# EDuke32 Makefile for Watcom Make

SRC=source
OBJ=obj
EROOT=..\build
EINC=$(EROOT)\include
EOBJ=eobj
INC=$(SRC)
o=obj

ENGINELIB=engine.lib
EDITORLIB=build.lib

!ifdef DEBUG
# debugging options
flags_cl=/G6 /Ot /Z7
flags_link=/DEBUG
!else
# release options
flags_cl=/G6Fy /Ox #/Ob1gity
flags_link=/RELEASE
!endif


DXROOT=c:\sdks\msc\dx7

ENGINEOPTS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL

CC=cl
AS=ml
LINK=link /opt:nowin98 /nologo /opt:ref
CFLAGS= /MD /J /nologo $(flags_cl)  \
	/I$(INC) /I$(EINC)\ /I$(SRC)\jmact /I$(SRC)\jaudiolib /I..\jfaud\inc \
 	/DNOCOPYPROTECT $(ENGINEOPTS) \
 	/I$(DXROOT)\include /DRENDERTYPEWIN=1
LIBS=user32.lib gdi32.lib shell32.lib dxguid.lib winmm.lib wsock32.lib comctl32.lib \
     ..\jfaud\jfaud.lib /NODEFAULTLIB:libFLAC.lib \
     #opengl32.lib
 ASFLAGS=/nologo /coff
ASFLAGS=/nologo /coff
EXESUFFIX=.exe

JMACTOBJ=$(OBJ)\util_lib.$o \
	$(OBJ)\file_lib.$o \
	$(OBJ)\control.$o \
	$(OBJ)\keyboard.$o \
	$(OBJ)\mouse.$o \
	$(OBJ)\mathutil.$o \
	$(OBJ)\scriplib.$o

#AUDIOLIB_FX=$(OBJ)\jaudiolib_fxstub.$o
#AUDIOLIB_MUSIC=$(OBJ)\jaudiolib_musicstub.$o
#AUDIOLIB_FX=$(OBJ)\jaudiolib_fx_fmod.$o
AUDIOLIB_JFAUD=$(OBJ)\jfaud_sounds.$o
AUDIOLIB_FX=$(OBJ)\mv_mix.$o \
	  $(OBJ)\mv_mix16.$o \
	  $(OBJ)\mvreverb.$o \
	  $(OBJ)\pitch.$o \
	  $(OBJ)\multivoc.$o \
	  $(OBJ)\ll_man.$o \
	  $(OBJ)\fx_man.$o \
 	  $(OBJ)\dsoundout.$o
AUDIOLIB_MUSIC=$(OBJ)\midi.$o \
 	  $(OBJ)\mpu401.$o \
 	  $(OBJ)\music.$o
#AUDIOLIBOBJ=$(AUDIOLIB_MUSIC) $(AUDIOLIB_FX) $(OBJ)\sounds.$o
AUDIOLIBOBJ=$(AUDIOLIB_JFAUD)
 
 GAMEOBJS=$(OBJ)\game.$o \
	$(OBJ)\actors.$o \
	$(OBJ)\anim.$o \
	$(OBJ)\gamedef.$o \
	$(OBJ)\gameexec.$o \
	$(OBJ)\gamevars.$o \
	$(OBJ)\global.$o \
	$(OBJ)\menus.$o \
	$(OBJ)\namesdyn.$o \
	$(OBJ)\player.$o \
	$(OBJ)\premap.$o \
	$(OBJ)\savegame.$o \
	$(OBJ)\sector.$o \
	$(OBJ)\rts.$o \
	$(OBJ)\config.$o \
	$(OBJ)\animlib.$o\
	$(OBJ)\testcd.$o \
	$(OBJ)\osdfuncs.$o \
 	$(OBJ)\osdcmds.$o \
	$(OBJ)\grpscan.$o \
	$(OBJ)\winbits.$o \
	$(OBJ)\gameres.res \
	$(OBJ)\startwin.game.$o \
 	$(JMACTOBJ) \
	$(AUDIOLIBOBJ)

EDITOROBJS=$(OBJ)\astub.$o \
	$(OBJ)\buildres.res

		
# RULES
.SUFFIXES: .masm

{$(SRC)\}.masm{$(OBJ)\}.$o:
	$(AS) /c $(ASFLAGS) /Fo$@ $<

{$(SRC)\jaudiolib}.masm{$(OBJ)\}.$o:
	$(AS) /c $(ASFLAGS) /Fo$@ $<

{$(SRC)\jmact}.c{$(OBJ)\}.$o:
	$(CC) /c $(CFLAGS) /Fo$@ $<

{$(SRC)\jaudiolib}.c{$(OBJ)\}.$o:
	$(CC) /c $(CFLAGS) /Fo$@ $<

{$(SRC)\util}.c{$(OBJ)\}.$o:
	$(CC) /c $(CFLAGS) /Fo$@ $<

{$(SRC)\}.c{$(OBJ)\}.$o:
	$(CC) /c $(CFLAGS) /Fo$@ $<

{$(SRC)\}.cpp{$(OBJ)\}.$o:
	$(CC) /c $(CFLAGS) /Fo$@ $<

{$(SRC)\misc}.rc{$(OBJ)\}.res:
	$(RC) /i$(EINC)\ /i$(SRC)\ /fo$@ /r $<


# TARGETS
all: eduke32$(EXESUFFIX) mapster32$(EXESUFFIX) ;

eduke32$(EXESUFFIX): $(GAMEOBJS) $(EOBJ)\$(ENGINELIB)
	$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
	
mapster32$(EXESUFFIX): $(EDITOROBJS) $(EOBJ)\$(ENGINELIB) $(EOBJ)\$(EDITORLIB)
	$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib

!include Makefile.deps

enginelib editorlib: AlwaysBuild
	-mkdir $(EOBJ)\
	echo OBJ=$(MAKEDIR)\$(EOBJ)\ > $(EOBJ)\overrides.mak
	echo CFLAGS=$(ENGINEOPTS) >> $(EOBJ)\overrides.mak
	cd $(EROOT)\
	nmake /f Makefile.msvc "OVERRIDES=$(MAKEDIR)\$(EOBJ)\overrides.mak" $@
	cd $(MAKEDIR)

AlwaysBuild: ;
$(EOBJ)\$(EDITORLIB): editorlib ;
$(EOBJ)\$(ENGINELIB): enginelib ;

# PHONIES	
clean:
	-del $(OBJ)\* eduke32$(EXESUFFIX) mapster32$(EXESUFFIX)
	
veryclean: clean
	-del $(EOBJ)\*
