mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 04:05:53 +01:00
878 lines
32 KiB
Makefile
878 lines
32 KiB
Makefile
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# !!! FIXME: Make this more robust. MUCH more robust.
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# !!! FIXME: ...or at least comment the rest of these options...
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# icc is intel's compiler. gcc is, well.., gcc.
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# Intel compiler < version 6.0 probably won't work.
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#CC := icc
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#LINKER := icc
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#CC := gcc
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#CXX := g++
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#LINKER := g++
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#LIBLINKER := g++
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CC := clang
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CXX := clang++
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LINKER := clang++
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LIBLINKER := clang++
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#arch := $(shell uname -m)
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os := $(shell uname -s)
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ifeq ($(strip $(os)),Darwin)
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macosx := true
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else
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macosx := false
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endif
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#debug := false
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debug := true
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#DO NOT SHIP WITH PROFILING ENABLED!
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# You will probably need to set static_link := true below, too.
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# (This seems to be broken right now. Thanks, gcc.)
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profile := false
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#profile := true
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# DO NOT SHIP WITH THIS!
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# In fact, you almost should never set this to true.
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# (What a surprise, this doesn't work either. Thanks, gcc.)
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soft_float := false
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#soft_float := true
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#use_mmx_intrinsics := true
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use_mmx_intrinsics := false
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#use_efence := true
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use_efence := false
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EFENCELIB := /usr/lib/libefence.a
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USE_ASM := -DUSE_I386_ASM
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#USE_ASM := -DUSE_PORTABLE_C
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# Build everything as a single-threaded program.
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# Note that SDL and other libraries may spin threads of their own, but
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# generally it's safe to assume those threads are independent of the game
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# and won't cause race conditions. The ones that do, like the SDL timer
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# thread, are taken into account with this option.
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#
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# In multithreaded mode, The Serious Engine and SeriousSam only spin one
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# thread: the timer thread, which runs a "todo list" every 1/20 seconds.
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# Single threaded mode makes periodic calls to a function that determines if
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# it is time to run the todo list, and immediately returns if not. In such a
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# mode, we don't have to concern ourselves with race conditions, mutex
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# contention, and thread local storage, but could have serious problems
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# ("queue lag") if the timer-checking function doesn't get called regularly.
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# Lag isn't a concern in-game, since the main loop has such a call, but it
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# isn't hard to get into a blocking loop (map loading, etc) that causes a
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# queue lag. Generally, these just need to be flushed out, but if they
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# haven't been...well, You Have Been Warned.
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single_threaded := true
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#single_threaded := false
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# (You should probably should leave this set to true.)
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netstructs_packed := true
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#netstructs_packed := false
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# Set this to statically link the main binary with the game and entities
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# objects. Without this, game and entities are separate shared libraries that
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# are dlopen()'d at runtime. Enabling this is just for debugging purposes,
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# mostly. SDL and other LGPL'd code is statically linked in the main binary
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# regardless of this option (a binaryname.dynamic version is also built to
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# satisfy LGPL requirements, again, regardless of this option).
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#static_link := $(debug)
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#static_link := true
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static_link := false
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# Set this to true to use the MSVC inline assembly with the intel compiler.
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# (Setting is ignored when building with something other than "icc".)
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use_msvc_asm := true
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#use_msvc_asm := false
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# Set this to make a binary that refuses to run 30 days after it was compiled.
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# (after SeriousSam/SeriousSam.cpp was compiled, specifically.)
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#expiring_beta := $(debug)
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#expiring_beta := true
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expiring_beta := false
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# Use this to automate the moving of binaries and updated source to another
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# system for remote debugging. USE WITH CAUTION, since source and
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# unofficial binaries will be going over a wire. Setting permit_scp to false
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# completely removes the "make scp" rule from the Makefile at build time.
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permit_scp := true
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scp_bin := scp
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scp_user := icculus
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scp_host := liza
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scp_dir := Croteam/ssam/Bin
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scp_src_dir := projects/ssam
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BINDIR := bin
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SRCDIR := .
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# SDL directory for static linking.
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SDLDIR := /usr/local/lib
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INSTALLDIR := $(HOME)/Croteam/ssam/Bin
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ifeq ($(strip $(debug)),true)
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INSTALLDIR := $(strip $(INSTALLDIR))/Debug
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scp_dir := $(strip $(scp_dir))/Debug
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endif
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# You need the Netwide Assembler (NASM) to build this on Intel systems.
