# !!! FIXME: Make this more robust. MUCH more robust. # !!! FIXME: ...or at least comment the rest of these options... # icc is intel's compiler. gcc is, well.., gcc. # Intel compiler < version 6.0 probably won't work. #CC := icc #LINKER := icc #CC := gcc #CXX := g++ #LINKER := g++ #LIBLINKER := g++ CC := clang CXX := clang++ LINKER := clang++ LIBLINKER := clang++ #arch := $(shell uname -m) os := $(shell uname -s) ifeq ($(strip $(os)),Darwin) macosx := true else macosx := false endif #debug := false debug := true #DO NOT SHIP WITH PROFILING ENABLED! # You will probably need to set static_link := true below, too. # (This seems to be broken right now. Thanks, gcc.) profile := false #profile := true # DO NOT SHIP WITH THIS! # In fact, you almost should never set this to true. # (What a surprise, this doesn't work either. Thanks, gcc.) soft_float := false #soft_float := true #use_mmx_intrinsics := true use_mmx_intrinsics := false #use_efence := true use_efence := false EFENCELIB := /usr/lib/libefence.a USE_ASM := -DUSE_I386_ASM #USE_ASM := -DUSE_PORTABLE_C # Build everything as a single-threaded program. # Note that SDL and other libraries may spin threads of their own, but # generally it's safe to assume those threads are independent of the game # and won't cause race conditions. The ones that do, like the SDL timer # thread, are taken into account with this option. # # In multithreaded mode, The Serious Engine and SeriousSam only spin one # thread: the timer thread, which runs a "todo list" every 1/20 seconds. # Single threaded mode makes periodic calls to a function that determines if # it is time to run the todo list, and immediately returns if not. In such a # mode, we don't have to concern ourselves with race conditions, mutex # contention, and thread local storage, but could have serious problems # ("queue lag") if the timer-checking function doesn't get called regularly. # Lag isn't a concern in-game, since the main loop has such a call, but it # isn't hard to get into a blocking loop (map loading, etc) that causes a # queue lag. Generally, these just need to be flushed out, but if they # haven't been...well, You Have Been Warned. single_threaded := true #single_threaded := false # (You should probably should leave this set to true.) netstructs_packed := true #netstructs_packed := false # Set this to statically link the main binary with the game and entities # objects. Without this, game and entities are separate shared libraries that # are dlopen()'d at runtime. Enabling this is just for debugging purposes, # mostly. SDL and other LGPL'd code is statically linked in the main binary # regardless of this option (a binaryname.dynamic version is also built to # satisfy LGPL requirements, again, regardless of this option). #static_link := $(debug) #static_link := true static_link := false # Set this to true to use the MSVC inline assembly with the intel compiler. # (Setting is ignored when building with something other than "icc".) use_msvc_asm := true #use_msvc_asm := false # Set this to make a binary that refuses to run 30 days after it was compiled. # (after SeriousSam/SeriousSam.cpp was compiled, specifically.) #expiring_beta := $(debug) #expiring_beta := true expiring_beta := false # Use this to automate the moving of binaries and updated source to another # system for remote debugging. USE WITH CAUTION, since source and # unofficial binaries will be going over a wire. Setting permit_scp to false # completely removes the "make scp" rule from the Makefile at build time. permit_scp := true scp_bin := scp scp_user := icculus scp_host := liza scp_dir := Croteam/ssam/Bin scp_src_dir := projects/ssam BINDIR := bin SRCDIR := . # SDL directory for static linking. SDLDIR := /usr/local/lib INSTALLDIR := $(HOME)/Croteam/ssam/Bin ifeq ($(strip $(debug)),true) INSTALLDIR := $(strip $(INSTALLDIR))/Debug scp_dir := $(strip $(scp_dir))/Debug endif # You need the Netwide Assembler (NASM) to build this on Intel systems. # http://nasm.sf.net/ # Intel Mac OS X needs at least nasm 0.98.40, which is CVS-only at the # time of this writing, since it adds x86 Mach-O object file support. ASM := nasm ifeq ($(strip $(macosx)),true) ASMOBJFMT := macho ASMFLAGS += --prefix _ else ASMOBJFMT := elf endif EXE_EXT := #-----------------------------------------------------------------------------# # Rules. #-----------------------------------------------------------------------------# CLEANUP = $(wildcard *.exe) $(wildcard *.obj) \ $(wildcard $(BINDIR)/*.exe) $(wildcard $(BINDIR)/*.obj) \ $(wildcard *~) $(wildcard *.err) \ $(wildcard .\#*) core ENGINEBASESRCS := Engine/Base/Anim.cpp Engine/Base/CRC.cpp \ Engine/Base/CRCTable.cpp Engine/Base/Changeable.cpp \ Engine/Base/Console.cpp Engine/Base/Directory.cpp \ Engine/Base/ErrorReporting.cpp Engine/Base/FileName.cpp \ Engine/Base/Input.cpp Engine/Base/Lists.cpp \ Engine/Base/Memory.cpp Engine/Base/Profiling.cpp \ Engine/Base/ProgressHook.cpp Engine/Base/Protection.cpp \ Engine/Base/Relations.cpp \ Engine/Base/ReplaceFile.cpp Engine/Base/Serial.cpp \ Engine/Base/Shell.cpp Engine/Base/ShellTypes.cpp \ Engine/Base/Statistics.cpp \ Engine/Base/Stream.cpp \ Engine/Base/Timer.cpp Engine/Base/Translation.cpp \ Engine/Base/Unzip.cpp Engine/Base/Updateable.cpp \ Engine/Base/CTString.cpp \ Engine/Base/Scanner.cpp \ Engine/Base/Parser.cpp \ Engine/Base/IFeel.cpp \ Engine/Base/Unix/UnixFileSystem.cpp \ Engine/Base/Unix/UnixDynamicLoader.cpp \ Engine/Base/SDL/SDLTimer.cpp \ Engine/Base/SDL/SDLInput.cpp \ Engine/Base/SDL/SDLEvents.cpp ifeq ($(strip $(single_threaded)),true) ENGINEBASESRCS += Engine/Base/NullSynchronization.cpp else ENGINEBASESRCS += Engine/Base/Unix/UnixSynchronization.cpp ENGINEBASESRCS += Engine/Base/SDL/SDLThreadLocalStorage.cpp endif # Do we need this? How reliant on the registry is the engine? We could fake # these calls easily enough if need be. #ENGINEBASESRCS += Engine/Base/Registry.cpp # Stuff that probably shouldn't be compiled at all... #ENGINEBASESRCS += Engine/Base/StackDump.cpp # Engine/Base/Synchronization.cpp is now Engine/Base/SDL/SDLSynchronization.cpp # in Linux, and Engine/Base/Win32/Win32Synchronization.cpp for Windows. ENGINEBRUSHESSRCS := Engine/Brushes/Brush.cpp Engine/Brushes/BrushIO.cpp \ Engine/Brushes/BrushShadows.cpp \ Engine/Brushes/BrushTriangularize.cpp \ Engine/Brushes/BrushArchive.cpp \ Engine/Brushes/BrushImport.cpp \ Engine/Brushes/BrushMip.cpp \ Engine/Brushes/BrushPolygon.cpp \ Engine/Brushes/BrushExport.cpp \ Engine/Brushes/BrushSector.cpp ENGINEENTITYSRCS := Engine/Entities/Entity.cpp \ Engine/Entities/NearestPolygon.cpp \ Engine/Entities/EntityProperties.cpp \ Engine/Entities/PlayerCharacter.cpp \ Engine/Entities/EntityClass.cpp \ Engine/Entities/FieldBSPTesting.cpp \ Engine/Entities/EntityCollision.cpp \ Engine/Entities/EntityCopying.cpp \ Engine/Entities/LastPositions.cpp ENGINEMATHSRCS := Engine/Math/Projection_Isometric.cpp \ Engine/Math/Object3D.cpp \ Engine/Math/Projection_Parallel.cpp \ Engine/Math/Projection_Perspective.cpp \ Engine/Math/Float.cpp \ Engine/Math/Object3D_CSG.cpp \ Engine/Math/Projection_Simple.cpp \ Engine/Math/Projection_Simple_DOUBLE.cpp \ Engine/Math/Functions.cpp \ Engine/Math/ObjectSector.cpp \ Engine/Math/Placement.cpp \ Engine/Math/TextureMapping.cpp \ Engine/Math/Geometry.cpp \ Engine/Math/Projection.cpp \ Engine/Math/Geometry_DOUBLE.cpp # This uses that "Exploration 3D library. Hopefully we can just skip this file. #ENGINEMATHSRCS += Engine/Math/Object3D_IO.cpp ENGINEMODELSSRCS := Engine/Models/Model.cpp \ Engine/Models/RenderModel_View.cpp \ Engine/Models/Normals.cpp \ Engine/Models/VertexGetting.cpp \ Engine/Models/RenderModel.cpp \ Engine/Models/MipMaker.cpp \ Engine/Models/ModelProfile.cpp \ Engine/Models/RenderModel_Mask.cpp # I don't think this is needed for the client or server, and it needs symbols # from Object3D_IO.cpp, which needs stuff from that win32 library... #ENGINEMODELSSRCS += Engine/Models/EditModel.cpp ENGINELIGHTSRCS := Engine/Light/LayerMaker.cpp \ Engine/Light/LayerMixer.cpp \ Engine/Light/LightSource.cpp ENGINEGRAPHICSSRCS := Engine/Graphics/Adapter.cpp \ Engine/Graphics/Raster.cpp \ Engine/Graphics/GfxLibrary.cpp \ Engine/Graphics/Benchmark.cpp \ Engine/Graphics/GfxProfile.cpp \ Engine/Graphics/Color.cpp \ Engine/Graphics/ShadowMap.cpp \ Engine/Graphics/DepthCheck.cpp \ Engine/Graphics/Texture.cpp \ Engine/Graphics/DisplayMode.cpp \ Engine/Graphics/Gfx_OpenGL.cpp \ Engine/Graphics/Gfx_OpenGL_Textures.cpp \ Engine/Graphics/TextureEffects.cpp \ Engine/Graphics/DrawPort.cpp \ Engine/Graphics/Gfx_wrapper.cpp \ Engine/Graphics/DrawPort_Particles.cpp \ Engine/Graphics/Graphics.cpp \ Engine/Graphics/ViewPort.cpp \ Engine/Graphics/DrawPort_RenderScene.cpp \ Engine/Graphics/ImageInfo.cpp \ Engine/Graphics/Fog.cpp \ Engine/Graphics/MultiMonitor.cpp \ Engine/Graphics/Font.cpp \ Engine/Graphics/Shader.cpp \ Engine/Graphics/Stereo.cpp \ Engine/Graphics/SDL/SDLOpenGL.cpp \ Engine/Graphics/SDL/SDLAdapter.cpp ENGINENETWORKSRCS := Engine/Network/ActionBuffer.cpp \ Engine/Network/NetworkMessage.cpp \ Engine/Network/Server.cpp \ Engine/Network/Buffer.cpp \ Engine/Network/NetworkProfile.cpp \ Engine/Network/SessionState.cpp \ Engine/Network/PlayerBuffer.cpp \ Engine/Network/MessageDispatcher.cpp \ Engine/Network/PlayerSource.cpp \ Engine/Network/Compression.cpp \ Engine/Network/Network.cpp \ Engine/Network/PlayerTarget.cpp \ Engine/Network/CPacket.cpp \ Engine/Network/ClientInterface.cpp \ Engine/Network/CommunicationInterface.cpp \ Engine/Network/Diff.cpp ENGINEGAMEAGENTSRCS := Engine/GameAgent/GameAgent.cpp ENGINETERRAINSRCS := Engine/Terrain/ArrayHolder.cpp \ Engine/Terrain/Terrain.cpp \ Engine/Terrain/TerrainArchive.cpp \ Engine/Terrain/TerrainEditing.cpp \ Engine/Terrain/TerrainLayer.cpp \ Engine/Terrain/TerrainMisc.cpp \ Engine/Terrain/TerrainRayCasting.cpp \ Engine/Terrain/TerrainRender.cpp \ Engine/Terrain/TerrainTile.cpp ENGINERENDERINGSRCS := Engine/Rendering/Render.cpp \ Engine/Rendering/RenderProfile.cpp \ Engine/Rendering/SelectOnRender.cpp ENGINESKASRCS := Engine/Ska/AnimSet.cpp \ Engine/Ska/RMRender.cpp \ Engine/Ska/Skeleton.cpp \ Engine/Ska/ModelInstance.cpp \ Engine/Ska/StringTable.cpp \ Engine/Ska/Mesh.cpp \ Engine/Ska/RMRenderMask.cpp \ Engine/Ska/smcPars.cpp \ Engine/Ska/smcScan.cpp ENGINESOUNDSRCS := Engine/Sound/SoundDecoder.cpp \ Engine/Sound/SoundObject.cpp \ Engine/Sound/SoundLibrary.cpp \ Engine/Sound/SoundProfile.cpp \ Engine/Sound/SoundData.cpp \ Engine/Sound/Wave.cpp \ Engine/Sound/SoundMixer.cpp ifeq ($(strip $(USE_ASM)),-DUSE_I386_ASM) ENGINESOUNDSRCS += Engine/Sound/SoundMixer386.asm endif ENGINETEMPLATESSRCS := Engine/Templates/Stock_CAnimData.cpp \ Engine/Templates/Stock_CAnimSet.cpp \ Engine/Templates/Stock_CEntityClass.cpp \ Engine/Templates/Stock_CMesh.cpp \ Engine/Templates/Stock_CModelData.cpp \ Engine/Templates/Stock_CSkeleton.cpp \ Engine/Templates/Stock_CSoundData.cpp \ Engine/Templates/Stock_CTextureData.cpp \ Engine/Templates/Stock_CShader.cpp \ Engine/Templates/NameTable_CTFileName.cpp \ Engine/Templates/NameTable_CTranslationPair.cpp \ Engine/Templates/BSP.cpp ENGINEWORLDSRCS := Engine/World/WorldCSG.cpp \ Engine/World/PhysicsProfile.cpp \ Engine/World/WorldCollision.cpp \ Engine/World/WorldIO.cpp \ Engine/World/WorldRayCasting.cpp \ Engine/World/World.cpp \ Engine/World/WorldCollisionGrid.cpp \ Engine/World/WorldEditingProfile.cpp ENGINEZLIBSRCS := Engine/zlib/inflate.c \ Engine/zlib/adler32.c \ Engine/zlib/infblock.c \ Engine/zlib/inffast.c \ Engine/zlib/inftrees.c \ Engine/zlib/trees.c \ Engine/zlib/compress.c \ Engine/zlib/zutil.c \ Engine/zlib/deflate.c \ Engine/zlib/infcodes.c \ Engine/zlib/infutil.c \ Engine/zlib/uncompr.c ENGINESRCS := Engine/Engine.cpp \ $(ENGINEBASESRCS) \ $(ENGINEBRUSHESSRCS) \ $(ENGINEENTITYSRCS) \ $(ENGINEGRAPHICSSRCS) \ $(ENGINELIGHTSRCS) \ $(ENGINEMATHSRCS) \ $(ENGINEMODELSSRCS) \ $(ENGINENETWORKSRCS) \ $(ENGINETERRAINSRCS) \ $(ENGINERENDERINGSRCS) \ $(ENGINESKASRCS) \ $(ENGINESOUNDSRCS) \ $(ENGINETEMPLATESSRCS) \ $(ENGINEWORLDSRCS) \ $(ENGINEGAMEAGENTSRCS) \ $(ENGINEZLIBSRCS) OBJS1 := $(ENGINESRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) ENGINEOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) ENGINESRCS := $(foreach f,$(ENGINESRCS),$(SRCDIR)/$(f)) SHADERSSRCS := Shaders/AddShader.cpp \ Shaders/AddShaderDS.cpp \ Shaders/BaseShader.cpp \ Shaders/BaseShaderDS.cpp \ Shaders/BaseTransparent.cpp \ Shaders/BaseTransparentDS.cpp \ Shaders/ColorShader.cpp \ Shaders/Common.cpp \ Shaders/DetailShader.cpp \ Shaders/DisplaceShader.cpp \ Shaders/InvisibleShader.cpp \ Shaders/MultiLayerShader.cpp \ Shaders/Reflection.cpp \ Shaders/ReflectionDS.cpp \ Shaders/ReftectionAndSpecular.cpp \ Shaders/ReftectionAndSpecularDS.cpp \ Shaders/Specular.cpp \ Shaders/SpecularDS.cpp \ Shaders/StdH.cpp \ Shaders/Translucent.cpp OBJS1 := $(SHADERSSRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) SHADERSOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) SHADERSSRCS := $(foreach f,$(SHADERSSRCS),$(SRCDIR)/$(f)) #GAMESRCS := Game/Camera.cpp Game/CompMessage.cpp Game/CompModels.cpp \ # Game/Computer.cpp Game/Console.cpp Game/Controls.cpp \ # Game/Game.cpp Game/LCDDrawing.cpp Game/LoadingHook.cpp \ # Game/Map.cpp Game/SessionProperties.cpp Game/WEDInterface.cpp # #OBJS1 := $(GAMESRCS:.c=.o) #OBJS2 := $(OBJS1:.cpp=.o) #OBJS3 := $(OBJS2:.asm=.o) #GAMEOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) #GAMESRCS := $(foreach f,$(GAMESRCS),$(SRCDIR)/$(f)) GAMEMPSRCS := GameMP/Camera.cpp GameMP/CompMessage.cpp GameMP/CompModels.cpp \ GameMP/Computer.cpp GameMP/Console.cpp GameMP/Controls.cpp \ GameMP/Game.cpp GameMP/LCDDrawing.cpp GameMP/LoadingHook.cpp \ GameMP/Map.cpp GameMP/SessionProperties.cpp GameMP/WEDInterface.cpp OBJS1 := $(GAMEMPSRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) GAMEMPOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) GAMEMPSRCS := $(foreach f,$(GAMEMPSRCS),$(SRCDIR)/$(f)) #ENTITYFILES := $(wildcard Entities/*.es) #ENTITYHEADERS := $(ENTITYFILES:.es=.h) #ENTITYTABLES := $(ENTITYFILES:.es=_tables.h) #ENTITYSRCS := $(ENTITYHEADERS:.h=.cpp) # #ENTITYCOMMONSRCS := Entities/Common/Common.cpp Entities/Common/Particles.cpp \ # Entities/Common/PathFinding.cpp Entities/Common/HUD.cpp # These file are empty right now. ? #ENTITYCOMMONSRCS += Entities/Common/Stats.cpp #ENTITYCOMMONSRCS += Entities/Common/Debris.cpp #ENTITYHEADERS := $(foreach f,$(ENTITYHEADERS),$(SRCDIR)/$(f)) #OBJS1 := $(ENTITYSRCS:.cpp=.o) $(ENTITYCOMMONSRCS:.cpp=.o) #ENTITYOBJS := $(foreach f,$(OBJS1),$(BINDIR)/$(f)) #ENTITYSRCS := $(foreach f,$(ENTITYSRCS),$(SRCDIR)/$(f)) ENTITYMPFILES := $(wildcard EntitiesMP/*.es) ENTITYMPHEADERS := $(ENTITYMPFILES:.es=.h) ENTITYMPTABLES := $(ENTITYMPFILES:.es=_tables.h) ENTITYMPSRCS := $(ENTITYMPHEADERS:.h=.cpp) ENTITYMPCOMMONSRCS := EntitiesMP/Common/Common.cpp \ EntitiesMP/Common/Particles.cpp \ EntitiesMP/Common/EmanatingParticles.cpp \ EntitiesMP/Common/PathFinding.cpp \ EntitiesMP/Common/HUD.cpp # These file are empty right now. ? #ENTITYMPCOMMONSRCS += EntitiesMP/Common/Stats.cpp #ENTITYMPCOMMONSRCS += EntitiesMP/Common/Debris.cpp ENTITYMPHEADERS := $(foreach f,$(ENTITYMPHEADERS),$(SRCDIR)/$(f)) OBJS1 := $(ENTITYMPSRCS:.cpp=.o) $(ENTITYMPCOMMONSRCS:.cpp=.o) ENTITYMPOBJS := $(foreach f,$(OBJS1),$(BINDIR)/$(f)) ENTITYMPSRCS := $(foreach f,$(ENTITYMPSRCS),$(SRCDIR)/$(f)) # These are done separately, after ENTITYOBJS is initialized, because it # should only be linked into the main binary. ENGINEENTITYFILES := $(wildcard Engine/Classes/*.es) ENGINEENTITYHEADERS := $(ENGINEENTITYFILES:.es=.h) ENGINEENTITYTABLES := $(ENGINEENTITYFILES:.es=_tables.h) ENGINEENTITYSRCS := $(ENGINEENTITYHEADERS:.h=.cpp) OBJS1 := $(ENGINEENTITYSRCS:.cpp=.o) ENGINEENTITYOBJS := $(foreach f,$(OBJS1),$(BINDIR)/$(f)) ENGINEENTITYSRCS := $(foreach f,$(ENGINEENTITYSRCS),$(SRCDIR)/$(f)) ENTITYFILES += $(ENGINEENTITYFILES) ENTITYHEADERS += $(ENGINEENTITYHEADERS) ENTITYTABLES += $(ENGINEENTITYTABLES) ENTITYSRCS += $(ENGINEENTITYSRCS) ENTITYMPFILES += $(ENGINEENTITYFILES) ENTITYMPHEADERS += $(ENGINEENTITYHEADERS) ENTITYMPTABLES += $(ENGINEENTITYTABLES) ENTITYMPSRCS += $(ENGINEENTITYSRCS) ifeq ($(strip $(macosx)),true) DLLEXT := dylib else DLLEXT := so endif ifeq ($(strip $(debug)),true) #ENTITYDLL := $(BINDIR)/libEntitiesD.$(DLLEXT) ENTITYMPDLL := $(BINDIR)/libEntitiesMPD.$(DLLEXT) #GAMEDLL := $(BINDIR)/libGameD.$(DLLEXT) GAMEMPDLL := $(BINDIR)/libGameMPD.$(DLLEXT) SHADERSDLL := $(BINDIR)/libShadersD.$(DLLEXT) else #ENTITYDLL := $(BINDIR)/libEntities.$(DLLEXT) ENTITYMPDLL := $(BINDIR)/libEntitiesMP.$(DLLEXT) #GAMEDLL := $(BINDIR)/libGame.$(DLLEXT) GAMEMPDLL := $(BINDIR)/libGameMP.$(DLLEXT) SHADERSDLL := $(BINDIR)/libShaders.$(DLLEXT) endif ECCEXE := $(BINDIR)/ecc-bin ECCSRCS := Ecc/Main.cpp Ecc/Parser.cpp Ecc/Scanner.cpp OBJS1 := $(ECCSRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) ECCOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) ECCSRCS := $(foreach f,$(ECCSRCS),$(SRCDIR)/$(f)) DEDICATEDEXE := $(BINDIR)/ssamded-bin.static DEDICATEDEXE_DYNAMIC := $(BINDIR)/ssamded-bin DEDICATEDSRCS := DedicatedServer/DedicatedServer.cpp OBJS1 := $(DEDICATEDSRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) DEDICATEDOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) DEDICATEDSRCS := $(foreach f,$(DEDICATEDSRCS),$(SRCDIR)/$(f)) SERIOUSSAMEXE := $(BINDIR)/ssam-bin.static SERIOUSSAMEXE_DYNAMIC := $(BINDIR)/ssam-bin SERIOUSSAMSRCS := SeriousSam/LevelInfo.cpp SeriousSam/CmdLine.cpp \ SeriousSam/SeriousSam.cpp SeriousSam/VarList.cpp \ SeriousSam/Credits.cpp SeriousSam/Menu.cpp \ SeriousSam/GLSettings.cpp SeriousSam/MenuGadgets.cpp \ SeriousSam/LCDDrawing.cpp SeriousSam/MenuPrinting.cpp \ SeriousSam/SplashScreen.cpp SeriousSam/MainWindow.cpp OBJS1 := $(SERIOUSSAMSRCS:.c=.o) OBJS2 := $(OBJS1:.cpp=.o) OBJS3 := $(OBJS2:.asm=.o) SERIOUSSAMOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f)) SERIOUSSAMSRCS := $(foreach f,$(SERIOUSSAMSRCS),$(SRCDIR)/$(f)) ifeq ($(strip $(static_link)),true) DEDICATEDEXTRAOBJS := $(ENTITYOBJS) $(GAMEOBJS) SERIOUSSAMEXTRAOBJS := $(ENTITYOBJS) $(GAMEOBJS) $(SHADERSOBJS) CFLAGS += -DSTATICALLY_LINKED endif #INSTALLABLES := $(DEDICATEDEXE) $(SERIOUSSAMEXE) $(DEDICATEDEXE_DYNAMIC) $(SERIOUSSAMEXE_DYNAMIC) $(ECCEXE) #INSTALLABLES := $(SERIOUSSAMEXE) INSTALLABLES := $(SERIOUSSAMEXE_DYNAMIC) $(DEDICATEDEXE_DYNAMIC) ifneq ($(strip $(static_link)),true) INSTALLABLES += $(ENTITYDLL) $(ENTITYMPDLL) $(GAMEDLL) $(GAMEMPDLL) $(SHADERSDLL) endif # !!! FIXME: Get -Wall in here, some day. CFLAGS += -IExternal/SDL12 CFLAGS += $(USE_ASM) -I$(SRCDIR) -D_REENTRANT -DPLATFORM_UNIX -D_MT ifeq ($(strip $(macosx)),true) CFLAGS += -DPLATFORM_MACOSX -arch i386 CXXFLAGS += -Wno-invalid-offsetof -arch i386 endif ifeq ($(strip $(CC)),icc) # intel c++ options... CFLAGS += $(USE_ASM) -I$(SRCDIR) -I/opt/intel/compiler60/ia32/include -D_REENTRANT -DPLATFORM_UNIX -D_MT -fp -Kc++eh -Krtti ifeq ($(strip $(use_msvc_asm)),true) CFLAGS += -use_msasm -D__MSVC_INLINE__ else CFLAGS += -D__GNU_INLINE__ endif else # gcc options... # !!! FIXME: Get -Wall in here, some day. # !!! FIXME: Get -Werror back in here for gcc3, some day. CFLAGS += $(USE_ASM) -I$(SRCDIR) -D_REENTRANT -fsigned-char -DPLATFORM_UNIX #CXXFLAGS += -Wno-non-template-friend -fexceptions -frtti CXXFLAGS += -fexceptions -frtti CFLAGS += -D_MT -fno-omit-frame-pointer # !!! FIXME: remove this. CXXFLAGS += -Wno-c++11-compat-deprecated-writable-strings endif ifeq ($(strip $(soft_float)),true) CFLAGS += -msoft-float LDFLAGS += -msoft-float endif ifeq ($(strip $(single_threaded)),true) CFLAGS += -DSINGLE_THREADED endif ifeq ($(strip $(netstructs_packed)),true) CFLAGS += -DNETSTRUCTS_PACKED endif ifeq ($(strip $(expiring_beta)),true) CFLAGS += -DBETAEXPIRE=$(shell date +%s) endif ifeq ($(strip $(profile)),true) CFLAGS += -DPROFILING_ENABLED -pg endif ifeq ($(strip $(use_efence)),false) EFENCELIB := endif NOINLINE := -O0 # (you can always strip the binaries later...) CFLAGS += -g ASMFLAGS += -g LDFLAGS += -g ifeq ($(strip $(debug)),true) CFLAGS += -DDEBUG -O0 else ifeq ($(strip $(CC)),icc) OPTFLAG := -O3 CFLAGS += -xMi -tpp6 -rcd else #OPTFLAG := -O0 #OPTFLAG := -O2 OPTFLAG := -O3 -ffast-math -falign-loops=16 -fno-math-errno ifneq ($(strip $(macosx)),true) OPTFLAG += -march=pentium -mcpu=pentiumpro else ifeq ($(strip $(static_link)),true) OPTFLAG += -mdynamic-no-pic endif endif endif CFLAGS += -DNDEBUG -D_NDEBUG $(OPTFLAG) endif ifeq ($(strip $(CC)),icc) PICFLAG := -KPIC else PICFLAG := -fPIC endif DLLLDFLAGS := $(PICFLAG) $(LDFLAGS) ifeq ($(strip $(macosx)),true) DLLLDFLAGS += -dynamiclib -undefined dynamic_lookup -arch i386 else DLLLDFLAGS += -shared endif #STATIC_SDL_LDFLAGS := -L/usr/X11R6/lib $(SDLDIR)/libSDL.a /usr/lib/libasound.a /usr/X11R6/lib/libxme.a /usr/local/lib/libesd.a -lpthread -lX11 -lXext -lXxf86dga -lXxf86vm -lXv -lXinerama #-Wl,-Bstatic $(SDLDIR)/libSDL.a /usr/lib/libesd.a -Wl,-Bdynamic -lpthread -lX11 -lXext -lXxf86dga -lXxf86vm -lXv -lXinerama #DYNAMIC_SDL_LDFLAGS := $(shell sdl-config --libs) DYNAMIC_SDL_LDFLAGS := ifeq ($(strip $(macosx)),true) DYNAMIC_SDL_LDFLAGS := lib/macosx/libSDL-1.2.0.dylib lib/macosx/libSDLmain.a else DYNAMIC_SDL_LDFLAGS := lib/linux_x86/libSDL-1.2.so.0 endif ifeq ($(strip $(macosx)),true) LDFLAGS := -framework Cocoa -framework OpenGL -arch i386 else LDFLAGS += -rdynamic -lm -ldl endif CFLAGS += $(shell sdl-config --cflags) ifneq ($(strip $(USE_ASM)),-DUSE_PORTABLE_C) # CFLAGS += -O2 -fasm ASMFLAGS += -f $(ASMOBJFMT) $(ASMDEFS) else endif ifeq ($(strip $(use_mmx_intrinsics)),true) CFLAGS += -mmmx -DUSE_MMX_INTRINSICS=1 endif CFLAGS += $(PICFLAG) CXXFLAGS += $(CFLAGS) # Entity rules... %.h : %.es $(ECCEXE) $(ECCEXE) $< @touch $@ #$(BINDIR)/Entities/%.o: $(SRCDIR)/Entities/%.cpp # $(CXX) -c -o $@ $< -I$(dir $<)StdH $(CXXFLAGS) # !!! FIXME: remove -Wno-unused-value -Wno-switch $(BINDIR)/EntitiesMP/%.o: $(SRCDIR)/EntitiesMP/%.cpp $(CXX) -c -o $@ $< -I$(dir $<)StdH $(CXXFLAGS) -Wno-unused-value -Wno-switch $(BINDIR)/Engine/Classes/%.o: $(SRCDIR)/Engine/Classes/%.cpp $(CXX) -c -o $@ $< -I$(dir $<)StdH $(CXXFLAGS) # Rules for turning source files into .o files $(BINDIR)/%.o: $(SRCDIR)/%.cpp $(CXX) -c -o $@ $< $(CXXFLAGS) $(BINDIR)/%.o: $(SRCDIR)/%.c $(CC) -c -o $@ $< $(CFLAGS) $(BINDIR)/%.o: $(SRCDIR)/%.asm $(ASM) $(ASMFLAGS) -o $@ $< .PHONY: all dedicated clean distclean ecc entities entitiesmp gamedll gamempdll install ssam all: $(BINDIR) ecc ssam dedicated #dedicated: $(BINDIR) $(DEDICATEDEXE) $(DEDICATEDEXE_DYNAMIC) dedicated: $(BINDIR) $(DEDICATEDEXE_DYNAMIC) ecc: $(BINDIR) $(ECCEXE) #ssam: $(BINDIR) $(SERIOUSSAMEXE) $(SERIOUSSAMEXE_DYNAMIC) ssam: $(BINDIR) $(SERIOUSSAMEXE_DYNAMIC) entities: ecc $(ENTITYHEADERS) entitiesmp: ecc $(ENTITYMPHEADERS) gamedll: $(BINDIR) $(GAMEDLL) gamempdll: $(BINDIR) $(GAMEMPDLL) install: all cp $(INSTALLABLES) $(INSTALLDIR) ifeq ($(strip $(permit_scp)),true) scp: @scripts/scp.pl $(scp_user) $(scp_host) $(scp_src_dir) $(scp_bin) $(scp_bin) $(INSTALLABLES) $(strip $(scp_user))@$(strip $(scp_host)):$(strip $(scp_dir)) endif ifeq ($(strip $(macosx)),true) SDLMAINLIB := bin/libSDLmain.a $(SDLMAINLIB) : lib/macosx/libSDLmain.a $(BINDIR) cp $< $@ ranlib $@ endif #$(ENTITYDLL): $(ENTITYHEADERS) $(ENTITYOBJS) # $(LIBLINKER) $(DLLLDFLAGS) -o $(ENTITYDLL) $(ENTITYOBJS) $(EFENCELIB) $(ENTITYMPDLL): $(ENTITYMPHEADERS) $(ENTITYMPOBJS) $(LIBLINKER) $(DLLLDFLAGS) -o $(ENTITYMPDLL) $(ENTITYMPOBJS) $(EFENCELIB) #$(GAMEDLL): $(GAMEOBJS) # $(LIBLINKER) $(DLLLDFLAGS) -o $(GAMEDLL) $(GAMEOBJS) $(EFENCELIB) $(GAMEMPDLL): $(GAMEMPOBJS) $(LIBLINKER) $(DLLLDFLAGS) -o $(GAMEMPDLL) $(GAMEMPOBJS) $(EFENCELIB) $(SHADERSDLL): $(SHADERSOBJS) $(LIBLINKER) $(DLLLDFLAGS) -o $(SHADERSDLL) $(SHADERSOBJS) $(EFENCELIB) $(SRCDIR)/Ecc/Scanner.cpp: $(SRCDIR)/Ecc/Scanner.l $(SRCDIR)/Ecc/Parser.cpp flex -o$(SRCDIR)/Ecc/Scanner.cpp $(SRCDIR)/Ecc/Scanner.l $(SRCDIR)/Ecc/Parser.cpp: $(SRCDIR)/Ecc/Parser.y bison -o$(SRCDIR)/Ecc/Parser.cpp $(SRCDIR)/Ecc/Parser.y -d if [ -f $(SRCDIR)/Ecc/Parser.hpp ]; then mv $(SRCDIR)/Ecc/Parser.hpp $(SRCDIR)/Ecc/Parser.h ; fi if [ -f $(SRCDIR)/Ecc/Parser.cpp.h ]; then mv $(SRCDIR)/Ecc/Parser.cpp.h $(SRCDIR)/Ecc/Parser.h ; fi $(SRCDIR)/Engine/Base/Scanner.cpp: $(SRCDIR)/Engine/Base/Scanner.l $(SRCDIR)/Engine/Base/Parser.cpp flex -o$(SRCDIR)/Engine/Base/Scanner.cpp $(SRCDIR)/Engine/Base/Scanner.l $(SRCDIR)/Engine/Base/Parser.cpp: $(SRCDIR)/Engine/Base/Parser.y bison -o$(SRCDIR)/Engine/Base/Parser.cpp $(SRCDIR)/Engine/Base/Parser.y -d if [ -f $(SRCDIR)/Engine/Base/Parser.hpp ]; then mv $(SRCDIR)/Engine/Base/Parser.hpp $(SRCDIR)/Engine/Base/Parser.h ; fi if [ -f $(SRCDIR)/Engine/Base/Parser.cpp.h ]; then mv $(SRCDIR)/Engine/Base/Parser.cpp.h $(SRCDIR)/Engine/Base/Parser.h ; fi $(SRCDIR)/Engine/Ska/smcScan.cpp: $(SRCDIR)/Engine/Ska/smcScan.l $(SRCDIR)/Engine/Ska/smcPars.cpp flex -o$(SRCDIR)/Engine/Ska/smcScan.cpp $(SRCDIR)/Engine/Ska/smcScan.l $(SRCDIR)/Engine/Ska/smcPars.cpp: $(SRCDIR)/Engine/Ska/smcPars.y bison -o$(SRCDIR)/Engine/Ska/smcPars.cpp $(SRCDIR)/Engine/Ska/smcPars.y -d if [ -f $(SRCDIR)/Engine/Ska/smcPars.hpp ]; then mv $(SRCDIR)/Engine/Ska/smcPars.hpp $(SRCDIR)/Engine/Ska/smcPars.h ; fi if [ -f $(SRCDIR)/Engine/Ska/smcPars.cpp.h ]; then mv $(SRCDIR)/Engine/Ska/smcPars.cpp.h $(SRCDIR)/Engine/Ska/smcPars.h ; fi ifeq ($(strip $(static_link)),true) ENTITYDLL := ENTITYMPDLL := GAMEDLL := GAMEMPDLL := SHADERSDLL := endif $(ECCEXE): $(SRCDIR)/Ecc/Scanner.cpp $(SRCDIR)/Ecc/Parser.cpp $(ECCOBJS) $(LINKER) $(LDFLAGS) -o $(ECCEXE) $(ECCOBJS) #$(EFENCELIB) $(DEDICATEDEXE): $(ENTITYDLL) $(ENTITYMPDLL) $(GAMEDLL) $(GAMEMPDLL) $(ENGINEENTITYHEADERS) $(ENGINEENTITYOBJS) $(DEDICATEDOBJS) $(ENGINEOBJS) $(DEDICATEDEXTRAOBJS) $(SDLMAINLIB) $(LINKER) $(LDFLAGS) -o $(DEDICATEDEXE) $(DEDICATEDOBJS) $(ENGINEOBJS) $(ENGINEENTITYOBJS) $(DEDICATEDEXTRAOBJS) $(EFENCELIB) $(STATIC_SDL_LDFLAGS) $(DEDICATEDEXE_DYNAMIC): $(ENTITYDLL) $(ENTITYMPDLL) $(GAMEDLL) $(GAMEMPDLL) $(ENGINEENTITYHEADERS) $(ENGINEENTITYOBJS) $(DEDICATEDOBJS) $(ENGINEOBJS) $(DEDICATEDEXTRAOBJS) $(SDLMAINLIB) $(LINKER) $(LDFLAGS) -o $(DEDICATEDEXE_DYNAMIC) $(DEDICATEDOBJS) $(ENGINEOBJS) $(ENGINEENTITYOBJS) $(DEDICATEDEXTRAOBJS) $(EFENCELIB) $(DYNAMIC_SDL_LDFLAGS) $(SERIOUSSAMEXE): $(ENTITYDLL) $(ENTITYMPDLL) $(GAMEDLL) $(GAMEMPDLL) $(SHADERSDLL) $(ENGINEENTITYHEADERS) $(ENGINEENTITYOBJS) $(SERIOUSSAMOBJS) $(ENGINEOBJS) $(SERIOUSSAMEXTRAOBJS) $(SDLMAINLIB) $(LINKER) $(LDFLAGS) -o $(SERIOUSSAMEXE) $(SERIOUSSAMOBJS) $(ENGINEOBJS) $(ENGINEENTITYOBJS) $(SERIOUSSAMEXTRAOBJS) $(EFENCELIB) $(STATIC_SDL_LDFLAGS) $(SERIOUSSAMEXE_DYNAMIC): $(ENTITYDLL) $(ENTITYMPDLL) $(GAMEDLL) $(GAMEMPDLL) $(SHADERSDLL) $(ENGINEENTITYHEADERS) $(ENGINEENTITYOBJS) $(SERIOUSSAMOBJS) $(ENGINEOBJS) $(SERIOUSSAMEXTRAOBJS) $(SDLMAINLIB) $(LINKER) $(LDFLAGS) -o $(SERIOUSSAMEXE_DYNAMIC) $(SERIOUSSAMOBJS) $(ENGINEOBJS) $(ENGINEENTITYOBJS) $(SERIOUSSAMEXTRAOBJS) $(EFENCELIB) $(DYNAMIC_SDL_LDFLAGS) $(BINDIR) : mkdir -p $(BINDIR) mkdir -p $(BINDIR)/Engine mkdir -p $(BINDIR)/Engine/Base mkdir -p $(BINDIR)/Engine/Base/Unix mkdir -p $(BINDIR)/Engine/Base/SDL mkdir -p $(BINDIR)/Engine/Brushes mkdir -p $(BINDIR)/Engine/Classes mkdir -p $(BINDIR)/Engine/Entities mkdir -p $(BINDIR)/Engine/Graphics mkdir -p $(BINDIR)/Engine/Graphics/SDL mkdir -p $(BINDIR)/Engine/Light mkdir -p $(BINDIR)/Engine/Math mkdir -p $(BINDIR)/Engine/Models mkdir -p $(BINDIR)/Engine/Network mkdir -p $(BINDIR)/Engine/Rendering mkdir -p $(BINDIR)/Engine/Ska mkdir -p $(BINDIR)/Engine/Sound mkdir -p $(BINDIR)/Engine/Templates mkdir -p $(BINDIR)/Engine/World mkdir -p $(BINDIR)/Engine/Terrain mkdir -p $(BINDIR)/Engine/GameAgent mkdir -p $(BINDIR)/Engine/zlib mkdir -p $(BINDIR)/DedicatedServer mkdir -p $(BINDIR)/Entities mkdir -p $(BINDIR)/Entities/Common mkdir -p $(BINDIR)/EntitiesMP mkdir -p $(BINDIR)/EntitiesMP/Common mkdir -p $(BINDIR)/Ecc mkdir -p $(BINDIR)/Game mkdir -p $(BINDIR)/GameMP mkdir -p $(BINDIR)/GameGUI mkdir -p $(BINDIR)/GameGUIMP mkdir -p $(BINDIR)/Test mkdir -p $(BINDIR)/Tutorial mkdir -p $(BINDIR)/RCon mkdir -p $(BINDIR)/SeriousSam mkdir -p $(BINDIR)/Shaders distclean: clean clean: rm -f $(CLEANUP) rm -f $(ENTITYHEADERS) rm -f $(ENTITYSRCS) rm -f $(ENTITYTABLES) rm -f $(ENTITYMPHEADERS) rm -f $(ENTITYMPSRCS) rm -f $(ENTITYMPTABLES) rm -rf $(BINDIR) rm -f $(SRCDIR)/Ecc/Scanner.cpp rm -f $(SRCDIR)/Ecc/Parser.cpp rm -f $(SRCDIR)/Ecc/Parser.h rm -f $(SRCDIR)/Engine/Base/Scanner.cpp rm -f $(SRCDIR)/Engine/Base/Parser.cpp rm -f $(SRCDIR)/Engine/Base/Parser.h rm -f $(SRCDIR)/Engine/Ska/smcScan.cpp rm -f $(SRCDIR)/Engine/Ska/smcPars.h rm -f $(SRCDIR)/Engine/Ska/smcPars.cpp listentities: @echo $(ENTITYFILES) # end of Makefile ...