git-svn-id: https://svn.eduke32.com/eduke32@312 1a8010ca-5511-0410-912e-c29ae57300e0

This commit is contained in:
terminx 2006-10-15 18:59:45 +00:00
parent 6b635120d4
commit 047524688f
11 changed files with 446 additions and 446 deletions

View File

@ -1,28 +1,28 @@
# GNU Makefile to prepare source and binary distributions.
# make -f MakeDistributions [source|binary]
SOURCEFILES=buildlic.txt ChangeLog LICENSE \
Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \
MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README
BINARYFILES=build.exe buildlic.txt ChangeLog fmod.dll \
game.exe LICENSE NAMES.H neatsong.ogg README
BINARYCHECKS=checkfmoddll checkneatsongogg
.PHONY: source binary $(BINARYCHECKS)
datenow=$(shell date +%Y%m%d)
sourcedir=txbuild_src_$(datenow)
binarydir=txbuild_$(datenow)
all: source binary
# GNU Makefile to prepare source and binary distributions.
# make -f MakeDistributions [source|binary]
SOURCEFILES=buildlic.txt ChangeLog LICENSE \
Makefile Makefile.deps Makefile.shared Makefile.msvc Makefile.watcom \
MakeDistributions makegnu.bat makemsc.bat makew.bat NAMES.H README
BINARYFILES=build.exe buildlic.txt ChangeLog fmod.dll \
game.exe LICENSE NAMES.H neatsong.ogg README
BINARYCHECKS=checkfmoddll checkneatsongogg
.PHONY: source binary $(BINARYCHECKS)
datenow=$(shell date +%Y%m%d)
sourcedir=txbuild_src_$(datenow)
binarydir=txbuild_$(datenow)
all: source binary
source:
rm -rf $(sourcedir) $(sourcedir).zip
mkdir $(sourcedir) $(sourcedir)/obj.gnu $(sourcedir)/obj.watcom $(sourcedir)/obj.msc
touch $(sourcedir)/obj.gnu/keep.me $(sourcedir)/obj.watcom/keep.me $(sourcedir)/obj.msc/keep.me
mkdir $(sourcedir) $(sourcedir)/obj.gnu $(sourcedir)/obj.watcom $(sourcedir)/obj.msc
touch $(sourcedir)/obj.gnu/keep.me $(sourcedir)/obj.watcom/keep.me $(sourcedir)/obj.msc/keep.me
cp $(SOURCEFILES) $(sourcedir)
find . -name "*~" -exec rm -rf '{}' ';';
find . -name "*.orig" -exec rm -rf '{}' ';';
@ -30,19 +30,19 @@ source:
find . -name "*.mine" -exec rm -rf '{}' ';';
find . -name "*.c.r*" -exec rm -rf '{}' ';';
find . -name "*.h.r*" -exec rm -rf '{}' ';';
cp -R src rsrc include devcpp watcomhax testgame $(sourcedir)
cp -R src rsrc include devcpp testgame $(sourcedir)
find $(sourcedir) | grep -i svn | xargs rm -rf
rm -f $(sourcedir)/src/tmp/*
touch $(sourcedir)/src/tmp/keep.me
kzip -r $(sourcedir).zip $(sourcedir)
binary: $(BINARYCHECKS)
make RELEASE=1
upx --best build.exe game.exe
mkdir $(binarydir)
cp $(BINARYFILES) $(binarydir)
kzip -r $(binarydir).zip $(binarydir)
# Binary checks
checkfmoddll: fmod.dll
checkneatsongogg: neatsong.ogg
rm -f $(sourcedir)/src/tmp/*
touch $(sourcedir)/src/tmp/keep.me
kzip -r $(sourcedir).zip $(sourcedir)
binary: $(BINARYCHECKS)
make RELEASE=1
upx --best build.exe game.exe
mkdir $(binarydir)
cp $(BINARYFILES) $(binarydir)
kzip -r $(binarydir).zip $(binarydir)
# Binary checks
checkfmoddll: fmod.dll
checkneatsongogg: neatsong.ogg

View File

@ -90,7 +90,7 @@ ENGINEOBJS+= \
$(OBJ)/mmulti.$o \
$(OBJ)/osd.$o \
$(OBJ)/pragmas.$o \
$(OBJ)/scriptfile.$o \
$(OBJ)/scriptfile.$o \
$(OBJ)/polymer.$o
EDITOROBJS=$(OBJ)/build.$o \

