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# SCCS Id: @(#)Makefile.os2 3.4.3 1996/10/29
# OS/2 NetHack 3.4.3 Makefile for OS/2 versions 2.x
# Copyright (C) 1990, 1991, 1992, 1993, 1996 Timo Hakulinen
#
# Several compilers exist for OS/2 but, currently only GCC emx is tested
# and used for releases. make programs other than dmake are not tested.
#
# Supported compilers: GCC emx 0.9g
#
# DMAKE is required. Credit for the makefile improvements goes to
# Pekka Rousu.
#
# Copy this file into $(SRC) directory, rename it to "makefile"
# (important, many targets rely on it), compile and link inside
# $(SRC). If required, termcap library can be built from termcap
# sources using makefile.lib in "sys\share" directory.
#
# "GCC" refers to GCC emx only. No other ports of GCC are supported.
# Additional credits for honing GCC support for 3.2 go to Ronald
# Van Iwaarden (ron@vaniwaarden.org) and Stefan Neis (neis@cs.uni-sb.de).
#
# "OMF" is short for "Object Module Format" and refers to the
# standard OS/2 object format, which e.g. link386 uses. MSC and
# CSet/2 always produce OMF object files, and GCC can be instructed
# to produce them with proper switches (see below).
#
# "a.out" refers to Unix object file format, which is used by GCC
# in its default compilation mode. These object files must be
# linked using GCC's own linker to produce a proper OS/2 executable.
# GDB debugger shipped with GCC can only be used with a.out object
# format.
#
# Note that the default setup in this makefile is my personal setup,
# which you will have to adapt to your configuration.
#
#
# Compiler and linker selection.
#
#format = omf
format = a.out
.IF $(format) == a.out
with_x11 = yes
#debug = yes
.END
CC = gcc # GCC
.IF $(format) == a.out
LINK = gcc
#LINK = link386 # GCC OMF, CSet/2
.ELSE
LINK = link386 # GCC OMF, CSet/2
LFLAGS = /noig /stack:40000
.END
.IF $(with_x11) == yes
WINX11OBJ01 = $(OBJ)/Window.o
WINX11OBJ02 = $(OBJ)/dialogs.o
WINX11OBJ03 = $(OBJ)/winX.o
WINX11OBJ04 = $(OBJ)/winmap.o
WINX11OBJ05 = $(OBJ)/winmenu.o
WINX11OBJ06 = $(OBJ)/winmesg.o
WINX11OBJ07 = $(OBJ)/winmisc.o
WINX11OBJ08 = $(OBJ)/winstat.o
WINX11OBJ09 = $(OBJ)/wintext.o
WINX11OBJ10 = $(OBJ)/winval.o
WINX11OBJ11 = $(OBJ)/tile.o
X11ROOT = e:/xfree86
WINX11CFLAGS = -DUSE_XPM -DX11_GRAPHICS \
-I$(X11ROOT)/include -Zmtd
WINX11LIB = -lXaw -lXmu -lXext -lXt -lX11 -lXpm -L$(X11ROOT)/lib -lc_app
WINX11SRC = ../win/X11/Window.c ../win/X11/dialogs.c ../win/X11/winX.c \
../win/X11/winmap.c ../win/X11/winmenu.c ../win/X11/winmesg.c \
../win/X11/winmisc.c ../win/X11/winstat.c ../win/X11/wintext.c \
../win/X11/winval.c tile.c
WINX11OBJ = $(WINX11OBJ01) $(WINX11OBJ02) $(WINX11OBJ03) $(WINX11OBJ04) \
$(WINX11OBJ05) $(WINX11OBJ06) $(WINX11OBJ07) $(WINX11OBJ08) \
$(WINX11OBJ09) $(WINX11OBJ10) $(WINX11OBJ11)
WINX11VARDAT=x11tiles pet_mark.xbm rip.xpm
X11ECHO = $(CMD) @echo
.END
MAKEB = dmake
CMD = cmd /C
AB = $(@:B).c
CB = $$(@:B).c
BEG = $(CMD) "
END = "
SEP = &
P = %
#
# Most makes execute actions automatically inside a subshell,
# which makes even the shell internals work ok.
#
ECHO = $(CMD) @echo
RM = $(CMD) del
CP = $(CMD) copy
CAT = $(CMD) type
#
# For those of us who have these on PC.
#
#YACC = yacc
#LEX = lex
YACC = bison -y
LEX = flex
#
# For extracting NetHack icon.
#
UUDECODE = uudecode
#
# For people with TeX and LaTeX.
#
LATEX = latex
#
# If you have TOUCH, some things become slightly easier.
#
TOUCH = touch
#
# Standard file naming for LEX and YACC output may vary in PC
# installations. These three are probably the most generally used
# names.
#
YTABC = y_tab.c
YTABH = y_tab.h
LEXYYC = lexyy.c
#
# Source tree base directory.
#
NHSRC = \nethack
#
# Source directories. Makedefs hardcodes these, don't change them.
#
INCL = $(NHSRC)\include # NetHack include files
DAT = $(NHSRC)\dat # NetHack data files
DOC = $(NHSRC)\doc # NetHack documentation files
UTIL = $(NHSRC)\util # Utility source
SRC = $(NHSRC)\src # Main source
WIN = $(NHSRC)\win\tty # Window system specific source
WINX11 = $(NHSRC)\win\x11 # Window system specific source
SYS = $(NHSRC)\sys\os2 # System specific source
SSYS = $(NHSRC)\sys\share # Shared system files
WINSHARE= $(NHSRC)\win\share # Shared system files
#
# Modifiable directories. Set these according to your setup and
# preferences. They must all be present prior to compilation.
# OBJ, TEMP and GAMEDIR should all preferably be separate and,
# in particular, not the same as any of the source directories.
# Note that DMAKE may dislike drive designators in paths because
# it misinterprets the colon as being part of a make rule. In that
# case, all directories have to reside on the same drive.
#
OBJ = \tmp\obj # Object files
TEMP = \tmp\bin # Temporary files during make process
GAMEDIR = \games\nh343x11 # Game directory
PLIBP = c:\emx\lib # Protected mode C libraries
RLIBP = c:\emx\lib # Possible real mode C libraries
#
# The game name and description.
#
GAME = nethack
GAMEDES = "NetHack 3.4.3"
#
# The uppermost two lines for MSC, the middle two for GCC, and
# the lowermost two for CSet/2.
#
# GCC: compile only, compiler id, object format selection, warnings,
# include file path, debug flags, ANSI conformance.
#
CFLAGS = -c $(GCCO) $(WARN) -I$(INCL) $(CDFLAGS) $(STDC) $(WINX11CFLAGS)
#OPT = -s -O -o
OPT = -o
#
# Compiler warning levels. These are really for development, so
# they are commented out in general distribution to save the user
# from masses of benign warnings. If any problems arise, however,
# they may help in finding the trouble.
#
# GCC: max. reasonable GCC warning levels. Can't use -Wall, because then
# it would whine about all the zillions of unused declarations etc.
# Even with these switches you'll get a lot of warnings, but they should
# all be benign.
#
WARN = #-W -Wimplicit -Wreturn-type -Wunused -Wformat -Wswitch -Wshadow -Wcast-qual -Wwrite-strings -DGCC_WARN # GCC
#
# GCC object format selection. The upper line for standard OS/2 OMF
# object format, the lower for Unix style a.out format.
#
.IF $(format) == omf
GCCO = -Zomf -Zsys
.ELSE
GCCO =
.END
#
# MSC 5.1 needs the large model first pass of the compiler.
# Not needed for later versions.
#
BIGC =
#
# Unset CL to avoid troubles with conflicting switches in MSC 6.0.
#
CL =
#
# Prepare for a debugger.
#
.IF $(debug) == yes
CDFLAGS =
LDFLAGS =
.ELSE
CDFLAGS = -O -s
LDFLAGS = -s
.END
#
# How to produce the most ANSI-like environment.
#
STDC = -ansi # GCC
#
# Possible system object files required during linking.
#
.IF $(format) == omf
SYSOBJ = $(PLIBP)\crt0.obj $(PLIBP)\end.lib# GCC OMF
.ELSE
SYSOBJ = # MSC, GCC a.out, CSet/2
.END
#
# Compiler library selection. Change if necessary.
#
# GCC emx 0.9 OMF: C single-threaded libs, Unix system call alias lib,
# extra GCC lib, single threaded system lib, OS/2 API entry points.
# Note that emx changed library naming convention between 0.8 and 0.9.
#
# GCC a.out: extra GCC lib, C standard lib, extra GCC lib (again),
# OS/2 API entry points.
#
.IF $(format) == omf
PLIBS = $(PLIBP)\st\c $(PLIBP)\st\c_app $(PLIBP)\c_alias $(PLIBP)\gcc $(PLIBP)\st\sys $(PLIBP)\os2 # GCC emx 0.9 OMF
