# # 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_arenas.o \ $(GDIRNAME)/g_client.o \ $(GDIRNAME)/g_cmds.o \ $(GDIRNAME)/g_combat.o \ $(GDIRNAME)/g_items.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_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_draw.o \ $(CGDIRNAME)/cg_drawtools.o \ $(CGDIRNAME)/cg_effects.o \ $(CGDIRNAME)/cg_ents.o \ $(CGDIRNAME)/cg_event.o \ $(CGDIRNAME)/cg_info.o \ $(CGDIRNAME)/cg_localents.o \ $(CGDIRNAME)/cg_marks.o \ $(CGDIRNAME)/cg_players.o \ $(CGDIRNAME)/cg_playerstate.o \ $(CGDIRNAME)/cg_predict.o \ $(CGDIRNAME)/cg_scoreboard.o \ $(CGDIRNAME)/cg_servercmds.o \ $(CGDIRNAME)/cg_snapshot.o \ $(CGDIRNAME)/cg_view.o \ $(CGDIRNAME)/cg_weapons.o \ $(CGDIRNAME)/cg_creep.o \ $(CGDIRNAME)/cg_mem.o \ $(CGDIRNAME)/cg_mp3decoder.o \ $(CGDIRNAME)/cg_particles.o \ $(CGDIRNAME)/cg_scanner.o UIOBJ = \ $(UIDIRNAME)/ui_main.o \ $(GDIRNAME)/bg_misc.o \ $(GDIRNAME)/q_math.o \ $(GDIRNAME)/q_shared.o \ $(UIDIRNAME)/ui_addbots.o \ $(UIDIRNAME)/ui_atoms.o \ $(UIDIRNAME)/ui_cdkey.o \ $(UIDIRNAME)/ui_cinematics.o \ $(UIDIRNAME)/ui_confirm.o \ $(UIDIRNAME)/ui_connect.o \ $(UIDIRNAME)/ui_controls2.o \ $(UIDIRNAME)/ui_credits.o \ $(UIDIRNAME)/ui_demo2.o \ $(UIDIRNAME)/ui_display.o \ $(UIDIRNAME)/ui_gameinfo.o \ $(UIDIRNAME)/ui_ingame.o \ $(UIDIRNAME)/ui_loadconfig.o \ $(UIDIRNAME)/ui_menu.o \ $(UIDIRNAME)/ui_mfield.o \ $(UIDIRNAME)/ui_mods.o \ $(UIDIRNAME)/ui_network.o \ $(UIDIRNAME)/ui_options.o \ $(UIDIRNAME)/ui_playermodel.o \ $(UIDIRNAME)/ui_players.o \ $(UIDIRNAME)/ui_playersettings.o \ $(UIDIRNAME)/ui_preferences.o \ $(UIDIRNAME)/ui_qmenu.o \ $(UIDIRNAME)/ui_removebots.o \ $(UIDIRNAME)/ui_saveconfig.o \ $(UIDIRNAME)/ui_serverinfo.o \ $(UIDIRNAME)/ui_servers2.o \ $(UIDIRNAME)/ui_setup.o \ $(UIDIRNAME)/ui_sound.o \ $(UIDIRNAME)/ui_sparena.o \ $(UIDIRNAME)/ui_specifyserver.o \ $(UIDIRNAME)/ui_splevel.o \ $(UIDIRNAME)/ui_sppostgame.o \ $(UIDIRNAME)/ui_spskill.o \ $(UIDIRNAME)/ui_startserver.o \ $(UIDIRNAME)/ui_team.o \ $(UIDIRNAME)/ui_teamorders.o \ $(UIDIRNAME)/ui_video.o \ $(UIDIRNAME)/ui_dynamicmenu.o # --You shouldn't have to touch anything below here-- # --general variables-- PLATFORM=$(shell uname|tr A-Z a-z) PLATFORM_RELEASE=$(shell uname -r) BD=debug$(ARCH)$(GLIBC) BR=release$(ARCH)$(GLIBC) BQ=qvm GDIRNAME=game CGDIRNAME=cgame UIDIRNAME=q3_ui GDIR=$(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 -malign-loops=2 -malign-jumps=2 -malign-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 -Wf-g LCC_INCLUDES=-I$(CGDIR) -I$(GDIR) -I$(UIDIR) Q3ASM=q3asm Q3ASM_FLAGS= # --main targets-- all: release debug qvm release: $(BR)/cgame$(ARCH).$(SHLIBEXT) $(BR)/qagame$(ARCH).$(SHLIBEXT) $(BR)/ui$(ARCH).$(SHLIBEXT) debug: $(BD)/cgame$(ARCH).$(SHLIBEXT) $(BD)/qagame$(ARCH).$(SHLIBEXT) $(BD)/ui$(ARCH).$(SHLIBEXT) qvm: $(BQ)/cgame.qvm $(BQ)/qagame.qvm $(BQ)/ui.qvm makedirs: @if [ ! -d $(B) ];then mkdir $(B);fi @if [ ! -d $(B)/$(GDIRNAME) ];then mkdir $(B)/$(GDIRNAME);fi @if [ ! -d $(B)/$(CGDIRNAME) ];then mkdir $(B)/$(CGDIRNAME);fi @if [ ! -d $(B)/$(UIDIRNAME) ];then mkdir $(B)/$(UIDIRNAME);fi # --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) $(SHLIBCFLAGS) -o $@ -c $< #debug g_*.o $(BD)/$(GDIRNAME)/%.o: $(GDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm g_*.asm $(BQ)/$(GDIRNAME)/%.asm: $(GDIR)/%.c $(LCC) $(LCC_FLAGS) $(LCC_INCLUDES) -o $@ $< #release cg_*.o $(BR)/$(CGDIRNAME)/%.o: $(CGDIR)/%.c $(CC) $(RELEASE_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< #debug cg_*.o $(BD)/$(CGDIRNAME)/%.o: $(CGDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm cg_*.asm $(BQ)/$(CGDIRNAME)/%.asm: $(CGDIR)/%.c $(LCC) $(LCC_FLAGS) $(LCC_INCLUDES) -o $@ $< #release ui_*.o $(BR)/$(UIDIRNAME)/%.o: $(UIDIR)/%.c $(CC) $(RELEASE_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< #debug ui_*.o $(BD)/$(UIDIRNAME)/%.o: $(UIDIR)/%.c $(CC) $(DEBUG_CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< #qvm ui_*.asm $(BQ)/$(UIDIRNAME)/%.asm: $(UIDIR)/%.c $(LCC) $(LCC_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 mkdir -p $(Q3A_DIR)/$(MOD_DIR) cp $(BR)/*.so $(Q3A_DIR)/$(MOD_DIR) install-debug:debug mkdir -p $(Q3A_DIR)/$(MOD_DIR) cp $(BD)/*.so $(Q3A_DIR)/$(MOD_DIR) install-qvm:qvm mkdir -p $(Q3A_DIR)/$(MOD_DIR)/vm 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)