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# SCCS Id: @(#)Makefile.BC 3.4 2002/03/17
# Copyright (c) Yitzhak Sapir, 1999-2002.
# NetHack may be freely distributed. See license for details.
#
# PC NetHack 3.4 Makefile for Borland C++ 3.1 and 4.5.
#
# Nota Bene: Before you get to here you should have already read
# the Install.dos file located in the sys/msdos directory.
# Additionally, you should run this makefile with the -N
# Microsoft Compatibility option.
#
# This Makefile is for use with Borland C++ version 3.1 and 4.5, but might
# also work with more up to date versions.
#
# This Makefile is specific to Borland's MAKE which is supplied with the
# compiler. It supports only one overlay management facility - VROOMM.
# (This Makefile won't work with make45l or NDMAKE)
#
# Game Installation Variables.
# NOTE: Make sure GAMEDIR exists before nmake is started.
#
GAME = NetHack
GAMEDIR = ..\binary
#
#
# Directories
#
DAT = ..\dat
DOC = ..\doc
INCL = ..\include
SRC = ..\src
OBJ = o
MSYS = ..\sys\msdos
SYS = ..\sys\share
UTIL = ..\util
WTTY = ..\win\tty
WSHR = ..\win\share
#
# Compiler File Info.
# ($(MAKE) macro is often predefined, so we use $(MAKEBIN) instead.)
#
CC = bcc # Compiler
LINK = tlink # Linker
ASM = tasm # Assembler (not currently needed for BC)
MAKEBIN = make
UUDECODE = uudecode # Unix style uudecoder
#BCTOP = c:\borlandc # main Borland C++ directory
BCTOP = c:\bc31
#
# 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 lines below, and uncomment
# the lower two.
#
# On Borland C++, the newest versions of flex and bison provide
# problems when run from MAKE.
#
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 for each) here.
