quakeforge/nq/source/Makefile.am
Brian Koropoff 687a0845b6 Introducing the GIB Object System (TM). This breaks scriptable HUD for now
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).
2003-09-11 06:03:13 +00:00

254 lines
7.3 KiB
Makefile

## Process this file with automake to produce Makefile.in
#
# Makefile.am
#
# Automake-using build system for QuakeForge
#
# Copyright (C) 2000 Jeff Teunissen <deek@quakeforge.net>
#
# 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)/nq/include
SDL_LIBS = @SDL_LIBS@
bin_PROGRAMS= @NQ_TARGETS@
EXTRA_PROGRAMS= nq-fbdev nq-glx nq-mgl nq-sdl nq-sdl32 nq-sgl nq-svga nq-3dfx \
nq-wgl nq-x11 nq-server
if ASM_ARCH
asm= libasm.a
else
asm=
endif
noinst_LIBRARIES= @nq_libs@ $(asm)
EXTRA_LIBRARIES=libasm.a libnq_client.a libnq_common.a libnq_sdl.a libnq_server.a
libasm_a_SOURCES= worlda.S
libnq_common_a_SOURCES=game.c world.c com.c
libnq_sdl_a_SOURCES= sys_sdl.c
libnq_sdl_a_CFLAGS= $(SDL_CFLAGS)
common_ldflags= -export-dynamic
cl_plugin_LIBS= \
$(CLIENT_PLUGIN_STATIC_LIBS) \
$(top_builddir)/libs/gamecode/builtins/libQFcsqc.la
client_LIBFILES= \
$(top_builddir)/libs/video/targets/libQFjs.la \
$(top_builddir)/libs/audio/libQFcd.la \
$(top_builddir)/libs/audio/libQFsound.la
server_LIBFILES= \
$(SERVER_PLUGIN_STATIC_LIBS) \
$(top_builddir)/libs/models/libQFmodels.la
common_LIBFILES= \
libasm.a \
$(top_builddir)/libs/net/libnet_main.la \
$(top_builddir)/libs/console/libQFconsole.la \
$(top_builddir)/libs/gamecode/builtins/libQFgamecode_builtins.la \
$(top_builddir)/libs/gamecode/engine/libQFgamecode.la \
$(top_builddir)/libs/image/libQFimage.la \
$(top_builddir)/libs/gib/libQFgib.la \
$(top_builddir)/libs/util/libQFutil.la
client_LIBS= $(client_LIBFILES) $(common_LIBFILES)
server_LIBS= $(server_LIBFILES) $(common_LIBFILES) $(NET_LIBS)
server_LIB_DEPS=$(server_LIBFILES) $(common_LIBFILES)
libnq_client_a_SOURCES= \
cl_cam.c cl_cmd.c cl_demo.c cl_input.c cl_main.c cl_screen.c \
cl_parse.c cl_tent.c cl_view.c host_skin.c skin.c \
sbar.c
libnq_server_a_SOURCES= \
host.c host_cmd.c sv_cl_phys.c sv_cvar.c sv_main.c \
sv_move.c sv_phys.c sv_pr_cmds.c sv_progs.c sv_user.c
client_libs= libnq_server.a libnq_client.a libnq_common.a
server_libs = libnq_server.a libnq_common.a
# Software-rendering targets
# We need libQFrenderer_sw to always be static -- there's assembler in there
soft_QFLIBS= $(top_builddir)/libs/video/renderer/libQFrenderer_sw.la \
$(top_builddir)/libs/models/libQFmodels_sw.la
# ... Linux FBDev
nq_fbdev_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(soft_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFfbdev.la \
$(client_LIBS)
nq_fbdev_SOURCES= sys_unix.c
nq_fbdev_LDADD= $(nq_fbdev_libs) $(NET_LIBS)
nq_fbdev_LDFLAGS= $(common_ldflags)
nq_fbdev_DEPENDENCIES= $(nq_fbdev_libs)
# ... SciTech MGL
nq_mgl_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(soft_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFmgl.la \
$(client_LIBS)
nq_mgl_SOURCES= sys_win.c
nq_mgl_LDADD= $(nq_mgl_libs) $(MGL_LIBS) $(NET_LIBS)
nq_mgl_LDFLAGS= $(common_ldflags)
nq_mgl_DEPENDENCIES= $(nq_mgl_libs)
# ... SDL, version 1.2 and higher
nq_sdl_libs= \
libnq_sdl.a \
$(client_libs) \
$(cl_plugin_LIBS) \
$(soft_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFsdl.la \
$(client_LIBS)
nq_sdl_SOURCES=sdl_link.c