.ELSE
PLIBS = -lgcc -lc -lgcc -los2 $(X11LIBS) # GCC a.out
.END
#
# C libraries used by makedefs, lev_comp and dgn_comp (change if
# necessary). If compilation is done in DOS, enable the upper line
# possibly setting the library name to something else, if in OS/2,
# enable the lower line (protected mode libraries).
#
#RLIBS = $(RLIBP)\llibcer
RLIBS = $(PLIBS)
SRCCC = $(CC) $(CFLAGS) $(OPT) $@ $(AB)
UTILCC = $(BEG) cd $(UTIL) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
SYSCC = $(BEG) cd $(SYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
SSYSCC = $(BEG) cd $(SSYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
PSYSCC = $(BEG) cd $(SSYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ pc$(AB) $(END)
WINCC = $(BEG) cd $(WIN) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
#
# Default linker skeletons. The upper six lines for everything
# that uses standard OS/2 object format (GCC OMF), The lower six
# for GCC a.out format.
#
.IF $(format) == omf
GAMELN = $(LINK) @$(TEMP)\$(GAME).rsp
MKDFLN = $(LINK) @$(TEMP)\makedefs.rsp
LEVCLN = $(LINK) @$(TEMP)\lev_comp.rsp
DGNCLN = $(LINK) @$(TEMP)\dgn_comp.rsp
RCVRLN = $(LINK) @$(TEMP)\recover.rsp
DLBRLN = $(LINK) @$(TEMP)\dlb.rsp
.ELSE
GAMELN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\$(GAME).exe @$(TEMP)\$(GAME).r $(PLIBS) $(WINX11CFLAGS) $(WINX11LIB)
MKDFLN = $(CC) $(LDFLAGS) -o $(TEMP)\makedefs.exe $(TEMP)\$(MKDFDEF) $(SYSOBJ) $(MAKEOBJS) $(PLIBS)
LEVCLN = $(CC) $(LDFLAGS) -o $(TEMP)\lev_comp.exe $(TEMP)\$(LEVCDEF) $(SYSOBJ) $(SPLEVOBJS) $(PLIBS)
DGNCLN = $(CC) $(LDFLAGS) -o $(TEMP)\dgn_comp.exe $(TEMP)\$(DGNCDEF) $(SYSOBJ) $(DGNCOMPOBJS) $(PLIBS)
RCVRLN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\recover.exe $(TEMP)\$(RCVRDEF) $(SYSOBJ) $(RECOVOBJS) $(PLIBS)
DLBRLN = $(CC) $(LDFLAGS) -o $(TEMP)\dlb.exe $(TEMP)\$(DLBDEF) $(SYSOBJ) $(DLBOBJS) $(PLIBS)
.END
#
# OS/2 module definition files for NetHack,
# makedefs, dgn_comp, lev_comp, recover, dlb.
#
GAMEDEF = $(GAME).def
MKDFDEF = makedefs.def
LEVCDEF = lev_comp.def
DGNCDEF = dgn_comp.def
RCVRDEF = recover.def
DLBDEF = dlb.def
#
# For compilation in DOS, enable the lower three lines and
# disable the upper three.
#
MKDFMD = $(TEMP)\$(MKDFDEF)
LEVCMD = $(TEMP)\$(LEVCDEF)
DGNCMD = $(TEMP)\$(DGNCDEF)
#MKDFMD =
#LEVCMD =
#DGNCMD =
#
# Optional high-quality BSD random number generation routines
# (see os2conf.h). Set to nothing if not used.
#
RANDOM = $(OBJ)\random.o
#RANDOM =
#
# If TERMLIB is defined in os2conf.h, comment out the upper line and
# uncomment the lower. If the termcap-library doesn't exist, use
# sys\share\makefile.lib to build it.
#
TERMLIB =
#TERMLIB = termlib.lib
#
# Short / long file name selection for FAT and HPFS.
# Only three files need consideration.
#
#GUIDEBOO = Guideboo # FAT
#PATCHLEV = patchlev # - " -
#DATABASE = data.bas # - " -
GUIDEBOO = Guidebook # HPFS
PATCHLEV = patchlevel # - " -
DATABASE = data.base # - " -
#
# If you have LaTeX and want to create the NetHack Guidebook in TeX
# device-independent file format, comment out the upper line and
# uncomment the lower.
#
GUIDE =
#GUIDE = $(TEMP)\$(GUIDEBOO).dvi
#
# Set WINOBJ lines corresponding to your desired combination
# of windowing systems. Also set windowing systems in config.h.
#
# A straight tty port using no native windowing system is the
# only choice for now.
#
WINOBJ1 = $(OBJ)\getline.o
WINOBJ2 = $(OBJ)\termcap.o
WINOBJ3 = $(OBJ)\topl.o
WINOBJ4 = $(OBJ)\wintty.o
WINOBJ = $(WINOBJ1) $(WINOBJ2) $(WINOBJ3) $(WINOBJ4) $(WINX11OBJ)
#
# The default make target, so just typing 'make' is useful.
# Has to be the first target in the makefile.
#
default : all
#
# If you have yacc and lex programs and make any changes, uncomment
# the lowermost two lines and comment out the others. If you make
# changes to the .y and .l files but prefer processing the files
# separately elsewhere, activate the middle two lines, so your changes
# don't get overwritten.
#
do_yacc : yacc_cpy # use pre-generated files
do_lex : lex_cpy # - " -
#do_yacc : yacc_msg # show message if changed
#do_lex : lex_msg # - " -
#do_yacc : yacc_act # re-process files
#do_lex : lex_act # - " -
#
# If you have the TOUCH utility the upper line is ok. Otherwise
# the lower one does the same albeit in an ugly manner. Besides,
# the latter method only works for text files.
#
#do_touch : realtouch
do_touch : faketouch
#
# If you don't have uudecode program, use the upper line.
# If you still want the icon, you'll have to extract the
# file manually somewhere else.
#
do_icon : icon_msg # show message if changed
#do_icon : icon_act # extract icon file
#
# If you don't want to generate nethack.cmd, use the upper line.
# This could be the case, e.g., if you use a different shell than
# the standard cmd.exe.
#
#do_cmd : cmd_msg # show message
do_cmd : cmd_act # generate nethack.cmd
#
# If you want to try the data librarian scheme to reduce
# the amount of data files in the NetHack home directory, comment
# out the lower line and uncomment the upper. Also, make sure
# that DLB is defined in config.h.
#
do_dlb : dlb_yup
#do_dlb : dlb_nope
######################################################################
#
# Nothing below this line should have to be changed.
#
# Other things that have to be reconfigured are in
# config.h, os2conf.h and possibly system.h.
#
#
# The game filename.
#
GAMEFILE = $(GAMEDIR)\$(GAME).exe
#
# Object files for makedefs.
#
MAKEOBJS = $(OBJ)\makedefs.o $(OBJ)\monst.o $(OBJ)\objects.o
#
# Object files for special levels compiler.
#
SOBJ01 = $(OBJ)\lev_yacc.o $(OBJ)\lev_lex.o $(OBJ)\lev_main.o $(OBJ)\alloc.o
SOBJ02 = $(OBJ)\monst.o $(OBJ)\objects.o $(OBJ)\panic.o $(OBJ)\decl.o
SOBJ03 = $(OBJ)\drawing.o
SPLEVOBJS = $(SOBJ01) $(SOBJ02) $(SOBJ03)
#
# Object files for dungeon compiler.
#
DOBJ01 = $(OBJ)\dgn_yacc.o $(OBJ)\dgn_lex.o $(OBJ)\dgn_main.o
DOBJ02 = $(OBJ)\panic.o $(OBJ)\alloc.o
DGNCOMPOBJS = $(DOBJ01) $(DOBJ02)