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# http://nasm.sf.net/
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# Intel Mac OS X needs at least nasm 0.98.40, which is CVS-only at the
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# time of this writing, since it adds x86 Mach-O object file support.
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ASM := nasm
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ifeq ($(strip $(macosx)),true)
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ASMOBJFMT := macho
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ASMFLAGS += --prefix _
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else
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ASMOBJFMT := elf
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endif
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EXE_EXT :=
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#-----------------------------------------------------------------------------#
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# Rules.
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#-----------------------------------------------------------------------------#
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CLEANUP = $(wildcard *.exe) $(wildcard *.obj) \
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$(wildcard $(BINDIR)/*.exe) $(wildcard $(BINDIR)/*.obj) \
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$(wildcard *~) $(wildcard *.err) \
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$(wildcard .\#*) core
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ENGINEBASESRCS := Engine/Base/Anim.cpp Engine/Base/CRC.cpp \
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Engine/Base/CRCTable.cpp Engine/Base/Changeable.cpp \
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Engine/Base/Console.cpp Engine/Base/Directory.cpp \
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Engine/Base/ErrorReporting.cpp Engine/Base/FileName.cpp \
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Engine/Base/Input.cpp Engine/Base/Lists.cpp \
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Engine/Base/Memory.cpp Engine/Base/Profiling.cpp \
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Engine/Base/ProgressHook.cpp Engine/Base/Protection.cpp \
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Engine/Base/Relations.cpp \
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Engine/Base/ReplaceFile.cpp Engine/Base/Serial.cpp \
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Engine/Base/Shell.cpp Engine/Base/ShellTypes.cpp \
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Engine/Base/Statistics.cpp \
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Engine/Base/Stream.cpp \
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Engine/Base/Timer.cpp Engine/Base/Translation.cpp \
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Engine/Base/Unzip.cpp Engine/Base/Updateable.cpp \
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Engine/Base/CTString.cpp \
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Engine/Base/Scanner.cpp \
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Engine/Base/Parser.cpp \
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Engine/Base/IFeel.cpp \
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Engine/Base/Unix/UnixFileSystem.cpp \
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Engine/Base/Unix/UnixDynamicLoader.cpp \
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Engine/Base/SDL/SDLTimer.cpp \
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Engine/Base/SDL/SDLInput.cpp \
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Engine/Base/SDL/SDLEvents.cpp
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ifeq ($(strip $(single_threaded)),true)
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ENGINEBASESRCS += Engine/Base/NullSynchronization.cpp
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else
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ENGINEBASESRCS += Engine/Base/Unix/UnixSynchronization.cpp
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ENGINEBASESRCS += Engine/Base/SDL/SDLThreadLocalStorage.cpp
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endif
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# Do we need this? How reliant on the registry is the engine? We could fake
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# these calls easily enough if need be.
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#ENGINEBASESRCS += Engine/Base/Registry.cpp
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# Stuff that probably shouldn't be compiled at all...
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#ENGINEBASESRCS += Engine/Base/StackDump.cpp
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# Engine/Base/Synchronization.cpp is now Engine/Base/SDL/SDLSynchronization.cpp
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# in Linux, and Engine/Base/Win32/Win32Synchronization.cpp for Windows.
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ENGINEBRUSHESSRCS := Engine/Brushes/Brush.cpp Engine/Brushes/BrushIO.cpp \
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Engine/Brushes/BrushShadows.cpp \
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Engine/Brushes/BrushTriangularize.cpp \
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Engine/Brushes/BrushArchive.cpp \
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Engine/Brushes/BrushImport.cpp \
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Engine/Brushes/BrushMip.cpp \
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Engine/Brushes/BrushPolygon.cpp \
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Engine/Brushes/BrushExport.cpp \
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Engine/Brushes/BrushSector.cpp
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ENGINEENTITYSRCS := Engine/Entities/Entity.cpp \
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Engine/Entities/NearestPolygon.cpp \
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Engine/Entities/EntityProperties.cpp \
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Engine/Entities/PlayerCharacter.cpp \
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Engine/Entities/EntityClass.cpp \
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Engine/Entities/FieldBSPTesting.cpp \
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Engine/Entities/EntityCollision.cpp \
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Engine/Entities/EntityCopying.cpp \
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Engine/Entities/LastPositions.cpp
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ENGINEMATHSRCS := Engine/Math/Projection_Isometric.cpp \
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Engine/Math/Object3D.cpp \
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Engine/Math/Projection_Parallel.cpp \
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Engine/Math/Projection_Perspective.cpp \
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Engine/Math/Float.cpp \
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Engine/Math/Object3D_CSG.cpp \
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Engine/Math/Projection_Simple.cpp \
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Engine/Math/Projection_Simple_DOUBLE.cpp \
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Engine/Math/Functions.cpp \
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Engine/Math/ObjectSector.cpp \
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Engine/Math/Placement.cpp \
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Engine/Math/TextureMapping.cpp \
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Engine/Math/Geometry.cpp \
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Engine/Math/Projection.cpp \
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Engine/Math/Geometry_DOUBLE.cpp
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# This uses that "Exploration 3D library. Hopefully we can just skip this file.
