# SCCS Id: @(#)Makefile.msc 3.4 $Date: 2003/11/16 04:50:58 $ # Copyright (c) NetHack PC Development Team 1993-2003 # # NetHack 3.4.x Makefile for MS Visual C++ V6.x and above and MS NMAKE # # Win32 Compilers Tested: # - Microsoft 32 bit Visual C++ V4.x # - Microsoft 32 bit Visual C++ V6.0 SP3, SP4 # # This is used for building two versions of NetHack: # A tty port utilizing the Win32 Console I/O subsystem, Console # NetHack; # A Win32 native port built on the Windows API, Graphical NetHack or # NetHackW. # # 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. #============================================================================== # Do not delete the following 3 lines. # TARGETOS=BOTH APPVER=4.0 !include # Graphical interface # Set to Y for a graphical version #GRAPHICAL = Y # Set the gamedir according to your preference. # If not present prior to compilation it gets created. !IF "$(GRAPHICAL)" == "Y" GAME = NetHackW # Game Name !ELSE GAME = NetHack # Game Name !ENDIF GAMEDIR = ..\binary # Game directory # # 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 NTSYS = ..\sys\winnt # NT Win32 specific files TTY = ..\win\tty # window port files (tty) WIN32 = ..\win\win32 # window port files (Win32) WSHR = ..\win\share # Tile support files # # Object directory. # OBJ = o # #========================================== # Exe File Info. #========================================== # Yacc/Lex ... if you got 'em. # # If you have yacc and lex programs (or work-alike such as bison # and flex), comment out the upper two macros and uncomment # the lower two. # DO_YACC = YACC_MSG DO_LEX = LEX_MSG #DO_YACC = YACC_ACT #DO_LEX = LEX_ACT # - Specify your yacc and lex programs (or work-alikes) here. #YACC = bison -y YACC = byacc #YACC = yacc #LEX = lex LEX = flex # # - Specify your flex skeleton file (if needed). # FLEXSKEL = #FLEXSKEL = -S../tools/flex.ske YTABC = y_tab.c YTABH = y_tab.h LEXYYC = lexyy.c # # Optional high-quality BSD random number generation routines # (see pcconf.h). Set to nothing if not used. # RANDOM = $(OBJ)\random.o #RANDOM = # # Leave the next two lines uncommented _ONLY_ if you do NOT want any # debug capability in the object files, or in the NetHack executable. # Comment them if you want debug capability. #cdebug = #linkdebug = # # Compiler and Linker flags # PRECOMPHEAD = N # set to Y if you want to use precomp. headers #=============================================== #======= End of Modification Section =========== #=============================================== ################################################ # # # Nothing below here should have to be changed.# # # ################################################ !IF "$(GRAPHICAL)" == "Y" WINPORT = $(O)tile.o $(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)winhack.o WINPHDR = $(WIN32)\mhaskyn.h $(WIN32)\mhdlg.h $(WIN32)\mhfont.h \ $(WIN32)\mhinput.h $(WIN32)\mhmain.h $(WIN32)\mhmap.h $(WIN32)\mhmenu.h \ $(WIN32)\mhmsg.h $(WIN32)\mhmsgwnd.h $(WIN32)\mhrip.h $(WIN32)\mhstatus.h \ $(WIN32)\mhtext.h $(WIN32)\resource.h $(WIN32)\winMS.h WINDLLS = WINPFLAG= -DTILES -DMSWIN_GRAPHICS NHRES = $(O)winhack.res WINPINC = -I$(WIN32) !ELSE WINPORT = $(O)nttty.o WINPHDR = WINDLLS = $(GAMEDIR)\nhdefkey.dll $(GAMEDIR)\nh340key.dll $(GAMEDIR)\nhraykey.dll WINPFLAG= -DWIN32CON NHRES = $(O)console.res WINPINC = !ENDIF TILEUTIL16 = $(UTIL)\tile2bmp.exe TILEBMP16 = $(SRC)\tiles.bmp TILEUTIL32 = $(UTIL)\til2bm32.exe TILEBMP32 = $(SRC)\tiles32.bmp SOUND = $(OBJ)\ntsound.o #SOUND = # To store all the level files, # help files, etc. in a single library file. # USE_DLB = Y is left uncommented USE_DLB = Y ! IF ("$(USE_DLB)"=="Y") DLBFLG = -DDLB ! ELSE DLBFLG = ! ENDIF #========================================== # Setting up the compiler and linker # macros. All