#
# Object files for recovery utility.
#
RECOVOBJS = $(OBJ)\recover.o
#
# Object files for dlb.
#
DLBOBJS = $(OBJ)\dlb_main.o $(OBJ)\dlb.o $(OBJ)\alloc.o $(OBJ)\panic.o
#
# Data files for dlb.
#
DATHELP = \
help hh cmdhelp history opthelp wizhelp
SPEC_LEVS = \
asmodeus.lev baalz.lev bigrm-1.lev \
bigrm-2.lev bigrm-3.lev bigrm-4.lev castle.lev fakewiz1.lev fakewiz2.lev \
juiblex.lev knox.lev medusa-1.lev medusa-2.lev minend-1.lev minend-2.lev \
minend-3.lev minefill.lev minetn-1.lev minetn-2.lev minetn-3.lev minetn-4.lev \
minetn-5.lev minetn-6.lev minetn-7.lev oracle.lev orcus.lev sanctum.lev \
tower1.lev tower2.lev tower3.lev valley.lev wizard1.lev wizard2.lev \
wizard3.lev astral.lev air.lev earth.lev fire.lev water.lev \
soko1-1.lev soko1-2.lev soko2-1.lev soko2-2.lev \
soko3-1.lev soko3-2.lev soko4-1.lev soko4-2.lev
QUEST_LEVS = \
Arc-goal.lev Arc-fila.lev Arc-filb.lev Arc-loca.lev Arc-strt.lev \
Bar-goal.lev Bar-fila.lev Bar-filb.lev Bar-loca.lev Bar-strt.lev \
Cav-goal.lev Cav-fila.lev Cav-filb.lev Cav-loca.lev Cav-strt.lev \
Hea-goal.lev Hea-fila.lev Hea-filb.lev Hea-loca.lev Hea-strt.lev \
Kni-goal.lev Kni-fila.lev Kni-filb.lev Kni-loca.lev Kni-strt.lev \
Mon-goal.lev Mon-fila.lev Mon-filb.lev Mon-loca.lev Mon-strt.lev \
Pri-goal.lev Pri-fila.lev Pri-filb.lev Pri-loca.lev Pri-strt.lev \
Ran-goal.lev Ran-fila.lev Ran-filb.lev Ran-loca.lev Ran-strt.lev \
Rog-goal.lev Rog-fila.lev Rog-filb.lev Rog-loca.lev Rog-strt.lev \
Sam-goal.lev Sam-fila.lev Sam-filb.lev Sam-loca.lev Sam-strt.lev \
Tou-goal.lev Tou-fila.lev Tou-filb.lev Tou-loca.lev Tou-strt.lev \
Val-goal.lev Val-fila.lev Val-filb.lev Val-loca.lev Val-strt.lev \
Wiz-goal.lev Wiz-fila.lev Wiz-filb.lev Wiz-loca.lev Wiz-strt.lev
VARDATD = \
data oracles options quest.dat rumors $(WINX11VARDAT)
DATDLB = $(DATHELP) dungeon $(SPEC_LEVS) $(QUEST_LEVS) $(VARDATD) \
$(do_dlb)
#
# Object files for the game itself.
#
VOBJ011 = $(OBJ)\allmain.o
VOBJ012 = $(OBJ)\alloc.o
VOBJ013 = $(OBJ)\apply.o
VOBJ014 = $(OBJ)\artifact.o
VOBJ021 = $(OBJ)\attrib.o
VOBJ022 = $(OBJ)\ball.o
VOBJ023 = $(OBJ)\bones.o
VOBJ024 = $(OBJ)\botl.o
VOBJ031 = $(OBJ)\cmd.o
VOBJ032 = $(OBJ)\dbridge.o
VOBJ033 = $(OBJ)\decl.o
VOBJ034 = $(OBJ)\detect.o
VOBJ041 = $(OBJ)\dig.o
VOBJ042 = $(OBJ)\display.o
VOBJ043 = $(OBJ)\dlb.o
VOBJ044 = $(OBJ)\do.o
VOBJ051 = $(OBJ)\do_name.o
VOBJ052 = $(OBJ)\do_wear.o
VOBJ053 = $(OBJ)\dog.o
VOBJ054 = $(OBJ)\dogmove.o
VOBJ061 = $(OBJ)\dokick.o
VOBJ062 = $(OBJ)\dothrow.o
VOBJ063 = $(OBJ)\drawing.o
VOBJ064 = $(OBJ)\dungeon.o
VOBJ071 = $(OBJ)\eat.o
VOBJ072 = $(OBJ)\end.o
VOBJ073 = $(OBJ)\engrave.o
VOBJ074 = $(OBJ)\exper.o
VOBJ071 = $(OBJ)\eat.o
VOBJ072 = $(OBJ)\end.o
VOBJ073 = $(OBJ)\engrave.o
VOBJ074 = $(OBJ)\exper.o
VOBJ081 = $(OBJ)\explode.o
VOBJ082 = $(OBJ)\extralev.o
VOBJ083 = $(OBJ)\files.o
VOBJ084 = $(OBJ)\fountain.o
VOBJ091 = $(OBJ)\hack.o
VOBJ092 = $(OBJ)\hacklib.o
VOBJ093 = $(OBJ)\invent.o
VOBJ094 = $(OBJ)\light.o
VOBJ101 = $(OBJ)\lock.o
VOBJ102 = $(OBJ)\mail.o
VOBJ103 = $(OBJ)\main.o
VOBJ104 = $(OBJ)\makemon.o
VOBJ111 = $(OBJ)\mapglyph.o
VOBJ112 = $(OBJ)\mcastu.o
VOBJ113 = $(OBJ)\mhitm.o
VOBJ114 = $(OBJ)\mhitu.o
VOBJ115 = $(OBJ)\minion.o
VOBJ121 = $(OBJ)\mklev.o
VOBJ122 = $(OBJ)\mkmap.o
VOBJ123 = $(OBJ)\mkmaze.o
VOBJ124 = $(OBJ)\mkobj.o
VOBJ131 = $(OBJ)\mkroom.o
VOBJ132 = $(OBJ)\mon.o
VOBJ133 = $(OBJ)\mondata.o
VOBJ134 = $(OBJ)\monmove.o
VOBJ141 = $(OBJ)\monst.o
VOBJ142 = $(OBJ)\monstr.o
VOBJ143 = $(OBJ)\mplayer.o
VOBJ144 = $(OBJ)\mthrowu.o
VOBJ151 = $(OBJ)\muse.o
VOBJ152 = $(OBJ)\music.o
VOBJ153 = $(OBJ)\o_init.o
VOBJ154 = $(OBJ)\objects.o
VOBJ161 = $(OBJ)\objnam.o
VOBJ162 = $(OBJ)\options.o
VOBJ163 = $(OBJ)\os2.o
VOBJ164 = $(OBJ)\pager.o
VOBJ171 = $(OBJ)\pcsys.o
VOBJ172 = $(OBJ)\pickup.o
VOBJ173 = $(OBJ)\pline.o
VOBJ174 = $(OBJ)\polyself.o
VOBJ181 = $(OBJ)\potion.o
VOBJ182 = $(OBJ)\pray.o
VOBJ183 = $(OBJ)\priest.o
VOBJ184 = $(OBJ)\quest.o
VOBJ191 = $(OBJ)\questpgr.o
VOBJ192 = $(OBJ)\read.o
VOBJ193 = $(OBJ)\rect.o
VOBJ194 = $(OBJ)\region.o
VOBJ195 = $(OBJ)\restore.o
VOBJ201 = $(OBJ)\rip.o
VOBJ202 = $(OBJ)\rnd.o
VOBJ203 = $(OBJ)\rumors.o
VOBJ204 = $(OBJ)\save.o
VOBJ211 = $(OBJ)\shk.o
VOBJ212 = $(OBJ)\shknam.o
VOBJ213 = $(OBJ)\sit.o
VOBJ214 = $(OBJ)\sounds.o
VOBJ221 = $(OBJ)\sp_lev.o
VOBJ222 = $(OBJ)\spell.o
VOBJ223 = $(OBJ)\steal.o
VOBJ224 = $(OBJ)\teleport.o
VOBJ231 = $(OBJ)\timeout.o
VOBJ232 = $(OBJ)\topten.o
VOBJ233 = $(OBJ)\track.o
VOBJ234 = $(OBJ)\trap.o
VOBJ241 = $(OBJ)\tty.o
VOBJ242 = $(OBJ)\u_init.o
VOBJ243 = $(OBJ)\uhitm.o
VOBJ244 = $(OBJ)\unix.o
VOBJ251 = $(OBJ)\vault.o
VOBJ252 = $(OBJ)\vision.o
VOBJ253 = $(OBJ)\vis_tab.o
VOBJ254 = $(OBJ)\weapon.o
VOBJ261 = $(OBJ)\were.o
VOBJ262 = $(OBJ)\wield.o
VOBJ263 = $(OBJ)\windows.o
VOBJ264 = $(OBJ)\wizard.o
VOBJ271 = $(OBJ)\worm.o
VOBJ272 = $(OBJ)\worn.o
VOBJ273 = $(OBJ)\write.o
VOBJ274 = $(OBJ)\zap.o
VOBJ281 = $(OBJ)\role.o
VOBJ282 = $(OBJ)\steed.o
VOBJ01 = $(VOBJ011) $(VOBJ012) $(VOBJ013) $(VOBJ014)
VOBJ02 = $(VOBJ021) $(VOBJ022) $(VOBJ023) $(VOBJ024)
VOBJ03 = $(VOBJ031) $(VOBJ032) $(VOBJ033) $(VOBJ034)
VOBJ04 = $(VOBJ041) $(VOBJ042) $(VOBJ043) $(VOBJ044)
VOBJ05 = $(VOBJ051) $(VOBJ052) $(VOBJ053) $(VOBJ054)
