mirror of
https://github.com/ZDoom/raze-gles.git
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504cbf9b88
git-svn-id: https://svn.eduke32.com/eduke32@201 1a8010ca-5511-0410-912e-c29ae57300e0
167 lines
4.2 KiB
Text
167 lines
4.2 KiB
Text
# Build Makefile for Microsoft NMake
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!ifdef OVERRIDES
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!include $(OVERRIDES)
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!endif
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SRC=src\ #
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GAME=game\ #
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!ifndef OBJ
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OBJ=obj.msc\ #
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!endif
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INC=include\ #
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!ifndef CFLAGS
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CFLAGS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DKSFORBUILD
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!endif
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o=obj
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res=res
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asm=masm
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ENGINELIB=engine.lib
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EDITORLIB=build.lib
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DXROOT=c:\sdks\directx\dx7
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FMODROOT=c:\sdks\fmodapi374win\api
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# /D these to enable certain features of the port's compile process
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# USE_A_C This uses a C version of the classic renderer code rather
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# than the assembly version in A.ASM.
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# If this is defined, alter the $(OBJ)a.$o in the
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# ENGINEOBJS declaration to be $(OBJ)a-c.$o
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# NOASM When defined, uses C instead of Microsoft inline
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# assembly for the features in PRAGMAS.H
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TARGETOPTS=#/DUSE_A_C #/DNOASM
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!ifdef DEBUG
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# debugging options
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flags_cl=/G6 /Ot /Z7
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flags_link=/DEBUG
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!else
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# release options
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#flags_cl=/G6Fy /Ox
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flags_cl=/G6 /O2
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flags_link=/RELEASE
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!endif
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CC=cl
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AS=ml
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RC=rc
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LINK=link /opt:nowin98 /opt:ref /nologo
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CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(FMODROOT)\inc
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GAMECFLAGS=/I$(GAME)
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LIBS=fmodvc.lib #opengl32.lib
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ASFLAGS=/nologo /coff
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EXESUFFIX=.exe
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ENGINEOBJS=$(OBJ)a.$o \
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$(OBJ)baselayer.$o \
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$(OBJ)cache1d.$o \
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$(OBJ)compat.$o \
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$(OBJ)crc32.$o \
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$(OBJ)defs.$o \
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$(OBJ)engine.$o \
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$(OBJ)glbuild.$o \
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$(OBJ)kplib.$o \
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$(OBJ)lzf_c.$o \
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$(OBJ)lzf_d.$o \
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$(OBJ)lzwnew.$o \
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$(OBJ)md4.$o \
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$(OBJ)mmulti.$o \
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$(OBJ)osd.$o \
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$(OBJ)pragmas.$o \
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$(OBJ)scriptfile.$o \
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$(OBJ)winlayer.$o
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EDITOROBJS=$(OBJ)build.$o \
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$(OBJ)startwin.editor.$o \
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$(OBJ)config.$o
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GAMEEXEOBJS=$(OBJ)config.$o \
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$(OBJ)game.$o \
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$(OBJ)gameres.$(res) \
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$(OBJ)startwin.game.$o \
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$(OBJ)sound.$o \
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$(OBJ)$(ENGINELIB)
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EDITOREXEOBJS=$(OBJ)bstub.$o \
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$(OBJ)buildres.$(res) \
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$(OBJ)$(EDITORLIB) \
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$(OBJ)$(ENGINELIB)
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RENDERTYPE=WIN
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LIBS=$(LIBS) user32.lib gdi32.lib shell32.lib dxguid.lib wsock32.lib comctl32.lib
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CFLAGS=$(CFLAGS) /DRENDERTYPE$(RENDERTYPE)=1
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# RULES
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.SUFFIXES: .masm
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{$(SRC)}.masm{$(OBJ)}.$o:
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$(AS) /c $(ASFLAGS) /Fo$@ $<
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{$(SRC)tmp}.c{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)util}.c{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)misc}.rc{$(OBJ)}.$(res):
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$(RC) /i$(INC) /i$(GAME) /fo$@ /r $<
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{$(SRC)}.c{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(SRC)}.cpp{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) /Fo$@ $<
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{$(GAME)}.c{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
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{$(GAME)}.cpp{$(OBJ)}.$o:
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$(CC) /c $(CFLAGS) $(GAMECFLAGS) /Fo$@ $<
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# TARGETS
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UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2map$(EXESUFFIX) wad2map$(EXESUFFIX)
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all: game$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) ;
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utils: $(UTILS) ;
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enginelib: $(OBJ)$(ENGINELIB) ;
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$(OBJ)$(ENGINELIB): $(ENGINEOBJS)
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lib /out:$@ /nologo $**
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editorlib: $(OBJ)$(EDITORLIB) ;
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$(OBJ)$(EDITORLIB): $(EDITOROBJS)
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lib /out:$@ /nologo $**
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game$(EXESUFFIX): $(GAMEEXEOBJS)
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$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
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build$(EXESUFFIX): $(EDITOREXEOBJS)
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$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
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# the tools
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kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o
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$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
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kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o
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$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
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transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
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$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
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wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
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$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
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wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
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$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
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# DEPENDENCIES
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!include Makefile.deps
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# PHONIES
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clean:
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-del $(ENGINEOBJS) $(EDITOROBJS) $(GAMEEXEOBJS) $(EDITOREXEOBJS)
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veryclean: clean
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-del $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS)
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