View File

@ -1,52 +1,52 @@
# Build Engine dependencies
#
$(OBJ)/a-c.$o: $(SRC)/a-c.c $(INC)/a.h
$(OBJ)/a.$o: $(SRC)/a.$(asm)
$(OBJ)/baselayer.$o: $(SRC)/baselayer.c $(INC)/compat.h $(INC)/baselayer.h $(INC)/build.h $(INC)/osd.h
$(OBJ)/build.$o: $(SRC)/build.c $(INC)/build.h $(INC)/pragmas.h $(INC)/compat.h $(INC)/baselayer.h $(INC)/editor.h
$(OBJ)/cache1d.$o: $(SRC)/cache1d.c $(INC)/compat.h $(INC)/cache1d.h $(INC)/pragmas.h $(INC)/baselayer.h
$(OBJ)/compat.$o: $(SRC)/compat.c $(INC)/compat.h
$(OBJ)/config.$o: $(SRC)/config.c $(INC)/compat.h $(INC)/osd.h $(INC)/editor.h
$(OBJ)/crc32.$o: $(SRC)/crc32.c $(INC)/crc32.h
$(OBJ)/defs.$o: $(SRC)/defs.c $(INC)/build.h $(INC)/baselayer.h $(INC)/scriptfile.h $(INC)/compat.h
$(OBJ)/engine.$o: $(SRC)/engine.c $(SRC)/polymost.c $(INC)/kplib.h $(SRC)/hightile.c $(SRC)/mdsprite.c $(INC)/md4.h $(INC)/lzf.h $(INC)/lzwnew.h $(INC)/compat.h $(INC)/build.h $(INC)/pragmas.h $(INC)/cache1d.h $(INC)/a.h $(INC)/osd.h $(INC)/baselayer.h $(INC)/polymer.h $(INC)/polymost.h
$(OBJ)/glbuild.$o: $(SRC)/glbuild.c $(INC)/glbuild.h $(INC)/baselayer.h
$(OBJ)/kplib.$o: $(SRC)/kplib.c $(INC)/compat.h
$(OBJ)/lzf_c.$o: $(SRC)/lzf_c.c $(SRC)/lzfP.h
$(OBJ)/lzf_d.$o: $(SRC)/lzf_d.c $(SRC)/lzfP.h
$(OBJ)/lzwnew.$o: $(SRC)/lzwnew.c
$(OBJ)/md4.$o: $(SRC)/md4.c $(INC)/md4.h $(INC)/compat.h
$(OBJ)/mmulti_null.$o: $(SRC)/mmulti_null.c $(INC)/mmulti.h
$(OBJ)/mmulti.$o: $(SRC)/mmulti.c
$(OBJ)/osd.$o: $(SRC)/osd.c $(INC)/build.h $(INC)/osd.h $(INC)/compat.h $(INC)/baselayer.h
$(OBJ)/pragmas.$o: $(SRC)/pragmas.c $(INC)/compat.h
$(OBJ)/scriptfile.$o: $(SRC)/scriptfile.c $(INC)/scriptfile.h $(INC)/cache1d.h $(INC)/compat.h
$(OBJ)/sdlayer.$o: $(SRC)/sdlayer.c $(INC)/compat.h $(INC)/sdlayer.h $(INC)/baselayer.h $(INC)/cache1d.h $(INC)/pragmas.h $(INC)/a.h $(INC)/build.h $(INC)/osd.h $(INC)/glbuild.h
$(OBJ)/sound.$o: $(SRC)/sound.c $(INC)/osd.h $(INC)/compat.h $(INC)/cache1d.h
$(OBJ)/winlayer.$o: $(SRC)/winlayer.c $(INC)/compat.h $(INC)/winlayer.h $(INC)/baselayer.h $(INC)/pragmas.h $(INC)/build.h $(INC)/a.h $(INC)/osd.h $(INC)/dxdidf.h $(INC)/glbuild.h
$(OBJ)/gtkbits.$o: $(SRC)/gtkbits.c $(INC)/baselayer.h $(INC)/build.h $(INC)/dynamicgtk.h
$(OBJ)/dynamicgtk.$o: $(SRC)/dynamicgtk.c $(INC)/dynamicgtk.h
$(OBJ)/polymer.$o: $(SRC)/polymer.c $(INC)/polymer.h $(INC)/compat.h $(INC)/build.h $(INC)/glbuild.h $(INC)/osd.h $(INC)/polymost.h $(INC)/pragmas.h
# KenBuild test game
$(OBJ)/game.$o: $(GAME)/game.c $(INC)/compat.h $(INC)/build.h $(GAME)/names.h $(INC)/pragmas.h $(INC)/cache1d.h $(GAME)/game.h $(INC)/osd.h $(INC)/baselayer.h
$(OBJ)/bstub.$o: $(GAME)/bstub.c $(INC)/compat.h $(INC)/a.h $(INC)/build.h $(INC)/pragmas.h $(INC)/baselayer.h $(GAME)/names.h $(INC)/osd.h $(INC)/cache1d.h $(INC)/editor.h
