mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 16:10:53 +00:00
687a0845b6
and probably has enough bugs to leave the Orkin man scratching his head, but it works and allows you to do neat things like write classes in GIB (amazing!) and subclass builtin classes (which are Object and Thread at the moment, Hash should be coming soon as a replacement for stem and leaf variables).
254 lines
7.3 KiB
Makefile
254 lines
7.3 KiB
Makefile
## Process this file with automake to produce Makefile.in
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#
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# Makefile.am
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#
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# Automake-using build system for QuakeForge
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#
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# Copyright (C) 2000 Jeff Teunissen <deek@quakeforge.net>
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#
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# This Makefile is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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#
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# See the GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to:
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#
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# Free Software Foundation, Inc.
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# 59 Temple Place - Suite 330
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# Boston, MA 02111-1307, USA
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#
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# $Id$
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#
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AUTOMAKE_OPTIONS= foreign
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# Stuff that is common to both client and server
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#
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INCLUDES= -I$(top_srcdir)/include -I$(top_srcdir)/nq/include
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SDL_LIBS = @SDL_LIBS@
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bin_PROGRAMS= @NQ_TARGETS@
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EXTRA_PROGRAMS= nq-fbdev nq-glx nq-mgl nq-sdl nq-sdl32 nq-sgl nq-svga nq-3dfx \
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nq-wgl nq-x11 nq-server
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if ASM_ARCH
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asm= libasm.a
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else
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asm=
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endif
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noinst_LIBRARIES= @nq_libs@ $(asm)
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EXTRA_LIBRARIES=libasm.a libnq_client.a libnq_common.a libnq_sdl.a libnq_server.a
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libasm_a_SOURCES= worlda.S
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libnq_common_a_SOURCES=game.c world.c com.c
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libnq_sdl_a_SOURCES= sys_sdl.c
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libnq_sdl_a_CFLAGS= $(SDL_CFLAGS)
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common_ldflags= -export-dynamic
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cl_plugin_LIBS= \
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$(CLIENT_PLUGIN_STATIC_LIBS) \
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$(top_builddir)/libs/gamecode/builtins/libQFcsqc.la
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client_LIBFILES= \
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$(top_builddir)/libs/video/targets/libQFjs.la \
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$(top_builddir)/libs/audio/libQFcd.la \
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$(top_builddir)/libs/audio/libQFsound.la
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server_LIBFILES= \
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$(SERVER_PLUGIN_STATIC_LIBS) \
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$(top_builddir)/libs/models/libQFmodels.la
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common_LIBFILES= \
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libasm.a \
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$(top_builddir)/libs/net/libnet_main.la \
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$(top_builddir)/libs/console/libQFconsole.la \
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$(top_builddir)/libs/gamecode/builtins/libQFgamecode_builtins.la \
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$(top_builddir)/libs/gamecode/engine/libQFgamecode.la \
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$(top_builddir)/libs/image/libQFimage.la \
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$(top_builddir)/libs/gib/libQFgib.la \
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$(top_builddir)/libs/util/libQFutil.la
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client_LIBS= $(client_LIBFILES) $(common_LIBFILES)
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server_LIBS= $(server_LIBFILES) $(common_LIBFILES) $(NET_LIBS)
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server_LIB_DEPS=$(server_LIBFILES) $(common_LIBFILES)
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libnq_client_a_SOURCES= \
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cl_cam.c cl_cmd.c cl_demo.c cl_input.c cl_main.c cl_screen.c \
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cl_parse.c cl_tent.c cl_view.c host_skin.c skin.c \
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sbar.c
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libnq_server_a_SOURCES= \
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host.c host_cmd.c sv_cl_phys.c sv_cvar.c sv_main.c \
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sv_move.c sv_phys.c sv_pr_cmds.c sv_progs.c sv_user.c
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client_libs= libnq_server.a libnq_client.a libnq_common.a
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server_libs = libnq_server.a libnq_common.a
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# Software-rendering targets
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# We need libQFrenderer_sw to always be static -- there's assembler in there
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soft_QFLIBS= $(top_builddir)/libs/video/renderer/libQFrenderer_sw.la \
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$(top_builddir)/libs/models/libQFmodels_sw.la
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# ... Linux FBDev
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nq_fbdev_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(soft_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFfbdev.la \
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$(client_LIBS)
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nq_fbdev_SOURCES= sys_unix.c
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nq_fbdev_LDADD= $(nq_fbdev_libs) $(NET_LIBS)
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nq_fbdev_LDFLAGS= $(common_ldflags)
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nq_fbdev_DEPENDENCIES= $(nq_fbdev_libs)
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# ... SciTech MGL
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nq_mgl_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(soft_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFmgl.la \
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$(client_LIBS)
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nq_mgl_SOURCES= sys_win.c
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nq_mgl_LDADD= $(nq_mgl_libs) $(MGL_LIBS) $(NET_LIBS)
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nq_mgl_LDFLAGS= $(common_ldflags)
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nq_mgl_DEPENDENCIES= $(nq_mgl_libs)
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# ... SDL, version 1.2 and higher
