raze/polymer/eduke32/Makefile.msvc

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# 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 \
$(OBJ)\global.$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)\*