# NetHack 3.6 Makefile.msc $NHDT-Date: 1572748386 2019/11/03 02:33:06 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.167 $ */ # Copyright (c) NetHack PC Development Team 1993-2019 # #============================================================================== # Build Tools Environment # # NetHack 3.6.x Makefile for MS Visual Studio Visual C++ compiler # # Visual Studio Compilers Tested: # - Microsoft Visual Studio 2017 Community Edition # - Microsoft Visual Studio 2019 Community Edition # #============================================================================== # This is used for building two versions of NetHack: # # A tty port utilizing the Win32 Console I/O subsystem, Console # NetHack.exe # # A Win32 native port built on the Windows API, Graphical NetHack or # NetHackW.exe # # In addition to your C compiler, # # if you want to change you will need a # files with suffix workalike for # .y yacc (such as bison) # .l lex (such as flex) # # If you have any questions read the sys/winnt/Install.nt file included # with the distribution. #======================================================================================== # BUILD DECISIONS SECTION # # There are currently only 4 decisions that you can choose to make, and none are # absolutely required because defaults are in place: # 1. Where do you want your build to end up? # 2. Do you want debug information in the executable? # 3. Do you want to explicitly override auto-detection of a 32-bit or 64-bit target? # 4. Do you want to include the optional curses port? # #----------------------------------------------------------------------------------------- #========================================================================================= #--------------------------------------------------------------- # 1. Where do you want the game to be built (which folder)? GAMEDIR = ..\binary # Default game build directory #--------------------------------------------------------------- # 2. Do you want debug information available to the executable? DEBUGINFO = Y #--------------------------------------------------------------- # 3. This Makefile will attempt to auto-detect your selected target architecture # based on Visual Studio command prompt configuration settins etc. # However, if you want to manually override generation of a # 32-bit or 64-bit build target, you can uncomment the apppropriate # TARGET_CPU line below. # #TARGET_CPU=x64 #TARGET_CPU=x86 #--------------------------------------------------------------- # OPTIONAL - Curses window port support # # 4. Uncomment these and set them appropriately if you want to # include curses port support alongside TTY support in your # NetHack.exe binary. # # You'll have to set PDCURSES_H to the correct location of the # PDCurses header (.h) files and PDCURSES_C to the location # of your PDCurses C files. # #ADD_CURSES=Y #PDCURSES_TOP=..\lib\pdcurses # #============================================================================== # This marks the end of the BUILD DECISIONS section. #============================================================================== # #=============================================== #======= End of Modification Section =========== #=============================================== # ################################################ # # # Nothing below here should have to be changed.# # # ################################################ # #============================================================================== # # The version of the game this Makefile was designed for NETHACK_VERSION="3.6.6" # A brief version for use in macros NHV=$(NETHACK_VERSION:.=) NHV=$(NHV:"=) # # Source directories. Makedefs hardcodes these, don't change them. # INCL = ..\include # NetHack include files DAT = ..\dat # NetHack data files DOC = ..\doc # NetHack documentation files UTIL = ..\util # Utility source SRC = ..\src # Main source SSYS = ..\sys\share # Shared system files MSWSYS = ..\sys\winnt # mswin specific files TTY = ..\win\tty # window port files (tty) MSWIN = ..\win\win32 # window port files (win32) WCURSES = ..\win\curses # window port files (curses) WSHR = ..\win\share # Tile support files JP = ..\japanese # JP # # Object directory. # OBJ = o # #========================================== # Exe File Info. #========================================== # # # Optional high-quality BSD random number generation routines # (see pcconf.h). Set to nothing if not used. # RANDOM = $(OBJ)\random.o #RANDOM = BCRYPT=bcrypt.lib WINPFLAG= -DTILES -DMSWIN_GRAPHICS -DWIN32CON # To store all the level files, # help files, etc. in a single library file. # USE_DLB = Y is left uncommented USE_DLB = Y ! IF ("$(USE_DLB)"=="Y") DLBFLG = -DDLB ! ELSE DLBFLG = ! ENDIF # # If you defined ZLIB_COMP in include/config.h and you need # to link with the zlib.lib library, uncomment the line below. # If necessary, prefix explicit path information to the file name # otherwise it assumes the NetHack src directory. # #ZLIB = zlib.lib #========================================== #================ MACROS ================== #========================================== # This section creates shorthand macros for many objects # referenced later on in the Makefile. # # # Shorten up the location for some files # O = $(OBJ)^\ U = $(UTIL)^\ # # Utility Objects. # MAKESRC = $(U)makedefs.c MAKEOBJS = $(O)makedefs.o $(O)monst.o $(O)objects.o LEVCOMPOBJS = $(O)lev_yacc.o $(O)lev_lex.o $(O)lev_main.o \ $(O)alloc.o $(O)decl.o $(O)drawing.o $(O)monst.o $(O)objects.o $(O)panic.o DGNCOMPOBJS = $(O)dgn_yacc.o $(O)dgn_lex.o $(O)dgn_main.o \ $(O)alloc.o $(O)panic.o RECOVOBJS = $(O)recover.o TILEFILES = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt # # These are not invoked during a normal game build in 3.4 # TEXT_IO = $(O)tiletext.o $(O)tiletxt.o $(O)drawing.o \ $(O)decl.o $(O)monst.o $(O)objects.o TEXT_IO32 = $(O)tilete32.o $(O)tiletx32.o $(O)drawing.o \ $(O)decl.o $(O)monst.o $(O)objects.o GIFREADERS = $(O)gifread.o $(O)alloc.o $(O)panic.o GIFREADERS32 = $(O)gifrd32.o $(O)alloc.o $(O)panic.o PPMWRITERS = $(O)ppmwrite.o $(O)alloc.o $(O)panic.o # # Object files for the game itself. # VOBJ01 = $(O)allmain.o $(O)alloc.o $(O)apply.o $(O)artifact.o VOBJ02 = $(O)attrib.o $(O)ball.o $(O)bones.o $(O)botl.o VOBJ03 = $(O)cmd.o $(O)dbridge.o $(O)decl.o $(O)detect.o VOBJ04 = $(O)dig.o $(O)display.o $(O)do.o $(O)do_name.o VOBJ05 = $(O)do_wear.o $(O)dog.o $(O)dogmove.o $(O)dokick.o VOBJ06 = $(O)dothrow.o $(O)drawing.o $(O)dungeon.o $(O)eat.o VOBJ07 = $(O)end.o $(O)engrave.o $(O)exper.o $(O)explode.o VOBJ08 = $(O)extralev.o $(O)files.o $(O)fountain.o $(O)hack.o VOBJ09 = $(O)hacklib.o $(O)invent.o $(O)light.o $(O)lock.o VOBJ10 = $(O)mail.o $(O)makemon.o $(O)mapglyph.o $(O)mcastu.o VOBJ11 = $(O)mhitm.o $(O)mhitu.o $(O)minion.o $(O)mklev.o VOBJ12 = $(O)mkmap.o $(O)mkmaze.o $(O)mkobj.o $(O)mkroom.o VOBJ13 = $(O)mon.o $(O)mondata.o $(O)monmove.o $(O)monstj.o VOBJ14 = $(O)mplayer.o $(O)mthrowu.o $(O)muse.o $(O)isaac64.o VOBJ15 = $(O)music.o $(O)o_init.o $(O)objectsj.o $(O)objnam.o VOBJ16 = $(O)options.o $(O)pager.o $(O)pickup.o $(O)pline.o VOBJ17 = $(O)polyself.o $(O)potion.o $(O)pray.o $(O)priest.o VOBJ18 = $(O)quest.o $(O)questpgr.o $(RANDOM) $(O)read.o VOBJ19 = $(O)rect.o $(O)region.o $(O)restore.o $(O)rip.o VOBJ20 = $(O)rnd.o $(O)role.o $(O)rumors.o $(O)save.o VOBJ21 = $(O)shk.o $(O)shknam.o $(O)sit.o $(O)sounds.o VOBJ22 = $(O)sp_lev.o $(O)spell.o $(O)steal.o $(O)steed.o VOBJ23 = $(O)sys.o $(O)teleport.o $(O)timeout.o $(O)topten.o VOBJ24 = $(O)track.o $(O)trap.o $(O)u_init.o $(O)uhitm.o VOBJ25 = $(O)vault.o $(O)vis_tab.o $(O)vision.o $(O)weapon.o VOBJ26 = $(O)were.o $(O)wield.o $(O)windows.o $(O)wizard.o VOBJ27 = $(O)worm.o $(O)worn.o $(O)write.o $(O)zap.o VOBJ28 = JOBJ = $(O)jlib.o $(O)jconj.o DLBOBJ = $(O)dlb.o REGEX = $(O)cppregex.o TTYOBJ = $(O)topl.o $(O)getline.o $(O)wintty.o !IFNDEF ADD_CURSES CURSESOBJ= !ELSE CURSESOBJ= $(O)cursdial.o $(O)cursinit.o $(O)cursinvt.o $(O)cursmain.o \ $(O)cursmesg.o $(O)cursmisc.o $(O)cursstat.o $(O)curswins.o !ENDIF SOBJ = $(O)windmain.o $(O)winnt.o $(O)win10.o \ $(O)safeproc.o $(O)nhlan.o $(SOUND) OBJS = $(VOBJ01) $(VOBJ02) $(VOBJ03) $(VOBJ04) $(VOBJ05) \ $(VOBJ06) $(VOBJ07) $(VOBJ08) $(VOBJ09) $(VOBJ10) \ $(VOBJ11) $(VOBJ12) $(VOBJ13) $(VOBJ14) $(VOBJ15) \ $(VOBJ16) $(VOBJ17) $(VOBJ18) $(VOBJ19) $(VOBJ20) \ $(VOBJ21) $(VOBJ22) $(VOBJ23) $(VOBJ24) $(VOBJ25) \ $(VOBJ26) $(VOBJ27) $(VOBJ28) $(VOBJ29) $(REGEX) \ $(CURSESOBJ) GUIOBJ = $(O)mhaskyn.o $(O)mhdlg.o \ $(O)mhfont.o $(O)mhinput.o $(O)mhmain.o $(O)mhmap.o \ $(O)mhmenu.o $(O)mhmsgwnd.o $(O)mhrip.o $(O)mhsplash.o \ $(O)mhstatus.o $(O)mhtext.o $(O)mswproc.o $(O)NetHackW.o GUIHDR = $(MSWIN)\mhaskyn.h $(MSWIN)\mhdlg.h $(MSWIN)\mhfont.h \ $(MSWIN)\mhinput.h $(MSWIN)\mhmain.h $(MSWIN)\mhmap.h $(MSWIN)\mhmenu.h \ $(MSWIN)\mhmsg.h $(MSWIN)\mhmsgwnd.h $(MSWIN)\mhrip.h $(MSWIN)\mhstatus.h \ $(MSWIN)\mhtext.h $(MSWIN)\resource.h $(MSWIN)\winMS.h COMCTRL = comctl32.lib KEYDLLS = $(GAMEDIR)\nhdefkey.dll $(GAMEDIR)\nh340key.dll $(GAMEDIR)\nhraykey.dll TILEUTIL16 = $(UTIL)\tile2bmp.exe TILEBMP16 = $(SRC)\tiles.bmp TILEUTIL32 = $(UTIL)\til2bm32.exe TILEBMP32 = $(SRC)\tiles32.bmp SOUND = $(OBJ)\ntsound.o VVOBJ = $(O)version.o ALLOBJ = $(SOBJ) $(DLBOBJ) $(WOBJ) $(OBJS) $(VVOBJ) $(JOBJ) OPTIONS_FILE = $(DAT)\options !IF "$(ADD_CURSES)" == "Y" #===============-================================================= # PDCurses build macros # Latest PDCurses from https://github.com/wmcbrine/PDCurses.git #================================================================= PDCURSES_CURSES_H = $(PDCURSES_TOP)\curses.h PDCURSES_CURSPRIV_H = $(PDCURSES_TOP)\curspriv.h PDCURSES_HEADERS = $(PDCURSES_CURSES_H) $(PDCURSES_CURSPRIV_H) PDCSRC = $(PDCURSES_TOP)\pdcurses PDCWINCON = $(PDCURSES_TOP)\wincon PDCLIBOBJS = $(O)addch.o $(O)addchstr.o $(O)addstr.o $(O)attr.o $(O)beep.o \ $(O)bkgd.o $(O)border.o $(O)clear.o $(O)color.o $(O)delch.o $(O)deleteln.o \ $(O)getch.o $(O)getstr.o $(O)getyx.o $(O)inch.o $(O)inchstr.o \ $(O)initscr.o $(O)inopts.o $(O)insch.o $(O)insstr.o $(O)instr.o $(O)kernel.o \ $(O)keyname.o $(O)mouse.o $(O)move.o $(O)outopts.o $(O)overlay.o $(O)pad.o \ $(O)panel.o $(O)printw.o $(O)refresh.o $(O)scanw.o $(O)scr_dump.o $(O)scroll.o \ $(O)slk.o $(O)termattr.o $(O)touch.o $(O)util.o $(O)window.o $(O)debug.o PDCOBJS = $(O)pdcclip.o $(O)pdcdisp.o $(O)pdcgetsc.o $(O)pdckbd.o $(O)pdcscrn.o \ $(O)pdcsetsc.o $(O)pdcutil.o PDCLIB = $(O)pdcurses.lib PDCINCL = /I$(PDCURSES_TOP) /I$(PDCSRC) /I$(PDCWINCON) !ELSE PDCLIB = !ENDIF #========================================== # Header file macros #========================================== CONFIG_H = $(INCL)\config.h $(INCL)\config1.h $(INCL)\tradstdc.h \ $(INCL)\global.h $(INCL)\coord.h $(INCL)\vmsconf.h \ $(INCL)\system.h $(INCL)\unixconf.h $(INCL)\os2conf.h \ $(INCL)\micro.h $(INCL)\pcconf.h $(INCL)\tosconf.h \ $(INCL)\amiconf.h $(INCL)\macconf.h $(INCL)\beconf.h \ $(INCL)\ntconf.h HACK_H = $(INCL)\hack.h $(CONFIG_H) $(INCL)\align.h $(INCL)\context.h \ $(INCL)\dungeon.h $(INCL)\monsym.h $(INCL)\mkroom.h \ $(INCL)\objclass.h $(INCL)\youprop.h $(INCL)\prop.h \ $(INCL)\permonst.h $(INCL)\monattk.h \ $(INCL)\monflag.h $(INCL)\mondata.h $(INCL)\pm.h \ $(INCL)\wintype.h $(INCL)\decl.h $(INCL)\quest.h \ $(INCL)\spell.h $(INCL)\color.h $(INCL)\obj.h \ $(INCL)\you.h $(INCL)\attrib.h $(INCL)\monst.h $(INCL)\lint.h \ $(INCL)\mextra.h $(INCL)\skills.h $(INCL)\onames.h \ $(INCL)\timeout.h $(INCL)\trap.h $(INCL)\flag.h $(INCL)\rm.h \ $(INCL)\vision.h $(INCL)\display.h $(INCL)\engrave.h \ $(INCL)\rect.h $(INCL)\region.h $(INCL)\winprocs.h $(INCL)\botl.h \ $(INCL)\wintty.h $(INCL)\sys.h $(INCL)\trampoli.h LEV_H = $(INCL)\lev.h DGN_FILE_H = $(INCL)\dgn_file.h LEV_COMP_H = $(INCL)\lev_comp.h SP_LEV_H = $(INCL)\sp_lev.h TILE_H = ..\win\share\tile.h #========================================== # Miscellaneous #========================================== DATABASE = $(DAT)\data.base #========================================== #========================================== # Setting up the compiler and linker #========================================== #========================================== cc=cl cpp=cpp link=link rc=Rc # Before we get started, this section is used to determine the version of # Visual Studio we are using. We set VSVER to 0000 to flag any version that # is too old or untested. # #NMAKE version 1421277022 is distributed with latest VS 2019 #!MESSAGE $(MAKEFLAGS) #!MESSAGE $(MAKEDIR) #!MESSAGE $(MAKE) MAKEVERSION=$(_NMAKE_VER:.= ) MAKEVERSION=$(MAKEVERSION: =) #!MESSAGE $(_NMAKE_VER) #!MESSAGE $(MAKEVERSION) VSNEWEST=2019 !IF ($(MAKEVERSION) < 1000000000) VSVER=0000 #untested ancient version !ELSEIF ($(MAKEVERSION) > 1000000000) && ($(MAKEVERSION) < 1100000000) VSVER=2010 !ELSEIF ($(MAKEVERSION) > 1100000000) && ($(MAKEVERSION) < 1200000000) VSVER=2012 !ELSEIF ($(MAKEVERSION) > 1200000000) && ($(MAKEVERSION) < 1400000000) VSVER=2013 !ELSEIF ($(MAKEVERSION) > 1400000000) && ($(MAKEVERSION) < 1411000000) VSVER=2015 !ELSEIF ($(MAKEVERSION) > 1411000000) && ($(MAKEVERSION) < 1416270312) VSVER=2017 !ELSEIF ($(MAKEVERSION) > 1416270311) && ($(MAKEVERSION) < 1421277023) VSVER=$(VSNEWEST) !ELSEIF ($(MAKEVERSION) > 1421277022) VSVER=2999 #untested future version !ENDIF !IF ($(VSVER) >= 2012) !MESSAGE Autodetected Visual Studio $(VSVER) !ELSEIF ($(VSVER) == 2999 !MESSAGE The version of Visual Studio is newer than the most recent at !MESSAGE the time this Makefile was crafted (Visual Studio $(VSNEWEST)). !MESSAGE Because it is newer we'll proceed expecting that the !MESSAGE VS$(VSNEWEST) processing will still work. !ELSEIF ($(VSVER) == 0000) !MESSAGE The version of Visual Studio appears to be quite old, older !MESSAGE than VS2010 which is the oldest supported version by this !MESSAGE Makefile, so we'll stop now. !ERROR Untested old Visual Studio version with NMAKE $(_NMAKE_VER). !ENDIF !IF ($(VSVER) == 2010) # For VS2010 use "setenv /x86" or "setenv /x64" before invoking make process # DO NOT DELETE THE FOLLOWING LINE !include ! ENDIF #These will be in the environment variables with one of the VS2017 #developer command prompts. #VSCMD_ARG_HOST_ARCH=x64 #VSCMD_ARG_TGT_ARCH=x86 !IFDEF VSCMD_ARG_HOST_ARCH !MESSAGE Host architecture is $(VSCMD_ARG_HOST_ARCH) !MESSAGE Target architecture is $(VSCMD_ARG_TGT_ARCH) ! IFNDEF TARGET_CPU ! IF "$(VSCMD_ARG_TGT_ARCH)"=="x64" TARGET_CPU=x64 ! ELSE TARGET_CPU=x86 ! ENDIF ! ENDIF !ENDIF !IF "$(TARGET_CPU)" == "" TARGET_CPU=x86 !ENDIF !IF ($(VSVER) == 2010) CL_RECENT= !ELSE ! IF ($(VSVER) > 2010) CL_RECENT=-sdl ! ENDIF !ENDIF #========================================== # More