$(OBJ)/jfaud_sound.$o: $(GAME)/jfaud_sound.cpp $(INC)/osd.h $(INC)/compat.h $(INC)/cache1d.h
$(OBJ)/startwin.game.$o: $(GAME)/startwin.game.c $(INC)/build.h $(INC)/editor.h $(INC)/winlayer.h $(INC)/compat.h $(GAME)/startwin.game.h
$(OBJ)/startgtk.game.$o: $(GAME)/startgtk.game.c $(INC)/baselayer.h $(INC)/build.h $(INC)/compat.h
$(OBJ)/gameres.$(res): $(SRC)/misc/gameres.rc $(GAME)/startwin.game.h
$(OBJ)/buildres.$(res): $(SRC)/misc/buildres.rc $(INC)/startwin.editor.h
$(OBJ)/startwin.editor.$o: $(SRC)/startwin.editor.c $(INC)/build.h $(INC)/editor.h $(INC)/winlayer.h $(INC)/compat.h $(INC)/startwin.editor.h
$(OBJ)/startgtk.editor.$o: $(SRC)/startgtk.editor.c $(INC)/baselayer.h $(INC)/build.h $(INC)/editor.h $(INC)/compat.h
$(OBJ)/game_icon.$o: $(RSRC)/game_icon.c
$(OBJ)/build_icon.$o: $(RSRC)/build_icon.c
$(OBJ)/kextract.$o: $(SRC)/util/kextract.c $(INC)/compat.h
$(OBJ)/kgroup.$o: $(SRC)/util/kgroup.c $(INC)/compat.h
$(OBJ)/transpal.$o: $(SRC)/util/transpal.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/wad2art.$o: $(SRC)/util/wad2art.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/wad2map.$o: $(SRC)/util/wad2map.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/generateicon.$o: $(SRC)/util/generateicon.c
$(OBJ)/cacheinfo.$o: $(SRC)/util/cacheinfo.c $(INC)/compat.h
# Build Engine dependencies
#
$(OBJ)/a-c.$o: $(SRC)/a-c.c $(INC)/a.h
$(OBJ)/a.$o: $(SRC)/a.$(asm)
$(OBJ)/baselayer.$o: $(SRC)/baselayer.c $(INC)/compat.h $(INC)/baselayer.h $(INC)/build.h $(INC)/osd.h
$(OBJ)/build.$o: $(SRC)/build.c $(INC)/build.h $(INC)/pragmas.h $(INC)/compat.h $(INC)/baselayer.h $(INC)/editor.h
$(OBJ)/cache1d.$o: $(SRC)/cache1d.c $(INC)/compat.h $(INC)/cache1d.h $(INC)/pragmas.h $(INC)/baselayer.h
$(OBJ)/compat.$o: $(SRC)/compat.c $(INC)/compat.h
$(OBJ)/config.$o: $(SRC)/config.c $(INC)/compat.h $(INC)/osd.h $(INC)/editor.h
$(OBJ)/crc32.$o: $(SRC)/crc32.c $(INC)/crc32.h
$(OBJ)/defs.$o: $(SRC)/defs.c $(INC)/build.h $(INC)/baselayer.h $(INC)/scriptfile.h $(INC)/compat.h
$(OBJ)/engine.$o: $(SRC)/engine.c $(SRC)/polymost.c $(INC)/kplib.h $(SRC)/hightile.c $(SRC)/mdsprite.c $(INC)/md4.h $(INC)/lzf.h $(INC)/lzwnew.h $(INC)/compat.h $(INC)/build.h $(INC)/pragmas.h $(INC)/cache1d.h $(INC)/a.h $(INC)/osd.h $(INC)/baselayer.h $(INC)/polymer.h $(INC)/polymost.h
$(OBJ)/glbuild.$o: $(SRC)/glbuild.c $(INC)/glbuild.h $(INC)/baselayer.h
$(OBJ)/kplib.$o: $(SRC)/kplib.c $(INC)/compat.h
$(OBJ)/lzf_c.$o: $(SRC)/lzf_c.c $(SRC)/lzfP.h
$(OBJ)/lzf_d.$o: $(SRC)/lzf_d.c $(SRC)/lzfP.h
$(OBJ)/lzwnew.$o: $(SRC)/lzwnew.c
$(OBJ)/md4.$o: $(SRC)/md4.c $(INC)/md4.h $(INC)/compat.h
$(OBJ)/mmulti_null.$o: $(SRC)/mmulti_null.c $(INC)/mmulti.h