#
YACC = bison -y
#YACC = yacc
#YACC = byacc
LEX = flex
#LEX = lex
#
# - Specify your flex skeleton file (if needed).
#
FLEXSKEL =
#FLEXSKEL = -Sc:\tools16\flex.ske
#
# - Your yacc (or work-alike) output files
#
YTABC = y_tab.c
YTABH = y_tab.h
#YTABC = ytab.c
#YTABH = ytab.h
#
# - Your lex (or work-alike) output files
#
LEXYYC = lexyy.c
#LEXYYC = lex.yy.c
#
# Optional high-quality BSD random number generation routines
# (see pcconf.h). Set to nothing if not used.
#
RANDOM = $(OBJ)\random.o
#RANDOM =
#
# If TERMLIB is #defined in the source (in include\pcconf.h),
# comment out the upper line and uncomment the lower. Make sure
# that TERMLIB contains the full pathname to the termcap library.
TERMLIB =
#TERMLIB = $(SYS)\termcap.lib
#
# MEMORY USAGE AND OVERLAYING
#
# Overlay Schema 1
#
# - Minimal extended memory available, lots of 640K base RAM free
# Minimize overlay turns. Requires that a minimum of
# 607K RAM be free as follows:
# 462K Executable load requirement
# 115K for malloc() calls
# 30K Overlay buffer
# 607K Total memory requirement
#
# Overlay Schema 2
#
# - Favor small load size, requires extended memory for bearable performance.
# If you have very little base 640K RAM available, but lots of extended
# memory for caching overlays, you might try this. (eg. A machine with
# lots of TSR's or network drivers). Do not try to set SCHEMA = 2
# without a disk cache and extended memory.
# 381K Executable load requirement
# 115K for malloc() calls
# 30K Overlay buffer
# 526K Total memory requirement
#
# On Borland C++, you have to make a full rebuild of all object modules each
# time you change schemas.
#
SCHEMA = 2
#
# OPTIONAL TILE SUPPORT.
#
# This release of NetHack allows you to build a version of NetHack
# that will draw 16x16 color tiles on the display to represent
# NetHack maps, objects, monsters, etc. on machines with appropriate
# display hardware. Currently the only supported video hardware is
# VGA.
#
# Note: You can build NetHack with tile support and then choose
# whether to use it or not at runtime via the defaults.nh file option
# "video".
#
TILESUPPORT = Y
#
# C COMPILER AND LINKER SETTINGS
#
# For debugging ability, comment out the upper three
# macros and uncomment the lower three. You can also
# uncomment only either LDFLAGSU or LDFLAGSN if you
# want to include debug information only in the utilities
# or only in the game file.
# On Borland C++, you cannot include debug information for
# all the object modules because the linker cannot handle
# it.
#CDFLAGS =
LDFLAGSN =
#LDFLAGSU =
CDFLAGS = -v -vi # use debug info (compiler)
#LDFLAGSN = /v # use debug info (linker - game)
LDFLAGSU = /v # use debug info (linker - utilities)
#
# - Don't warn about unreachable code because flex generates a whole bunch
# of unreachable code warnings, which stops the compile process.
#
CW = -w-rch
#
# Select whether to use pre-compiled headers or not.
# Set PRECOMPHEAD to Y to use pre-compiled headers, set it to anything
# else and pre-compiled headers will not be used.
# (Pre-compiled headers speed up compiles, but require a bit more
# disk space during the build. The pre-compiled headers can be deleted
# afterwards via DEL *.PCH if desired).
#
PRECOMPHEAD = N
#
# C Compiler Flags
#
CFLAGS = -c
# Uncomment the line below if you want to store all the level files,
# help files, etc. in a single library file (recommended).
USE_DLB = Y
#
########################################################################
########################################################################
#
# Nothing below here should have to be changed.
#
########################################################################
########################################################################
#
# Warning:
#
# Changing anything below here means that you should be *very*
# familiar with your compiler's workings, *very* knowledgeable
# about the overlay structure and mechanics of NetHack, and *very*
# confident in your understanding of Makefiles and Make utilities.
#
########################################################################
#
# Default Make Procedure
#
default: $(GAME)
#
########################################################################
# Tile preparation
#
! IF ("$(TILESUPPORT)"=="Y")
TILEGAME = $(OBJ)\tile.o $(OBJ)\pctiles.0 $(OBJ)\pctiles.b
#
# - VGA Tile Support, uncomment these three lines.
#
TILEVGA = $(OBJ)\vidvga.0 $(OBJ)\vidvga.1 $(OBJ)\vidvga.2 $(OBJ)\vidvga.b
PLANAR_TIB = NetHack1.tib
OVERVIEW_TIB = NetHacko.tib
#
# Leave this line uncommented and unchanged.
TILEUTIL = $(TILEGAME) $(TILEVGA) $(UTIL)\tile2bin.exe $(UTIL)\til2bin2.exe \
$(PLANAR_TIB) $(OVERVIEW_TIB)
! ENDIF
! IF ("$(USE_DLB)"=="Y")