builds include the base ones. #========================================== CFLAGSBASE = -c $(cflags) $(cvarsmt) -I$(INCL) -nologo $(cdebug) $(WINPINC) LFLAGSBASEC = $(linkdebug) /NODEFAULTLIB /INCREMENTAL:NO /RELEASE /NOLOGO -subsystem:console,4.0 $(conlibsmt) LFLAGSBASEG = $(linkdebug) $(guiflags) $(guilibsmt) comctl32.lib #========================================== # Util builds #========================================== CFLAGSU = $(CFLAGSBASE) $(WINPFLAG) LFLAGSU = $(LFLAGSBASEC) #========================================== # - Game build #========================================== LFLAGSBASE = $(linkdebug) /NODEFAULTLIB /INCREMENTAL:NO /RELEASE /NOLOGO -subsystem:console,4.0 $(conlibsmt) CFLAGS = $(CFLAGSBASE) $(WINPFLAG) $(DLBFLG) NHLFLAGS1 = /NODEFAULTLIB /INCREMENTAL:NO /PDB:"$(GAME).PDB" /RELEASE /NOLOGO NHLFLAGS2 = /MAP:"$(GAME).MAP" /MACHINE:$(CPU) -IGNORE:505 !IF ("$(GRAPHICAL)"=="Y") LFLAGS = $(LFLAGSBASEG) $(NHLFLAGS1) $(NHLFLAGS2) !ELSE LFLAGS = $(LFLAGSBASEC) $(NHLFLAGS1) $(NHLFLAGS2) !ENDIF GAMEFILE = $(GAMEDIR)\$(GAME).exe # whole thing ! IF ("$(USE_DLB)"=="Y") DLB = nhdat ! ELSE DLB = ! ENDIF #========================================== #================ RULES ================== #========================================== .SUFFIXES: .exe .o .til .uu .c .y .l #========================================== # Rules for files in src #========================================== .c{$(OBJ)}.o: @$(cc) $(CFLAGS) -Fo$@ $< {$(SRC)}.c{$(OBJ)}.o: @$(CC) $(CFLAGS) -Fo$@ $< #========================================== # Rules for files in sys\share #========================================== {$(SSYS)}.c{$(OBJ)}.o: @$(CC) $(CFLAGS) -Fo$@ $< #========================================== # Rules for files in sys\winnt #========================================== {$(NTSYS)}.c{$(OBJ)}.o: @$(CC) $(CFLAGS) -Fo$@ $< {$(NTSYS)}.h{$(INCL)}.h: @copy $< $@ #========================================== # Rules for files in util #========================================== {$(UTIL)}.c{$(OBJ)}.o: @$(CC) $(CFLAGSU) -Fo$@ $< #========================================== # Rules for files in win\share #========================================== {$(WSHR)}.c{$(OBJ)}.o: @$(CC) $(CFLAGS) -Fo$@ $< {$(WSHR)}.h{$(INCL)}.h: @copy $< $@ #{$(WSHR)}.txt{$(DAT)}.txt: # @copy $< $@ #========================================== # Rules for files in win\tty #========================================== {$(TTY)}.c{$(OBJ)}.o: @$(CC) $(CFLAGS) -Fo$@ $< #========================================== # Rules for files in win\win32 #========================================== {$(WIN32)}.c{$(OBJ)}.o: @$(cc) $(CFLAGS) -Fo$@ $< #========================================== #================ MACROS ================== #========================================== # This section creates shorthand macros for many objects # referenced later on in the Makefile. # DEFFILE = $(NTSYS)\$(GAME).def # # Shorten up the location for some files # O = $(OBJ)^\ U = $(UTIL)^\ # # Utility Objects. # MAKESRC = $(U)makedefs.c SPLEVSRC = $(U)lev_yacc.c $(U)lev_$(LEX).c $(U)lev_main.c $(U)panic.c DGNCOMPSRC = $(U)dgn_yacc.c $(U)dgn_$(LEX).c $(U)dgn_main.c MAKEOBJS = $(O)makedefs.o $(O)monst.o $(O)objects.o SPLEVOBJS = $(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)pcmain.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)monst.o VOBJ14 = $(O)monstr.o $(O)mplayer.o $(O)mthrowu.o $(O)muse.o VOBJ15 = $(O)music.o $(O)o_init.o $(O)objects.