# # Quake3 Unix Makefile # # GNU Make required # # --Makefile variables-- MOUNT_DIR=./src Q3A_DIR=/home/tma/.q3a MOD_DIR=tremulous # --object list-- GOBJ = \ $(GDIRNAME)/g_main.o \ $(GDIRNAME)/bg_misc.o \ $(GDIRNAME)/bg_pmove.o \ $(GDIRNAME)/bg_slidemove.o \ $(GDIRNAME)/g_mem.o \ $(GDIRNAME)/q_math.o \ $(GDIRNAME)/q_shared.o \ $(GDIRNAME)/g_active.o \ $(GDIRNAME)/g_client.o \ $(GDIRNAME)/g_cmds.o \ $(GDIRNAME)/g_combat.o \ $(GDIRNAME)/g_physics.o \ $(GDIRNAME)/g_buildable.o \ $(GDIRNAME)/g_misc.o \ $(GDIRNAME)/g_missile.o \ $(GDIRNAME)/g_mover.o \ $(GDIRNAME)/g_session.o \ $(GDIRNAME)/g_spawn.o \ $(GDIRNAME)/g_svcmds.o \ $(GDIRNAME)/g_target.o \ $(GDIRNAME)/g_team.o \ $(GDIRNAME)/g_trigger.o \ $(GDIRNAME)/g_utils.o \ $(GDIRNAME)/g_maprotation.o \ $(GDIRNAME)/g_weapon.o CGOBJ = \ $(CGDIRNAME)/cg_main.o \ $(GDIRNAME)/bg_misc.o \ $(GDIRNAME)/bg_pmove.o \ $(GDIRNAME)/bg_slidemove.o \ $(GDIRNAME)/q_math.o \ $(GDIRNAME)/q_shared.o \ $(CGDIRNAME)/cg_consolecmds.o \ $(CGDIRNAME)/cg_buildable.o \ $(CGDIRNAME)/cg_animmapobj.o \ $(CGDIRNAME)/cg_spriter.o \ $(CGDIRNAME)/cg_draw.o \ $(CGDIRNAME)/cg_drawtools.o \ $(CGDIRNAME)/cg_effects.o \ $(CGDIRNAME)/cg_ents.o \ $(CGDIRNAME)/cg_event.o \ $(CGDIRNAME)/cg_localents.o \ $(CGDIRNAME)/cg_marks.o \ $(CGDIRNAME)/cg_players.o \ $(CGDIRNAME)/cg_playerstate.o \ $(CGDIRNAME)/cg_predict.o \ $(CGDIRNAME)/cg_servercmds.o \ $(CGDIRNAME)/cg_snapshot.o \ $(CGDIRNAME)/cg_view.o \ $(CGDIRNAME)/cg_weapons.o \ $(CGDIRNAME)/cg_mem.o \ $(CGDIRNAME)/cg_mp3decoder.o \ $(CGDIRNAME)/cg_scanner.o \ $(CGDIRNAME)/cg_trails.o \ $(CGDIRNAME)/cg_particles.o \ $(UIDIRNAME)/ui_shared.o UIOBJ = \ $(UIDIRNAME)/ui_main.o \ $(GDIRNAME)/bg_misc.o \ $(GDIRNAME)/q_math.o \ $(GDIRNAME)/q_shared.o \ $(UIDIRNAME)/ui_atoms.o \ $(UIDIRNAME)/ui_players.o \ $(UIDIRNAME)/ui_shared.o \ $(UIDIRNAME)/ui_gameinfo.o # --You shouldn't have to touch anything below here-- # --general variables-- PLATFORM=$(shell uname|tr A-Z a-z) PLATFORM_RELEASE=$(shell uname -r) BD=debug$(ARCH)$(GLIBC) BR=release$(ARCH)$(GLIBC) BQ=qvm GDIRNAME=game CGDIRNAME=cgame UIDIRNAME=ui GDIR=$(MOUNT_DIR)/$(GDIRNAME) CGDIR=$(MOUNT_DIR)/$(CGDIRNAME) UIDIR=$(MOUNT_DIR)/$(UIDIRNAME) # --gcc config-- ifneq (,$(findstring libc6,$(shell if [ -e /lib/libc.so.6* ];then echo libc6;fi))) GLIBC=-glibc else GLIBC= endif #libc6 test ifneq (,$(findstring alpha,$(shell uname -m))) ARCH=axp RPMARCH=alpha VENDOR=dec else #default to i386 ARCH=i386 RPMARCH=i386 