raze-gles/polymer/build/Makefile.watcom

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# Build Makefile for Watcom Make
!ifdef OVERRIDES
!include $(OVERRIDES)
!endif
SRC=src\
GAME=game\
!ifndef OBJ
OBJ=obj.watcom\
!endif
INC=include\
!ifndef CFLAGS
CFLAGS=-dSUPERBUILD -dPOLYMOST -dUSE_OPENGL -dKSFORBUILD
!endif
o=obj
res=res
asm=wasm
ENGINELIB=engine.lib
EDITORLIB=build.lib
DXROOT=c:\sdks\directx\dx7
!ifdef __LOADDLL__
! loaddll wcc386 wccd386
!endif
# -d these to enable certain features of the port's compile process
# USE_A_C This uses a C version of the classic renderer code rather
# than the assembly version in A.ASM.
# If this is defined, alter the $(OBJ)a.$o in the
# ENGINEOBJS declaration to be $(OBJ)a-c.$o
# NOASM When defined, uses C code instead of Watcom inline
# assembly for the features in PRAGMAS.H
TARGETOPTS=#-dUSE_A_C #-dNOASM
CC=wcc386
CXX=wpp386
AS=wasm
RC=wrc
CFLAGS+= -zq -5r -s -orb -fp5 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 &
-i=watcomhax -i=$(INC) -i=$(SRC) -i=$(DXROOT)\include -i=..\jfaud\inc
GAMECFLAGS=-i=$(GAME)
LIBS=dxguid.lib wsock32.lib ..\jfaud\jfaud.lib winmm.lib #opengl32.lib
ASFLAGS=# -d1
EXESUFFIX=.exe
ENGINEOBJS=$(OBJ)a.$o &
$(OBJ)baselayer.$o &
$(OBJ)cache1d.$o &
$(OBJ)compat.$o &
$(OBJ)crc32.$o &
$(OBJ)defs.$o &
$(OBJ)engine.$o &
$(OBJ)glbuild.$o &
$(OBJ)kplib.$o &
$(OBJ)lzf_c.$o &
$(OBJ)lzf_d.$o &
$(OBJ)lzwnew.$o &
$(OBJ)md4.$o &
$(OBJ)mmulti.$o &
$(OBJ)osd.$o &
$(OBJ)pragmas.$o &
$(OBJ)scriptfile.$o &
$(OBJ)winlayer.$o
EDITOROBJS=$(OBJ)build.$o &
$(OBJ)config.$o &
$(OBJ)startwin.editor.$o
GAMEEXEOBJS=$(OBJ)game.$o &
$(OBJ)jfaud_sound.$o &
$(OBJ)config.$o &
$(OBJ)startwin.game.$o
EDITOREXEOBJS=$(OBJ)bstub.$o
# RULES
.EXTENSIONS: .wasm .res .rc
.wasm: $(SRC)
.c: $(SRC)
.cpp: $(SRC)
.c: $(GAME)
.cpp: $(GAME)
.c: $(SRC)util/
.rc: $(SRC)misc/
.wasm.$o:
$(AS) $(ASFLAGS) -fo=$(OBJ).$o $[@
.c.$o:
$(CC) $(CFLAGS) -fo=$(OBJ).$o $[@
.cpp.$o:
$(CXX) $(CFLAGS) $(GAMECFLAGS) -fo=$(OBJ).$o $[@
.rc.$(res):
$(RC) -i=$(SRC) -i=$(INC) -i=$(GAME) -fo=$^*.$(res) -r $[@
# TARGETS
UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2art$(EXESUFFIX) wad2map$(EXESUFFIX)
all: game$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) .SYMBOLIC
%null
utils: $(UTILS) .SYMBOLIC
%null
enginelib: $(OBJ)$(ENGINELIB) .SYMBOLIC
%null
$(OBJ)$(ENGINELIB): $(ENGINEOBJS)
%create $(OBJ)$(ENGINELIB).tmp
for %i in ($(ENGINEOBJS)) do %append $(OBJ)$(ENGINELIB).tmp +%i
wlib -b -n $^* @$(OBJ)$(ENGINELIB).tmp
erase $(OBJ)$(ENGINELIB).tmp
editorlib: $(OBJ)$(EDITORLIB) .SYMBOLIC
%null
$(OBJ)$(EDITORLIB): $(EDITOROBJS)
%create $(OBJ)$(EDITORLIB).tmp
for %i in ($(EDITOROBJS)) do %append $(OBJ)$(EDITORLIB).tmp +%i
wlib -b -n $^* @$(OBJ)$(EDITORLIB).tmp
erase $(OBJ)$(EDITORLIB).tmp
game$(EXESUFFIX): $(GAMEEXEOBJS) $(OBJ)gameres.$(res) $(OBJ)$(ENGINELIB)
wlink NAME $@ &
SYSTEM WIN95 &
DEBUG ALL &
OPTION MAP &
FILE { $(GAMEEXEOBJS) } &
RESOURCE $(OBJ)gameres.$(res) &
LIBPATH $(DXROOT)\lib &
LIBPATH $(FMODROOT)\lib &
LIBPATH $(OBJ) &
LIBRARY { $(ENGINELIB) $(LIBS) }
build$(EXESUFFIX): $(EDITOREXEOBJS) $(OBJ)buildres.$(res) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB)
wlink NAME $@ &
SYSTEM WIN95 &
DEBUG ALL &
OPTION MAP &
FILE { $(EDITOREXEOBJS) } &
RESOURCE $(OBJ)buildres.$(res) &
LIBPATH $(DXROOT)\lib &
LIBPATH $(FMODROOT)\lib &
LIBPATH $(OBJ) &
LIBRARY { $(ENGINELIB) $(EDITORLIB) $(LIBS) }
kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o
wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o
wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
# DEPENDENCIES
!include Makefile.deps
# PHONIES
clean: .SYMBOLIC
-erase /q $(OBJ)* game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS) *.err