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)teleport.o $(O)timeout.o $(O)topten.o $(O)track.o VOBJ24 = $(O)trap.o $(O)u_init.o $(O)uhitm.o $(O)vault.o VOBJ25 = $(O)vis_tab.o $(O)vision.o $(O)weapon.o $(O)were.o VOBJ26 = $(O)wield.o $(O)windows.o $(O)wizard.o $(O)worm.o VOBJ27 = $(O)worn.o $(O)write.o $(O)zap.o DLBOBJ = $(O)dlb.o TTYOBJ = $(O)topl.o $(O)getline.o $(O)wintty.o SOBJ = $(O)winnt.o $(O)pcsys.o $(O)pcunix.o \ $(SOUND) $(O)mapimail.o $(O)nhlan.o 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) WINPOBJ = $(WINPORT) VVOBJ = $(O)version.o ALLOBJ = $(WINPOBJ) $(SOBJ) $(DLBOBJ) $(TTYOBJ) $(WOBJ) $(OBJS) $(VVOBJ) !IF "$(GRAPHICAL)" == "Y" OPTIONS_FILE = $(DAT)\guioptions !ELSE OPTIONS_FILE = $(DAT)\ttyoptions !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 $(INCL)\nhlan.h HACK_H = $(INCL)\hack.h $(CONFIG_H) $(INCL)\align.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)\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)\wintty.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 # # The name of the game. # GAMEFILE = $(GAMEDIR)\$(GAME).exe #========================================== #=============== TARGETS ================== #========================================== # # The default make target (so just typing 'nmake' is useful). # default : $(GAMEFILE) # # The main target. # $(GAME): $(O)obj.tag $(O)utility.tag envchk $(GAMEFILE) @echo $(GAME) is up to date. # # Everything # all : install install: envchk $(GAME) $(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 $(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 $(DOC)\guidebook.txt copy $(DOC)\guidebook.txt $(GAMEDIR)\Guidebook.txt if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)\NetHack.txt @if exist $(SRC)\$(GAME).PDB copy $(SRC)\$(GAME).pdb $(GAMEDIR)\$(GAME).pdb @if exist $(GAMEDIR)\$(GAME).PDB echo NOTE: You may want to remove $(GAMEDIR)\$(GAME).pdb to conserve space -copy $(NTSYS)\defaults.nh $(GAMEDIR)\defaults.nh echo install done > $@ # copy $(NTSYS)\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)lev_comp bigroom.des $(U)lev_comp castle.des $(U)lev_comp endgame.des $(U)lev_comp gehennom.des $(U)lev_comp knox.des $(U)lev_comp mines.des $(U)lev_comp medusa.des $(U)lev_comp oracle.des $(U)lev_comp sokoban.des $(U)lev_comp tower.des $(U)lev_comp yendor.des $(U)lev_comp arch.des $(U)lev_comp barb.des $(U)lev_comp caveman.des $(U)lev_comp healer.des $(U)lev_comp knight.des $(U)lev_comp monk.des $(U)lev_comp priest.des $(U)lev_comp ranger.des $(U)lev_comp rogue.des $(U)lev_comp samurai.des $(U)lev_comp tourist.des $(U)lev_comp valkyrie.des $(U)lev_comp 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)\monstr.c $(SRC)\vis_tab.c \ $(U)lev_comp.exe $(INCL)\vis_tab.h \ $(U)dgn_comp.exe @echo utilities made >$@ @echo utilities made. tileutil: $(U)gif2txt.exe $(U)gif2tx32.exe $(U)txt2ppm.exe @echo Optional tile development utilities are up to date. !IF "$(GRAPHICAL)"=="Y" $(NHRES): $(TILEBMP16) $(WIN32)\winhack.rc $(WIN32)\mnsel.bmp \ $(WIN32)\mnselcnt.bmp $(WIN32)\mnunsel.bmp \ $(WIN32)\petmark.bmp $(WIN32)\NetHack.ico $(WIN32)\rip.bmp \ $(WIN32)\splash.bmp @$(rc) -r -fo$@ -i$(WIN32) -dNDEBUG $(WIN32)\winhack.rc !ELSE $(NHRES): $(NTSYS)\console.rc $(NTSYS)\NetHack.ico @$(rc) -r -fo$@ -i$(NTSYS) -dNDEBUG $(NTSYS)\console.rc !ENDIF #========================================== # The main target. #========================================== # 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 # <+>. # # DO NOT INDENT THE << below! # $(GAMEFILE) : $(ALLOBJ) $(NHRES) $(O)gamedir.tag $(WINDLLS) @if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR) @echo Linking.... $(link) $(LFLAGS) user32.lib winmm.lib -out:$@ @<<$(GAME).lnk $(ALLOBJ:^ =^ ) $(NHRES) << @if exist $(O)install.tag del $(O)install.tag @if exist $(GAMEDIR)\$(GAME).bak del $(GAMEDIR)\$(GAME).bak $(O)gamedir.tag: @if not exist $(GAMEDIR)\*.* echo creating directory $(GAMEDIR) @if not exist $(GAMEDIR)\*.