VENDOR=unknown endif #alpha test BASE_CFLAGS=-pipe DEBUG_CFLAGS=$(BASE_CFLAGS) -g -pg DEPEND_CFLAGS= -MM ifeq ($(ARCH),axp) CC=pgcc RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations else NEWPGCC=/usr/local/gcc-2.95.2/bin/gcc CC=$(shell if [ -f $(NEWPGCC) ]; then echo $(NEWPGCC); else echo gcc; fi ) RELEASE_CFLAGS=$(BASE_CFLAGS) -DNDEBUG -O6 -mcpu=pentiumpro -march=pentium -fomit-frame-pointer -pipe -ffast-math -falign-loops=2 -falign-jumps=2 -falign-functions=2 -fno-strict-aliasing -fstrength-reduce endif LIBEXT=a SHLIBEXT=so SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared ARFLAGS=ar rv RANLIB=ranlib THREAD_LDFLAGS=-lpthread LDFLAGS=-ldl -lm SED=sed # --qvm building config-- LCC=q3lcc LCC_FLAGS=-DQ3_VM -S -Wf-target=bytecode LCC_INCLUDES=-I$(CGDIR) -I$(GDIR) -I$(UIDIR) Q3ASM=q3asm Q3ASM_FLAGS= # --source level flags-- SLF_GAME_FLAGS=-D__GAME__ SLF_CGAME_FLAGS=-D__CGAME__ SLF_UI_FLAGS=-D__UI__ # --main targets-- all: release debug qvm release: ctags makedirs $(BR)/cgame$(ARCH).$(SHLIBEXT) $(BR)/qagame$(ARCH).$(SHLIBEXT) $(BR)/ui$(ARCH).$(SHLIBEXT) debug: ctags makedirs $(BD)/cgame$(ARCH).$(SHLIBEXT) $(BD)/qagame$(ARCH).$(SHLIBEXT) $(BD)/ui$(ARCH).$(SHLIBEXT) qvm: ctags makedirs $(BQ)/cgame.qvm $(BQ)/qagame.qvm $(BQ)/ui.qvm makedirs: @if [ ! -d $(BR) ];then mkdir $(BR);fi @if [ ! -d $(BR)/$(GDIRNAME) ];then mkdir $(BR)/$(GDIRNAME);fi @if [ ! -d $(BR)/$(CGDIRNAME) ];then mkdir $(BR)/$(CGDIRNAME);fi @if [ ! -d $(BR)/$(UIDIRNAME) ];then mkdir $(BR)/$(UIDIRNAME);fi @if [ ! -d $(BD) ];then mkdir $(BD);fi @if [ ! -d $(BD)/$(GDIRNAME) ];then mkdir $(BD)/$(GDIRNAME);fi @if [ ! -d $(BD)/$(CGDIRNAME) ];then mkdir $(BD)/$(CGDIRNAME);fi @if [ ! -d $(BD)/$(UIDIRNAME) ];then mkdir $(BD)/$(UIDIRNAME);fi @if [ ! -d $(BQ) ];then mkdir $(BQ);fi @if [ ! -d $(BQ)/$(GDIRNAME) ];then mkdir $(BQ)/$(GDIRNAME);fi @if [ ! -d $(BQ)/$(CGDIRNAME) ];then mkdir $(BQ)/$(CGDIRNAME);fi @if [ ! -d $(BQ)/$(UIDIRNAME) ];then mkdir $(BQ)/$(UIDIRNAME);fi ctags: ctags -f tags -R src/* ui/menudef.h # --object lists for each build type-- GQVMOBJ = $(GOBJ:%.o=$(BQ)/%.asm) GROBJ = $(GOBJ:%.o=$(BR)/%.o) $(BR)/$(GDIRNAME)/g_syscalls.o GDOBJ = $(GOBJ:%.o=$(BD)/%.o) $(BD)/$(GDIRNAME)/g_syscalls.o CGQVMOBJ = $(CGOBJ:%.o=$(BQ)/%.asm) CGROBJ = $(CGOBJ:%.o=$(BR)/%.o) $(BR)/$(CGDIRNAME)/cg_syscalls.o CGDOBJ = $(CGOBJ:%.o=$(BD)/%.o) $(BD)/$(CGDIRNAME)/cg_syscalls.o UIQVMOBJ = $(UIOBJ:%.o=$(BQ)/%.asm) UIROBJ = $(UIOBJ:%.o=$(BR)/%.o) $(BR)/$(UIDIRNAME)/ui_syscalls.o UIDOBJ = $(UIOBJ:%.o=$(BD)/%.o) $(BD)/$(UIDIRNAME)/ui_syscalls.o # --rules for the shared objects-- #release qagamei386.so $(BR)/qagame$(ARCH).