compiler setup post-macros #========================================== #---------------------------------------------------------------- !IF "$(ADD_CURSES)" == "Y" CURSESDEF=-D"CURSES_GRAPHICS" -D"CURSES_BRIEF_INCLUDE" -DCHTYPE_32 !ELSE CURSDEF= CURSESLIB= !ENDIF ccommon= -c -nologo -D"_CONSOLE" -D"_CRT_NONSTDC_NO_DEPRECATE" -D"_CRT_SECURE_NO_DEPRECATE" \ -D"_LIB" -D"_SCL_SECURE_NO_DEPRECATE" -D"_VC80_UPGRADE=0x0600" -D"DLB" -D"_MBCS" \ -DCRTAPI1=_cdecl -DCRTAPI2=_cdecl -D"NDEBUG" -D"YY_NO_UNISTD_H" \ -DHAS_STDINT_H -DHAS_INLINE $(CURSESDEF) \ -EHsc -fp:precise -Gd -GF -GS -Gy \ $(CL_RECENT) -WX- -Zc:forScope -Zc:wchar_t -Zi cdebug= -analyze- -D"_DEBUG" -MTd -RTC1 -Od crelease= -analyze- -D"_MBCS" -errorReport:prompt -MT -O2 -Ot -Ox -Oy lcommon= /NOLOGO /INCREMENTAL:NO !IF "$(DEBUGINFO)" == "Y" ldebug = /DEBUG cflags1=$(ccommon) $(cdebug) lflags1=$(lcommon) $(ldebug) !ELSE ldebug= /DEBUG cflags1=$(ccommon) $(crelease) lflags1=$(lcommon) $(ldebug) !ENDIF lflags= $(lflags1) !IF "$(TARGET_CPU)" == "x86" cflags = $(cflags1) -D_X86_=1 -DWIN32 -D_WIN32 -W3 scall = -Gz !ELSEIF "$(TARGET_CPU)" == "x64" cflags = $(cflags1) -D_AMD64_=1 -DWIN64 -D_WIN64 -DWIN32 -D_WIN32 -W4 scall = !ENDIF !IF ($(VSVER) >= 2012) cflags = $(cflags:-W4=-W3) !ENDIF #More verbose warning output options below #cflags = $(cflags:-W4=-wd4131 #cflags = $(cflags:-W4=-Wall) #cflags = $(cflags:-W3=-wd4131 #cflags = $(cflags:-W3=-Wall) # declarations for use on Intel x86 systems !IF "$(TARGET_CPU)" == "x86" DLLENTRY = @12 EXEVER=5.01 MACHINE=/MACHINE:X86 !ENDIF # declarations for use on AMD64 systems !IF "$(TARGET_CPU)" == "x64" DLLENTRY = EXEVER=5.02 MACHINE=/MACHINE:X64 !ENDIF # for Windows applications conlflags = $(lflags) -subsystem:console,$(EXEVER) guilflags = $(lflags) -subsystem:windows,$(EXEVER) dlllflags = $(lflags) -entry:_DllMainCRTStartup$(DLLENTRY) -dll # basic subsystem specific libraries, less the C Run-Time baselibs = kernel32.lib $(optlibs) $(winsocklibs) advapi32.lib gdi32.lib \ ole32.lib Shell32.lib winlibs = $(baselibs) user32.lib comdlg32.lib winspool.lib # for Windows applications that use the C Run-Time libraries conlibs = $(baselibs) guilibs = $(winlibs) # !IFNDEF ADD_CURSES INCLDIR= /I..\include /I..\sys\winnt !ELSE INCLDIR= /I..\include /I..\sys\winnt !ENDIF #========================================== # Util builds #========================================== cflagsBuild = $(cflags) $(INCLDIR) $(WINPFLAG) $(DLBFLG) -DSAFEPROCS lflagsBuild = $(lflags) $(conlibs) $(MACHINE) #========================================== # - Game build #========================================== LIBS= user32.lib winmm.lib $(ZLIB) $(CURSESLIB) ! IF ("$(USE_DLB)"=="Y") DLB = nhdat$(NHV) ! ELSE DLB = ! ENDIF #========================================== #================ RULES ================== #========================================== .SUFFIXES: .exe .o .til .uu .c .y .l #========================================== # Rules for files in src #========================================== .c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< {$(SRC)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< #========================================== # Rules for files in sys\share #========================================== {$(SSYS)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< {$(SSYS)}.cpp{$(OBJ)}.o: @$(cc) $(cflagsBuild) /EHsc -Fo$@ $< #========================================== # Rules for files in sys\winnt #========================================== {$(MSWSYS)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< {$(MSWSYS)}.h{$(INCL)}.h: @copy $< $@ #========================================== # Rules for files in util #========================================== {$(UTIL)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< #========================================== # Rules for files in win\share #========================================== {$(WSHR)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< {$(WSHR)}.h{$(INCL)}.h: @copy $< $@ #{$(WSHR)}.txt{$(DAT)}.txt: # @copy $< $@ #========================================== # Rules for files in win\tty #========================================== {$(TTY)}.c{$(OBJ)}.o: $(cc) $(cflagsBuild) -Fo$@ $< #========================================== # Rules for files in japanese #========================================== {$(JP)}.c{$(OBJ)}.o: $(cc) $(cflagsBuild) -Fo$@ $< #========================================== # Rules for files in win\win32 #========================================== {$(MSWIN)}.c{$(OBJ)}.o: @$(cc) $(cflagsBuild) -Fo$@ $< #========================================== # Rules for files in win\curses #========================================== {$(WCURSES)}.c{$(OBJ)}.o: @$(cc) -DPDC_NCMOUSE $(PDCINCL) $(cflagsBuild) -Fo$@ $< #{$(WCURSES)}.txt{$(DAT)}.txt: # @copy $< $@ #========================================== # Rules for files in PDCurses #========================================== {$(PDCURSES_TOP)}.c{$(OBJ)}.o: @$(cc) $(PDCINCL) $(cflagsBuild) -Fo$@ $< {$(PDCSRC)}.c{$(OBJ)}.o: @$(cc) $(PDCINCL) $(cflagsBuild) -Fo$@ $< {$(PDCWINCON)}.c{$(OBJ)}.o: @$(cc) $(PDCINCL) $(cflagsBuild) -Fo$@ $< #========================================== #=============== TARGETS ================== #========================================== # # The default make target (so just typing 'nmake' is useful). # default : install # # The game target. # # # Everything # all : install install: $(O)envchk.tag $(O)obj.tag $(O)utility.tag $(GAMEDIR)\JNetHack.exe $(GAMEDIR)\JNetHackW.exe $(O)install.tag @echo Done. $(O)install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \ $(DAT)\oracles $(DAT)\quest.dat $(O)sp_lev.tag $(DLB) ! IF ("$(USE_DLB)"=="Y") copy nhdat$(NHV) $(GAMEDIR) copy $(DAT)\license $(GAMEDIR) copy $(DAT)\opthelp $(GAMEDIR) ! ELSE copy $(DAT)\*. $(GAMEDIR) copy $(DAT)\*.dat $(GAMEDIR) copy $(DAT)\*.lev $(GAMEDIR) if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile ! ENDIF if exist $(MSWSYS)\sysconf.template copy $(MSWSYS)\sysconf.template $(GAMEDIR) if exist $(DAT)\symbols copy $(DAT)\symbols $(GAMEDIR)\symbols.template if exist $(DOC)\guidebook.txt copy $(DOC)\guidebook.txt $(GAMEDIR)\Guidebook.txt if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)\NetHack.txt @if exist $(GAMEDIR)\JNetHack.PDB echo NOTE: You may want to remove $(GAMEDIR:\=/)/JNetHack.PDB to conserve space @if exist $(GAMEDIR)\JNetHackW.PDB echo NOTE: You may want to remove $(GAMEDIR:\=/)/JNetHackW.PDB to conserve space if exist $(MSWSYS)\.nethackrc.template copy $(MSWSYS)\.nethackrc.template $(GAMEDIR)\.jnethackrc.template -if not exist $(GAMEDIR)\record. goto>$(GAMEDIR)\record. echo install done > $@ # copy $(MSWSYS)\winnt.hlp $(GAMEDIR) recover: $(U)recover.exe if exist $(U)recover.exe copy $(U)recover.exe $(GAMEDIR) if exist $(DOC)\recover.txt copy $(DOC)\recover.txt $(GAMEDIR)\recover.txt $(O)sp_lev.tag: $(O)utility.tag $(DAT)\bigroom.des $(DAT)\castle.des \ $(DAT)\endgame.des $(DAT)\gehennom.des $(DAT)\knox.des \ $(DAT)\medusa.des $(DAT)\oracle.des $(DAT)\tower.des \ $(DAT)\yendor.des $(DAT)\arch.des $(DAT)\barb.des \ $(DAT)\caveman.des $(DAT)\healer.des $(DAT)\knight.des \ $(DAT)\monk.des $(DAT)\priest.des $(DAT)\ranger.des \ $(DAT)\rogue.des $(DAT)\samurai.des $(DAT)\sokoban.des \ $(DAT)\tourist.des $(DAT)\valkyrie.des $(DAT)\wizard.des cd $(DAT) $(U)levcomp