# 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)