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#ENGINEMATHSRCS += Engine/Math/Object3D_IO.cpp
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ENGINEMODELSSRCS := Engine/Models/Model.cpp \
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Engine/Models/RenderModel_View.cpp \
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Engine/Models/Normals.cpp \
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Engine/Models/VertexGetting.cpp \
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Engine/Models/RenderModel.cpp \
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Engine/Models/MipMaker.cpp \
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Engine/Models/ModelProfile.cpp \
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Engine/Models/RenderModel_Mask.cpp
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# I don't think this is needed for the client or server, and it needs symbols
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# from Object3D_IO.cpp, which needs stuff from that win32 library...
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#ENGINEMODELSSRCS += Engine/Models/EditModel.cpp
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ENGINELIGHTSRCS := Engine/Light/LayerMaker.cpp \
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Engine/Light/LayerMixer.cpp \
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Engine/Light/LightSource.cpp
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ENGINEGRAPHICSSRCS := Engine/Graphics/Adapter.cpp \
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Engine/Graphics/Raster.cpp \
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Engine/Graphics/GfxLibrary.cpp \
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Engine/Graphics/Benchmark.cpp \
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Engine/Graphics/GfxProfile.cpp \
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Engine/Graphics/Color.cpp \
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Engine/Graphics/ShadowMap.cpp \
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Engine/Graphics/DepthCheck.cpp \
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Engine/Graphics/Texture.cpp \
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Engine/Graphics/DisplayMode.cpp \
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Engine/Graphics/Gfx_OpenGL.cpp \
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Engine/Graphics/Gfx_OpenGL_Textures.cpp \
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Engine/Graphics/TextureEffects.cpp \
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Engine/Graphics/DrawPort.cpp \
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Engine/Graphics/Gfx_wrapper.cpp \
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Engine/Graphics/DrawPort_Particles.cpp \
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Engine/Graphics/Graphics.cpp \
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Engine/Graphics/ViewPort.cpp \
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Engine/Graphics/DrawPort_RenderScene.cpp \
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Engine/Graphics/ImageInfo.cpp \
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Engine/Graphics/Fog.cpp \
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Engine/Graphics/MultiMonitor.cpp \
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Engine/Graphics/Font.cpp \
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Engine/Graphics/Shader.cpp \
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Engine/Graphics/Stereo.cpp \
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Engine/Graphics/SDL/SDLOpenGL.cpp \
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Engine/Graphics/SDL/SDLAdapter.cpp
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ENGINENETWORKSRCS := Engine/Network/ActionBuffer.cpp \
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Engine/Network/NetworkMessage.cpp \
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Engine/Network/Server.cpp \
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Engine/Network/Buffer.cpp \
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Engine/Network/NetworkProfile.cpp \
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Engine/Network/SessionState.cpp \
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Engine/Network/PlayerBuffer.cpp \
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Engine/Network/MessageDispatcher.cpp \
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Engine/Network/PlayerSource.cpp \
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Engine/Network/Compression.cpp \
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Engine/Network/Network.cpp \
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Engine/Network/PlayerTarget.cpp \
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Engine/Network/CPacket.cpp \
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Engine/Network/ClientInterface.cpp \
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Engine/Network/CommunicationInterface.cpp \
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Engine/Network/Diff.cpp
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ENGINEGAMEAGENTSRCS := Engine/GameAgent/GameAgent.cpp
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ENGINETERRAINSRCS := Engine/Terrain/ArrayHolder.cpp \
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Engine/Terrain/Terrain.cpp \
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Engine/Terrain/TerrainArchive.cpp \
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Engine/Terrain/TerrainEditing.cpp \
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Engine/Terrain/TerrainLayer.cpp \
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Engine/Terrain/TerrainMisc.cpp \
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Engine/Terrain/TerrainRayCasting.cpp \
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Engine/Terrain/TerrainRender.cpp \
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Engine/Terrain/TerrainTile.cpp