bigroom.des $(U)levcomp castle.des $(U)levcomp endgame.des $(U)levcomp gehennom.des $(U)levcomp knox.des $(U)levcomp mines.des $(U)levcomp medusa.des $(U)levcomp oracle.des $(U)levcomp sokoban.des $(U)levcomp tower.des $(U)levcomp yendor.des $(U)levcomp arch.des $(U)levcomp barb.des $(U)levcomp caveman.des $(U)levcomp healer.des $(U)levcomp knight.des $(U)levcomp monk.des $(U)levcomp priest.des $(U)levcomp ranger.des $(U)levcomp rogue.des $(U)levcomp samurai.des $(U)levcomp tourist.des $(U)levcomp valkyrie.des $(U)levcomp wizard.des cd $(SRC) echo sp_levs done > $(O)sp_lev.tag $(O)utility.tag: $(INCL)\date.h $(INCL)\onames.h $(INCL)\pm.h \ $(SRC)\vis_tab.c \ $(U)levcomp.exe $(INCL)\vis_tab.h \ $(U)dgncomp.exe $(TILEUTIL16) @echo utilities made >$@ @echo utilities made. tileutil: $(U)gif2txt.exe $(U)gif2tx32.exe $(U)txt2ppm.exe @echo Optional tile development utilities are up to date. $(O)NetHackW.res: $(TILEBMP16) $(MSWIN)\NetHackW.rc $(MSWIN)\mnsel.bmp \ $(MSWIN)\mnselcnt.bmp $(MSWIN)\mnunsel.bmp \ $(MSWIN)\petmark.bmp $(MSWIN)\pilemark.bmp $(MSWIN)\NetHack.ico $(MSWIN)\rip.bmp \ $(MSWIN)\splash.bmp @$(rc) -r -fo$@ -i$(MSWIN) -dNDEBUG $(MSWIN)\NetHackW.rc $(O)console.res: $(MSWSYS)\console.rc $(MSWSYS)\NetHack.ico @$(rc) -r -fo$@ -i$(MSWSYS) -dNDEBUG $(MSWSYS)\console.rc #========================================== # The game targets. #========================================== # The section for linking the NetHack image looks a little strange at # first, especially if you are used to UNIX makes, or NDMAKE. It is # Microsoft nmake specific, and it gets around the problem of the # link command line being too long for the linker. An "in-line" linker # response file is generated temporarily. # # It takes advantage of the following features of nmake: # # Inline files : # Specifying the "<<" means to start an inline file. # Another "<<" at the start of a line closes the # inline file. # # Substitution within Macros: # $(mymacro:string1=string2) replaces every # occurrence of string1 with string2 in the # macro mymacro. Special ascii key codes may be # used in the substitution text by preceding it # with ^ as we have done below. Every occurence # of a in $(ALLOBJ) is replaced by # <+>. GAMEOBJ=$(ALLOBJ:^ =^ ) GAMEOBJ=$(GAMEOBJ:^ =^ ) # # DO NOT INDENT THE << below! # # NetHack # full gui linkage libs: # libs: $(LIBS) $(conlibs) $(guilibs) $(COMCTRL) # objs: $(GAMEOBJ) $(TTYOBJ) $(O)nttty.o $(O)tile.o $(GUIOBJ) # otherwise: # libs: $(LIBS) $(conlibs) # objs: $(GAMEOBJ) $(TTYOBJ) $(O)tile.o $(O)guistub.o $(GAMEDIR)\JNetHack.exe : $(O)gamedir.tag $(PDCLIB) $(O)tile.o $(O)nttty.o $(O)guistub.o \ $(ALLOBJ) $(TTYOBJ) $(GUIOBJ) $(O)console.res $(KEYDLLS) @if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR) @echo Linking $(@:\=/) $(link) $(lflagsBuild) $(conlflags) /STACK:2048 /PDB:$(GAMEDIR)\$(@B).PDB /MAP:$(O)$(@B).MAP \ $(LIBS) $(PDCLIB) $(conlibs) $(BCRYPT) -out:$@ @<<$(@B).lnk $(GAMEOBJ) $(TTYOBJ) $(O)nttty.o $(O)tile.o $(O)guistub.o $(O)console.res << @if exist $(O)install.tag del $(O)install.tag # NetHackW # full tty linkage libs: # libs: $(LIBS) $(guilibs) $(COMCTRL) # objs: $(GAMEOBJ) $(GUIOBJ) $(TTYOBJ) $(O)tile.o $(O)nttty.o # otherwise: # libs: $(LIBS) $(guilibs) $(COMCTRL) # objs: $(GAMEOBJ) $(GUIOBJ) $(O)tile.o $(O)ttystub.o $(GAMEDIR)\JNetHackW.exe : $(O)gamedir.tag $(O)tile.o $(O)ttystub.o \ $(ALLOBJ) $(TTYOBJ) $(GUIOBJ) $(O)NetHackW.res $(O)gamedir.tag $(KEYDLLS) @if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR) @echo Linking $(@:\=/) $(link) $(lflagsBuild) $(guilflags) /STACK:2048 /PDB:$(GAMEDIR)\$(@B).PDB \ /MAP:$(O)$(@B).MAP $(LIBS) $(PDCLIB) $(guilibs) $(COMCTRL) $(BCRYPT) -out:$@ @<<$(@B).lnk $(GAMEOBJ) $(GUIOBJ) $(O)tile.o $(O)ttystub.o $(O)NetHackW.res << $(O)gamedir.tag: @if not exist $(GAMEDIR)\*.* echo creating directory $(GAMEDIR:\=/) @if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR) @echo directory created > $@ $(O)nhdefkey.def: @echo LIBRARY $(@B) >$@ ! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64" ! ELSE @echo EXPORTS >>$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ ! ENDIF $(GAMEDIR)\nhdefkey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $(@:\=/) @$(link) $(ldebug) /RELEASE /DLL user32.lib \ /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o $(O)nh340key.def: @echo LIBRARY $(@B) >$@ ! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64" ! ELSE @echo EXPORTS >>$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ ! ENDIF $(GAMEDIR)\nh340key.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $(@:\=/) @$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \ /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o $(O)nhraykey.def: @echo LIBRARY $(@B) >$@ ! IF "$(TARGET_CPU)"=="x64" || "$(PROCESSOR_ARCHITECTURE)"=="x64" ! ELSE @echo EXPORTS >>$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ ! ENDIF $(GAMEDIR)\nhraykey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $(@:\=/) @$(link) $(ldebug) /RELEASE /NOLOGO /DLL user32.lib \ /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o # # Secondary Targets. # #========================================== # Makedefs Stuff #========================================== $(U)nhsizes.exe: $(O)nhsizes.o @echo Linking $(@:\=/) $(link) $(lflagsBuild) -out:$@ $(O)nhsizes.o $(O)panic.o $(O)alloc.o $(O)nhsizes.o: $(CONFIG_H) nhsizes.c @$(cc) $(cflagsBuild) -Fo$@ nhsizes.c $(U)makedefs.exe: $(MAKEOBJS) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(MAKEOBJS) $(O)makedefs.o: $(CONFIG_H) $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\objclass.h \ $(INCL)\monsym.h $(INCL)\qtext.h $(INCL)\patchlevel.h \ $(U)makedefs.c @if not exist $(OBJ)\*.* echo creating directory $(OBJ:\=/) @if not exist $(OBJ)\*.* mkdir $(OBJ) @$(cc) -DENUM_PM $(cflagsBuild) -Fo$@ $(U)makedefs.c # # date.h should be remade every time any of the source or include # files is modified. # $(INCL)\date.h $(OPTIONS_FILE) : $(U)makedefs.exe $(U)makedefs -v $(INCL)\onames.h : $(U)makedefs.exe $(U)makedefs -o $(INCL)\pm.h : $(U)makedefs.exe $(U)makedefs -p $(INCL)\vis_tab.h: $(U)makedefs.exe $(U)makedefs -z $(SRC)\vis_tab.c: $(U)makedefs.exe $(U)makedefs -z #========================================== # uudecode utility and uuencoded targets #========================================== $(U)uudecode.exe: $(O)uudecode.o @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)uudecode.o $(O)uudecode.o: $(SSYS)\uudecode.c @$(cc) $(cflagsBuild) /D_CRT_SECURE_NO_DEPRECATE -Fo$@ $(SSYS)\uudecode.c $(MSWSYS)\NetHack.ico : $(U)uudecode.exe $(MSWSYS)\nhico.uu chdir $(MSWSYS) ..\..\util\uudecode.exe nhico.uu chdir ..\..\src $(MSWIN)\NetHack.ico : $(U)uudecode.exe $(MSWSYS)\nhico.uu chdir $(MSWIN) ..\..\util\uudecode.exe ../../sys/winnt/nhico.uu chdir ..\..\src $(MSWIN)\mnsel.bmp: $(U)uudecode.exe $(MSWIN)\mnsel.uu chdir $(MSWIN) ..\..\util\uudecode.exe mnsel.uu chdir ..\..\src $(MSWIN)\mnselcnt.bmp: $(U)uudecode.exe $(MSWIN)\mnselcnt.uu chdir $(MSWIN) ..\..\util\uudecode.exe mnselcnt.uu chdir ..\..\src $(MSWIN)\mnunsel.bmp: $(U)uudecode.exe $(MSWIN)\mnunsel.uu chdir $(MSWIN) ..\..\util\uudecode.exe mnunsel.uu chdir ..\..\src $(MSWIN)\petmark.bmp: $(U)uudecode.exe $(MSWIN)\petmark.uu chdir $(MSWIN) ..\..\util\uudecode.exe petmark.uu chdir ..\..\src $(MSWIN)\pilemark.bmp: $(U)uudecode.exe $(MSWIN)\pilemark.uu chdir $(MSWIN) ..