$(OBJ)/mmulti.$o: $(SRC)/mmulti.c
$(OBJ)/osd.$o: $(SRC)/osd.c $(INC)/build.h $(INC)/osd.h $(INC)/compat.h $(INC)/baselayer.h
$(OBJ)/pragmas.$o: $(SRC)/pragmas.c $(INC)/compat.h
$(OBJ)/scriptfile.$o: $(SRC)/scriptfile.c $(INC)/scriptfile.h $(INC)/cache1d.h $(INC)/compat.h
$(OBJ)/sdlayer.$o: $(SRC)/sdlayer.c $(INC)/compat.h $(INC)/sdlayer.h $(INC)/baselayer.h $(INC)/cache1d.h $(INC)/pragmas.h $(INC)/a.h $(INC)/build.h $(INC)/osd.h $(INC)/glbuild.h
$(OBJ)/sound.$o: $(SRC)/sound.c $(INC)/osd.h $(INC)/compat.h $(INC)/cache1d.h
$(OBJ)/winlayer.$o: $(SRC)/winlayer.c $(INC)/compat.h $(INC)/winlayer.h $(INC)/baselayer.h $(INC)/pragmas.h $(INC)/build.h $(INC)/a.h $(INC)/osd.h $(INC)/dxdidf.h $(INC)/glbuild.h
$(OBJ)/gtkbits.$o: $(SRC)/gtkbits.c $(INC)/baselayer.h $(INC)/build.h $(INC)/dynamicgtk.h
$(OBJ)/dynamicgtk.$o: $(SRC)/dynamicgtk.c $(INC)/dynamicgtk.h
$(OBJ)/polymer.$o: $(SRC)/polymer.c $(INC)/polymer.h $(INC)/compat.h $(INC)/build.h $(INC)/glbuild.h $(INC)/osd.h $(INC)/polymost.h $(INC)/pragmas.h
# KenBuild test game
$(OBJ)/game.$o: $(GAME)/game.c $(INC)/compat.h $(INC)/build.h $(GAME)/names.h $(INC)/pragmas.h $(INC)/cache1d.h $(GAME)/game.h $(INC)/osd.h $(INC)/baselayer.h
$(OBJ)/bstub.$o: $(GAME)/bstub.c $(INC)/compat.h $(INC)/a.h $(INC)/build.h $(INC)/pragmas.h $(INC)/baselayer.h $(GAME)/names.h $(INC)/osd.h $(INC)/cache1d.h $(INC)/editor.h
$(OBJ)/jfaud_sound.$o: $(GAME)/jfaud_sound.cpp $(INC)/osd.h $(INC)/compat.h $(INC)/cache1d.h
$(OBJ)/startwin.game.$o: $(GAME)/startwin.game.c $(INC)/build.h $(INC)/editor.h $(INC)/winlayer.h $(INC)/compat.h $(GAME)/startwin.game.h
$(OBJ)/startgtk.game.$o: $(GAME)/startgtk.game.c $(INC)/baselayer.h $(INC)/build.h $(INC)/compat.h
$(OBJ)/gameres.$(res): $(SRC)/misc/gameres.rc $(GAME)/startwin.game.h
$(OBJ)/buildres.$(res): $(SRC)/misc/buildres.rc $(INC)/startwin.editor.h
$(OBJ)/startwin.editor.$o: $(SRC)/startwin.editor.c $(INC)/build.h $(INC)/editor.h $(INC)/winlayer.h $(INC)/compat.h $(INC)/startwin.editor.h
$(OBJ)/startgtk.editor.$o: $(SRC)/startgtk.editor.c $(INC)/baselayer.h $(INC)/build.h $(INC)/editor.h $(INC)/compat.h
$(OBJ)/game_icon.$o: $(RSRC)/game_icon.c
$(OBJ)/build_icon.$o: $(RSRC)/build_icon.c
$(OBJ)/kextract.$o: $(SRC)/util/kextract.c $(INC)/compat.h
$(OBJ)/kgroup.$o: $(SRC)/util/kgroup.c $(INC)/compat.h
$(OBJ)/transpal.$o: $(SRC)/util/transpal.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/wad2art.$o: $(SRC)/util/wad2art.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/wad2map.$o: $(SRC)/util/wad2map.c $(INC)/compat.h $(INC)/pragmas.h
$(OBJ)/generateicon.$o: $(SRC)/util/generateicon.c
$(OBJ)/cacheinfo.$o: $(SRC)/util/cacheinfo.c $(INC)/compat.h