VOBJ06 = $(VOBJ061) $(VOBJ062) $(VOBJ063) $(VOBJ064)
VOBJ07 = $(VOBJ071) $(VOBJ072) $(VOBJ073) $(VOBJ074)
VOBJ08 = $(VOBJ081) $(VOBJ082) $(VOBJ083) $(VOBJ084)
VOBJ09 = $(VOBJ091) $(VOBJ092) $(VOBJ093) $(VOBJ094)
VOBJ10 = $(VOBJ101) $(VOBJ102) $(VOBJ103) $(VOBJ104)
VOBJ11 = $(VOBJ111) $(VOBJ112) $(VOBJ113) $(VOBJ114) $(VOBJ115)
VOBJ12 = $(VOBJ121) $(VOBJ122) $(VOBJ123) $(VOBJ124)
VOBJ13 = $(VOBJ131) $(VOBJ132) $(VOBJ133) $(VOBJ134)
VOBJ14 = $(VOBJ141) $(VOBJ142) $(VOBJ143) $(VOBJ144)
VOBJ15 = $(VOBJ151) $(VOBJ152) $(VOBJ153) $(VOBJ154)
VOBJ16 = $(VOBJ161) $(VOBJ162) $(VOBJ163) $(VOBJ164)
VOBJ17 = $(VOBJ171) $(VOBJ172) $(VOBJ173) $(VOBJ174)
VOBJ18 = $(VOBJ181) $(VOBJ182) $(VOBJ183) $(VOBJ184)
VOBJ19 = $(VOBJ191) $(VOBJ192) $(VOBJ193) $(VOBJ194) $(VOBJ195)
VOBJ20 = $(VOBJ201) $(VOBJ202) $(VOBJ203) $(VOBJ204)
VOBJ21 = $(VOBJ211) $(VOBJ212) $(VOBJ213) $(VOBJ214)
VOBJ22 = $(VOBJ221) $(VOBJ222) $(VOBJ223) $(VOBJ224)
VOBJ23 = $(VOBJ231) $(VOBJ232) $(VOBJ233) $(VOBJ234)
VOBJ24 = $(VOBJ241) $(VOBJ242) $(VOBJ243) $(VOBJ244)
VOBJ25 = $(VOBJ251) $(VOBJ252) $(VOBJ253) $(VOBJ254)
VOBJ26 = $(VOBJ261) $(VOBJ262) $(VOBJ263) $(VOBJ264)
VOBJ27 = $(VOBJ271) $(VOBJ272) $(VOBJ273) $(VOBJ274)
VOBJ28 = $(VOBJ281) $(VOBJ282)
VOBJ29 = $(WINOBJ) $(RANDOM)
HHOBJ = $(OBJ)\version.o
VOBJ = $(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)
HOBJ = $(VOBJ) $(HHOBJ)
EXTERN_H = # $(INCL)\extern.h
OS2CONF_H = $(INCL)\os2conf.h $(INCL)\micro.h $(INCL)\system.h $(EXTERN_H)
GLOBAL_H = $(INCL)\global.h $(INCL)\coord.h $(OS2CONF_H)
CONFIG_H = $(INCL)\config.h $(INCL)\config1.h $(INCL)\tradstdc.h $(GLOBAL_H)
TRAP_H = $(INCL)\trap.h
PERMONST_H = $(INCL)\permonst.h $(INCL)\monattk.h $(INCL)\monflag.h
YOU_H = $(INCL)\you.h $(INCL)\attrib.h $(PERMONST_H) $(INCL)\mondata.h \
$(INCL)\monst.h $(INCL)\youprop.h $(INCL)\prop.h $(INCL)\pm.h
DECL_H = $(INCL)\decl.h $(INCL)\spell.h $(INCL)\obj.h $(YOU_H) \
$(INCL)\onames.h $(INCL)\color.h
HACK_H = $(CONFIG_H) $(DECL_H) $(INCL)\monsym.h $(INCL)\mkroom.h \
$(INCL)\objclass.h $(TRAP_H) $(INCL)\engrave.h $(INCL)\flag.h \
$(INCL)\rm.h $(INCL)\dungeon.h $(INCL)\hack.h $(INCL)\display.h \
$(INCL)\vision.h $(INCL)\wintty.h $(INCL)\wintype.h $(INCL)\align.h \
$(INCL)\winprocs.h
#
# The default target.
#
all : makedefs dgn_comp lev_comp recover $(GAME) dat $(GUIDE)
$(ECHO) Done.
#
# Definition file creation.
#
$(TEMP)\$(GAMEDEF) :
$(MAKEB) DD_NAME=$(GAME) DD_DESC=$(GAMEDES) DD_TARG=$@ do_def
$(TEMP)\$(MKDFDEF) :
$(MAKEB) DD_NAME=makedefs DD_DESC="Definitions compiler" DD_TARG=$@ do_def
$(TEMP)\$(DGNCDEF) :
$(MAKEB) DD_NAME=dgn_comp DD_DESC="Dungeon compiler" DD_TARG=$@ do_def
$(TEMP)\$(LEVCDEF) :
$(MAKEB) DD_NAME=lev_comp DD_DESC="Level compiler" DD_TARG=$@ do_def
$(TEMP)\$(RCVRDEF) :
$(MAKEB) DD_NAME=recover DD_DESC="Recovery utility" DD_TARG=$@ do_def
$(TEMP)\$(DLBDEF) :
$(MAKEB) DD_NAME=dlb DD_DESC="Archive utility" DD_TARG=$@ do_def
do_def :
$(ECHO) NAME $(DD_NAME) WINDOWCOMPAT> $(DD_TARG)
$(ECHO) DESCRIPTION '$(DD_DESC)'>> $(DD_TARG)
$(ECHO) PROTMODE>> $(DD_TARG)
$(ECHO) EXETYPE OS2>> $(DD_TARG)
#
# The main target.
#
$(GAME) : $(GAMEDIR)\$(GAME).exe
$(GAME).exe : $(GAMEDIR)\$(GAME).exe
$(GAMEDIR)\$(GAME).exe : $(TEMP)\$(GAME).rsp $(TEMP)\$(GAME).r
$(GAMELN)
$(TEMP)\$(GAME).r : $(HOBJ) $(TEMP)\$(GAMEDEF)
$(ECHO) $(VOBJ011) > $@
$(ECHO) $(VOBJ012) >> $@
$(ECHO) $(VOBJ013) >> $@
$(ECHO) $(VOBJ014) >> $@
$(ECHO) $(VOBJ021) >> $@
$(ECHO) $(VOBJ022) >> $@
$(ECHO) $(VOBJ023) >> $@
$(ECHO) $(VOBJ024) >> $@
$(ECHO) $(VOBJ031) >> $@
$(ECHO) $(VOBJ032) >> $@
$(ECHO) $(VOBJ033) >> $@
$(ECHO) $(VOBJ034) >> $@
$(ECHO) $(VOBJ041) >> $@
$(ECHO) $(VOBJ042) >> $@
$(ECHO) $(VOBJ043) >> $@
$(ECHO) $(VOBJ044) >> $@
$(ECHO) $(VOBJ051) >> $@
$(ECHO) $(VOBJ052) >> $@
$(ECHO) $(VOBJ053) >> $@
$(ECHO) $(VOBJ054) >> $@
$(ECHO) $(VOBJ061) >> $@
$(ECHO) $(VOBJ062) >> $@
$(ECHO) $(VOBJ063) >> $@
$(ECHO) $(VOBJ064) >> $@
$(ECHO) $(VOBJ071) >> $@
$(ECHO) $(VOBJ072) >> $@
$(ECHO) $(VOBJ073) >> $@
$(ECHO) $(VOBJ074) >> $@
$(ECHO) $(VOBJ081) >> $@
$(ECHO) $(VOBJ082) >> $@
$(ECHO) $(VOBJ083) >> $@
$(ECHO) $(VOBJ084) >> $@
$(ECHO) $(VOBJ091) >> $@
$(ECHO) $(VOBJ092) >> $@
$(ECHO) $(VOBJ093) >> $@
$(ECHO) $(VOBJ094) >> $@
$(ECHO) $(VOBJ101) >> $@
$(ECHO) $(VOBJ102) >> $@
$(ECHO) $(VOBJ103) >> $@
$(ECHO) $(VOBJ104) >> $@
$(ECHO) $(VOBJ111) >> $@
$(ECHO) $(VOBJ112) >> $@
$(ECHO) $(VOBJ113) >> $@
$(ECHO) $(VOBJ114) >> $@
$(ECHO) $(VOBJ115) >> $@
$(ECHO) $(VOBJ121) >> $@
$(ECHO) $(VOBJ122) >> $@
$(ECHO) $(VOBJ123) >> $@
$(ECHO) $(VOBJ124) >> $@
$(ECHO) $(VOBJ131) >> $@
$(ECHO) $(VOBJ132) >> $@
$(ECHO) $(VOBJ133) >> $@
$(ECHO) $(VOBJ134) >> $@
$(ECHO) $(VOBJ141) >> $@
$(ECHO) $(VOBJ142) >> $@
$(ECHO) $(VOBJ143) >> $@
$(ECHO) $(VOBJ144) >> $@
$(ECHO) $(VOBJ151) >> $@
$(ECHO) $(VOBJ152) >> $@
$(ECHO) $(VOBJ153) >> $@
$(ECHO) $(VOBJ154) >> $@
$(ECHO) $(VOBJ161) >> $@
$(ECHO) $(VOBJ162) >> $@
$(ECHO) $(VOBJ163) >> $@
$(ECHO) $(VOBJ164) >> $@
$(ECHO) $(VOBJ171) >> $@
$(ECHO) $(VOBJ172) >> $@
$(ECHO) $(VOBJ173) >> $@
$(ECHO) $(VOBJ174) >> $@
$(ECHO) $(VOBJ181) >> $@
$(ECHO) $(VOBJ182) >> $@
$(ECHO) $(VOBJ183) >> $@
$(ECHO) $(VOBJ184) >> $@
$(ECHO) $(VOBJ191) >> $@
$(ECHO) $(VOBJ192) >> $@