\..\util\uudecode.exe pilemark.uu chdir ..\..\src $(MSWIN)\rip.bmp: $(U)uudecode.exe $(MSWIN)\rip.uu chdir $(MSWIN) ..\..\util\uudecode.exe rip.uu chdir ..\..\src $(MSWIN)\splash.bmp: $(U)uudecode.exe $(MSWIN)\splash.uu chdir $(MSWIN) ..\..\util\uudecode.exe splash.uu chdir ..\..\src #================================================= # Level Compiler Stuff #================================================= # # defer to the steps in ..\win\win32\levstuff.mak # $(U)lev_yacc.c: $(U)lev_comp.y nmake -nologo -f ..\win\win32\levstuff.mak $(U)lev_yacc.c $(U)lev_lex.c: $(U)lev_comp.l nmake -nologo -f ..\win\win32\levstuff.mak $(U)lev_lex.c $(INCL)\lev_comp.h: nmake -nologo -f ..\win\win32\levstuff.mak $(INCL)\lev_comp.h $(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c @$(cc) $(cflagsBuild) -Fo$@ $(U)lev_yacc.c $(O)lev_lex.o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) $(U)lev_lex.c @$(cc) $(cflagsBuild) -Fo$@ $(U)lev_lex.c $(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H) @$(cc) $(cflagsBuild) -Fo$@ $(U)lev_main.c $(U)levcomp.exe: $(LEVCOMPOBJS) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(LEVCOMPOBJS:^ =^ ) << #================================================= # Dungeon Compiler Stuff #================================================= # # defer to the steps in ..\win\win32\dgnstuff.mak # $(U)dgn_yacc.c: $(U)dgn_comp.y nmake -nologo -f ..\win\win32\dgnstuff.mak $(U)dgn_yacc.c $(INCL)\dgn_comp.h: nmake -nologo -f ..\win\win32\dgnstuff.mak $(INCL)\dgn_comp.h $(U)dgn_lex.c: $(U)dgn_comp.l nmake -nologo -f ..\win\win32\dgnstuff.mak $(U)dgn_lex.c $(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h $(U)dgn_yacc.c @$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_yacc.c $(O)dgn_lex.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \ $(U)dgn_lex.c @$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_lex.c $(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c @$(cc) $(cflagsBuild) -Fo$@ $(U)dgn_main.c $(U)dgncomp.exe: $(DGNCOMPOBJS) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(DGNCOMPOBJS:^ =^ ) << #================================================= # Create directory for holding object files #================================================= $(O)obj.tag: @if not exist $(OBJ)\*.* echo creating directory $(OBJ:\=/) @if not exist $(OBJ)\*.* mkdir $(OBJ) @echo directory created >$@ #========================================== # Notify of any CL environment variables # in effect since they change the compiler # options. #========================================== $(O)envchk.tag: $(O)obj.tag ! IF "$(TARGET_CPU)"=="x64" @echo Windows x64 64-bit target build ! ELSE @echo Windows x86 32-bit target build ! ENDIF !IFDEF TTYOBJ @echo tty window support included ! IF "$(ADD_CURSES)"=="Y" @echo curses window support also included ! ENDIF !ENDIF ! IF "$(CL)"!="" # @echo Warning, the CL Environment variable is defined: # @echo CL=$(CL) ! ENDIF echo envchk >$@ #========================================== #=========== SECONDARY TARGETS ============ #========================================== #========================================== # DLB utility and nhdatNNN file creation #========================================== $(U)dlb_main.exe: $(DLBOBJ) $(O)dlb.o @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(O)dlb_main.o $(O)dlb.o $(O)alloc.o $(O)panic.o << $(O)dlb.o: $(O)dlb_main.o $(O)alloc.o $(O)panic.o $(INCL)\dlb.h @$(cc) $(cflagsBuild) /Fo$@ $(SRC)\dlb.c $(O)dlb_main.o: $(UTIL)\dlb_main.c $(INCL)\config.h $(INCL)\dlb.h @$(cc) $(cflagsBuild) /Fo$@ $(UTIL)\dlb_main.c $(DAT)\porthelp: $(MSWSYS)\porthelp @copy $(MSWSYS)\porthelp $@ >nul nhdat$(NHV): $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \ $(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp $(DAT)\keyhelp \ $(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon $(DAT)\porthelp \ $(DAT)\license $(DAT)\engrave $(DAT)\epitaph $(DAT)\bogusmon $(DAT)\tribute $(O)sp_lev.tag cd $(DAT) echo data >dlb.lst echo oracles >>dlb.lst if exist options echo options >>dlb.lst if exist ttyoptions echo ttyoptions >>dlb.lst if exist guioptions echo guioptions >>dlb.lst if exist porthelp echo porthelp >>dlb.lst echo quest.dat >>dlb.lst echo rumors >>dlb.lst echo engrave >>dlb.lst echo epitaph >>dlb.lst echo bogusmon >>dlb.lst echo tribute >>dlb.lst echo help >>dlb.lst echo hh >>dlb.lst echo cmdhelp >>dlb.lst echo keyhelp >>dlb.lst echo history >>dlb.lst echo opthelp >>dlb.lst echo wizhelp >>dlb.lst echo dungeon >>dlb.lst echo license >>dlb.lst for %%N in (*.lev) do echo %%N >>dlb.lst $(U)dlb_main cIf dlb.lst $(SRC)\nhdat cd $(SRC) #========================================== # Recover Utility #========================================== $(U)recover.exe: $(RECOVOBJS) @echo Linking $(@:\=/) $(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(RECOVOBJS) $(O)recover.o: $(CONFIG_H) $(U)recover.c $(MSWSYS)\win32api.h @$(cc) $(cflagsBuild) -Fo$@ $(U)recover.c #========================================== # Tile Mapping #========================================== $(SRC)\tile.c: $(U)tilemap.exe @echo A new $(@:\=/) has been created @$(U)tilemap $(U)tilemap.exe: $(O)tilemap.o @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ $(O)tilemap.o $(O)tilemap.o: $(WSHR)\tilemap.c $(HACK_H) @$(cc) $(cflagsBuild) -Fo$@ $(WSHR)\tilemap.c $(O)tiletx32.o: $(WSHR)\tilemap.c $(HACK_H) @$(cc) $(cflagsBuild) /DTILETEXT /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tilemap.c $(O)tiletxt.o: $(WSHR)\tilemap.c $(HACK_H) @$(cc) $(cflagsBuild) /DTILETEXT -Fo$@ $(WSHR)\tilemap.c $(O)gifread.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H) @$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\gifread.c $(O)gifrd32.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H) @$(cc) $(cflagsBuild) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\gifread.c $(O)ppmwrite.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(TILE_H) @$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\ppmwrite.c $(O)tiletext.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H) @$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(WSHR)\tiletext.c $(O)tilete32.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H) @$(cc) $(cflagsBuild) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tiletext.c #========================================== # Optional Tile Utilities #========================================== $(U)gif2txt.exe: $(GIFREADERS) $(TEXT_IO) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(GIFREADERS:^ =^ ) $(TEXT_IO:^ =^ ) << $(U)gif2tx32.exe: $(GIFREADERS32) $(TEXT_IO32) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(GIFREADERS32:^ =^ ) $(TEXT_IO32:^ =^ ) << $(U)txt2ppm.exe: $(PPMWRITERS) $(TEXT_IO) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(PPMWRITERS:^ =^ ) $(TEXT_IO:^ =^ ) << $(TILEBMP16): $(TILEUTIL16) $(TILEFILES) @echo Creating 16x16 binary tile files (this may take some time) @$(U)tile2bmp $(TILEBMP16) #$(TILEBMP32): $(TILEUTIL32) $(TILEFILES32) # @echo Creating 32x32 binary tile files (this may take some time) # @$(U)til2bm32 $(TILEBMP32) $(U)tile2bmp.exe: $(O)tile2bmp.o $(TEXT_IO) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(O)tile2bmp.o $(TEXT_IO:^ =^ ) << $(U)til2bm32.exe: $(O)til2bm32.o $(TEXT_IO32) @echo Linking $(@:\=/) @$(link) $(lflagsBuild) /PDB:"$(O)$(@B).PDB" /MAP:"$(O)$(@B).MAP" -out:$@ @<<$(@B).lnk $(O)til2bm32.o $(TEXT_IO32:^ =^ ) << $(O)tile2bmp.