View File

@ -1,162 +1,162 @@
# Build Makefile for Microsoft NMake
!ifdef OVERRIDES
!include $(OVERRIDES)
!endif
SRC=src
GAME=game
!ifndef OBJ
OBJ=obj.msc
!endif
INC=include\ #
!ifndef CFLAGS
CFLAGS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DKSFORBUILD
!endif
o=obj
res=res
asm=masm
ENGINELIB=engine.lib
EDITORLIB=build.lib
DXROOT=c:\sdks\directx\dx7
FMODROOT=c:\sdks\fmodapi374win\api
# /D these to enable certain features of the port's compile process
# NOASM When defined, uses C instead of assembly code
TARGETOPTS=#/DNOASM
!ifdef DEBUG
# debugging options
flags_cl=/G6 /Ot /Z7
flags_link=/DEBUG
!else
# release options
#flags_cl=/G6Fy /Ox
flags_cl=/G6 /O2
flags_link=/RELEASE
!endif
CC=cl
AS=ml
RC=rc
LINK=link /opt:nowin98 /opt:ref /nologo
CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(FMODROOT)\inc
GAMECFLAGS=/I$(GAME)
LIBS=fmodvc.lib #opengl32.lib
ASFLAGS=/nologo /coff
EXESUFFIX=.exe
ENGINEOBJS=$(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 \
$(OBJ)\startwin.editor.$o \
$(OBJ)\config.$o
GAMEEXEOBJS=$(OBJ)\config.$o \
$(OBJ)\game.$o \
$(OBJ)\gameres.$(res) \
$(OBJ)\startwin.game.$o \
$(OBJ)\sound.$o \
$(OBJ)\$(ENGINELIB)
EDITOREXEOBJS=$(OBJ)\bstub.$o \
$(OBJ)\buildres.$(res) \
$(OBJ)\$(EDITORLIB) \
$(OBJ)\$(ENGINELIB)
RENDERTYPE=WIN
LIBS=$(LIBS) user32.lib gdi32.lib shell32.lib dxguid.lib wsock32.lib comctl32.lib
CFLAGS=$(CFLAGS) /DRENDERTYPE$(RENDERTYPE)=1
# RULES
.SUFFIXES: .masm
{$(SRC)}.masm{$(OBJ)}.$o:
$(AS) /c $(ASFLAGS) /Fo$@ $<
{$(SRC)\tmp}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\util}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\misc}.rc{$(OBJ)}.$(res):
$(RC) /i$(INC)\ /i$(GAME)\ /fo$@ /r $<
{$(SRC)}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)}.cpp{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(GAME)}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
{$(GAME)}.cpp{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
# TARGETS
UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2map$(EXESUFFIX) wad2map$(EXESUFFIX)
all: game$(EXESUFFIX) build$(EXESUFFIX) ;
utils: $(UTILS) ;
enginelib: $(OBJ)\$(ENGINELIB) ;
$(OBJ)\$(ENGINELIB): $(ENGINEOBJS)
lib /out:$@ /nologo $**
editorlib: $(OBJ)\$(EDITORLIB) ;
$(OBJ)\$(EDITORLIB): $(EDITOROBJS)
lib /out:$@ /nologo $**
game$(EXESUFFIX): $(GAMEEXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
build$(EXESUFFIX): $(EDITOREXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
# the tools
kextract$(EXESUFFIX): $(OBJ)\kextract.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
kgroup$(EXESUFFIX): $(OBJ)\kgroup.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
transpal$(EXESUFFIX): $(OBJ)\transpal.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2map$(EXESUFFIX): $(OBJ)\wad2map.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2art$(EXESUFFIX): $(OBJ)\wad2art.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
# DEPENDENCIES
!include Makefile.deps
# PHONIES
clean:
-del $(ENGINEOBJS) $(EDITOROBJS) $(GAMEEXEOBJS) $(EDITOREXEOBJS)
veryclean: clean
-del $(OBJ)\$(ENGINELIB) $(OBJ)\$(EDITORLIB) game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS)
# Build Makefile for Microsoft NMake
!ifdef OVERRIDES
!include $(OVERRIDES)
!endif
SRC=src
GAME=game
!ifndef OBJ
OBJ=obj.msc
!endif
INC=include\ #
!ifndef CFLAGS
CFLAGS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DKSFORBUILD
!endif
