## Process this file with automake to produce Makefile.in # # Makefile.am # # Automake-using build system for QuakeForge # # Copyright (C) 2000 Jeff Teunissen # # This Makefile is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. # # See the GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to: # # Free Software Foundation, Inc. # 59 Temple Place - Suite 330 # Boston, MA 02111-1307, USA # # $Id$ # AUTOMAKE_OPTIONS= foreign # # Stuff that is common to both client and server # INCLUDES= -I$(top_srcdir)/include -I$(top_srcdir)/qw/include $(MGL_CFLAGS) $(SDL_CFLAGS) $(SVGA_CFLAGS) $(X_CFLAGS) $(GLX_CFLAGS) $(TDFXGL_CFLAGS) bin_PROGRAMS = @QW_TARGETS@ EXTRA_PROGRAMS= qw-client-3dfx qw-client-fbdev \ qw-client-glx qw-client-mgl qw-client-sdl \ qw-client-sgl qw-client-svga qw-client-wgl \ qw-client-x11 qw-server noinst_LIBRARIES= libqfjs.a libqfnet.a #libqfsys_cl.a libqfsys_sv.a if PACKETLOG packetlogger = net_packetlog.c endif if ASM_ARCH math_ASM = sys_x86.S endif common_SOURCES= buildnum.c com.c \ game.c model.c model_brush.c msg_ucmd.c \ pmove.c pmovetst.c \ $(math_ASM) $(packetlogger) # # ... Network type # if NETTYPE_IPV6 libqfnet_a_SOURCES= net_chan.c net_udp6.c else libqfnet_a_SOURCES= net_chan.c net_udp.c endif EXTRA_libqfnet_a_SOURCES= net_chan.c net_udp.c net_udp6.c # # Server builds # # ... System type # if SYSTYPE_WIN32 syssv_SRC= fnmatch.c dirent.c sv_sys_win.c else syssv_SRC= sv_sys_unix.c endif if ASM_ARCH world_ASM= worlda.S endif server_SOURCES= sv_ccmds.c sv_cvar.c \ sv_ents.c sv_init.c sv_main.c sv_misc.c sv_model.c \ sv_move.c sv_nchan.c sv_phys.c sv_pr_cmds.c sv_progs.c sv_send.c \ sv_user.c world.c $(world_ASM) $(syssv_SRC) qw_server_SOURCES= $(common_SOURCES) $(server_SOURCES) qw_server_LDADD= $(top_builddir)/libs/util/libQFutil.la \ $(top_builddir)/libs/gamecode/libQFgamecode.la \ -L. -lqfnet $(NET_LIBS) $(DL_LIBS) qw_server_DEPENDENCIES= libqfnet.a # # Client builds # # ... System type # if SYSTYPE_WIN32 syscl_SRC= cl_sys_win.c fnmatch.c dirent.c else syscl_SRC= cl_sys_unix.c endif # # ... Joystick # if JOYTYPE_LINUX libqfjs_a_SOURCES= joy_linux.c endif if JOYTYPE_WIN32 libqfjs_a_SOURCES= joy_win.c endif if JOYTYPE_NULL libqfjs_a_SOURCES= joy_null.c endif libqfjs_a_CFLAGS= $(JOY_CFLAGS) EXTRA_libqfjs_a_SOURCES= joy_linux.c joy_win.c joy_null.c CLIENT_LIBS= $(top_builddir)/libs/util/libQFutil.la \ $(top_builddir)/libs/gamecode/libQFgamecode.la \ $(top_builddir)/libs/audio/cd/libQFcd.la \ $(top_builddir)/libs/audio/targets/libQFsound.la \ -L. -lqfnet -lqfjs \ $(SOUND_LIBS) $(NET_LIBS) $(JOY_LIBS) CLIENT_LIB_DEPS= libqfnet.a libqfjs.a if ASM_ARCH client_ASM= cl_math.S endif client_SOURCES= cl_cam.c cl_cmd.c cl_cvar.c cl_demo.c cl_ents.c cl_input.c \ cl_main.c cl_misc.c cl_parse.c cl_pred.c cl_slist.c cl_tent.c \ console.c keys.c locs.c model_alias.c model_sprite.c nonintel.c \ pcx.c r_efrag.c r_view.c sbar.c skin.c teamplay.c tga.c wad.c vid.c $(client_ASM) $(syscl_SRC) # # Software-rendering clients # # ... Common stuff # if ASM_ARCH soft_ASM= d_draw.S d_draw16.S d_parta.S d_polysa.S d_scana.S d_spr8.S \ d_varsa.S sw_raclipa.S sw_raliasa.S sw_rdrawa.S sw_redgea.S sw_rvarsa.S \ surf16.S surf8.S endif soft_SOURCES= d_edge.c d_fill.c d_init.c d_modech.c \ d_part.c d_polyse.c d_scan.c d_sky.c d_sprite.c d_surf.c \ d_vars.c d_zpoint.c draw.c sw_raclip.c sw_ralias.c sw_rbsp.c \ sw_rdraw.c sw_redge.c sw_rlight.c sw_rmain.c sw_rmisc.c \ sw_rpart.c sw_rsky.c sw_rsprite.c sw_rsurf.c sw_rvars.c sw_skin.c sw_view.c \ screen.c $(soft_ASM) sw_model_alias.c sw_model_brush.c \ sw_model_sprite.c # # ... Linux FBDev # YFLAGS = -d fbdev_SOURCES= fbset.c fbset_modes_y.y fbset_modes_l.l vid_fbdev.c in_fbdev.c YACCLEX_CLEANFILES= fbset_modes_y.c