ref: c05151aa1b7ac81866cf937c973e7038035dfe53
dir: /ctf/Makefile.Linux.i386/
# # Quake2 gamei386.so Makefile for Linux 2.0 # # Jan '98 by Zoid <zoid@idsoftware.com> # # ELF only # # Probably requires GNU make # # This builds the gamei386.so for Linux based on the q2source_12_11.zip # release. # Put his Makefile in the game subdirectory you get when you unzip # q2source_12_11.zip. # # There are two compiler errors you'll get, the following fixes # are necessary: # # In g_local.h (around line 828), you must change the # typedef struct g_client_s { ... } gclient_t; # to just: # struct g_client_s { ... }; # The typedef is already defined elsewhere (seems to compile fine under # MSCV++ for Win32 for some reason). # # m_player.h has a Ctrl-Z at the end (damn DOS editors). Remove it or # gcc complains. # # Note that the source in q2source_12_11.zip is for version 3.05. To # get it to run with Linux 3.10, change the following in game.h: # #define GAME_API_VERSION 1 # change it to: # #define GAME_API_VERSION 2 ARCH=i386 CC=gcc BASE_CFLAGS=-Dstricmp=strcasecmp #use these cflags to optimize it CFLAGS=$(BASE_CFLAGS) -m486 -O6 -ffast-math -funroll-loops \ -fomit-frame-pointer -fexpensive-optimizations -malign-loops=2 \ -malign-jumps=2 -malign-functions=2 #use these when debugging #CFLAGS=$(BASE_CFLAGS) -g OBJDIR=linux LDFLAGS=-ldl -lm SHLIBEXT=so SHLIBCFLAGS=-fPIC SHLIBLDFLAGS=-shared DO_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $< ############################################################################# # SETUP AND BUILD # GAME ############################################################################# GAME_OBJS = \ $(OBJDIR)/g_ai.o $(OBJDIR)/p_client.o $(OBJDIR)/g_svcmds.o $(OBJDIR)/g_cmds.o \ $(OBJDIR)/g_combat.o $(OBJDIR)/g_func.o $(OBJDIR)/g_items.o \ $(OBJDIR)/g_main.o $(OBJDIR)/g_misc.o $(OBJDIR)/g_monster.o $(OBJDIR)/g_phys.o \ $(OBJDIR)/g_save.o $(OBJDIR)/g_spawn.o \ $(OBJDIR)/g_target.o $(OBJDIR)/g_trigger.o $(OBJDIR)/g_utils.o $(OBJDIR)/g_weapon.o \ $(OBJDIR)/m_move.o \ $(OBJDIR)/p_hud.o $(OBJDIR)/p_trail.o $(OBJDIR)/p_view.o $(OBJDIR)/p_weapon.o \ $(OBJDIR)/q_shared.o $(OBJDIR)/g_ctf.o $(OBJDIR)/p_menu.o $(OBJDIR)/g_chase.o game$(ARCH).$(SHLIBEXT) : $(GAME_OBJS) $(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(GAME_OBJS) $(OBJDIR)/g_ai.o : g_ai.c $(DO_CC) $(OBJDIR)/p_client.o : p_client.c $(DO_CC) $(OBJDIR)/g_svcmds.o : g_svcmds.c $(DO_CC) $(OBJDIR)/g_cmds.o : g_cmds.c $(DO_CC) $(OBJDIR)/g_combat.o : g_combat.c $(DO_CC) $(OBJDIR)/g_func.o : g_func.c $(DO_CC) $(OBJDIR)/g_items.o : g_items.c $(DO_CC) $(OBJDIR)/g_main.o : g_main.c $(DO_CC) $(OBJDIR)/g_misc.o : g_misc.c $(DO_CC) $(OBJDIR)/g_monster.o : g_monster.c $(DO_CC) $(OBJDIR)/g_phys.o : g_phys.c $(DO_CC) $(OBJDIR)/g_save.o : g_save.c $(DO_CC) $(OBJDIR)/g_spawn.o : g_spawn.c $(DO_CC) $(OBJDIR)/g_target.o : g_target.c $(DO_CC) $(OBJDIR)/g_trigger.o : g_trigger.c $(DO_CC) $(OBJDIR)/g_utils.o : g_utils.c $(DO_CC) $(OBJDIR)/g_weapon.o : g_weapon.c $(DO_CC) $(OBJDIR)/m_move.o : m_move.c $(DO_CC) $(OBJDIR)/p_hud.o : p_hud.c $(DO_CC) $(OBJDIR)/p_trail.o : p_trail.c $(DO_CC) $(OBJDIR)/p_view.o : p_view.c $(DO_CC) $(OBJDIR)/p_weapon.o : p_weapon.c $(DO_CC) $(OBJDIR)/q_shared.o : q_shared.c $(DO_CC) $(OBJDIR)/g_ctf.o : g_ctf.c $(DO_CC) $(OBJDIR)/p_menu.o : p_menu.c $(DO_CC) $(OBJDIR)/g_chase.o : g_chase.c $(DO_CC) ############################################################################# # MISC ############################################################################# clean: -rm -f $(GAME_OBJS) depend: gcc -MM $(GAME_OBJS:.o=.c)