o=obj
res=res
asm=masm
ENGINELIB=engine.lib
EDITORLIB=build.lib
DXROOT=c:\sdks\directx\dx7
FMODROOT=c:\sdks\fmodapi374win\api
# /D these to enable certain features of the port's compile process
# NOASM When defined, uses C instead of assembly code
TARGETOPTS=#/DNOASM
!ifdef DEBUG
# debugging options
flags_cl=/G6 /Ot /Z7
flags_link=/DEBUG
!else
# release options
#flags_cl=/G6Fy /Ox
flags_cl=/G6 /O2
flags_link=/RELEASE
!endif
CC=cl
AS=ml
RC=rc
LINK=link /opt:nowin98 /opt:ref /nologo
CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(FMODROOT)\inc
GAMECFLAGS=/I$(GAME)
LIBS=fmodvc.lib #opengl32.lib
ASFLAGS=/nologo /coff
EXESUFFIX=.exe
ENGINEOBJS=$(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 \
$(OBJ)\startwin.editor.$o \
$(OBJ)\config.$o
GAMEEXEOBJS=$(OBJ)\config.$o \
$(OBJ)\game.$o \
$(OBJ)\gameres.$(res) \
$(OBJ)\startwin.game.$o \
$(OBJ)\sound.$o \
$(OBJ)\$(ENGINELIB)
EDITOREXEOBJS=$(OBJ)\bstub.$o \
$(OBJ)\buildres.$(res) \
$(OBJ)\$(EDITORLIB) \
$(OBJ)\$(ENGINELIB)
RENDERTYPE=WIN
LIBS=$(LIBS) user32.lib gdi32.lib shell32.lib dxguid.lib wsock32.lib comctl32.lib
CFLAGS=$(CFLAGS) /DRENDERTYPE$(RENDERTYPE)=1
# RULES
.SUFFIXES: .masm
{$(SRC)}.masm{$(OBJ)}.$o:
$(AS) /c $(ASFLAGS) /Fo$@ $<
{$(SRC)\tmp}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\util}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)\misc}.rc{$(OBJ)}.$(res):
$(RC) /i$(INC)\ /i$(GAME)\ /fo$@ /r $<
{$(SRC)}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)}.cpp{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(GAME)}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
{$(GAME)}.cpp{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
# TARGETS
UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2map$(EXESUFFIX) wad2map$(EXESUFFIX)
all: game$(EXESUFFIX) build$(EXESUFFIX) ;
utils: $(UTILS) ;
enginelib: $(OBJ)\$(ENGINELIB) ;
$(OBJ)\$(ENGINELIB): $(ENGINEOBJS)
lib /out:$@ /nologo $**
editorlib: $(OBJ)\$(EDITORLIB) ;
$(OBJ)\$(EDITORLIB): $(EDITOROBJS)
lib /out:$@ /nologo $**
game$(EXESUFFIX): $(GAMEEXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
build$(EXESUFFIX): $(EDITOREXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
# the tools
kextract$(EXESUFFIX): $(OBJ)\kextract.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
kgroup$(EXESUFFIX): $(OBJ)\kgroup.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
transpal$(EXESUFFIX): $(OBJ)\transpal.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2map$(EXESUFFIX): $(OBJ)\wad2map.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2art$(EXESUFFIX): $(OBJ)\wad2art.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
# DEPENDENCIES
!include Makefile.deps
# PHONIES
clean:
-del $(ENGINEOBJS) $(EDITOROBJS) $(GAMEEXEOBJS) $(EDITOREXEOBJS)
veryclean: clean
-del $(OBJ)\$(ENGINELIB) $(OBJ)\$(EDITORLIB) game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS)

View File

@ -62,12 +62,12 @@ ifeq ($(PLATFORM),WINDOWS)
RENDERTYPE ?= WIN
EXESUFFIX=.exe
LIBS+= -lmingwex -lwinmm -L$(DXROOT)/lib -lwsock32 -lcomctl32 #-lshfolder
ifneq (0,$(USE_OPENGL))
LIBS+= -lglu32
ifneq (0,$(USE_OPENGL))
LIBS+= -lglu32
endif
else
ifneq (0,$(USE_OPENGL))
LIBS+= -lGLU
ifneq (0,$(USE_OPENGL))
LIBS+= -lGLU
endif
endif
ifeq ($(PLATFORM),BSD)
@ -131,7 +131,7 @@ ifeq ($(RENDERTYPE),SDL)
endif
else
ifeq ($(RENDERTYPE),WIN)
LIBS+= -mwindows -ldxguid
LIBS+= -mwindows -ldxguid
endif
endif

