXES=x86_64-w64-mingw32 amd64-mingw32msvc
STRIP=x86_64-w64-mingw32-strip
endif
ifeq ($(ARCH),x86)
MINGW_PREFIXES=i686-w64-mingw32 i586-mingw32msvc i686-pc-mingw32
endif
ifndef CC
CC=$(firstword $(strip $(foreach MINGW_PREFIX, $(MINGW_PREFIXES), \
$(call bin_path, $(MINGW_PREFIX)-gcc))))
endif
# STRIP=$(MINGW_PREFIX)-strip -g
ifndef WINDRES
WINDRES=$(firstword $(strip $(foreach MINGW_PREFIX, $(MINGW_PREFIXES), \
$(call bin_path, $(MINGW_PREFIX)-windres))))
endif
else
# Some MinGW installations define CC to cc, but don't actually provide cc,
# so check that CC points to a real binary and use gcc if it doesn't
ifeq ($(call bin_path, $(CC)),)
CC=gcc
endif
endif
BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe
OPTIMIZE = -O2 -fvisibility=hidden -fomit-frame-pointer -ffast-math
SHLIBEXT=dll
SHLIBCFLAGS=-fPIC -fvisibility=hidden
SHLIBLDFLAGS=-shared $(LDFLAGS)
LIBS= -lm
ifeq ($(ARCH),x86)
BASE_CFLAGS += -m32
endif
endif
# Windows DLL build option, if user wants to compile and get .dll files
ifeq ($(PLATFORM),windows)
# If CC is already set to something generic, we probably want to use
# something more specific
ifneq ($(findstring $(strip $(CC)),cc gcc),)
CC=
endif
# We need to figure out the correct gcc and windres
ifeq ($(ARCH),x86_64)
MINGW_PREFIXES=x86_64-w64-mingw32 amd64-mingw32msvc
STRIP=x86_64-w64-mingw32-strip
endif
ifeq ($(ARCH),x86)
MINGW_PREFIXES=i686-w64-mingw32 i586-mingw32msvc i686-pc-mingw32
endif
ifndef CC
CC=$(firstword $(strip $(foreach MINGW_PREFIX, $(MINGW_PREFIXES), \
$(call bin_path, $(MINGW_PREFIX)-gcc))))
endif
STRIP=$(MINGW_PREFIX)-strip -g
ifndef WINDRES
WINDRES=$(firstword $(strip $(foreach MINGW_PREFIX, $(MINGW_PREFIXES), \
$(call bin_path, $(MINGW_PREFIX)-windres))))
endif
# Some MinGW installations define CC to cc, but don't actually provide cc,
# so check that CC points to a real binary and use gcc if it doesn't
ifeq ($(call bin_path, $(CC)),)
CC=gcc
endif
BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes -pipe
OPTIMIZE = -O2 -fvisibility=hidden -fomit-frame-pointer -ffast-math
SHLIBEXT=dll
SHLIBCFLAGS=-fPIC -fvisibility=hidden
SHLIBLDFLAGS=-shared $(LDFLAGS)
LIBS= -lm
ifeq ($(ARCH),x86)
BASE_CFLAGS += -m32
endif
endif # DLL
TARGETS =
ifndef FULLBINEXT
FULLBINEXT=.$(ARCH)$(BINEXT)
endif
ifndef SHLIBNAME
SHLIBNAME=$(ARCH).$(SHLIBEXT)
endif
TARGETS += \
$(B)/cgame$(SHLIBNAME) \
$(B)/qagame$(SHLIBNAME) \
$(B)/ui$(SHLIBNAME)
ifeq ("$(CC)", $(findstring "$(CC)", "clang" "clang++"))
BASE_CFLAGS += -Qunused-arguments
endif
ifdef DEFAULT_BASEDIR
BASE_CFLAGS += -DDEFAULT_BASEDIR=\\\"$(DEFAULT_BASEDIR)\\\"
endif
ifeq ($(NO_STRIP),1)
STRIP_FLAG =
else
STRIP_FLAG = -s
endif
BASE_CFLAGS += -Wformat=2 -Wno-format-zero-length -Wformat-security -Wno-format-nonliteral
BASE_CFLAGS += -Wstrict-aliasing=2 -Wmissing-format-attribute
BASE_CFLAGS += -Wdisabled-optimization
BASE_CFLAGS += -Werror-implicit-function-declaration
ifeq ($(V),1)
echo_cmd=@:
Q=
else
echo_cmd=@echo
Q=@
endif
define DO_CC
$(echo_cmd) "CC $<"
$(Q)$(CC) $(NOTSHLIBCFLAGS) $(CFLAGS) $(OPTIMIZE) -o $@ -c $<
endef
define DO_SHLIB_CC
$(echo_cmd) "SHLIB_CC $<"
