# Build Makefile for Watcom Make !ifdef OVERRIDES !include $(OVERRIDES) !endif SRC=src\ !ifndef OBJ OBJ=obj.watcom\ !endif INC=include\ !ifndef CFLAGS CFLAGS=-dSUPERBUILD -dPOLYMOST -dUSE_OPENGL -dKSFORBUILD !endif o=obj res=res asm=wasm ENGINELIB=engine.lib EDITORLIB=build.lib DXROOT=c:\sdks\directx\dx7 FMODROOT=c:\sdks\fmodapi374win\api !ifdef __LOADDLL__ ! loaddll wcc386 wccd386 !endif # -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 code instead of Watcom inline # assembly for the features in PRAGMAS.H TARGETOPTS=#-dUSE_A_C #-dNOASM CC=wcc386 AS=wasm RC=wrc CFLAGS+= -5r -s -orb -fp5 $(TARGETOPTS) -d2 -dRENDERTYPEWIN=1 & -i=$(INC) -i=$(DXROOT)\include -i=$(FMODROOT)\inc LIBS=dxguid.lib wsock32.lib fmodwc.lib #opengl32.lib ASFLAGS=# -d1 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 & $(OBJ)config.$o & $(OBJ)startwin.editor.$o GAMEEXEOBJS=$(OBJ)game.$o & $(OBJ)sound.$o & $(OBJ)config.$o & $(OBJ)startwin.game.$o EDITOREXEOBJS=$(OBJ)bstub.$o # RULES .EXTENSIONS: .wasm .res .rc .wasm: $(SRC) .c: $(SRC) .c: $(SRC)tmp/ .c: $(SRC)util/ .rc: $(SRC)misc/ .wasm.$o: $(AS) $(ASFLAGS) -fo=$(OBJ).$o $[@ .c.$o: $(CC) $(CFLAGS) -fo=$(OBJ).$o $[@ .rc.$(res): $(RC) -fo=$^*.$(res) -r $[@ # TARGETS UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2art$(EXESUFFIX) wad2map$(EXESUFFIX) all: game$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) .SYMBOLIC %null utils: $(UTILS) .SYMBOLIC %null enginelib: $(OBJ)$(ENGINELIB) .SYMBOLIC %null $(OBJ)$(ENGINELIB): $(ENGINEOBJS) %create $(OBJ)$(ENGINELIB).tmp for %i in ($(ENGINEOBJS)) do %append $(OBJ)$(ENGINELIB).tmp +%i wlib -b -n $^* @$(OBJ)$(ENGINELIB).tmp erase $(OBJ)$(ENGINELIB).tmp editorlib: $(OBJ)$(EDITORLIB) .SYMBOLIC %null $(OBJ)$(EDITORLIB): $(EDITOROBJS) %create $(OBJ)$(EDITORLIB).tmp for %i in ($(EDITOROBJS)) do %append $(OBJ)$(EDITORLIB).tmp +%i wlib -b -n $^* @$(OBJ)$(EDITORLIB).tmp erase $(OBJ)$(EDITORLIB).tmp game$(EXESUFFIX): $(GAMEEXEOBJS) $(OBJ)gameres.$(res) $(OBJ)$(ENGINELIB) wlink NAME $@ & SYSTEM WIN95 & DEBUG ALL & OPTION MAP & FILE { $(GAMEEXEOBJS) } & RESOURCE $(OBJ)gameres.$(res) & LIBPATH $(DXROOT)\lib & LIBPATH $(FMODROOT)\lib & LIBPATH $(OBJ) & LIBRARY { $(ENGINELIB) $(LIBS) } build$(EXESUFFIX): $(EDITOREXEOBJS) $(OBJ)buildres.$(res) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) wlink NAME $@ & SYSTEM WIN95 & DEBUG ALL & OPTION MAP & FILE { $(EDITOREXEOBJS) } & RESOURCE $(OBJ)buildres.$(res) & LIBPATH $(DXROOT)\lib & LIBPATH $(FMODROOT)\lib & LIBPATH $(OBJ) & LIBRARY { $(ENGINELIB) $(EDITORLIB) $(LIBS) } kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< } kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< } transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< } wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< } wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o wlink NAME $@ SYSTEM 386 DEBUG ALL FILE { $< } # DEPENDENCIES !include Makefile.deps # PHONIES clean: .SYMBOLIC -erase /q $(OBJ)* game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS) *.err