View File

@ -1,166 +1,166 @@
# 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__
# 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
! loaddll wpp386 wppd386
!endif
# -d these to enable certain features of the port's compile process
# NOASM When defined, uses C code instead assembly code
TARGETOPTS=#-dNOASM
CC=wcc386
CXX=wpp386
AS=wasm
RC=wrc
CFLAGS+= -zq -5r -s -orb -fp5 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 &
-i=$(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) .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
! loaddll wpp386 wppd386
!endif
# -d these to enable certain features of the port's compile process
# NOASM When defined, uses C code instead assembly code
TARGETOPTS=#-dNOASM
CC=wcc386
CXX=wpp386
AS=wasm
RC=wrc
CFLAGS+= -zq -5r -s -orb -fp5 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 &
-i=$(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) .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

View File

@ -321,12 +321,12 @@ void scriptfile_close(scriptfile *sf)
free(sf);
}
int scriptfile_eof(scriptfile *sf)
{
skipoverws(sf);
if (sf->textptr >= sf->eof) return 1;
return 0;
}
int scriptfile_eof(scriptfile *sf)
{
skipoverws(sf);
if (sf->textptr >= sf->eof) return 1;
return 0;
}
#define SYMBTABSTARTSIZE 256
static int symbtablength=0, symbtaballoclength=0;

View File

@ -32,7 +32,7 @@ source:
find . -name "*.mine" -exec rm -rf '{}' ';';
find . -name "*.c.r*" -exec rm -rf '{}' ';';
find . -name "*.h.r*" -exec rm -rf '{}' ';';
cp -R source rsrc watcomhax $(sourcedir)
cp -R source rsrc $(sourcedir)
find $(sourcedir) | grep -i svn | xargs rm -rf
kzip -r $(sourcedir).zip $(sourcedir)