$(ECHO) $(VOBJ193) >> $@
$(ECHO) $(VOBJ194) >> $@
$(ECHO) $(VOBJ195) >> $@
$(ECHO) $(VOBJ201) >> $@
$(ECHO) $(VOBJ202) >> $@
$(ECHO) $(VOBJ203) >> $@
$(ECHO) $(VOBJ204) >> $@
$(ECHO) $(VOBJ211) >> $@
$(ECHO) $(VOBJ212) >> $@
$(ECHO) $(VOBJ213) >> $@
$(ECHO) $(VOBJ214) >> $@
$(ECHO) $(VOBJ221) >> $@
$(ECHO) $(VOBJ222) >> $@
$(ECHO) $(VOBJ223) >> $@
$(ECHO) $(VOBJ224) >> $@
$(ECHO) $(VOBJ231) >> $@
$(ECHO) $(VOBJ232) >> $@
$(ECHO) $(VOBJ233) >> $@
$(ECHO) $(VOBJ234) >> $@
$(ECHO) $(VOBJ241) >> $@
$(ECHO) $(VOBJ242) >> $@
$(ECHO) $(VOBJ243) >> $@
$(ECHO) $(VOBJ244) >> $@
$(ECHO) $(VOBJ251) >> $@
$(ECHO) $(VOBJ252) >> $@
$(ECHO) $(VOBJ253) >> $@
$(ECHO) $(VOBJ254) >> $@
$(ECHO) $(VOBJ261) >> $@
$(ECHO) $(VOBJ262) >> $@
$(ECHO) $(VOBJ263) >> $@
$(ECHO) $(VOBJ264) >> $@
$(ECHO) $(VOBJ271) >> $@
$(ECHO) $(VOBJ272) >> $@
$(ECHO) $(VOBJ273) >> $@
$(ECHO) $(VOBJ274) >> $@
$(ECHO) $(VOBJ281) >> $@
$(ECHO) $(VOBJ282) >> $@
$(ECHO) $(WINOBJ1) >> $@
$(ECHO) $(WINOBJ2) >> $@
$(ECHO) $(WINOBJ3) >> $@
$(ECHO) $(WINOBJ4) >> $@
$(ECHO) $(HHOBJ) >> $@
$(ECHO) $(RANDOM) >> $@
.IF $(with_x11) == yes
$(X11ECHO) $(WINX11OBJ01) >> $@
$(X11ECHO) $(WINX11OBJ02) >> $@
$(X11ECHO) $(WINX11OBJ03) >> $@
$(X11ECHO) $(WINX11OBJ04) >> $@
$(X11ECHO) $(WINX11OBJ05) >> $@
$(X11ECHO) $(WINX11OBJ06) >> $@
$(X11ECHO) $(WINX11OBJ07) >> $@
$(X11ECHO) $(WINX11OBJ08) >> $@
$(X11ECHO) $(WINX11OBJ09) >> $@
$(X11ECHO) $(WINX11OBJ10) >> $@
$(X11ECHO) $(WINX11OBJ11) >> $@
.END
$(TEMP)\$(GAME).rsp : $(HOBJ) $(TEMP)\$(GAMEDEF)
$(ECHO) $(SYSOBJ) $(VOBJ01) +> $@
$(ECHO) $(VOBJ02) +>> $@
$(ECHO) $(VOBJ03) +>> $@
$(ECHO) $(VOBJ04) +>> $@
$(ECHO) $(VOBJ05) +>> $@
$(ECHO) $(VOBJ06) +>> $@
$(ECHO) $(VOBJ07) +>> $@
$(ECHO) $(VOBJ08) +>> $@
$(ECHO) $(VOBJ09) +>> $@
$(ECHO) $(VOBJ10) +>> $@
$(ECHO) $(VOBJ11) +>> $@
$(ECHO) $(VOBJ12) +>> $@
$(ECHO) $(VOBJ13) +>> $@
$(ECHO) $(VOBJ14) +>> $@
$(ECHO) $(VOBJ15) +>> $@
$(ECHO) $(VOBJ16) +>> $@
$(ECHO) $(VOBJ17) +>> $@
$(ECHO) $(VOBJ18) +>> $@
$(ECHO) $(VOBJ19) +>> $@
$(ECHO) $(VOBJ20) +>> $@
$(ECHO) $(VOBJ21) +>> $@
$(ECHO) $(VOBJ22) +>> $@
$(ECHO) $(VOBJ23) +>> $@
$(ECHO) $(VOBJ24) +>> $@
$(ECHO) $(VOBJ25) +>> $@
$(ECHO) $(VOBJ26) +>> $@
$(ECHO) $(VOBJ27) +>> $@
$(ECHO) $(VOBJ28) +>> $@
$(ECHO) $(VOBJ29) +>> $@
$(ECHO) $(VOBJ30) +>> $@
$(ECHO) $(HHOBJ)>> $@
$(ECHO) $(GAMEDIR)\$(GAME).exe>> $@
$(ECHO) $(TEMP)\$(GAME)>> $@
$(ECHO) $(PLIBS) $(TERMLIB)>> $@
$(ECHO) $(TEMP)\$(GAMEDEF) $(LFLAGS);>> $@
#
# Targets for makedefs.
#
makedefs : $(TEMP)\makedefs.exe
$(TEMP)\makedefs.exe : $(TEMP)\makedefs.rsp
$(MKDFLN)
$(TEMP)\makedefs.rsp : $(MAKEOBJS) $(TEMP)\$(MKDFDEF)
$(ECHO) $(SYSOBJ) $(MAKEOBJS)> $@
$(ECHO) $(TEMP)\makedefs.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(MKDFMD) $(LFLAGS);>> $@
$(OBJ)\makedefs.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\permonst.h $(INCL)\objclass.h \
$(INCL)\monsym.h $(INCL)\artilist.h $(INCL)\qtext.h
$(UTILCC)
#
# Targets for the special levels compiler.
#
lev_comp : $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp.exe : $(TEMP)\lev_comp.rsp
$(LEVCLN)
$(TEMP)\lev_comp.rsp : $(SPLEVOBJS) $(TEMP)\$(LEVCDEF)
$(ECHO) $(SYSOBJ) $(SOBJ01) +> $@
$(ECHO) $(SOBJ02) +>> $@
$(ECHO) $(SOBJ03)>> $@
$(ECHO) $(TEMP)\lev_comp.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(LEVCMD) $(LFLAGS);>> $@
$(OBJ)\lev_yacc.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(UTILCC)
$(OBJ)\lev_lex.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev_comp.h
$(UTILCC)
$(OBJ)\lev_main.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\tcap.h
$(UTILCC)
$(UTIL)\lev_yacc.c : $(UTIL)\lev_comp.y
$(MAKEB) YY=lev do_yacc
$(UTIL)\lev_lex.c : $(UTIL)\lev_comp.l
$(MAKEB) YY=lev do_lex
#
# Targets for the dungeon compiler.
#
dgn_comp : $(TEMP)\dgn_comp.exe
$(TEMP)\dgn_comp.exe : $(TEMP)\dgn_comp.rsp
$(DGNCLN)
$(TEMP)\dgn_comp.rsp : $(DGNCOMPOBJS) $(TEMP)\$(DGNCDEF)
$(ECHO) $(SYSOBJ) $(DOBJ01) +> $@
$(ECHO) $(DOBJ02)>> $@
$(ECHO) $(TEMP)\dgn_comp.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(DGNCMD) $(LFLAGS);>> $@
$(OBJ)\dgn_yacc.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\date.h $(INCL)\dgn_file.h
$(UTILCC)
$(OBJ)\dgn_lex.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dgn_comp.h $(INCL)\dgn_file.h
$(UTILCC)
$(OBJ)\dgn_main.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
$(UTIL)\dgn_yacc.c : $(UTIL)\dgn_comp.y
$(MAKEB) YY=dgn do_yacc
$(UTIL)\dgn_lex.c : $(UTIL)\dgn_comp.l
$(MAKEB) YY=dgn do_lex
#
# For both lev_comp and dgn_comp.
#
$(OBJ)\panic.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
#
# Yacc and Lex targets.
#
yacc_cpy :
$(CP) $(SSYS)\$(YY)_yacc.c $(UTIL)
$(CP) $(SSYS)\$(YY)_comp.h $(INCL)
$(MAKEB) TT=$(UTIL)\$(YY)_yacc.c do_touch
$(MAKEB) TT=$(INCL)\$(YY)_comp.h do_touch
yacc_msg :
$(ECHO) $(YY)_comp.y has changed. To update $(YY)_yacc.c and $(YY)_comp.h run $(YACC).
yacc_act :
$(YACC) -d $(UTIL)\$(YY)_comp.y
$(CP) $(YTABC) $(UTIL)\$(YY)_yacc.c
$(CP) $(YTABH) $(INCL)\$(YY)_comp.h
$(RM) $(YTABC)
$(RM) $(YTABH)
lex_cpy :
$(CP) $(SSYS)\$(YY)_lex.c $(UTIL)
$(MAKEB) TT=$(UTIL)\$(YY)_lex.c do_touch
lex_msg :
$(ECHO) $(YY)_comp.l has changed. To update $(YY)_lex.c run $(LEX).