nq_sdl_LDADD= $(nq_sdl_libs) $(SDL_LIBS) $(NET_LIBS)
nq_sdl_LDFLAGS= $(common_ldflags)
nq_sdl_DEPENDENCIES= $(nq_sdl_libs)
# ... 32-bit software, SDL
nq_sdl32_libs= \
libnq_sdl.a \
$(client_libs) \
$(cl_plugin_LIBS) \
$(top_builddir)/libs/video/renderer/libQFrenderer_sw32.la \
$(top_builddir)/libs/models/libQFmodels_sw.la \
$(top_builddir)/libs/video/targets/libQFsdl32.la \
$(client_LIBS)
nq_sdl32_SOURCES=sdl_link.c
nq_sdl32_LDADD= $(nq_sdl32_libs) $(SDL_LIBS) $(NET_LIBS)
nq_sdl32_LDFLAGS= $(common_ldflags)
nq_sdl32_DEPENDENCIES= $(nq_sdl32_libs)
# ... Linux SVGAlib
nq_svga_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(soft_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFsvga.la \
$(client_LIBS)
nq_svga_SOURCES= sys_unix.c
nq_svga_LDADD= $(nq_svga_libs) $(SVGA_LIBS) $(NET_LIBS)
nq_svga_LDFLAGS= $(common_ldflags)
nq_svga_DEPENDENCIES= $(nq_svga_libs)
# ... X11
nq_x11_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(soft_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFx11.la \
$(client_LIBS)
nq_x11_SOURCES= sys_unix.c
nq_x11_LDADD= $(nq_x11_libs) \
$(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 \
$(X_EXTRA_LIBS) $(X_SHM_LIB) $(NET_LIBS)
nq_x11_LDFLAGS= $(common_ldflags)
nq_x11_DEPENDENCIES= $(nq_x11_libs)
# OpenGL-using targets
opengl_QFLIBS= \
$(top_builddir)/libs/video/renderer/libQFrenderer_gl.la \
$(top_builddir)/libs/models/libQFmodels_gl.la
# ... Linux 3DFX
nq_3dfx_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(opengl_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFtdfx.la \
$(client_LIBS)
nq_3dfx_SOURCES= sys_unix.c
nq_3dfx_LDADD= $(nq_3dfx_libs) $(SVGA_LIBS) $(NET_LIBS)
nq_3dfx_LDFLAGS= $(common_ldflags)
nq_3dfx_DEPENDENCIES= $(nq_3dfx_libs)
# ... OpenGL in X Window
nq_glx_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(opengl_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFglx.la \
$(client_LIBS)
nq_glx_SOURCES= sys_unix.c
nq_glx_LDADD= $(nq_glx_libs) \
$(X_PRE_LIBS) $(VIDMODE_LIBS) $(DGA_LIBS) $(X_LIBS) -lX11 \
-lXext $(X_EXTRA_LIBS) $(DL_LIBS) $(NET_LIBS)
nq_glx_LDFLAGS= $(common_ldflags)
nq_glx_DEPENDENCIES= $(nq_glx_libs)
# ... Simple Directmedia Layer, version 1.2 and higher, in GL mode
nq_sgl_libs= \
libnq_sdl.a \
$(client_libs) \
$(cl_plugin_LIBS) \
$(opengl_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFsgl.la \
$(client_LIBS)
nq_sgl_SOURCES=sdl_link.c
nq_sgl_LDADD= $(nq_sgl_libs) $(SDL_LIBS) $(DL_LIBS) $(NET_LIBS)
nq_sgl_LDFLAGS= $(common_ldflags)
nq_sgl_DEPENDENCIES= $(nq_sgl_libs)
# ... SGI/Microsoft WGL (Windows OpenGL)
nq_wgl_libs= \
$(client_libs) \
$(cl_plugin_LIBS) \
$(opengl_QFLIBS) \
$(top_builddir)/libs/video/targets/libQFwgl.la \
$(client_LIBS)
nq_wgl_SOURCES= sys_win.c
nq_wgl_LDADD= $(nq_wgl_libs) -lgdi32 -lcomctl32 -lwinmm $(NET_LIBS)
nq_wgl_LDFLAGS= $(common_ldflags)
nq_wgl_DEPENDENCIES= $(nq_wgl_libs)
# Dedicated Server
if SYSTYPE_WIN32
ded_sources= sys_wind.c sv_ded.c sv_model.c
else
ded_sources= sys_unixd.c sv_ded.c sv_model.c
endif
EXTRA_DIST=sys_wind.c sys_unixd.c sv_ded.c sv_model.c
nq_server_LDFLAGS= $(common_ldflags)
nq_server_SOURCES= $(ded_sources)
nq_server_LDADD= $(server_libs) $(server_LIBS)
nq_server_DEPENDENCIES= $(server_libs) $(server_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'
# Kill the temp files, hopefully.
CLEANFILES = *.i *.s $(YACCLEX_CLEANFILES)