# Build Makefile for Microsoft NMake !ifdef OVERRIDES !include $(OVERRIDES) !endif SRC=src\ # !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 # USE_A_C This uses a C version of the classic renderer code rather # than the assembly version in A.ASM. # If this is defined, alter the $(OBJ)a.$o in the # ENGINEOBJS declaration to be $(OBJ)a-c.$o # NOASM When defined, uses C instead of Microsoft inline # assembly for the features in PRAGMAS.H TARGETOPTS=#/DUSE_A_C #/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 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=$(LIBS) user32.lib gdi32.lib shell32.lib dxguid.lib wsock32.lib CFLAGS=$(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): $(RC) /fo$@ /r $< {$(SRC)}.c{$(OBJ)}.$o: $(CC) /c $(CFLAGS) /Fo$@ $< # TARGETS UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2map$(EXESUFFIX) wad2map$(EXESUFFIX) all: game$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) ; 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)