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ENGINERENDERINGSRCS := Engine/Rendering/Render.cpp \
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Engine/Rendering/RenderProfile.cpp \
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Engine/Rendering/SelectOnRender.cpp
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ENGINESKASRCS := Engine/Ska/AnimSet.cpp \
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Engine/Ska/RMRender.cpp \
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Engine/Ska/Skeleton.cpp \
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Engine/Ska/ModelInstance.cpp \
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Engine/Ska/StringTable.cpp \
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Engine/Ska/Mesh.cpp \
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Engine/Ska/RMRenderMask.cpp \
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Engine/Ska/smcPars.cpp \
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Engine/Ska/smcScan.cpp
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ENGINESOUNDSRCS := Engine/Sound/SoundDecoder.cpp \
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Engine/Sound/SoundObject.cpp \
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Engine/Sound/SoundLibrary.cpp \
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Engine/Sound/SoundProfile.cpp \
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Engine/Sound/SoundData.cpp \
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Engine/Sound/Wave.cpp \
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Engine/Sound/SoundMixer.cpp
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ifeq ($(strip $(USE_ASM)),-DUSE_I386_ASM)
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ENGINESOUNDSRCS += Engine/Sound/SoundMixer386.asm
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endif
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ENGINETEMPLATESSRCS := Engine/Templates/Stock_CAnimData.cpp \
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Engine/Templates/Stock_CAnimSet.cpp \
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Engine/Templates/Stock_CEntityClass.cpp \
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Engine/Templates/Stock_CMesh.cpp \
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Engine/Templates/Stock_CModelData.cpp \
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Engine/Templates/Stock_CSkeleton.cpp \
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Engine/Templates/Stock_CSoundData.cpp \
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Engine/Templates/Stock_CTextureData.cpp \
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Engine/Templates/Stock_CShader.cpp \
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Engine/Templates/NameTable_CTFileName.cpp \
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Engine/Templates/NameTable_CTranslationPair.cpp \
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Engine/Templates/BSP.cpp
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ENGINEWORLDSRCS := Engine/World/WorldCSG.cpp \
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Engine/World/PhysicsProfile.cpp \
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Engine/World/WorldCollision.cpp \
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Engine/World/WorldIO.cpp \
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Engine/World/WorldRayCasting.cpp \
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Engine/World/World.cpp \
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Engine/World/WorldCollisionGrid.cpp \
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Engine/World/WorldEditingProfile.cpp
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ENGINEZLIBSRCS := Engine/zlib/inflate.c \
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Engine/zlib/adler32.c \
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Engine/zlib/infblock.c \
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Engine/zlib/inffast.c \
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Engine/zlib/inftrees.c \
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Engine/zlib/trees.c \
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Engine/zlib/compress.c \
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Engine/zlib/zutil.c \
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Engine/zlib/deflate.c \
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Engine/zlib/infcodes.c \
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Engine/zlib/infutil.c \
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Engine/zlib/uncompr.c
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ENGINESRCS := Engine/Engine.cpp \
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$(ENGINEBASESRCS) \
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$(ENGINEBRUSHESSRCS) \
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$(ENGINEENTITYSRCS) \
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$(ENGINEGRAPHICSSRCS) \
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$(ENGINELIGHTSRCS) \
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$(ENGINEMATHSRCS) \
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$(ENGINEMODELSSRCS) \
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$(ENGINENETWORKSRCS) \
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$(ENGINETERRAINSRCS) \
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$(ENGINERENDERINGSRCS) \
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$(ENGINESKASRCS) \
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$(ENGINESOUNDSRCS) \
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$(ENGINETEMPLATESSRCS) \
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$(ENGINEWORLDSRCS) \
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$(ENGINEGAMEAGENTSRCS) \
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$(ENGINEZLIBSRCS)
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OBJS1 := $(ENGINESRCS:.c=.o)
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OBJS2 := $(OBJS1:.cpp=.o)