$(SHLIBEXT) : $(GROBJ) $(CC) $(RELEASE_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GROBJ) #debug qagamei386.so $(BD)/qagame$(ARCH).$(SHLIBEXT) : $(GDOBJ) $(CC) $(DEBUG_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GDOBJ) #qvm qagame.qvm $(BQ)/qagame.qvm : $(GQVMOBJ) $(BQ)/$(GDIRNAME)/bg_lib.asm $(Q3ASM) $(Q3ASM_FLAGS) -o $@ $(GQVMOBJ) $(GDIR)/g_syscalls.asm $(BQ)/$(GDIRNAME)/bg_lib.asm #release cgamei386.so $(BR)/cgame$(ARCH).$(SHLIBEXT) : $(CGROBJ) $(CC) $(RELEASE_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(CGROBJ) #debug cgamei386.so $(BD)/cgame$(ARCH).$(SHLIBEXT) : $(CGDOBJ) $(CC) $(DEBUG_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(CGDOBJ) #qvm cgame.qvm $(BQ)/cgame.qvm : $(CGQVMOBJ) $(BQ)/$(GDIRNAME)/bg_lib.asm $(Q3ASM) $(Q3ASM_FLAGS) -o $@ $(CGQVMOBJ) $(CGDIR)/cg_syscalls.asm $(BQ)/$(GDIRNAME)/bg_lib.asm #release uii386.so $(BR)/ui$(ARCH).$(SHLIBEXT) : $(UIROBJ) $(CC) $(RELEASE_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(UIROBJ) #debug cgamei386.so $(BD)/ui$(ARCH).$(SHLIBEXT) : $(UIDOBJ) $(CC) $(DEBUG_CFLAGS) $(SHLIBLDFLAGS) -o $@ $(UIDOBJ) #qvm ui.qvm $(BQ)/ui.qvm: $(UIQVMOBJ) $(BQ)/$(GDIRNAME)/bg_lib.asm $(Q3ASM) $(Q3ASM_FLAGS) -o $@ $(UIQVMOBJ) $(UIDIR)/ui_syscalls.asm $(BQ)/$(GDIRNAME)/bg_lib.asm # --rules for the objects-- #release g_*.o $(BR)/$(GDIRNAME)/%.o: $(GDIR)/%.c $(CC) $(RELEASE_CFLAGS) $(SLF_GAME_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #debug g_*.o $(BD)/$(GDIRNAME)/%.o: $(GDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SLF_GAME_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm g_*.asm $(BQ)/$(GDIRNAME)/%.asm: $(GDIR)/%.c $(LCC) $(LCC_FLAGS) $(SLF_GAME_FLAGS) $(LCC_INCLUDES) -o $@ $< #release cg_*.o $(BR)/$(CGDIRNAME)/%.o: $(CGDIR)/%.c $(CC) $(RELEASE_CFLAGS) $(SLF_CGAME_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #debug cg_*.o $(BD)/$(CGDIRNAME)/%.o: $(CGDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SLF_CGAME_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm cg_*.asm $(BQ)/$(CGDIRNAME)/%.asm: $(CGDIR)/%.c $(LCC) $(LCC_FLAGS) $(SLF_CGAME_FLAGS) $(LCC_INCLUDES) -o $@ $< #release ui_*.o $(BR)/$(UIDIRNAME)/%.o: $(UIDIR)/%.c $(CC) $(RELEASE_CFLAGS) $(SLF_UI_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #debug ui_*.o $(BD)/$(UIDIRNAME)/%.o: $(UIDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SLF_UI_FLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm ui_*.asm $(BQ)/$(UIDIRNAME)/%.asm: $(UIDIR)/%.c $(LCC) $(LCC_FLAGS) $(SLF_UI_FLAGS) $(LCC_INCLUDES) -o $@ $< # --cleaning rules-- clean:clean-debug clean-release clean-qvm clean-debug: rm -f $(BD)/$(GDIRNAME)/*.o rm -f $(BD)/$(CGDIRNAME)/*.o rm -f $(BD)/$(UIDIRNAME)/*.o clean-release: rm -f $(BR)/$(GDIRNAME)/*.o rm -f $(BR)/$(CGDIRNAME)/*.o rm -f $(BR)/$(UIDIRNAME)/*.o clean-qvm: rm -f $(BQ)/$(GDIRNAME)/*.asm rm -f $(BQ)/$(CGDIRNAME)/*.asm rm -f $(BQ)/$(UIDIRNAME)/*.asm # --installing rules-- install-release:release @if [ ! -d $(Q3A_DIR) ];then mkdir $(Q3A_DIR);fi @if [ ! -d $(Q3A_DIR)/$(MOD_DIR) ];then mkdir $(Q3A_DIR)/$(MOD_DIR);fi cp $(BR)/*.so $(Q3A_DIR)/$(MOD_DIR) install-debug:debug @if [ ! -d $(Q3A_DIR) ];then mkdir $(Q3A_DIR);fi @if [ ! -d $(Q3A_DIR)/$(MOD_DIR) ];then mkdir $(Q3A_DIR)/$(MOD_DIR);fi cp $(BD)/*.so $(Q3A_DIR)/$(MOD_DIR) install-qvm:qvm @if [ ! -d $(Q3A_DIR) ];then mkdir $(Q3A_DIR);fi @if [ ! -d $(Q3A_DIR)/$(MOD_DIR) ];then mkdir $(Q3A_DIR)/$(MOD_DIR);fi @if [ ! -d $(Q3A_DIR)/$(MOD_DIR)/vm ];then mkdir $(Q3A_DIR)/$(MOD_DIR)/vm;fi cp $(BQ)/*.qvm $(Q3A_DIR)/$(MOD_DIR)/vm # --dependency rules-- DEPEND_FILE=depend depend: echo > $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(GDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BR)\/$(GDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(GDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BD)\/$(GDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(GDIR)/*.c | $(SED) -e 's/\.o/.asm/g' -e 's/^\(.*\.asm\)/$(BQ)\/$(GDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(CGDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BR)\/$(CGDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(CGDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BD)\/$(CGDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(CGDIR)/*.c | $(SED) -e 's/\.o/.asm/g' -e 's/^\(.*\.asm\)/$(BQ)\/$(CGDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(UIDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BR)\/$(UIDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(UIDIR)/*.c | $(SED) -e 's/^\(.*\.o\)/$(BD)\/$(UIDIRNAME)\/\1/g' >> $(DEPEND_FILE) $(CC) $(DEPEND_CFLAGS) $(LCC_INCLUDES) $(UIDIR)/*.c | $(SED) -e 's/\.o/.asm/g' -e 's/^\(.*\.asm\)/$(BQ)\/$(UIDIRNAME)\/\1/g' >> $(DEPEND_FILE) include $(DEPEND_FILE)