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(MSWSYS)\win32api.h @$(cc) $(cflagsBuild) -I$(WSHR) /DPACKED_FILE /Fo$@ $(WSHR)\tile2bmp.c $(O)til2bm32.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(MSWSYS)\win32api.h @$(cc) $(cflagsBuild) -I$(WSHR) /DPACKED_FILE /DTILE_X=32 /DTILE_Y=32 /Fo$@ $(WSHR)\tile2bmp.c #=============================================================================== # PDCurses #=============================================================================== $(O)pdcurses.lib : $(PDCLIBOBJS) $(PDCOBJS) lib -nologo /out:$@ $(PDCLIBOBJS) $(PDCOBJS) $(O)pdcscrn.o : $(PDCURSES_HEADERS) $(PDCWINCON)\pdcscrn.c $(MSWSYS)\stub-pdcscrn.c $(cc) $(PDCINCL) $(cflagsBuild) -Fo$@ $(MSWSYS)\stub-pdcscrn.c #=============================================================================== # Housekeeping #=============================================================================== spotless: clean ! IF ("$(OBJ)"!="") if exist $(OBJ)\* rmdir $(OBJ) /s /Q if exist $(GAMEDIR)\nhdefkey.dll del $(GAMEDIR)\nhdefkey.dll if exist $(GAMEDIR)\nh340key.dll del $(GAMEDIR)\nh340key.dll if exist $(GAMEDIR)\nhraykey.dll del $(GAMEDIR)\nhraykey.dll if exist $(GAMEDIR)\JNetHack.exe del $(GAMEDIR)\JNetHack.exe if exist $(GAMEDIR)\JNetHack.pdb del $(GAMEDIR)\JNetHack.pdb if exist $(GAMEDIR)\nhdat$(NHV) del $(GAMEDIR)\nhdat$(NHV) ! ENDIF if exist $(INCL)\date.h del $(INCL)\date.h if exist $(INCL)\onames.h del $(INCL)\onames.h if exist $(INCL)\pm.h del $(INCL)\pm.h if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c if exist $(SRC)\tile.c del $(SRC)\tile.c if exist $(U)*.lnk del $(U)*.lnk if exist $(U)*.map del $(U)*.map if exist $(DAT)\data del $(DAT)\data if exist $(DAT)\rumors del $(DAT)\rumors if exist $(DAT)\engrave del $(DAT)\engrave if exist $(DAT)\epitaph del $(DAT)\epitaph if exist $(DAT)\bogusmon del $(DAT)\bogusmon if exist $(DAT)\???-fil?.lev del $(DAT)\???-fil?.lev if exist $(DAT)\???-goal.lev del $(DAT)\???-goal.lev if exist $(DAT)\???-loca.lev del $(DAT)\???-loca.lev if exist $(DAT)\???-strt.lev del $(DAT)\???-strt.lev if exist $(DAT)\air.lev del $(DAT)\air.lev if exist $(DAT)\asmodeus.lev del $(DAT)\asmodeus.lev if exist $(DAT)\astral.lev del $(DAT)\astral.lev if exist $(DAT)\baalz.lev del $(DAT)\baalz.lev if exist $(DAT)\bigrm-*.lev del $(DAT)\bigrm-*.lev if exist $(DAT)\castle.lev del $(DAT)\castle.lev if exist $(DAT)\data del $(DAT)\data if exist $(DAT)\dungeon del $(DAT)\dungeon if exist $(DAT)\dungeon.pdf del $(DAT)\dungeon.pdf if exist $(DAT)\earth.lev del $(DAT)\earth.lev if exist $(DAT)\fakewiz?.lev del $(DAT)\fakewiz?.lev if exist $(DAT)\fire.lev del $(DAT)\fire.lev if exist $(DAT)\juiblex.lev del $(DAT)\juiblex.lev if exist $(DAT)\knox.lev del $(DAT)\knox.lev if exist $(DAT)\medusa-?.lev del $(DAT)\medusa-?.lev if exist $(DAT)\mine*.lev del $(DAT)\mine*.lev if exist $(DAT)\options del $(DAT)\options if exist $(DAT)\ttyoptions del $(DAT)\ttyoptions if exist $(DAT)\guioptions del $(DAT)\guioptions if exist $(DAT)\oracle.lev del $(DAT)\oracle.lev if exist $(DAT)\oracles del $(DAT)\oracles if exist $(DAT)\orcus.lev del $(DAT)\orcus.lev if exist $(DAT)\rumors del $(DAT)\rumors if exist $(DAT)\quest.dat del $(DAT)\quest.dat if exist $(DAT)\sanctum.lev del $(DAT)\sanctum.lev if exist $(DAT)\soko?-?.lev del $(DAT)\soko?-?.lev if exist $(DAT)\tower?.lev del $(DAT)\tower?.lev if exist $(DAT)\valley.lev del $(DAT)\valley.lev if exist $(DAT)\water.lev del $(DAT)\water.lev if exist $(DAT)\wizard?.lev del $(DAT)\wizard?.lev if exist $(DAT)\dlb.lst del $(DAT)\dlb.lst if exist $(DAT)\porthelp del $(DAT)\porthelp if exist $(O)sp_lev.tag del $(O)sp_lev.tag if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c if exist nhdat$(NHV). del nhdat$(NHV). if exist $(O)obj.tag del $(O)obj.tag if exist $(O)gamedir.tag del $(O)gamedir.tag if exist $(O)nh*key.lib del $(O)nh*key.lib if exist $(O)nh*key.exp del $(O)nh*key.exp if exist $(MSWIN)\mnsel.bmp del $(MSWIN)\mnsel.bmp if exist $(MSWIN)\mnselcnt.bmp del $(MSWIN)\mnselcnt.bmp if exist $(MSWIN)\mnunsel.bmp del $(MSWIN)\mnunsel.bmp if exist $(MSWIN)\petmark.bmp del $(MSWIN)\petmark.bmp if exist $(MSWIN)\pilemark.bmp del $(MSWIN)\pilemark.bmp if exist $(MSWIN)\rip.bmp del $(MSWIN)\rip.bmp if exist $(MSWIN)\splash.bmp del $(MSWIN)\splash.bmp if exist $(MSWIN)\nethack.ico del $(MSWIN)\nethack.ico if exist $(MSWSYS)\nethack.ico del $(MSWSYS)\nethack.ico if exist $(U)recover.exe del $(U)recover.exe if exist $(U)tile2bmp.exe del $(U)tile2bmp.exe if exist $(U)tilemap.exe del $(U)tilemap.exe if exist $(U)uudecode.exe del $(U)uudecode.exe if exist $(U)dlb_main.exe del $(U)dlb_main.exe !IF "$(ADD_CURSES)" == "Y" if exist $(O)pdcurses.lib del $(O)pdcurses.lib !ENDIF clean: if exist $(O)*.o del $(O)*.o if exist $(O)utility.tag del $(O)utility.tag if exist $(U)makedefs.exe del $(U)makedefs.exe if exist $(U)levcomp.exe del $(U)levcomp.exe if exist $(U)dgncomp.exe del $(U)dgncomp.exe if exist $(SRC)\*.lnk del $(SRC)\*.lnk if exist $(SRC)\*.map del $(SRC)\*.map if exist $(O)install.tag del $(O)install.tag if exist $(O)console.res del $(O)console.res if exist $(O)dgncomp.MAP del $(O)dgncomp.MAP if exist $(O)dgncomp.PDB del $(O)dgncomp.PDB if exist $(O)dlb_main.MAP del $(O)dlb_main.MAP if exist $(O)dlb_main.PDB del $(O)dlb_main.PDB if exist $(O)gamedir.tag del $(O)gamedir.tag if exist $(O)levcomp.MAP del $(O)levcomp.MAP if exist $(O)levcomp.PDB del $(O)levcomp.PDB if exist $(O)makedefs.MAP del $(O)makedefs.MAP if exist $(O)makedefs.PDB del $(O)makedefs.PDB if exist $(O)NetHack.MAP del $(O)NetHack.MAP if exist $(O)nh340key.def del $(O)nh340key.def if exist $(O)nh340key.exp del $(O)nh340key.exp if exist $(O)nh340key.lib del $(O)nh340key.lib if exist $(O)nh340key.map del $(O)nh340key.map if exist $(O)nh340key.PDB del $(O)nh340key.PDB if exist $(O)nhdefkey.def del $(O)nhdefkey.def if exist $(O)nhdefkey.exp del $(O)nhdefkey.exp if exist $(O)nhdefkey.lib del $(O)nhdefkey.lib if exist $(O)nhdefkey.map del $(O)nhdefkey.map if exist $(O)nhdefkey.PDB del $(O)nhdefkey.PDB if exist $(O)nhraykey.def del $(O)nhraykey.def if exist $(O)nhraykey.exp del $(O)nhraykey.exp if exist $(O)nhraykey.lib del $(O)nhraykey.lib if exist $(O)nhraykey.map del $(O)nhraykey.map if exist $(O)nhraykey.PDB del $(O)nhraykey.PDB if exist $(O)envchk.tag del $(O)envchk.tag if exist $(O)obj.tag del $(O)obj.tag if exist $(O)sp_lev.tag del $(O)sp_lev.tag if exist $(O)uudecode.MAP del $(O)uudecode.MAP if exist $(O)uudecode.PDB del $(O)uudecode.PDB rem rem defer to the steps in ..\win\win32\levstuff.mak rem nmake -nologo -f ..\win\win32\levstuff.mak clean rem rem defer to the steps in ..\win\win32\dgnstuff.mak rem nmake -nologo -f ..