mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
166 lines
4 KiB
Text
166 lines
4 KiB
Text
# Build Makefile for Watcom Make
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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.watcom
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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=wasm
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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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!ifdef __LOADDLL__
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! loaddll wcc386 wccd386
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! loaddll wpp386 wppd386
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!endif
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# -d these to enable certain features of the port's compile process
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# NOASM When defined, uses C code instead assembly code
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TARGETOPTS=#-dNOASM
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CC=wcc386
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CXX=wpp386
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AS=wasm
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RC=wrc
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CFLAGS+= -zq -5r -s -orb -fp5 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 &
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-i=$(INC) -i=$(SRC) -i=$(DXROOT)\include -i=..\jfaud\inc
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GAMECFLAGS=-i=$(GAME)\
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LIBS=dxguid.lib wsock32.lib ..\jfaud\jfaud.lib winmm.lib #opengl32.lib
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ASFLAGS=# -d1
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EXESUFFIX=.exe
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ENGINEOBJS=$(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)\config.$o &
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$(OBJ)\startwin.editor.$o
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GAMEEXEOBJS=$(OBJ)\game.$o &
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$(OBJ)\jfaud_sound.$o &
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$(OBJ)\config.$o &
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$(OBJ)\startwin.game.$o
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EDITOREXEOBJS=$(OBJ)\bstub.$o
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# RULES
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.EXTENSIONS: .wasm .res .rc
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.wasm: $(SRC)
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.c: $(SRC)
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.cpp: $(SRC)
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.c: $(GAME)
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.cpp: $(GAME)
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.c: $(SRC)\util
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.rc: $(SRC)\misc
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.wasm.$o:
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$(AS) $(ASFLAGS) -fo=$(OBJ)\.$o $[@
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.c.$o:
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$(CC) $(CFLAGS) -fo=$(OBJ)\.$o $[@
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.cpp.$o:
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$(CXX) $(CFLAGS) $(GAMECFLAGS) -fo=$(OBJ)\.$o $[@
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.rc.$(res):
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$(RC) -i=$(SRC) -i=$(INC) -i=$(GAME) -fo=$^*.$(res) -r $[@
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# TARGETS
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UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2art$(EXESUFFIX) wad2map$(EXESUFFIX)
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all: game$(EXESUFFIX) build$(EXESUFFIX) .SYMBOLIC
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%null
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utils: $(UTILS) .SYMBOLIC
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%null
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enginelib: $(OBJ)\$(ENGINELIB) .SYMBOLIC
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%null
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$(OBJ)\$(ENGINELIB): $(ENGINEOBJS)
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%create $(OBJ)\$(ENGINELIB).tmp
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for %i in ($(ENGINEOBJS)) do %append $(OBJ)\$(ENGINELIB).tmp +%i
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wlib -b -n $^* @$(OBJ)\$(ENGINELIB).tmp
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erase $(OBJ)\$(ENGINELIB).tmp
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editorlib: $(OBJ)\$(EDITORLIB) .SYMBOLIC
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%null
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$(OBJ)\$(EDITORLIB): $(EDITOROBJS)
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%create $(OBJ)\$(EDITORLIB).tmp
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for %i in ($(EDITOROBJS)) do %append $(OBJ)\$(EDITORLIB).tmp +%i
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wlib -b -n $^* @$(OBJ)\$(EDITORLIB).tmp
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erase $(OBJ)\$(EDITORLIB).tmp
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game$(EXESUFFIX): $(GAMEEXEOBJS) $(OBJ)\gameres.$(res) $(OBJ)\$(ENGINELIB)
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wlink NAME $@ &
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SYSTEM WIN95 &
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DEBUG ALL &
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OPTION MAP &
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FILE { $(GAMEEXEOBJS) } &
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RESOURCE $(OBJ)\gameres.$(res) &
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LIBPATH $(DXROOT)\lib &
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LIBPATH $(FMODROOT)\lib &
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LIBPATH $(OBJ) &
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LIBRARY { $(ENGINELIB) $(LIBS) }
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build$(EXESUFFIX): $(EDITOREXEOBJS) $(OBJ)\buildres.$(res) $(OBJ)\$(ENGINELIB) $(OBJ)\$(EDITORLIB)
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wlink NAME $@ &
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SYSTEM WIN95 &
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DEBUG ALL &
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OPTION MAP &
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FILE { $(EDITOREXEOBJS) } &
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RESOURCE $(OBJ)\buildres.$(res) &
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LIBPATH $(DXROOT)\lib &
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LIBPATH $(FMODROOT)\lib &
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LIBPATH $(OBJ) &
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LIBRARY { $(ENGINELIB) $(EDITORLIB) $(LIBS) }
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kextract$(EXESUFFIX): $(OBJ)\kextract.$o $(OBJ)\compat.$o
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wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
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kgroup$(EXESUFFIX): $(OBJ)\kgroup.$o $(OBJ)\compat.$o
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wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
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transpal$(EXESUFFIX): $(OBJ)\transpal.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
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wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
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wad2art$(EXESUFFIX): $(OBJ)\wad2art.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
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wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
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wad2map$(EXESUFFIX): $(OBJ)\wad2map.$o $(OBJ)\pragmas.$o $(OBJ)\compat.$o
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wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< }
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# DEPENDENCIES
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!include Makefile.deps
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# PHONIES
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clean: .SYMBOLIC
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-erase /q $(OBJ)\* game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS) *.err
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