$(Q)$(CC) $(MOD_CFLAGS) $(SHLIBCFLAGS) $(CFLAGS) $(OPTIMIZE) -o $@ -c $<
endef
define DO_GAME_CC
$(echo_cmd) "GAME_CC $<"
$(Q)$(CC) $(MOD_CFLAGS) -DQAGAME $(SHLIBCFLAGS) $(CFLAGS) $(OPTIMIZE) -o $@ -c $<
endef
define DO_CGAME_CC
$(echo_cmd) "CGAME_CC $<"
$(Q)$(CC) $(MOD_CFLAGS) -DCGAME $(SHLIBCFLAGS) $(CFLAGS) $(OPTIMIZE) -o $@ -c $<
endef
define DO_UI_CC
$(echo_cmd) "UI_CC $<"
$(Q)$(CC) $(MOD_CFLAGS) -DUI $(SHLIBCFLAGS) $(CFLAGS) $(OPTIMIZE) -o $@ -c $<
endef
#############################################################################
# MAIN TARGETS
#############################################################################
default: release
all: debug release
debug:
@$(MAKE) targets B=$(BD) CFLAGS="$(CFLAGS) $(BASE_CFLAGS)" \
OPTIMIZE="$(DEBUG_CFLAGS)" V=$(V)
release:
@$(MAKE) targets B=$(BR) CFLAGS="$(CFLAGS) $(BASE_CFLAGS)" \
OPTIMIZE="-DNDEBUG $(OPTIMIZE)" V=$(V)
# Create the build directories, check libraries and print out
# an informational message, then start building
targets: makedirs
@echo ""
@echo "Building $(CLIENTBIN) in $(B):"
@echo " PLATFORM: $(PLATFORM)"
@echo " ARCH: $(ARCH)"
@echo " COMPILE_PLATFORM: $(COMPILE_PLATFORM)"
@echo " COMPILE_ARCH: $(COMPILE_ARCH)"
@echo " CC: $(CC)"
@echo ""
@echo " CFLAGS:"
-@for i in $(CFLAGS); \
do \
echo " $$i"; \
done
-@for i in $(OPTIMIZE); \
do \
echo " $$i"; \
done
@echo ""
@echo " LDFLAGS:"
-@for i in $(LDFLAGS); \
do \
echo " $$i"; \
done
@echo ""
@echo " LIBS:"
-@for i in $(LIBS); \
do \
echo " $$i"; \
done
@echo ""
@echo " Output:"
-@for i in $(TARGETS); \
do \
echo " $$i"; \
done
@echo ""
ifneq ($(TARGETS),)
@$(MAKE) $(TARGETS) V=$(V)
endif
makedirs:
@if [ ! -d $(BUILD_DIR) ];then $(MKDIR) $(BUILD_DIR);fi
@if [ ! -d $(B) ];then $(MKDIR) $(B);fi
@if [ ! -d $(B)/cgame ];then $(MKDIR) $(B)/cgame;fi
@if [ ! -d $(B)/game ];then $(MKDIR) $(B)/game;fi
@if [ ! -d $(B)/ui ];then $(MKDIR) $(B)/ui;fi
#############################################################################
## BASEQ3 CGAME
#############################################################################
# $(B)/cgame/cg_particles.o \
CGOBJ_ = \
$(B)/cgame/cg_main.o \
$(B)/cgame/bg_lib.o \
$(B)/cgame/bg_misc.o \
$(B)/cgame/bg_pmove.o \
$(B)/cgame/bg_slidemove.o \
$(B)/cgame/cg_consolecmds.o \
$(B)/cgame/cg_draw.o \
$(B)/cgame/cg_drawtools.o \
$(B)/cgame/cg_effects.o \
$(B)/cgame/cg_ents.o \
$(B)/cgame/cg_event.o \
$(B)/cgame/cg_info.o \
$(B)/cgame/cg_localents.o \
$(B)/cgame/cg_marks.o \
$(B)/cgame/cg_players.o \
$(B)/cgame/cg_playerstate.o \
$(B)/cgame/cg_predict.o \
$(B)/cgame/cg_scoreboard.o \
$(B)/cgame/cg_servercmds.o \
$(B)/cgame/cg_snapshot.o \
$(B)/cgame/cg_view.o \
$(B)/cgame/cg_weapons.o \
\
$(B)/game/q_math.o \
$(B)/game/q_shared.o
CGOBJ = $(CGOBJ_) $(B)/cgame/cg_syscalls.o
$(B)/cgame$(SHLIBNAME): $(CGOBJ)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(CGOBJ)
#############################################################################
## BASEQ3 GAME
#############################################################################
QAOBJ_ = \
$(B)/game/g_main.o \
$(B)/game/ai_chat.o \
$(B)/game/ai_cmd.o \
$(B)/game/ai_dmnet.o \
$(B)/game/ai_dmq3.o \