\win\win32\dgnstuff.mak clean if exist $(TILEBMP16) del $(TILEBMP16) if exist $(TILEBMP32) del $(TILEBMP32) #=================================================================== # OTHER DEPENDENCIES #=================================================================== # # dat dependencies # $(DAT)\data: $(O)utility.tag $(DATABASE) $(U)makedefs -d $(DAT)\rumors: $(O)utility.tag $(DAT)\rumors.tru $(DAT)\rumors.fal $(U)makedefs -r $(DAT)\quest.dat: $(O)utility.tag $(DAT)\quest.txt $(U)makedefs -q $(DAT)\oracles: $(O)utility.tag $(DAT)\oracles.txt $(U)makedefs -h $(DAT)\engrave: $(DAT)\engrave.txt $(U)makedefs.exe $(U)makedefs -s $(DAT)\epitaph: $(DAT)\epitaph.txt $(U)makedefs.exe $(U)makedefs -s $(DAT)\bogusmon: $(DAT)\bogusmon.txt $(U)makedefs.exe $(U)makedefs -s $(DAT)\dungeon: $(O)utility.tag $(DAT)\dungeon.def $(U)makedefs -e cd $(DAT) $(U)dgncomp dungeon.pdf cd $(SRC) # # NT dependencies # $(O)nttty.o: $(HACK_H) $(TILE_H) $(MSWSYS)\win32api.h $(MSWSYS)\nttty.c @$(cc) $(cflagsBuild) -I$(WSHR) -Fo$@ $(MSWSYS)\nttty.c $(O)winnt.o: $(HACK_H) $(MSWSYS)\win32api.h $(MSWSYS)\winnt.c @$(cc) $(cflagsBuild) -I$(MSWSYS) -I$(MSWIN) -Fo$@ $(MSWSYS)\win10.c @$(cc) $(cflagsBuild) -Fo$@ $(MSWSYS)\winnt.c $(O)ntsound.o: $(HACK_H) $(MSWSYS)\ntsound.c @$(cc) $(cflagsBuild) -Fo$@ $(MSWSYS)\ntsound.c #if you aren't linking in the full gui then #include the following stub for proper linkage. $(O)guistub.o: $(HACK_H) $(MSWSYS)\stubs.c @$(cc) $(cflagsBuild) -DGUISTUB -Fo$@ $(MSWSYS)\stubs.c # # WIN32 dependencies # $(O)NetHackW.o: $(HACK_H) $(MSWIN)\NetHackW.c @$(cc) $(cflagsBuild) -I$(MSWSYS) -I$(MSWIN) -Fo$@ $(MSWIN)\NetHackW.c #if you aren't linking in the full tty then #include the following stub for proper linkage. $(O)ttystub.o: $(HACK_H) $(MSWSYS)\stubs.c @$(cc) $(cflagsBuild) -DTTYSTUB -Fo$@ $(MSWSYS)\stubs.c # # util dependencies # $(O)panic.o: $(U)panic.c $(CONFIG_H) @$(cc) $(cflagsBuild) -Fo$@ $(U)panic.c # # sys/share dependencies # (O)cppregex.o: $(O)cppregex.cpp $(HACK_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\cppregex.cpp # # curses window port dependencies # $(O)cursdial.o: $(WCURSES)\cursdial.c $(WCURSES)\cursdial.h $(INCL)\wincurs.h $(O)cursinit.o: $(WCURSES)\cursinit.c $(WCURSES)\cursinit.h $(INCL)\wincurs.h $(O)cursinvt.o: $(WCURSES)\cursinvt.c $(WCURSES)\cursinvt.h $(INCL)\wincurs.h $(O)cursmain.o: $(WCURSES)\cursmain.c $(INCL)\wincurs.h $(O)cursmesg.o: $(WCURSES)\cursmesg.c $(WCURSES)\cursmesg.h $(INCL)\wincurs.h $(O)cursmisc.o: $(WCURSES)\cursmisc.c $(WCURSES)\cursmisc.h $(INCL)\wincurs.h $(O)cursstat.o: $(WCURSES)\cursstat.c $(WCURSES)\cursstat.h $(INCL)\wincurs.h $(O)curswins.o: $(WCURSES)\curswins.c $(WCURSES)\curswins.h $(INCL)\wincurs.h # # The rest are stolen from sys/unix/Makefile.src, # with the following changes: # * ../include changed to $(INCL) # * slashes changed to back-slashes # * -c (which is included in CFLAGS) substituted with -Fo$@ # * $(CFLAGS) replaced with $(cflagsBuild) # * $(CC) replaced with @$(CC) # * targets prefixed with $(O) # but otherwise untouched. # That means that there is some irrelevant stuff # in here, but maintenance should be easier. # $(O)tos.o: ..\sys\atari\tos.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(cflagsBuild) -Fo$@ ..\sys\atari\tos.c $(O)pctty.o: ..\sys\share\pctty.c $(HACK_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\pctty.c $(O)isaac64.o: ..\src\isaac64.c $(HACK_H) $(INCL)\isaac64.h $(INCL)\integer.h @$(CC) $(cflagsBuild) -Fo$@ ..\src\isaac64.c $(O)random.o: ..\sys\share\random.c $(HACK_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\random.c $(O)ioctl.o: ..\sys\share\ioctl.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\ioctl.c $(O)unixtty.o: ..\sys\share\unixtty.c $(HACK_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\share\unixtty.c $(O)unixmain.o: ..\sys\unix\unixmain.c $(HACK_H) $(INCL)\dlb.h @$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixmain.c $(O)unixunix.o: ..\sys\unix\unixunix.c $(HACK_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixunix.c $(O)unixres.o: ..\sys\unix\unixres.c $(CONFIG_H) @$(CC) $(cflagsBuild) -Fo$@ ..\sys\unix\unixres.c $(O)bemain.o: ..\sys\be\bemain.c $(HACK_H) $(INCL)\dlb.h @$(CC) $(cflagsBuild) -Fo$@ ..\sys\be\bemain.c $(O)getline.o: ..\win\tty\getline.c $(HACK_H) $(INCL)\func_tab.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\getline.c $(O)termcap.o: ..\win\tty\termcap.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\termcap.c $(O)topl.o: ..\win\tty\topl.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\topl.c $(O)wintty.o: ..\win\tty\wintty.c $(HACK_H) $(INCL)\dlb.h $(INCL)\tcap.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\tty\wintty.c #$(O)Window.o: ..\win\X11\Window.c $(INCL)\xwindowp.h $(INCL)\xwindow.h \ # $(CONFIG_H) # @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\Window.c $(O)dialogs.o: ..\win\X11\dialogs.c $(CONFIG_H) @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\dialogs.c $(O)winX.o: ..\win\X11\winX.c $(HACK_H) $(INCL)\winX.h $(INCL)\dlb.h \ ..\win\X11\nh72icon ..\win\X11\nh56icon ..\win\X11\nh32icon @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winX.c $(O)winmap.o: ..\win\X11\winmap.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\dlb.h \ $(INCL)\winX.h $(INCL)\tile2x11.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmap.c $(O)winmenu.o: ..\win\X11\winmenu.c $(HACK_H) $(INCL)\winX.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmenu.c $(O)winmesg.o: ..\win\X11\winmesg.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\winX.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmesg.c $(O)winmisc.o: ..\win\X11\winmisc.c $(HACK_H) $(INCL)\func_tab.h \ $(INCL)\winX.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winmisc.c $(O)winstat.o: ..\win\X11\winstat.c $(HACK_H) $(INCL)\winX.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winstat.c $(O)wintext.o: ..\win\X11\wintext.c $(HACK_H) $(INCL)\winX.h $(INCL)\xwindow.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\wintext.c $(O)winval.o: ..\win\X11\winval.c $(HACK_H) $(INCL)\winX.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\X11\winval.c $(O)tile.o: $(SRC)\tile.c $(HACK_H) $(O)gnaskstr.o: ..\win\gnome\gnaskstr.c ..\win\gnome\gnaskstr.h \ ..\win\gnome\gnmain.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnaskstr.c $(O)gnbind.o: ..\win\gnome\gnbind.c ..\win\gnome\gnbind.h ..\win\gnome\gnmain.h \ ..\win\gnome\gnmenu.h ..\win\gnome\gnaskstr.h \ ..\win\gnome\gnyesno.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnbind.c $(O)gnglyph.o: ..\win\gnome\gnglyph.c ..\win\gnome\gnglyph.h $(INCL)\tile2x11.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnglyph.c $(O)gnmain.o: ..\win\gnome\gnmain.c ..\win\gnome\gnmain.h ..\win\gnome\gnsignal.h \ ..\win\gnome\gnbind.h ..\win\gnome\gnopts.h $(HACK_H) \ $(INCL)\date.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmain.c $(O)gnmap.o: ..\win\gnome\gnmap.c ..\win\gnome\gnmap.h ..\win\gnome\gnglyph.h \ ..\win\gnome\gnsignal.h $(HACK_H) @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmap.c $(O)gnmenu.o: ..\win\gnome\gnmenu.c ..\win\gnome\gnmenu.h ..\win\gnome\gnmain.h \ ..\win\gnome\gnbind.h $(INCL)\func_tab.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmenu.c $(O)gnmesg.o: ..\win\gnome\gnmesg.c ..\win\gnome\gnmesg.h ..\win\gnome\gnsignal.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmesg.c $(O)gnopts.o: ..\win\gnome\gnopts.c ..\win\gnome\gnopts.h ..\win\gnome\gnglyph.h \ ..\win\gnome\gnmain.h ..\win\gnome\gnmap.h $(HACK_H) @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnopts.c $(O)gnplayer.o: ..\win\gnome\gnplayer.c ..\win\gnome\gnplayer.h \ ..\win\gnome\gnmain.h $(HACK_H) @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnplayer.c $(O)gnsignal.o: ..\win\gnome\gnsignal.c ..\win\gnome\gnsignal.h \ ..\win\gnome\gnmain.