fbset_modes_y.h fbset_modes_y.tab.h fbset_modes_l.c EXTRA_qw_client_fbdev_SOURCES=fbset_modes_y.h fbset_modes_y.o: fbset_modes_y.c $(CC) $(INCLUDES) $(CFLAGS) -Wno-error -c fbset_modes_y.c fbset_modes_l.o: fbset_modes_l.c $(CC) $(INCLUDES) $(CFLAGS) -Wno-error -c fbset_modes_l.c qw_client_fbdev_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(fbdev_SOURCES) qw_client_fbdev_LDADD= $(CLIENT_LIBS) qw_client_fbdev_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... SciTech MGL # mgl_SOURCES= vid_mgl.c in_win.c qw_client_mgl_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(mgl_SOURCES) qw_client_mgl_LDADD= $(MGL_LIBS) $(CLIENT_LIBS) qw_client_mgl_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... Sam Lantinga's Simple DirectMedia Layer, version 1.0 and higher # sdl_SOURCES= vid_sdl.c in_sdl.c qw_client_sdl_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(sdl_SOURCES) qw_client_sdl_LDADD= $(SDL_LIBS) $(CLIENT_LIBS) qw_client_sdl_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... Linux SVGAlib # svga_SOURCES= d_copy.S vid_svgalib.c in_svgalib.c qw_client_svga_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(svga_SOURCES) qw_client_svga_LDADD= $(SVGA_LIBS) $(CLIENT_LIBS) qw_client_svga_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... X11 # x11_SOURCES= vid_x11.c in_x11.c context_x11.c dga_check.c qw_client_x11_SOURCES= $(common_SOURCES) $(client_SOURCES) $(soft_SOURCES) $(x11_SOURCES) qw_client_x11_LDADD= $(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 $(X_EXTRA_LIBS) $(X_SHM_LIB) $(CLIENT_LIBS) qw_client_x11_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # OpenGL-using clients # # ... Common stuff # ogl_SOURCES= noisetextures.c gl_textures.c gl_draw.c gl_dyn_fires.c \ gl_dyn_part.c gl_dyn_textures.c gl_mesh.c gl_ngraph.c \ gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c \ gl_screen.c gl_skin.c gl_sky.c gl_sky_clip.c gl_view.c \ gl_warp.c gl_model_alias.c gl_model_brush.c \ gl_model_fullbright.c gl_model_sprite.c qfgl_ext.c # # ... 3Dfx Voodoo 1 and 2 SVGAlib-based console GL # tdfx_SOURCES= vid_3dfxsvga.c vid_common_gl.c in_svgalib.c qw_client_3dfx_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(tdfx_SOURCES) qw_client_3dfx_LDADD= $(TDFXGL_LIBS) $(SVGA_LIBS) $(CLIENT_LIBS) $(DL_LIBS) qw_client_3dfx_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... OpenGL in X Window # glx_SOURCES= vid_glx.c vid_common_gl.c in_x11.c context_x11.c dga_check.c qw_client_glx_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(glx_SOURCES) qw_client_glx_LDADD= $(GLX_LIBS) $(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 $(X_EXTRA_LIBS) $(CLIENT_LIBS) $(DL_LIBS) qw_client_glx_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # ... Sam Lantinga's Simple DirectMedia Layer, version 1.1 and higher, in GL mode # sgl_SOURCES= vid_sgl.c vid_common_gl.c in_sdl.c qw_client_sgl_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(sgl_SOURCES) qw_client_sgl_LDADD= $(SDL_LIBS) $(X_LIBS) $(GLX_LIBS) $(CLIENT_LIBS) $(DL_LIBS) qw_client_sgl_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # SGI/Microsoft WGL (Windows OpenGL) # wgl_SOURCES= vid_wgl.c qw_client_wgl_SOURCES= $(common_SOURCES) $(client_SOURCES) $(ogl_SOURCES) $(wgl_SOURCES) qw_client_wgl_LDADD= $(CLIENT_LIBS) qw_client_wgl_DEPENDENCIES= $(CLIENT_LIB_DEPS) # # Stuff that doesn't get linked into an executable NEEDS to be mentioned here, # or it won't be distributed with 'make dist' # EXTRA_DIST= makefile.mgw makefile.win \ qf-server.mak qw_server.dsp \ qf-client-sdl.mak qf-client-win.mak qw_client.dsp \ qf-client-sgl.mak qf-client-wgl.mak qf-client-win.mak # Kill the temp files, hopefully. CLEANFILES = *.i *.s $(YACCLEX_CLEANFILES)