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nq_sdl_libs= \
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libnq_sdl.a \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(soft_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFsdl.la \
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$(client_LIBS)
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nq_sdl_SOURCES=sdl_link.c
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nq_sdl_LDADD= $(nq_sdl_libs) $(SDL_LIBS) $(NET_LIBS)
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nq_sdl_LDFLAGS= $(common_ldflags)
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nq_sdl_DEPENDENCIES= $(nq_sdl_libs)
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# ... 32-bit software, SDL
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nq_sdl32_libs= \
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libnq_sdl.a \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(top_builddir)/libs/video/renderer/libQFrenderer_sw32.la \
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$(top_builddir)/libs/models/libQFmodels_sw.la \
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$(top_builddir)/libs/video/targets/libQFsdl32.la \
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$(client_LIBS)
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nq_sdl32_SOURCES=sdl_link.c
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nq_sdl32_LDADD= $(nq_sdl32_libs) $(SDL_LIBS) $(NET_LIBS)
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nq_sdl32_LDFLAGS= $(common_ldflags)
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nq_sdl32_DEPENDENCIES= $(nq_sdl32_libs)
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# ... Linux SVGAlib
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nq_svga_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(soft_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFsvga.la \
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$(client_LIBS)
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nq_svga_SOURCES= sys_unix.c
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nq_svga_LDADD= $(nq_svga_libs) $(SVGA_LIBS) $(NET_LIBS)
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nq_svga_LDFLAGS= $(common_ldflags)
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nq_svga_DEPENDENCIES= $(nq_svga_libs)
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# ... X11
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nq_x11_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(soft_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFx11.la \
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$(client_LIBS)
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nq_x11_SOURCES= sys_unix.c
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nq_x11_LDADD= $(nq_x11_libs) \
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$(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 \
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$(X_EXTRA_LIBS) $(X_SHM_LIB) $(NET_LIBS)
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nq_x11_LDFLAGS= $(common_ldflags)
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nq_x11_DEPENDENCIES= $(nq_x11_libs)
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# OpenGL-using targets
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opengl_QFLIBS= \
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$(top_builddir)/libs/video/renderer/libQFrenderer_gl.la \
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$(top_builddir)/libs/models/libQFmodels_gl.la
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# ... Linux 3DFX
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nq_3dfx_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(opengl_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFtdfx.la \
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$(client_LIBS)
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nq_3dfx_SOURCES= sys_unix.c
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nq_3dfx_LDADD= $(nq_3dfx_libs) $(SVGA_LIBS) $(NET_LIBS)
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nq_3dfx_LDFLAGS= $(common_ldflags)
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nq_3dfx_DEPENDENCIES= $(nq_3dfx_libs)
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# ... OpenGL in X Window
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nq_glx_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(opengl_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFglx.la \
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$(client_LIBS)
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nq_glx_SOURCES= sys_unix.c
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nq_glx_LDADD= $(nq_glx_libs) \
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$(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 \
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-lXext $(X_EXTRA_LIBS) $(DL_LIBS) $(NET_LIBS)
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nq_glx_LDFLAGS= $(common_ldflags)
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nq_glx_DEPENDENCIES= $(nq_glx_libs)
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# ... Simple Directmedia Layer, version 1.2 and higher, in GL mode
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nq_sgl_libs= \
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libnq_sdl.a \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(opengl_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFsgl.la \
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$(client_LIBS)
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nq_sgl_SOURCES=sdl_link.c
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nq_sgl_LDADD= $(nq_sgl_libs) $(SDL_LIBS) $(DL_LIBS) $(NET_LIBS)
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nq_sgl_LDFLAGS= $(common_ldflags)
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nq_sgl_DEPENDENCIES= $(nq_sgl_libs)
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# ... SGI/Microsoft WGL (Windows OpenGL)
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nq_wgl_libs= \
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$(client_libs) \
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$(cl_plugin_LIBS) \
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$(opengl_QFLIBS) \
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$(top_builddir)/libs/video/targets/libQFwgl.la \
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$(client_LIBS)
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nq_wgl_SOURCES= sys_win.c
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nq_wgl_LDADD= $(nq_wgl_libs) -lgdi32 -lcomctl32 -lwinmm $(NET_LIBS)
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nq_wgl_LDFLAGS= $(common_ldflags)
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nq_wgl_DEPENDENCIES= $(nq_wgl_libs)
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# Dedicated Server
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if SYSTYPE_WIN32
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ded_sources= sys_wind.c sv_ded.c sv_model.c
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else
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ded_sources= sys_unixd.c sv_ded.c sv_model.c
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endif
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EXTRA_DIST=sys_wind.c sys_unixd.c sv_ded.c sv_model.c
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nq_server_LDFLAGS= $(common_ldflags)
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nq_server_SOURCES= $(ded_sources)
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nq_server_LDADD= $(server_libs) $(server_LIBS)
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nq_server_DEPENDENCIES= $(server_libs) $(server_LIB_DEPS)
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# Stuff that doesn't get linked into an executable NEEDS to be mentioned here,
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# or it won't be distributed with 'make dist'
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# Kill the temp files, hopefully.
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CLEANFILES = *.i *.s $(YACCLEX_CLEANFILES)
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