lex_act :
$(LEX) $(UTIL)\$(YY)_comp.l
$(CP) $(LEXYYC) $(UTIL)\$(YY)_lex.c
$(RM) $(LEXYYC)
#
# Why must this be so kludgy?
#
realtouch :
$(TOUCH) $(TT)
faketouch :
$(BEG) $(CAT) $(TT) > $(TEMP)\foo.bar $(SEP) $(CP) $(TEMP)\foo.bar $(TT) $(SEP) $(RM) $(TEMP)\foo.bar $(END)
#
# Targets for the recovery utility.
#
recover : $(GAMEDIR)\recover.exe
$(GAMEDIR)\recover.exe : $(TEMP)\recover.rsp
$(RCVRLN)
$(TEMP)\recover.rsp : $(RECOVOBJS) $(TEMP)\$(RCVRDEF)
$(ECHO) $(SYSOBJ) $(RECOVOBJS)> $@
$(ECHO) $(GAMEDIR)\recover.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(PLIBS)>> $@
$(ECHO) $(TEMP)\$(RCVRDEF) $(LFLAGS);>> $@
$(OBJ)\recover.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
#
# Targets for the dlb.
#
dlb : $(TEMP)\dlb.exe
$(TEMP)\dlb.exe : $(TEMP)\dlb.rsp
$(DLBRLN)
$(TEMP)\dlb.rsp : $(DLBOBJS) $(TEMP)\$(DLBDEF)
$(ECHO) $(SYSOBJ) $(DLBOBJS)> $@
$(ECHO) $(TEMP)\dlb.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(PLIBS)>> $@
$(ECHO) $(TEMP)\$(DLBDEF) $(LFLAGS);>> $@
$(OBJ)\dlb_main.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dlb.h
$(UTILCC)
$(GAMEDIR)\nhdat : $(WINX11VARDAT)
$(MAKEB) do_dlb
dlb_yup : dlb
$(TEMP)\dlb cCf $(GAMEDIR) $(GAMEDIR)\nhdat $(DATDLB)
-$(RM) $(GAMEDIR)\help
-$(RM) $(GAMEDIR)\hh
-$(RM) $(GAMEDIR)\cmdhelp
-$(RM) $(GAMEDIR)\history
-$(RM) $(GAMEDIR)\opthelp
-$(RM) $(GAMEDIR)\wizhelp
-$(RM) $(GAMEDIR)\asmodeus.lev
-$(RM) $(GAMEDIR)\baalz.lev
-$(RM) $(GAMEDIR)\bigrm-?.lev
-$(RM) $(GAMEDIR)\castle.lev
-$(RM) $(GAMEDIR)\fakewiz?.lev
-$(RM) $(GAMEDIR)\juiblex.lev
-$(RM) $(GAMEDIR)\knox.lev
-$(RM) $(GAMEDIR)\medusa-?.lev
-$(RM) $(GAMEDIR)\minend-?.lev
-$(RM) $(GAMEDIR)\minefill.lev
-$(RM) $(GAMEDIR)\minetn-?.lev
-$(RM) $(GAMEDIR)\oracle.lev
-$(RM) $(GAMEDIR)\orcus.lev
-$(RM) $(GAMEDIR)\sanctum.lev
-$(RM) $(GAMEDIR)\tower?.lev
-$(RM) $(GAMEDIR)\valley.lev
-$(RM) $(GAMEDIR)\wizard?.lev
-$(RM) $(GAMEDIR)\astral.lev
-$(RM) $(GAMEDIR)\air.lev
-$(RM) $(GAMEDIR)\earth.lev
-$(RM) $(GAMEDIR)\fire.lev
-$(RM) $(GAMEDIR)\water.lev
-$(RM) $(GAMEDIR)\???-goal.lev
-$(RM) $(GAMEDIR)\???-fil?.lev
-$(RM) $(GAMEDIR)\???-loca.lev
-$(RM) $(GAMEDIR)\???-strt.lev
-$(RM) $(GAMEDIR)\data
-$(RM) $(GAMEDIR)\oracles
-$(RM) $(GAMEDIR)\options
-$(RM) $(GAMEDIR)\quest.dat
-$(RM) $(GAMEDIR)\rumors
-$(RM) $(GAMEDIR)\dungeon
-$(RM) $(GAMEDIR)\soko?-?.lev
# -$(RM) $(GAMEDIR)\pet_mark.xbm
# -$(RM) $(GAMEDIR)\rip.xpm
dlb_nope :
$(ECHO) DLB not requested.
#
# The following files depend on makedefs to be created.
#
# date.h should be remade every time any of the source or include
# files is modified.
#
$(INCL)\date.h : $(VOBJ) $(TEMP)\makedefs.exe
$(TEMP)\makedefs -v
$(CP) $(DAT)\options $(GAMEDIR)
$(RM) $(DAT)\options
$(INCL)\onames.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -o
$(INCL)\pm.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -p
monstr.c : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -m
$(OBJ)\monstr.o : $(CB)
$(SRCCC)
$(GAMEDIR)\data : $(DAT)\$(DATABASE) $(TEMP)\makedefs.exe
$(TEMP)\makedefs -d
$(CP) $(DAT)\data $(GAMEDIR)
$(RM) $(DAT)\data
$(GAMEDIR)\rumors : $(DAT)\rumors.tru $(DAT)\rumors.fal $(TEMP)\makedefs.exe
$(TEMP)\makedefs -r
$(CP) $(DAT)\rumors $(GAMEDIR)
$(RM) $(DAT)\rumors
$(GAMEDIR)\oracles : $(DAT)\oracles.txt $(TEMP)\makedefs.exe
$(TEMP)\makedefs -h
$(CP) $(DAT)\oracles $(GAMEDIR)
$(RM) $(DAT)\oracles
$(GAMEDIR)\quest.dat : $(DAT)\quest.txt $(TEMP)\makedefs.exe
$(TEMP)\makedefs -q
$(CP) $(DAT)\quest.dat $(GAMEDIR)
$(RM) $(DAT)\quest.dat
#
# Vision tables for algorithm D.
#
vis_tab.c : $(INCL)\vis_tab.h
$(INCL)\vis_tab.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -z
$(OBJ)\vis_tab.o : $(CB)
$(SRCCC)
#
# The following programs vary depending on what OS you are using.
#
$(OBJ)\main.o : $(SSYS)\pc$(CB) $(HACK_H) $(INCL)\dlb.h
$(PSYSCC)
$(OBJ)\tty.o : $(SSYS)\pc$(CB) $(HACK_H) $(INCL)\func_tab.h
$(PSYSCC)
$(OBJ)\unix.o : $(SSYS)\pc$(CB) $(HACK_H)
$(PSYSCC)
#
# Other system specific modules.
#
$(OBJ)\os2.o : $(SYS)\$(CB) $(HACK_H) $(INCL)\tcap.h $(INCL)\def_os2.h
$(SYSCC)
$(OBJ)\pcsys.o : $(SSYS)\$(CB) $(HACK_H)
$(SSYSCC)
#
# Berkeley random(3) routines.
#
$(OBJ)\random.o : $(SSYS)\$(CB)
$(SSYSCC)
#
# Window source.
#
$(OBJ)\getline.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\func_tab.h
$(WINCC)
