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
170 lines
4.2 KiB
Text
170 lines
4.2 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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!endif
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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 code instead of Watcom 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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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 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 &
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-i=watcomhax -i=$(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) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) .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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