* mkdir $(GAMEDIR) @echo directory created > $@ $(O)nhdefkey.def: @echo EXPORTS >$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ $(GAMEDIR)\nhdefkey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $@ @$(link) -debug:full -debugtype:cv /RELEASE /NOLOGO /DLL user32.lib \ /PDB:"$(@B).PDB" /MAP:"$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o $(O)nh340key.def: @echo EXPORTS >$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ $(GAMEDIR)\nh340key.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $@ @$(link) -debug:full -debugtype:cv /RELEASE /NOLOGO /DLL user32.lib \ /PDB:"$(@B).PDB" /MAP:"$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o $(O)nhraykey.def: @echo EXPORTS >$@ @echo ProcessKeystroke >>$@ @echo NHkbhit >>$@ @echo CheckInput >>$@ @echo SourceWhere >>$@ @echo SourceAuthor >>$@ @echo KeyHandlerName >>$@ $(GAMEDIR)\nhraykey.dll : $(O)$(@B).o $(O)gamedir.tag $(O)$(@B).def @echo Linking $@ @$(link) -debug:full -debugtype:cv /RELEASE /NOLOGO /DLL user32.lib \ /PDB:"$(@B).PDB" /MAP:"$(@B).map" /DEF:$(O)$(@B).def \ /IMPLIB:$(O)$(@B).lib -out:$@ $(O)$(@B).o # # Secondary Targets. # #========================================== # Makedefs Stuff #========================================== $(U)makedefs.exe: $(MAKEOBJS) @$(link) $(LFLAGSU) -out:$@ $(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) $(CFLAGSU) -Fo$@ $(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)\trap.h : $(U)makedefs.exe # $(U)makedefs -t $(SRC)\monstr.c: $(U)makedefs.exe $(U)makedefs -m $(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: $(O)uudecode.o @$(link) $(LFLAGSU) -out:$@ $(O)uudecode.o $(O)uudecode.o: $(SSYS)\uudecode.c $(NTSYS)\NetHack.ico : $(U)uudecode.exe $(NTSYS)\nhico.uu chdir $(NTSYS) ..\..\util\uudecode.exe nhico.uu chdir ..\..\src $(WIN32)\NetHack.ico : $(U)uudecode.exe $(NTSYS)\nhico.uu chdir $(WIN32) ..\..\util\uudecode.exe ../../sys/winnt/nhico.uu chdir ..\..\src $(WIN32)\mnsel.bmp: $(U)uudecode.exe $(WIN32)\mnsel.uu chdir $(WIN32) ..\..\util\uudecode.exe mnsel.uu chdir ..\..\src $(WIN32)\mnselcnt.bmp: $(U)uudecode.exe $(WIN32)\mnselcnt.uu chdir $(WIN32) ..\..\util\uudecode.exe mnselcnt.uu chdir ..\..\src $(WIN32)\mnunsel.bmp: $(U)uudecode.exe $(WIN32)\mnunsel.uu chdir $(WIN32) ..\..\util\uudecode.exe mnunsel.uu chdir ..\..\src $(WIN32)\petmark.bmp: $(U)uudecode.exe $(WIN32)\petmark.uu chdir $(WIN32) ..\..\util\uudecode.exe petmark.uu chdir ..\..\src $(WIN32)\rip.bmp: $(U)uudecode.exe $(WIN32)\rip.uu chdir $(WIN32) ..\..\util\uudecode.exe rip.uu chdir ..\..\src $(WIN32)\splash.bmp: $(U)uudecode.exe $(WIN32)\splash.uu chdir $(WIN32) ..\..\util\uudecode.exe splash.uu chdir ..\..\src #========================================== # Level Compiler Stuff #========================================== LEVCFLAGS=-c -nologo -DWINVER=0x0400 -DWIN32 -D_WIN32 \ -D_MT -MT -I..\include -nologo -Z7 -Od -DDLB $(U)lev_comp.exe: $(SPLEVOBJS) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(SPLEVOBJS:^ =^ ) << $(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_yacc.c $(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \ $(U)lev_$(LEX).c @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_$(LEX).c $(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H) @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)lev_main.c $(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y ! IF "$(DO_YACC)"=="YACC_ACT" chdir $(UTIL) $(YACC) -d lev_comp.y copy $(YTABC) lev_yacc.c copy $(YTABH) $(INCL)\lev_comp.h @del $(YTABC) @del $(YTABH) chdir $(SRC) ! ELSE @echo $(U)lev_comp.y has changed. @echo To update $(U)lev_yacc.c and $(INCL)\lev_comp.h run $(YACC). @echo --- @echo For now, we will copy the prebuilt lev_yacc.c and @echo lev_comp.h from $(SSYS) into $(UTIL) and use them. @copy $(SSYS)\lev_yacc.c $(U)lev_yacc.c >nul @copy $(SSYS)\lev_comp.h $(INCL)\lev_comp.h >nul @echo /**/ >>$(U)lev_yacc.c @echo /**/ >>$(INCL)\lev_comp.h ! ENDIF $(U)lev_$(LEX).c: $(U)lev_comp.l ! IF "$(DO_LEX)"=="LEX_ACT" chdir $(UTIL) $(LEX) $(FLEXSKEL) lev_comp.l copy $(LEXYYC) $@ @del $(LEXYYC) chdir $(SRC) ! ELSE @echo $(U)lev_comp.l has changed. To update $@ run $(LEX). @echo --- @echo For now, we will copy the prebuilt lev_lex.c @echo from $(SSYS) into $(UTIL) and use it. @copy $(SSYS)\lev_lex.c $@ >nul @echo /**/ >>$@ ! ENDIF #========================================== # Dungeon Compiler Stuff #========================================== $(U)dgn_comp.exe: $(DGNCOMPOBJS) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(DGNCOMPOBJS:^ =^ ) << $(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h $(U)dgn_yacc.c @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_yacc.c $(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \ $(U)dgn_$(LEX).c @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_$(LEX).c $(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c @$(CC) $(LEVCFLAGS) -W0 -Fo$@ $(U)dgn_main.c $(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y ! IF "$(DO_YACC)"=="YACC_ACT" chdir $(UTIL) $(YACC) -d dgn_comp.y copy $(YTABC) dgn_yacc.c copy $(YTABH) $(INCL)\dgn_comp.h @del $(YTABC) @del $(YTABH) chdir $(SRC) ! ELSE @echo $(U)dgn_comp.y has changed. To update dgn_yacc.c and @echo $(INCL)\dgn_comp.h run $(YACC). @echo --- @echo For now, we will copy the prebuilt $(U)dgn_yacc.c and @echo dgn_comp.h from $(SSYS) into $(UTIL) and use them. @copy $(SSYS)\dgn_yacc.c $(U)dgn_yacc.c >nul @copy $(SSYS)\dgn_comp.h $(INCL)\dgn_comp.h >nul @echo /**/ >>$(U)dgn_yacc.c @echo /**/ >>$(INCL)\dgn_comp.h ! ENDIF $(U)dgn_$(LEX).c: $(U)dgn_comp.l ! IF "$(DO_LEX)"=="LEX_ACT" chdir $(UTIL) $(LEX) $(FLEXSKEL) dgn_comp.l copy $(LEXYYC) $@ @del $(LEXYYC) chdir $(SRC) ! ELSE @echo $(U)dgn_comp.l has changed. To update $@ run $(LEX). @echo --- @echo For now, we will copy the prebuilt dgn_lex.c @echo from $(SSYS) into $(UTIL) and use it. @copy $(SSYS)\dgn_lex.c $@ >nul @echo /**/ >>$@ ! ENDIF #========================================== # 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. #========================================== envchk: ! IF "$(CL)"!="" @echo Warning, the CL Environment variable is defined: @echo CL=$(CL) ! ENDIF ! IF "$(GRAPHICAL)"=="Y" @echo ---- @echo NOTE: This build will include tile support. @echo ---- ! ENDIF #========================================== #=========== SECONDARY TARGETS ============ #========================================== #=========================================== # Header files NOT distributed in ..\include #=========================================== $(INCL)\win32api.h: $(NTSYS)\win32api.h copy $(NTSYS)\win32api.h $@ #========================================== # DLB utility and nhdat file creation #========================================== $(U)dlb_main.exe: $(DLBOBJ) $(O)dlb.o @$(link) $(LFLAGSU) -out:$@ @<<$(@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) $(CFLAGS) /Fo$@ $(SRC)\dlb.c $(O)dlb_main.o: $(UTIL)\dlb_main.c $(INCL)\config.h $(INCL)\dlb.h @$(CC) $(CFLAGS) /Fo$@ $(UTIL)\dlb_main.c $(DAT)\porthelp: $(NTSYS)\porthelp @copy $(NTSYS)\porthelp $@ >nul nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(OPTIONS_FILE) \ $(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \ $(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon $(DAT)\porthelp \ $(DAT)\license $(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 help >>dlb.lst echo hh >>dlb.lst echo cmdhelp >>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) $(link) $(LFLAGSU) -out:$@ $(RECOVOBJS) $(O)recover.o: $(CONFIG_H) $(U)recover.c $(INCL)\win32api.h $(CC) $(CFLAGSU) -Fo$@ $(U)recover.c #========================================== # Tile Mapping #========================================== $(SRC)\tile.c: $(U)tilemap.exe @echo A new $@ has been created @$(U)tilemap $(U)tilemap.exe: $(O)tilemap.o @$(link) $(LFLAGSU) -out:$@ $(O)tilemap.o $(O)tilemap.o: $(WSHR)\tilemap.c $(HACK_H) @$(CC) $(CFLAGSU) -Fo$@ $(WSHR)\tilemap.c $(O)tiletx32.o: $(WSHR)\tilemap.c $(HACK_H) @$(CC) $(CFLAGS) /DTILETEXT /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tilemap.c $(O)tiletxt.o: $(WSHR)\tilemap.c $(HACK_H) @$(CC) $(CFLAGS) /DTILETEXT -Fo$@ $(WSHR)\tilemap.c $(O)gifread.