$(OBJ)\termcap.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
$(OBJ)\topl.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
$(OBJ)\wintty.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
#
# Secondary targets.
#
dat : spec_lev help_fil $(GAMEDIR)\dungeon $(GAMEDIR)\data $(GAMEDIR)\rumors \
$(GAMEDIR)\oracles $(GAMEDIR)\quest.dat $(GAMEDIR)\$(GAME).ico \
$(GAMEDIR)\$(GAME).cmd $(GAMEDIR)\nethack.cnf $(GAMEDIR)\nhdat \
$(WINX11VARDAT)
help_fil : $(GAMEDIR)\cmdhelp $(GAMEDIR)\help $(GAMEDIR)\hh $(GAMEDIR)\history \
$(GAMEDIR)\license $(GAMEDIR)\opthelp $(GAMEDIR)\wizhelp
$(GAMEDIR)\cmdhelp : $(DAT)\cmdhelp
$(CP) $(DAT)\cmdhelp $(GAMEDIR)
$(GAMEDIR)\help : $(DAT)\help
$(CP) $(DAT)\help $(GAMEDIR)
$(GAMEDIR)\hh : $(DAT)\hh
$(CP) $(DAT)\hh $(GAMEDIR)
$(GAMEDIR)\history : $(DAT)\history
$(CP) $(DAT)\history $(GAMEDIR)
$(GAMEDIR)\license : $(DAT)\license
$(CP) $(DAT)\license $(GAMEDIR)
$(GAMEDIR)\opthelp : $(DAT)\opthelp
$(CP) $(DAT)\opthelp $(GAMEDIR)
$(GAMEDIR)\wizhelp : $(DAT)\wizhelp
$(CP) $(DAT)\wizhelp $(GAMEDIR)
$(GAMEDIR)\dungeon : $(DAT)\dungeon.def $(TEMP)\makedefs.exe $(TEMP)\dgn_comp.exe
$(TEMP)\makedefs -e
$(TEMP)\dgn_comp $(DAT)\dungeon.pdf
$(CP) $(DAT)\dungeon $(GAMEDIR)
$(RM) $(DAT)\dungeon.pdf
$(RM) $(DAT)\dungeon
AFILES = $(GAMEDIR)\Arc-goal.lev
BFILES = $(GAMEDIR)\Bar-goal.lev
CFILES = $(GAMEDIR)\Cav-goal.lev
HFILES = $(GAMEDIR)\Hea-goal.lev
KFILES = $(GAMEDIR)\Kni-goal.lev
MFILES = $(GAMEDIR)\Mon-goal.lev
PFILES = $(GAMEDIR)\Pri-goal.lev
RANFILES = $(GAMEDIR)\Ran-goal.lev
RFILES = $(GAMEDIR)\Rog-goal.lev
SFILES = $(GAMEDIR)\Sam-goal.lev
TFILES = $(GAMEDIR)\Tou-goal.lev
VFILES = $(GAMEDIR)\Val-goal.lev
WFILES = $(GAMEDIR)\Wiz-goal.lev
XFILES = $(AFILES) $(BFILES) $(CFILES) $(HFILES) $(KFILES) $(MFILES) \
$(PFILES) $(RANFILES) $(RFILES) $(SFILES) $(TFILES) $(VFILES) $(WFILES)
spec_lev : $(GAMEDIR)\astral.lev $(GAMEDIR)\bigrm-1.lev $(GAMEDIR)\castle.lev \
$(GAMEDIR)\knox.lev $(GAMEDIR)\medusa-1.lev $(GAMEDIR)\minefill.lev \
$(GAMEDIR)\oracle.lev $(GAMEDIR)\tower1.lev $(GAMEDIR)\valley.lev \
$(GAMEDIR)\wizard1.lev $(GAMEDIR)\soko1-1.lev $(XFILES)
# Single special level files
$(GAMEDIR)\castle.lev : $(DAT)\castle.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=castle do_slev
$(GAMEDIR)\knox.lev : $(DAT)\knox.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=knox do_slev
$(GAMEDIR)\oracle.lev : $(DAT)\oracle.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=oracle do_slev
do_slev :
$(TEMP)\lev_comp $(DAT)\$(LF).des
$(CP) $(LF).lev $(GAMEDIR)
$(RM) $(LF).lev
# Multiple special level files
$(GAMEDIR)\astral.lev : $(DAT)\endgame.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\endgame.des
$(CP) air.lev $(GAMEDIR)
$(CP) astral.lev $(GAMEDIR)
$(CP) earth.lev $(GAMEDIR)
$(CP) fire.lev $(GAMEDIR)
$(CP) water.lev $(GAMEDIR)
$(RM) air.lev
$(RM) astral.lev
$(RM) earth.lev
$(RM) fire.lev
$(RM) water.lev
$(GAMEDIR)\bigrm-1.lev : $(DAT)\bigroom.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\bigroom.des
$(CP) bigrm-?.lev $(GAMEDIR)
$(RM) bigrm-?.lev
$(GAMEDIR)\medusa-1.lev : $(DAT)\medusa.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\medusa.des
$(CP) medusa-?.lev $(GAMEDIR)
$(RM) medusa-?.lev
$(GAMEDIR)\minefill.lev : $(DAT)\mines.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\mines.des
$(CP) minend-?.lev $(GAMEDIR)
$(CP) minefill.lev $(GAMEDIR)
$(CP) minetn-?.lev $(GAMEDIR)
$(RM) minend-?.lev
$(RM) minefill.lev
$(RM) minetn-?.lev
$(GAMEDIR)\tower1.lev : $(DAT)\tower.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\tower.des
$(CP) tower?.lev $(GAMEDIR)
$(RM) tower?.lev
$(GAMEDIR)\valley.lev : $(DAT)\gehennom.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\gehennom.des
$(CP) asmodeus.lev $(GAMEDIR)
$(CP) baalz.lev $(GAMEDIR)
$(CP) juiblex.lev $(GAMEDIR)
$(CP) orcus.lev $(GAMEDIR)
$(CP) sanctum.lev $(GAMEDIR)
$(CP) valley.lev $(GAMEDIR)
$(RM) asmodeus.lev
$(RM) baalz.lev
$(RM) juiblex.lev
$(RM) orcus.lev
$(RM) sanctum.lev
$(RM) valley.lev
$(GAMEDIR)\wizard1.lev : $(DAT)\yendor.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\yendor.des
$(CP) wizard?.lev $(GAMEDIR)
$(CP) fakewiz?.lev $(GAMEDIR)
$(RM) wizard?.lev
$(RM) fakewiz?.lev
$(GAMEDIR)\soko1-1.lev : $(DAT)\sokoban.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\sokoban.des
$(CP) soko?-?.lev $(GAMEDIR)
$(RM) soko?-?.lev
# Quest dungeons
$(AFILES) : $(DAT)\Arch.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Arc QF=Arch do_quest
$(BFILES) : $(DAT)\Barb.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Bar QF=Barb do_quest
$(CFILES) : $(DAT)\Caveman.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Cav QF=Caveman do_quest
$(HFILES) : $(DAT)\Healer.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Hea QF=Healer do_quest
$(KFILES) : $(DAT)\Knight.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Kni QF=Knight do_quest
$(MFILES) : $(DAT)\Monk.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Mon QF=Monk do_quest
$(PFILES) : $(DAT)\Priest.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Pri QF=Priest do_quest
$(RANFILES) : $(DAT)\Ranger.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Ran QF=Ranger do_quest
$(RFILES) : $(DAT)\Rogue.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Rog QF=Rogue do_quest
$(SFILES) : $(DAT)\Samurai.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Sam QF=Samurai do_quest
$(TFILES) : $(DAT)\Tourist.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Tou QF=Tourist do_quest
$(VFILES) : $(DAT)\Valkyrie.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Val QF=Valkyrie do_quest
$(WFILES) : $(DAT)\Wizard.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Wiz QF=Wizard do_quest
do_quest :
$(TEMP)\lev_comp $(DAT)\$(QF).des
$(CP) $(QQ)-fil?.lev $(GAMEDIR)
$(CP) $(QQ)-goal.lev $(GAMEDIR)
$(CP) $(QQ)-loca.lev $(GAMEDIR)
$(CP) $(QQ)-strt.lev $(GAMEDIR)
$(RM) $(QQ)-fil?.lev
$(RM) $(QQ)-goal.lev
$(RM) $(QQ)-loca.lev
$(RM) $(QQ)-strt.lev
#
# NetHack icon for Presentation Manager.
#
$(GAMEDIR)\$(GAME).ico : $(SYS)\nhpmico.uu
$(MAKEB) do_icon
icon_msg :
$(ECHO) Icon file not extracted. Extract manually if required.
icon_act :
$(UUDECODE) $(SYS)\nhpmico.uu
$(CP) nethack.ico $(GAMEDIR)\$(GAME).ico
$(RM) nethack.ico
#
# NetHack command file to use with Presentation Manager.
#
$(GAMEDIR)\$(GAME).cmd :
$(MAKEB) CMDF=$@ do_cmd
cmd_msg :
$(ECHO) Command file not created. Create manually if required.
cmd_act :
$(ECHO) @echo off> $(CMDF)
$(ECHO) REM Command file for starting nethack.exe from PM/WPS Desktop>> $(CMDF)
$(ECHO) $(GAME).exe $(P)1 $(P)2 $(P)3 $(P)4 $(P)5 $(P)6 $(P)7>> $(CMDF)
$(ECHO) pause>> $(CMDF)
#
# NetHack configuration file. Will not overwrite an existing file.
#
$(GAMEDIR)\nethack.cnf :
$(CP) $(SSYS)\nethack.cnf $(GAMEDIR)
#
# Documentation.
#
$(TEMP)\$(GUIDEBOO).dvi : $(DOC)\$(GUIDEBOO).tex
$(LATEX) $(DOC)\$(GUIDEBOO).tex
$(CP) $(GUIDEBOO).dvi $(TEMP)
$(CP) $(GUIDEBOO).aux $(TEMP)
$(CP) $(GUIDEBOO).log $(TEMP)
$(RM) $(GUIDEBOO).dvi
$(RM) $(GUIDEBOO).aux
$(RM) $(GUIDEBOO).log
#
# Housekeeping.
#
clean :