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OBJS3 := $(OBJS2:.asm=.o)
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ENGINEOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f))
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ENGINESRCS := $(foreach f,$(ENGINESRCS),$(SRCDIR)/$(f))
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SHADERSSRCS := Shaders/AddShader.cpp \
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Shaders/AddShaderDS.cpp \
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Shaders/BaseShader.cpp \
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Shaders/BaseShaderDS.cpp \
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Shaders/BaseTransparent.cpp \
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Shaders/BaseTransparentDS.cpp \
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Shaders/ColorShader.cpp \
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Shaders/Common.cpp \
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Shaders/DetailShader.cpp \
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Shaders/DisplaceShader.cpp \
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Shaders/InvisibleShader.cpp \
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Shaders/MultiLayerShader.cpp \
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Shaders/Reflection.cpp \
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Shaders/ReflectionDS.cpp \
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Shaders/ReftectionAndSpecular.cpp \
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Shaders/ReftectionAndSpecularDS.cpp \
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Shaders/Specular.cpp \
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Shaders/SpecularDS.cpp \
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Shaders/StdH.cpp \
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Shaders/Translucent.cpp
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OBJS1 := $(SHADERSSRCS:.c=.o)
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OBJS2 := $(OBJS1:.cpp=.o)
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OBJS3 := $(OBJS2:.asm=.o)
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SHADERSOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f))
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SHADERSSRCS := $(foreach f,$(SHADERSSRCS),$(SRCDIR)/$(f))
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#GAMESRCS := Game/Camera.cpp Game/CompMessage.cpp Game/CompModels.cpp \
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# Game/Computer.cpp Game/Console.cpp Game/Controls.cpp \
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# Game/Game.cpp Game/LCDDrawing.cpp Game/LoadingHook.cpp \
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# Game/Map.cpp Game/SessionProperties.cpp Game/WEDInterface.cpp
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#
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#OBJS1 := $(GAMESRCS:.c=.o)
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#OBJS2 := $(OBJS1:.cpp=.o)
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#OBJS3 := $(OBJS2:.asm=.o)
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#GAMEOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f))
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#GAMESRCS := $(foreach f,$(GAMESRCS),$(SRCDIR)/$(f))
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GAMEMPSRCS := GameMP/Camera.cpp GameMP/CompMessage.cpp GameMP/CompModels.cpp \
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GameMP/Computer.cpp GameMP/Console.cpp GameMP/Controls.cpp \
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GameMP/Game.cpp GameMP/LCDDrawing.cpp GameMP/LoadingHook.cpp \
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GameMP/Map.cpp GameMP/SessionProperties.cpp GameMP/WEDInterface.cpp
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OBJS1 := $(GAMEMPSRCS:.c=.o)
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OBJS2 := $(OBJS1:.cpp=.o)
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OBJS3 := $(OBJS2:.asm=.o)
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GAMEMPOBJS := $(foreach f,$(OBJS3),$(BINDIR)/$(f))
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GAMEMPSRCS := $(foreach f,$(GAMEMPSRCS),$(SRCDIR)/$(f))
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#ENTITYFILES := $(wildcard Entities/*.es)
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#ENTITYHEADERS := $(ENTITYFILES:.es=.h)
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#ENTITYTABLES := $(ENTITYFILES:.es=_tables.h)
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#ENTITYSRCS := $(ENTITYHEADERS:.h=.cpp)
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#
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#ENTITYCOMMONSRCS := Entities/Common/Common.cpp Entities/Common/Particles.cpp \
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# Entities/Common/PathFinding.cpp Entities/Common/HUD.cpp
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# These file are empty right now. ?
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#ENTITYCOMMONSRCS += Entities/Common/Stats.cpp
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#ENTITYCOMMONSRCS += Entities/Common/Debris.cpp
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#ENTITYHEADERS := $(foreach f,$(ENTITYHEADERS),$(SRCDIR)/$(f))
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#OBJS1 := $(ENTITYSRCS:.cpp=.o) $(ENTITYCOMMONSRCS:.cpp=.o)
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#ENTITYOBJS := $(foreach f,$(OBJS1),$(BINDIR)/$(f))
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#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 $(macosx)),true)
|
|
DYNAMIC_SDL_LDFLAGS := lib/macosx_x86/libSDL-1.2.0.dylib bin/libSDLmain.a
|
|
else
|
|
DYNAMIC_SDL_LDFLAGS := lib/linux_x86/libSDL-1.2.so.0
|
|
endif
|
|
|
|
ifeq ($(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_x86/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 ...
|
|
|