View File

@ -28,21 +28,21 @@ $(OBJ)/game_icon.$o: $(RSRC)/game_icon.c
$(OBJ)/build_icon.$o: $(RSRC)/build_icon.c
$(OBJ)/grpscan.$o: $(SRC)/grpscan.c $(EINC)/compat.h $(EINC)/baselayer.h $(EINC)/scriptfile.h $(EINC)/cache1d.h $(EINC)/crc32.h $(INC)/grpscan.h
$(OBJ)/gameres.$o: $(SRC)/misc/gameres.rc $(SRC)/startwin.game.h $(RSRC)/game.bmp $(RSRC)/game_icon.ico
$(OBJ)/buildres.$o: $(SRC)/misc/buildres.rc $(EINC)/startwin.editor.h $(RSRC)/build.bmp $(RSRC)/build_icon.ico
$(OBJ)/startwin.game.$o: $(SRC)/startwin.game.c $(duke3d_h) $(EINC)/build.h $(EINC)/winlayer.h $(EINC)/compat.h $(INC)/grpscan.h
$(OBJ)/startgtk.game.$o: $(SRC)/startgtk.game.c $(duke3d_h) $(EINC)/dynamicgtk.h $(EINC)/build.h $(EINC)/baselayer.h $(EINC)/compat.h
$(OBJ)/gameres.$o: $(SRC)/misc/gameres.rc $(SRC)/startwin.game.h $(RSRC)/game.bmp $(RSRC)/game_icon.ico
$(OBJ)/buildres.$o: $(SRC)/misc/buildres.rc $(EINC)/startwin.editor.h $(RSRC)/build.bmp $(RSRC)/build_icon.ico
$(OBJ)/startwin.game.$o: $(SRC)/startwin.game.c $(duke3d_h) $(EINC)/build.h $(EINC)/winlayer.h $(EINC)/compat.h $(INC)/grpscan.h
$(OBJ)/startgtk.game.$o: $(SRC)/startgtk.game.c $(duke3d_h) $(EINC)/dynamicgtk.h $(EINC)/build.h $(EINC)/baselayer.h $(EINC)/compat.h
# jMACT objects
$(OBJ)/animlib.$o: $(SRC)/jmact/animlib.c $(SRC)/jmact/types.h $(INC)/develop.h $(SRC)/jmact/util_lib.h $(SRC)/jmact/animlib.h $(EINC)/compat.h
$(OBJ)/util_lib.$o: $(SRC)/jmact/util_lib.c $(SRC)/jmact/util_lib.h $(SRC)/jmact/types.h $(EINC)/compat.h
$(OBJ)/file_lib.$o: $(SRC)/jmact/file_lib.c $(SRC)/jmact/file_lib.h $(SRC)/jmact/types.h
$(OBJ)/control.$o: $(SRC)/jmact/control.c $(SRC)/jmact/types.h $(SRC)/jmact/control.h $(SRC)/jmact/keyboard.h $(SRC)/jmact/mouse.h $(EINC)/baselayer.h
$(OBJ)/keyboard.$o: $(SRC)/jmact/keyboard.c $(SRC)/jmact/types.h $(SRC)/jmact/keyboard.h $(EINC)/compat.h $(EINC)/baselayer.h
$(OBJ)/mouse.$o: $(SRC)/jmact/mouse.c $(SRC)/jmact/types.h $(SRC)/jmact/mouse.h $(EINC)/baselayer.h
$(OBJ)/mathutil.$o: $(SRC)/jmact/mathutil.c $(SRC)/jmact/types.h
$(OBJ)/scriplib.$o: $(SRC)/jmact/scriplib.c $(SRC)/jmact/scriplib.h $(SRC)/jmact/util_lib.h $(SRC)/jmact/_scrplib.h $(SRC)/jmact/types.h $(EINC)/compat.h
$(OBJ)/animlib.$o: $(SRC)/jmact/animlib.c $(SRC)/jmact/types.h $(INC)/develop.h $(SRC)/jmact/util_lib.h $(SRC)/jmact/animlib.h $(EINC)/compat.h
$(OBJ)/util_lib.$o: $(SRC)/jmact/util_lib.c $(SRC)/jmact/util_lib.h $(SRC)/jmact/types.h $(EINC)/compat.h
$(OBJ)/file_lib.$o: $(SRC)/jmact/file_lib.c $(SRC)/jmact/file_lib.h $(SRC)/jmact/types.h
$(OBJ)/control.$o: $(SRC)/jmact/control.c $(SRC)/jmact/types.h $(SRC)/jmact/control.h $(SRC)/jmact/keyboard.h $(SRC)/jmact/mouse.h $(EINC)/baselayer.h
$(OBJ)/keyboard.$o: $(SRC)/jmact/keyboard.c $(SRC)/jmact/types.h $(SRC)/jmact/keyboard.h $(EINC)/compat.h $(EINC)/baselayer.h
$(OBJ)/mouse.$o: $(SRC)/jmact/mouse.c $(SRC)/jmact/types.h $(SRC)/jmact/mouse.h $(EINC)/baselayer.h
$(OBJ)/mathutil.$o: $(SRC)/jmact/mathutil.c $(SRC)/jmact/types.h
$(OBJ)/scriplib.$o: $(SRC)/jmact/scriplib.c $(SRC)/jmact/scriplib.h $(SRC)/jmact/util_lib.h $(SRC)/jmact/_scrplib.h $(SRC)/jmact/types.h $(EINC)/compat.h
# jAudioLib objects
$(OBJ)/audiolib_fxstub.$o: $(SRC)/jaudiolib/audiolib_fxstub.c $(SRC)/jaudiolib/fx_man.h

View File

@ -2643,7 +2643,7 @@ void moveweapons(void)
hittype[j].owner = s->owner;
hittype[j].picnum = s->picnum;
hittype[j].extra = thisprojectile[i].extra;
hittype[j].extra += thisprojectile[i].extra;
if (thisprojectile[i].spawns >= 0 )
{

View File

@ -3761,11 +3761,11 @@ char parse(void)
case CON_AI:
insptr++;
g_t[5] = *insptr++;
g_t[5] = *insptr++; // Ai
g_t[4] = *(long *)(g_t[5]); // Action
g_t[1] = *(long *)(g_t[5]+4); // move
g_sp->hitag = *(long *)(g_t[5]+8); // Ai
g_t[0] = g_t[2] = g_t[3] = 0;
g_sp->hitag = *(long *)(g_t[5]+8); // move flags
g_t[0] = g_t[2] = g_t[3] = 0; // count, actioncount... g_t[3] = ???
if(g_sp->hitag&random_angle)
g_sp->ang = TRAND&2047;
break;