-$(RM) $(OBJ)\*.o
spotless : clean
-$(RM) $(INCL)\date.h
-$(RM) $(INCL)\onames.h
-$(RM) $(INCL)\pm.h
-$(RM) $(INCL)\vis_tab.h
-$(RM) vis_tab.c
-$(RM) monstr.c
-$(RM) *.lev
-$(RM) nethack.ico
-$(RM) $(TEMP)\makedefs.exe
-$(RM) $(TEMP)\lev_comp.exe
-$(RM) $(TEMP)\dgn_comp.exe
-$(RM) $(TEMP)\*.rsp
-$(RM) $(TEMP)\*.def
-$(RM) $(TEMP)\*.map
-$(RM) $(TEMP)\$(GUIDEBOO).dvi
-$(RM) $(TEMP)\$(GUIDEBOO).aux
-$(RM) $(TEMP)\$(GUIDEBOO).log
#
# Main source.
#
# Default rules are sooo difficult for so many make
# programs that we do this the most straightforward way.
#
$(OBJ)\allmain.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\alloc.o : $(SRC)\$(CB) $(CONFIG_H)
$(SRCCC)
$(OBJ)\apply.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\artifact.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
$(SRCCC)
$(OBJ)\attrib.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\ball.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\bones.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\botl.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\cmd.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\func_tab.h
$(SRCCC)
$(OBJ)\dbridge.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\decl.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\quest.h
$(SRCCC)
$(OBJ)\detect.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\dig.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\display.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\dlb.o : $(SRC)\$(CB) $(CONFIG_H) $(INCL)\dlb.h
$(SRCCC)
$(OBJ)\do.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\do_name.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\do_wear.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\dog.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\dogmove.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\dokick.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\dothrow.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\drawing.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(SRCCC)
$(OBJ)\dungeon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\dgn_file.h
$(SRCCC)
$(OBJ)\eat.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\end.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\engrave.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\exper.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\explode.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\extralev.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\files.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\fountain.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\hack.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\hacklib.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\invent.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\light.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\lock.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mail.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mail.h
$(SRCCC)
$(OBJ)\makemon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h $(INCL)\emin.h
$(SRCCC)
$(OBJ)\mapglyph.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mcastu.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mhitm.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\mhitu.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\minion.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\emin.h $(INCL)\epri.h
$(SRCCC)
$(OBJ)\mklev.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mkmap.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(SRCCC)
$(OBJ)\mkmaze.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(SRCCC)
$(OBJ)\mkobj.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\mkroom.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\mondata.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h $(INCL)\epri.h
$(SRCCC)
$(OBJ)\monmove.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\monst.o : $(SRC)\$(CB) $(CONFIG_H) $(PERMONST_H) $(INCL)\monsym.h $(INCL)\eshk.h $(INCL)\vault.h $(INCL)\epri.h $(INCL)\color.h
$(SRCCC)
$(OBJ)\mplayer.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mthrowu.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\muse.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\music.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\o_init.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\objects.o : $(SRC)\$(CB) $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h $(INCL)\prop.h $(INCL)\color.h
$(SRCCC)
$(OBJ)\objnam.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\options.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(SRCCC)
$(OBJ)\pager.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pickup.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pline.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h
$(SRCCC)
$(OBJ)\polyself.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\potion.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pray.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h
$(SRCCC)
$(OBJ)\priest.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\eshk.h $(INCL)\epri.h $(INCL)\emin.h
$(SRCCC)
$(OBJ)\quest.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\quest.h $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\questpgr.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\read.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\region.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rect.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\restore.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h $(INCL)\quest.h
$(SRCCC)
$(OBJ)\rip.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rnd.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\role.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rumors.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\save.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h $(INCL)\quest.h
$(SRCCC)
$(OBJ)\shk.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\shknam.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\sit.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\sounds.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\sp_lev.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\rect.h
$(SRCCC)
$(OBJ)\spell.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\steal.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\steed.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\teleport.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\timeout.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\topten.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\track.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\trap.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\u_init.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\uhitm.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\vault.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\vault.h
$(SRCCC)
$(OBJ)\version.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\date.h $(INCL)\$(PATCHLEV).h
$(SRCCC)
$(OBJ)\vision.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\vis_tab.h
$(SRCCC)
$(OBJ)\weapon.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\were.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\wield.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\windows.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\wizard.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\worm.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\worn.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\write.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\zap.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)/Window.o: $(WINX11)\Window.c $(INCL)\xwindowp.h $(INCL)\xwindow.h \
$(CONFIG_H)
$(CC) -o$(OBJ)\Window.o $(CFLAGS) -c $(WINX11)\Window.c
$(OBJ)/dialogs.o: $(WINX11)\dialogs.c $(CONFIG_H)
$(CC) -o$(OBJ)\dialogs.o $(CFLAGS) -c $(WINX11)\dialogs.c
$(OBJ)/winX.o: $(WINX11)\winX.c $(HACK_H) $(INCL)\winX.h $(INCL)\dlb.h \
$(INCL)\patchlevel.h $(WINX11)\nh72icon \
$(WINX11)\nh56icon $(WINX11)\nh32icon
$(CC) $(CFLAGS) -c $(WINX11)\winX.c -o$(OBJ)\winX.o
$(OBJ)/winmap.o: $(WINX11)\winmap.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\dlb.h \
$(INCL)\winX.h $(INCL)\tile2x11.h
$(CC) $(CFLAGS) -c $(WINX11)\winmap.c -o $(OBJ)\winmap.o
$(OBJ)/winmenu.o: $(WINX11)\winmenu.c $(HACK_H) $(INCL)\winX.h
$(CC) $(CFLAGS) -c $(WINX11)\winmenu.c -o $(OBJ)\winmenu.o
$(OBJ)/winmesg.o: $(WINX11)\winmesg.c $(INCL)\xwindow.h $(HACK_H) $(INCL)\winX.h
$(CC) $(CFLAGS) -c $(WINX11)\winmesg.c -o$(OBJ)\winmesg.o
$(OBJ)/winmisc.o: $(WINX11)\winmisc.c $(HACK_H) $(INCL)\func_tab.h \
$(INCL)\winX.h
$(CC) $(CFLAGS) -c $(WINX11)\winmisc.c -o$(OBJ)\winmisc.o
$(OBJ)/winstat.o: $(WINX11)\winstat.c $(HACK_H) $(INCL)\winX.h
$(CC) $(CFLAGS) -c $(WINX11)\winstat.c -o$(OBJ)\winstat.o
$(OBJ)/wintext.o: $(WINX11)\wintext.c $(HACK_H) $(INCL)\winX.h $(INCL)\xwindow.h
$(CC) $(CFLAGS) -c $(WINX11)\wintext.c -o$(OBJ)\wintext.o
$(OBJ)/winval.o: $(WINX11)\winval.c $(HACK_H) $(INCL)\winX.h
$(CC) $(CFLAGS) -c $(WINX11)\winval.c -o$(OBJ)\winval.o
$(OBJ)/tile.o: $(NHSRC)\src\tile.c $(HACK_H)
$(CC) $(CFLAGS) -c $(NHSRC)\src\tile.c -o$(OBJ)\tile.o
$(TEMP)\tilemap.exe: ..\win\share\tilemap.c $(HACK_H)
$(CC) $(GCCO) $(WARN) -I$(INCL) $(CDFLAGS) $(STDC) $(WINX11CFLAGS) $(LFLAGS) -o $(TEMP)\tilemap.exe ..\win\share\tilemap.c $(LIBS)
$(NHSRC)\src\tile.c: $(TEMP)\tilemap.exe
$(TEMP)\tilemap
x11tiles: $(TEMP)\tile2x11.exe $(WINSHARE)\monsters.txt \
$(WINSHARE)\objects.txt \
$(WINSHARE)\other.txt
$(TEMP)\tile2x11.exe $(WINSHARE)\monsters.txt $(WINSHARE)\objects.txt \
$(WINSHARE)\other.txt
$(CP) x11tiles $(GAMEDIR)\x11tiles
TEXT_IO = $(OBJ)\tiletext.o \
$(OBJ)\tiletxt.o \
$(OBJ)\drawing.o \
$(OBJ)\decl.o \
$(OBJ)\monst.o \
$(OBJ)\objects.o
$(OBJ)\tiletext.o: ../win/share/tiletext.c $(CONFIG_H) $(WINSHARE)\tile.h
$(CC) $(CFLAGS) -c $(WINSHARE)\tiletext.c -o$(OBJ)\tiletext.o
$(OBJ)\tiletxt.o: $(WINSHARE)\tilemap.c $(HACK_H)
$(CC) $(CFLAGS) -c -DTILETEXT $(WINSHARE)\tilemap.c -o$(OBJ)\tiletxt.o
$(TEMP)\tile2x11.exe: $(OBJ)\tile2x11.o $(TEXT_IO)
$(CC) $(LFLAGS) -o $(TEMP)\tile2x11.exe $(OBJ)\tile2x11.o $(TEXT_IO) $(LIBS)
pet_mark.xbm: $(WINX11)\pet_mark.xbm
$(CP) $(WINX11)\pet_mark.xbm $(GAMEDIR)\pet_mark.xbm
rip.xpm: $(WINX11)\rip.xpm
$(CP) $(WINX11)\rip.xpm $(GAMEDIR)\rip.xpm
$(OBJ)\tile2x11.o : $(WINX11)\tile2x11.c $(INCL)\tile2x11.h
$(CC) $(CFLAGS) -o$(OBJ)\tile2x11.o -c $(WINX11)\tile2x11.c \
-I$(WINSHARE)
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