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H) @$(CC) $(CFLAGS) -I$(WSHR) -Fo$@ $(WSHR)\gifread.c $(O)gifrd32.o: $(WSHR)\gifread.c $(CONFIG_H) $(TILE_H) @$(CC) $(CFLAGS) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\gifread.c $(O)ppmwrite.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(TILE_H) @$(CC) $(CFLAGS) -I$(WSHR) -Fo$@ $(WSHR)\ppmwrite.c $(O)tiletext.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H) @$(CC) $(CFLAGS) -I$(WSHR) -Fo$@ $(WSHR)\tiletext.c $(O)tilete32.o: $(WSHR)\tiletext.c $(CONFIG_H) $(TILE_H) @$(CC) $(CFLAGS) -I$(WSHR) /DTILE_X=32 /DTILE_Y=32 -Fo$@ $(WSHR)\tiletext.c #========================================== # Optional Tile Utilities #========================================== $(U)gif2txt.exe: $(GIFREADERS) $(TEXT_IO) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(GIFREADERS:^ =^ ) $(TEXT_IO:^ =^ ) << $(U)gif2tx32.exe: $(GIFREADERS32) $(TEXT_IO32) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(GIFREADERS32:^ =^ ) $(TEXT_IO32:^ =^ ) << $(U)txt2ppm.exe: $(PPMWRITERS) $(TEXT_IO) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(PPMWRITERS:^ =^ ) $(TEXT_IO:^ =^ ) << !IF "$(GRAPHICAL)"=="Y" $(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) !ELSE $(TILEBMP16): $(TILEBMP32): !ENDIF $(U)tile2bmp.exe: $(O)tile2bmp.o $(TEXT_IO) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(O)tile2bmp.o $(TEXT_IO:^ =^ ) << $(U)til2bm32.exe: $(O)til2bm32.o $(TEXT_IO32) @echo Linking $@... @$(link) $(LFLAGSU) -out:$@ @<<$(@B).lnk $(O)til2bm32.o $(TEXT_IO32:^ =^ ) << $(O)tile2bmp.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h @$(CC) $(CFLAGS) -I$(WSHR) /DPACKED_FILE /Fo$@ $(WSHR)\tile2bmp.c $(O)til2bm32.o: $(WSHR)\tile2bmp.c $(HACK_H) $(TILE_H) $(INCL)\win32api.h @$(CC) $(CFLAGS) -I$(WSHR) /DPACKED_FILE /DTILE_X=32 /DTILE_Y=32 /Fo$@ $(WSHR)\tile2bmp.c #========================================== # Housekeeping #========================================== spotless: clean ! IF ("$(OBJ)"!="") -rmdir $(OBJ) /s /Q ! 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)\???-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)\bigroom.lev del $(DAT)\bigroom.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 $(O)sp_lev.tag del $(O)sp_lev.tag if exist $(SRC)\monstr.c del $(SRC)\monstr.c if exist $(SRC)\vis_tab.c del $(SRC)\vis_tab.c if exist $(U)recover.exe del $(U)recover.exe if exist nhdat. del nhdat. 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 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)lev_comp.exe del $(U)lev_comp.exe if exist $(U)dgn_comp.exe del $(U)dgn_comp.exe if exist $(SRC)\*.lnk del $(SRC)\*.lnk if exist $(SRC)\*.map del $(SRC)\*.map if exist $(O)install.tag del $(O)install.tag ! IF ("$(WINPFLAG)"!="") if exist $(TILEBMP16) del $(TILEBMP16) if exist $(TILEBMP32) del $(TILEBMP32) ! ENDIF #=================================================================== # 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)\dungeon: $(O)utility.tag $(DAT)\dungeon.def $(U)makedefs -e cd $(DAT) $(U)dgn_comp dungeon.pdf cd $(SRC) # # NT dependencies # $(O)nttty.o: $(HACK_H) $(TILE_H) $(INCL)\win32api.h $(NTSYS)\nttty.c @$(CC) $(CFLAGS) -I$(WSHR) -Fo$@ $(NTSYS)\nttty.c $(O)nhkeys.o: $(HACK_H) $(TILE_H) $(INCL)\win32api.h $(NTSYS)\nhkeys.c @$(CC) $(CFLAGS) -I$(WSHR) -Fo$@ $(NTSYS)\nhkeys.c $(O)winnt.o: $(HACK_H) $(INCL)\win32api.h $(NTSYS)\winnt.c @$(CC) $(CFLAGS) -Fo$@ $(NTSYS)\winnt.c $(O)ntsound.o: $(HACK_H) $(NTSYS)\ntsound.c @$(CC) $(CFLAGS) -Fo$@ $(NTSYS)\ntsound.c $(O)mapimail.o: $(HACK_H) $(INCL)\nhlan.h $(NTSYS)\mapimail.c @$(CC) $(CFLAGS) -DMAPI_VERBOSE -Fo$@ $(NTSYS)\mapimail.c # # util dependencies # $(O)panic.o: $(U)panic.c $(CONFIG_H) @$(CC) $(CFLAGS) -Fo$@ $(U)panic.c # # The rest are stolen from sys/unix/Makefile.src, # with the following changes: # * ../include changed to $(INCL) # * slashes changed to back-slashes # * -c (which is included in CFLAGS) substituted with -Fo$@ # * 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) $(CFLAGS) -Fo$@ ..\sys\atari\tos.c $(O)pcmain.o: ..\sys\share\pcmain.c $(HACK_H) $(INCL)\dlb.h \ $(INCL)\win32api.h @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\pcmain.c $(O)pcsys.o: ..\sys\share\pcsys.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\pcsys.c $(O)pctty.o: ..\sys\share\pctty.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\pctty.c $(O)pcunix.o: ..\sys\share\pcunix.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\pcunix.c $(O)random.o: ..\sys\share\random.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\random.c $(O)ioctl.o: ..\sys\share\ioctl.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\ioctl.c $(O)unixtty.o: ..\sys\share\unixtty.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\share\unixtty.c $(O)unixmain.o: ..\sys\unix\unixmain.c $(HACK_H) $(INCL)\dlb.h @$(CC) $(CFLAGS) -Fo$@ ..\sys\unix\unixmain.c $(O)unixunix.o: ..\sys\unix\unixunix.c $(HACK_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\unix\unixunix.c $(O)unixres.o: ..\sys\unix\unixres.c $(CONFIG_H) @$(CC) $(CFLAGS) -Fo$@ ..\sys\unix\unixres.c $(O)bemain.o: ..\sys\be\bemain.c $(HACK_H) $(INCL)\dlb.h @$(CC) $(CFLAGS) -Fo$@ ..\sys\be\bemain.c $(O)getline.o: ..\win\tty\getline.c $(HACK_H) $(INCL)\func_tab.h @$(CC) $(CFLAGS) -Fo$@ ..\win\tty\getline.c $(O)termcap.o: ..\win\tty\termcap.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(CFLAGS) -Fo$@ ..\win\tty\termcap.c $(O)topl.o: ..\win\tty\topl.c $(HACK_H) $(INCL)\tcap.h @$(CC) $(CFLAGS) -Fo$@ ..\win\tty\topl.c $(O)wintty.o: ..\win\tty\wintty.c $(HACK_H) $(INCL)\dlb.h \ $(INCL)\patchlevel.h $(INCL)\tcap.h @$(CC) $(CFLAGS) -Fo$@ ..\win\tty\wintty.c $(O)Window.o: ..\win\X11\Window.c $(INCL)\xwindowp.h $(INCL)\xwindow.h \ $(CONFIG_H) @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\Window.c $(O)dialogs.o: ..\win\X11\dialogs.c $(CONFIG_H) @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\dialogs.c $(O)winX.o: ..\win\X11\winX.c $(HACK_H) $(INCL)\winX.h $(INCL)\dlb.h \ $(INCL)\patchlevel.h ..\win\X11\nh72icon \ ..\win\X11\nh56icon ..\win\X11\nh32icon @$(CC) $(CFLAGS) -Fo$@ ..\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) $(CFLAGS) -Fo$@ ..\win\X11\winmap.c $(O)winmenu.o: ..\win\X11\winmenu.c $(HACK_H) $(INCL)\winX.h @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\winmenu.c $(O)winmesg.o: ..\win\X11\winmesg.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\winX.h @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\winmesg.c $(O)winmisc.o: ..\win\X11\winmisc.c $(HACK_H) $(INCL)\func_tab.h \ $(INCL)\winX.h @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\winmisc.c $(O)winstat.o: ..\win\X11\winstat.c $(HACK_H) $(INCL)\winX.h @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\winstat.c $(O)wintext.o: ..\win\X11\wintext.c $(HACK_H) $(INCL)\winX.h $(INCL)\xwindow.h @$(CC) $(CFLAGS) -Fo$@ ..\win\X11\wintext.c $(O)winval.o: ..\win\X11\winval.c $(HACK_H) $(INCL)\winX.h @$(CC) $(CFLAGS) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnaskstr.c $(O)gnbind.o: ..\win\gnome\gnbind.c ..\win\gnome\gnbind.h ..\win\gnome\gnmain.h \ ..\win\gnome\gnaskstr.h ..\win\gnome\gnyesno.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnbind.c $(O)gnglyph.o: ..\win\gnome\gnglyph.c ..