raze-gles/polymer/build/Makefile.msvc

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# 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)