$(B)/game/ai_main.o \
$(B)/game/ai_team.o \
$(B)/game/ai_vcmd.o \
$(B)/game/bg_lib.o \
$(B)/game/bg_misc.o \
$(B)/game/bg_pmove.o \
$(B)/game/bg_slidemove.o \
$(B)/game/g_active.o \
$(B)/game/g_arenas.o \
$(B)/game/g_bot.o \
$(B)/game/g_client.o \
$(B)/game/g_cmds.o \
$(B)/game/g_combat.o \
$(B)/game/g_items.o \
$(B)/game/g_mem.o \
$(B)/game/g_misc.o \
$(B)/game/g_missile.o \
$(B)/game/g_mover.o \
$(B)/game/g_session.o \
$(B)/game/g_spawn.o \
$(B)/game/g_svcmds.o \
$(B)/game/g_target.o \
$(B)/game/g_team.o \
$(B)/game/g_trigger.o \
$(B)/game/g_utils.o \
$(B)/game/g_weapon.o \
\
$(B)/game/q_math.o \
$(B)/game/q_shared.o
QAOBJ = $(QAOBJ_) $(B)/game/g_syscalls.o
$(B)/qagame$(SHLIBNAME): $(QAOBJ)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(QAOBJ)
#############################################################################
## BASEQ3 UI
#############################################################################
UIOBJ_ = \
$(B)/ui/ui_main.o \
$(B)/ui/ui_addbots.o \
$(B)/ui/ui_atoms.o \
$(B)/ui/ui_bfpoptions.o \
$(B)/ui/ui_cdkey.o \
$(B)/ui/ui_confirm.o \
$(B)/ui/ui_connect.o \
$(B)/ui/ui_controls2.o \
$(B)/ui/ui_credits.o \
$(B)/ui/ui_demo2.o \
$(B)/ui/ui_display.o \
$(B)/ui/ui_gameinfo.o \
$(B)/ui/ui_ingame.o \
$(B)/ui/ui_mem.o \
$(B)/ui/ui_menu.o \
$(B)/ui/ui_mfield.o \
$(B)/ui/ui_mp3decoder.o \
$(B)/ui/ui_network.o \
$(B)/ui/ui_options.o \
$(B)/ui/ui_playermodel.o \
$(B)/ui/ui_players.o \
$(B)/ui/ui_preferences.o \
$(B)/ui/ui_qmenu.o \
$(B)/ui/ui_removebots.o \
$(B)/ui/ui_serverinfo.o \
$(B)/ui/ui_servers2.o \
$(B)/ui/ui_setup.o \
$(B)/ui/ui_sound.o \
$(B)/ui/ui_sparena.o \
$(B)/ui/ui_specifyserver.o \
$(B)/ui/ui_startserver.o \
$(B)/ui/ui_team.o \
$(B)/ui/ui_teamorders.o \
$(B)/ui/ui_video.o \
\
$(B)/game/bg_lib.o \
$(B)/game/bg_misc.o \
$(B)/game/q_math.o \
$(B)/game/q_shared.o
UIOBJ = $(UIOBJ_) $(B)/ui/ui_syscalls.o
$(B)/ui$(SHLIBNAME): $(UIOBJ)
$(echo_cmd) "LD $@"
$(Q)$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(UIOBJ)
#############################################################################
## GAME MODULE RULES
#############################################################################
$(B)/cgame/bg_%.o: $(QADIR)/bg_%.c
$(DO_CGAME_CC)
$(B)/cgame/q_%.o: $(QADIR)/q_%.c
$(DO_CGAME_CC)
$(B)/cgame/%.o: $(CGDIR)/%.c
$(DO_CGAME_CC)
$(B)/game/%.o: $(QADIR)/%.c
$(DO_GAME_CC)
$(B)/ui/bg_%.o: $(QADIR)/bg_%.c
$(DO_UI_CC)
$(B)/ui/%.o: $(UIDIR)/%.c
$(DO_UI_CC)
#############################################################################
# MISC
#############################################################################
OBJ = $(QAOBJ) $(CGOBJ) $(UIOBJ)
clean: clean-debug clean-release
clean-debug:
@$(MAKE) clean2 B=$(BD)
clean-release:
@$(MAKE) clean2 B=$(BR)
clean2:
@echo "CLEAN $(B)"
@rm -f $(OBJ)
@rm -f $(TARGETS)
distclean: clean
@rm -rf $(BUILD_DIR)
#############################################################################
# DEPENDENCIES
#############################################################################
.PHONY: all clean clean2 clean-debug clean-release \
debug default distclean makedirs \
release targets \
$(OBJ_D_FILES)