\win\gnome\gnglyph.h $(INCL)\tile2x11.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmap.c $(O)gnmenu.o: ..\win\gnome\gnmenu.c ..\win\gnome\gnmenu.h ..\win\gnome\gnmain.h \ ..\win\gnome\gnbind.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnmenu.c $(O)gnmesg.o: ..\win\gnome\gnmesg.c ..\win\gnome\gnmesg.h ..\win\gnome\gnsignal.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnopts.c $(O)gnplayer.o: ..\win\gnome\gnplayer.c ..\win\gnome\gnplayer.h \ ..\win\gnome\gnmain.h $(HACK_H) @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnplayer.c $(O)gnsignal.o: ..\win\gnome\gnsignal.c ..\win\gnome\gnsignal.h \ ..\win\gnome\gnmain.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gntext.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) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnworn.c $(O)gnyesno.o: ..\win\gnome\gnyesno.c ..\win\gnome\gnbind.h ..\win\gnome\gnyesno.h @$(CC) $(CFLAGS) $(GNOMEINC) -Fo$@ ..\win\gnome\gnyesno.c $(O)wingem.o: ..\win\gem\wingem.c $(HACK_H) $(INCL)\func_tab.h $(INCL)\dlb.h \ $(INCL)\patchlevel.h $(INCL)\wingem.h @$(CC) $(CFLAGS) -Fo$@ ..\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) $(CFLAGS) -Fo$@ ..\win\gem\wingem1.c $(O)load_img.o: ..\win\gem\load_img.c $(INCL)\load_img.h @$(CC) $(CFLAGS) -Fo$@ ..\win\gem\load_img.c $(O)gr_rect.o: ..\win\gem\gr_rect.c $(INCL)\gr_rect.h @$(CC) $(CFLAGS) -Fo$@ ..\win\gem\gr_rect.c $(O)tile.o: 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)monstr.o: monstr.c $(CONFIG_H) $(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) $(INCL)\edog.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) $(INCL)\edog.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) $(INCL)\edog.h $(O)dogmove.o: dogmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h $(O)dokick.o: dokick.c $(HACK_H) $(INCL)\eshk.h $(O)dothrow.o: dothrow.c $(HACK_H) $(INCL)\edog.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)\eshk.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 $(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) $(INCL)\epri.h $(INCL)\emin.h \ $(INCL)\edog.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 $(INCL)\edog.h $(O)mhitu.o: mhitu.c $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h $(O)minion.o: minion.c $(HACK_H) $(INCL)\emin.h $(INCL)\epri.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 $(INCL)\edog.h $(O)mondata.o: mondata.c $(HACK_H) $(INCL)\eshk.h $(INCL)\epri.h $(O)monmove.o: monmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h \ $(INCL)\epri.h $(O)monst.o: monst.c $(CONFIG_H) $(INCL)\permonst.h $(INCL)\align.h \ $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\monsym.h \ $(INCL)\dungeon.h $(INCL)\eshk.h $(INCL)\vault.h \ $(INCL)\epri.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) $(INCL)\edog.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)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) $(INCL)\epri.h $(INCL)\edog.h $(O)polyself.o: polyself.c $(HACK_H) $(O)potion.o: potion.c $(HACK_H) $(O)pray.o: pray.c $(HACK_H) $(INCL)\epri.h $(O)priest.o: priest.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\eshk.h \ $(INCL)\epri.h $(INCL)\emin.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) $(INCL)\eshk.h $(O)shknam.o: shknam.c $(HACK_H) $(INCL)\eshk.h $(O)sit.o: sit.c $(HACK_H) $(INCL)\artifact.h $(O)sounds.o: sounds.c $(HACK_H) $(INCL)\edog.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)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) $(INCL)\vault.h $(O)version.o: version.c $(HACK_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)windows.o: windows.c $(HACK_H) $(INCL)\wingem.h $(INCL)\winGnome.h $(O)wizard.o: wizard.c $(HACK_H) $(INCL)\qtext.h $(INCL)\epri.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) # end of file