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnsignal.c $(O)gnstatus.o: ..\win\gnome\gnstatus.c ..\win\gnome\gnstatus.h \ ..\win\gnome\gnsignal.h ..\win\gnome\gn_xpms.h \ ..\win\gnome\gnomeprv.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnstatus.c $(O)gntext.o: ..\win\gnome\gntext.c ..\win\gnome\gntext.h ..\win\gnome\gnmain.h \ ..\win\gnome\gn_rip.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gntext.c $(O)gnyesno.o: ..\win\gnome\gnyesno.c ..\win\gnome\gnbind.h ..\win\gnome\gnyesno.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnyesno.c $(O)gnworn.o: ..\win\gnome\gnworn.c ..\win\gnome\gnworn.h ..\win\gnome\gnglyph.h \ ..\win\gnome\gnsignal.h ..\win\gnome\gnomeprv.h @$(CC) $(cflagsBuild) $(GNOMEINC) -Fo$@ ..\win\gnome\gnworn.c $(O)wingem.o: ..\win\gem\wingem.c $(HACK_H) $(INCL)\func_tab.h $(INCL)\dlb.h \ $(INCL)\patchlevel.h $(INCL)\wingem.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\wingem.c $(O)wingem1.o: ..\win\gem\wingem1.c $(INCL)\gem_rsc.h $(INCL)\load_img.h \ $(INCL)\gr_rect.h $(INCL)\wintype.h $(INCL)\wingem.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\wingem1.c $(O)load_img.o: ..\win\gem\load_img.c $(INCL)\load_img.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\load_img.c $(O)gr_rect.o: ..\win\gem\gr_rect.c $(INCL)\gr_rect.h @$(CC) $(cflagsBuild) -Fo$@ ..\win\gem\gr_rect.c $(O)tile.o: $(SRC)\tile.c $(HACK_H) $(O)qt_win.o: ..\win\Qt\qt_win.cpp $(HACK_H) $(INCL)\func_tab.h \ $(INCL)\dlb.h $(INCL)\patchlevel.h $(INCL)\tile2x11.h \ $(INCL)\qt_win.h $(INCL)\qt_clust.h $(INCL)\qt_kde0.h \ $(INCL)\qt_xpms.h qt_win.moc qt_kde0.moc qttableview.moc $(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_win.cpp $(O)qt_clust.o: ..\win\Qt\qt_clust.cpp $(INCL)\qt_clust.h $(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qt_clust.cpp $(O)qttableview.o: ..\win\Qt\qttableview.cpp $(INCL)\qttableview.h $(CXX) $(CXXFLAGS) -Fo$@ ..\win\Qt\qttableview.cpp $(O)wc_chainin.o: ..\win\chain\wc_chainin.c $(HACK_H) @$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_chainin.c $(O)wc_chainout.o: ..\win\chain\wc_chainout.c $(HACK_H) @$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_chainout.c $(O)wc_trace.o: ..\win\chain\wc_trace.c $(HACK_H) $(INCL)\func_tab.h @$(cc) $(cflagsBuild) -Fo$@ ..\win\chain\wc_trace.c $(O)vis_tab.o: vis_tab.c $(CONFIG_H) $(INCL)\vis_tab.h $(O)allmain.o: allmain.c $(HACK_H) $(O)alloc.o: alloc.c $(CONFIG_H) $(O)apply.o: apply.c $(HACK_H) $(O)artifact.o: artifact.c $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h $(O)attrib.o: attrib.c $(HACK_H) $(O)ball.o: ball.c $(HACK_H) $(O)bones.o: bones.c $(HACK_H) $(INCL)\lev.h $(O)botl.o: botl.c $(HACK_H) $(O)cmd.o: cmd.c $(HACK_H) $(INCL)\func_tab.h $(O)dbridge.o: dbridge.c $(HACK_H) $(O)decl.o: decl.c $(HACK_H) $(O)detect.o: detect.c $(HACK_H) $(INCL)\artifact.h $(O)dig.o: dig.c $(HACK_H) $(O)display.o: display.c $(HACK_H) $(O)dlb.o: dlb.c $(CONFIG_H) $(INCL)\dlb.h $(O)do.o: do.c $(HACK_H) $(INCL)\lev.h $(O)do_name.o: do_name.c $(HACK_H) $(O)do_wear.o: do_wear.c $(HACK_H) $(O)dog.o: dog.c $(HACK_H) $(O)dogmove.o: dogmove.c $(HACK_H) $(INCL)\mfndpos.h $(O)dokick.o: dokick.c $(HACK_H) $(O)dothrow.o: dothrow.c $(HACK_H) $(O)drawing.o: drawing.c $(HACK_H) $(INCL)\tcap.h $(O)dungeon.o: dungeon.c $(HACK_H) $(INCL)\dgn_file.h $(INCL)\dlb.h $(O)eat.o: eat.c $(HACK_H) $(O)end.o: end.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h $(O)engrave.o: engrave.c $(HACK_H) $(INCL)\lev.h $(O)exper.o: exper.c $(HACK_H) $(O)explode.o: explode.c $(HACK_H) $(O)extralev.o: extralev.c $(HACK_H) $(O)files.o: files.c $(HACK_H) $(INCL)\dlb.h #zlib.h $(O)fountain.o: fountain.c $(HACK_H) $(O)hack.o: hack.c $(HACK_H) $(O)hacklib.o: hacklib.c $(HACK_H) $(O)invent.o: invent.c $(HACK_H) $(O)light.o: light.c $(HACK_H) $(INCL)\lev.h $(O)lock.o: lock.c $(HACK_H) $(O)mail.o: mail.c $(HACK_H) $(INCL)\mail.h $(O)makemon.o: makemon.c $(HACK_H) $(O)mapglyph.o: mapglyph.c $(HACK_H) $(O)mcastu.o: mcastu.c $(HACK_H) $(O)mhitm.o: mhitm.c $(HACK_H) $(INCL)\artifact.h $(O)mhitu.o: mhitu.c $(HACK_H) $(INCL)\artifact.h $(O)minion.o: minion.c $(HACK_H) $(O)mklev.o: mklev.c $(HACK_H) $(O)mkmap.o: mkmap.c $(HACK_H) $(INCL)\sp_lev.h $(O)mkmaze.o: mkmaze.c $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev.h $(O)mkobj.o: mkobj.c $(HACK_H) $(O)mkroom.o: mkroom.c $(HACK_H) $(O)mon.o: mon.c $(HACK_H) $(INCL)\mfndpos.h $(O)mondata.o: mondata.c $(HACK_H) $(O)monmove.o: monmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h $(O)monst.o: monst.c $(CONFIG_H) $(INCL)\permonst.h $(INCL)\align.h \ $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\monsym.h \ $(INCL)\color.h $(O)mplayer.o: mplayer.c $(HACK_H) $(O)mthrowu.o: mthrowu.c $(HACK_H) $(O)muse.o: muse.c $(HACK_H) $(O)music.o: music.c $(HACK_H) #interp.c $(O)o_init.o: o_init.c $(HACK_H) $(INCL)\lev.h $(O)objects.o: objects.c $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \ $(INCL)\prop.h $(INCL)\skills.h $(INCL)\color.h $(O)objectsj.o: objectsj.c $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \ $(INCL)\prop.h $(INCL)\skills.h $(INCL)\color.h $(O)objnam.o: objnam.c $(HACK_H) $(O)options.o: options.c $(CONFIG_H) $(INCL)\objclass.h $(INCL)\flag.h \ $(HACK_H) $(INCL)\tcap.h $(O)pager.o: pager.c $(HACK_H) $(INCL)\dlb.h $(O)pickup.o: pickup.c $(HACK_H) $(O)pline.o: pline.c $(HACK_H) $(O)polyself.o: polyself.c $(HACK_H) $(O)potion.o: potion.c $(HACK_H) $(O)pray.o: pray.c $(HACK_H) $(O)priest.o: priest.c $(HACK_H) $(INCL)\mfndpos.h $(O)quest.o: quest.c $(HACK_H) $(INCL)\qtext.h $(O)questpgr.o: questpgr.c $(HACK_H) $(INCL)\dlb.h $(INCL)\qtext.h $(O)read.o: read.c $(HACK_H) $(O)rect.o: rect.c $(HACK_H) $(O)region.o: region.c $(HACK_H) $(INCL)\lev.h $(O)restore.o: restore.c $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h $(O)rip.o: rip.c $(HACK_H) $(O)rnd.o: rnd.c $(HACK_H) $(O)role.o: role.c $(HACK_H) $(O)rumors.o: rumors.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h $(O)save.o: save.c $(HACK_H) $(INCL)\lev.h $(O)shk.o: shk.c $(HACK_H) $(O)shknam.o: shknam.c $(HACK_H) $(O)sit.o: sit.c $(HACK_H) $(INCL)\artifact.h $(O)sounds.o: sounds.c $(HACK_H) $(O)sp_lev.o: sp_lev.c $(HACK_H) $(INCL)\dlb.h $(INCL)\sp_lev.h $(O)spell.o: spell.c $(HACK_H) $(O)steal.o: steal.c $(HACK_H) $(O)steed.o: steed.c $(HACK_H) $(O)sys.o: sys.c $(HACK_H) $(O)teleport.o: teleport.c $(HACK_H) $(O)timeout.o: timeout.c $(HACK_H) $(INCL)\lev.h $(O)topten.o: topten.c $(HACK_H) $(INCL)\dlb.h $(INCL)\patchlevel.h $(O)track.o: track.c $(HACK_H) $(O)trap.o: trap.c $(HACK_H) $(O)u_init.o: u_init.c $(HACK_H) $(O)uhitm.o: uhitm.c $(HACK_H) $(O)vault.o: vault.c $(HACK_H) $(O)version.o: version.c $(HACK_H) $(INCL)\dlb.h $(INCL)\date.h \ $(INCL)\patchlevel.h $(O)vision.o: vision.c $(HACK_H) $(INCL)\vis_tab.h $(O)weapon.o: weapon.c $(HACK_H) $(O)were.o: were.c $(HACK_H) $(O)wield.o: wield.c $(HACK_H) $(O)windmain.o: $(MSWSYS)\windmain.c $(HACK_H) #$(O)windows.o: windows.c $(HACK_H) $(INCL)\wingem.h $(INCL)\winGnome.h $(O)wizard.o: wizard.c $(HACK_H) $(INCL)\qtext.h $(O)worm.o: worm.c $(HACK_H) $(INCL)\lev.h $(O)worn.o: worn.c $(HACK_H) $(O)write.o: write.c $(HACK_H) $(O)zap.o: zap.c $(HACK_H) # # from japanese # $(O)jlib.o: $(PCH) $(JP)\jlib.c $(HACK_H) $(O)jconj.o: $(PCH) $(JP)\jconj.c $(HACK_H) #$(O)jtrns.o: $(PCH) $(JP)\jtrns.c $(HACK_H) $(INCL)\jdata.h # end of file