DLB = nhdat
! ELSE
DLB =
! ENDIF
#
#############################################################################
#
# General Overlay Schema Settings
#
OVLINIT =$(OBJ)\ovlinit.o
#
#############################################################################
#
# C Compiler and Linker Setup Options
# (To Maintainer; modify only if absolutely necessary)
#
BCINCL = $(BCTOP)\include # include directory for main BC headers
BCLIB = $(BCTOP)\lib # library directory for main BC libraries
BCCFG = nethack.cfg # name of the nethack configuration file
VROOMMCFG= vroomm.cfg # name of file with code segment information
#
# Model
#
MODEL = h
#
# - Optional C library specifier for those with non-standard
# libraries or a multiple-target library setup.
#
CLIB =
#
# Borland C++ libraries
#
BCOVL = $(BCLIB)\OVERLAY
BCMDL = $(BCLIB)\C$(MODEL)
#
# Compiler Options
#
CNOLNK = -c # just generate .OBJ
CPCHUSE = -Hu # use precompiled headers
CPCHGEN = -H # generate precompiled headers
CPCHNAM = -H= # set the name of the precompiled header file
CPCHEXT = .PCH # precompiled header extension
CDEFINE = -D # define a macro
CSTKSZ = -DSTKSIZ= # set stack size
CCSNAM = -zC # set the code segment name
COBJNAM = -o # name the .OBJ file
#
# Linker Options
#
LWCASE = /c # treat case as significant
LMAP = /m # create map file
LINIT = $(BCLIB)\C0$(MODEL) # initialization object file
LOVL = /oOVLY # overlay all needed segments
#
# Stack Sizes
#
STKSUTL = 4096 # Utilities Stack Size
STKSNRM = 5120 # Normal Stack Size
CUSTACK = $(CSTKSZ)$(STKSUTL) # Utilities Stack Set for Compiler
CNSTACK = $(CSTKSZ)$(STKSNRM) # Normal Stack Set for Compiler
#
########################################################################
# DLB preparation
#
! IF ("$(USE_DLB)"=="Y")
DLBFLG = $(CDEFINE)DLB
! ELSE
DLBFLG =
! ENDIF
#
########################################################################
# tile preparation
#
! IF ("$(TILESUPPORT)"=="Y")
TILFLG = $(CDEFINE)USE_TILES
! ELSE
TILFLG =
! ENDIF
#############################################################################
#
# Overlay switches
#
COVL0 = $(CDEFINE)OVL0
COVL1 = $(CDEFINE)OVL1
COVL2 = $(CDEFINE)OVL2
COVL3 = $(CDEFINE)OVL3
COVLB = $(CDEFINE)OVLB
#
# Flags
#
FLAGOPT = $(DLBFLG) $(TILFLG)
#
# Precompiled Header Section
#
#common options (placed in $(BCCFG))
CFLGTOT = $(CDFLAGS) $(CFLAGS) $(FLAGOPT) $(CW)
#util builds
CFLAGSU = $(CUSTACK) +$(VROOMMCFG)
#normal build, no PCH
CFLAGSN = $(CNSTACK) +$(VROOMMCFG)
#no optimizations
CFLAGNO = $(CNOOPT) $(CFLAGSN)
! IF ("$(PRECOMPHEAD)"!="Y")
CFLAGCO = $(COVLO)
CFLAGUO = $(COVLO)
CFLAGC0 = $(COVL0)
CFLAGU0 = $(COVL0)
CFLAGC1 = $(COVL1)
CFLAGU1 = $(COVL1)
CFLAGC2 = $(COVL2)
CFLAGU2 = $(COVL2)
CFLAGC3 = $(COVL3)
CFLAGU3 = $(COVL3)
CFLAGCB = $(COVLB)
CFLAGUB = $(COVLB)
PCHO =
PCH0 =
PCH1 =
PCH2 =
PCH3 =
PCHB =
precomp.msg:
@echo Not using precompiled headers...
! ELSE
# .o files
CFLAGUO = $(CPCHUSE) $(CPCHNAM)PHO$(CPCHEXT) $(COVLO)
CFLAGCO = $(CPCHGEN) $(CPCHNAM)PHO$(CPCHEXT) $(COVLO)
PCHO = PHO$(CPCHEXT)
# .0 files
CFLAGU0 = $(CPCHUSE) $(CPCHNAM)PH0$(CPCHEXT) $(COVL0)
CFLAGC0 = $(CPCHGEN) $(CPCHNAM)PH0$(CPCHEXT) $(COVL0)
PCH0 = PH0$(CPCHEXT)
# .1 files
CFLAGU1 = $(CPCHUSE) $(CPCHNAM)PH1$(CPCHEXT) $(COVL1)
CFLAGC1 = $(CPCHGEN) $(CPCHNAM)PH1$(CPCHEXT) $(COVL1)
PCH1 = PH1$(CPCHEXT)
# .2 files
CFLAGU2 = $(CPCHUSE) $(CPCHNAM)PH2$(CPCHEXT) $(COVL2)
CFLAGC2 = $(CPCHGEN) $(CPCHNAM)PH2$(CPCHEXT) $(COVL2)
PCH2 = PH2$(CPCHEXT)
# .3 files
CFLAGU3 = $(CPCHUSE) $(CPCHNAM)PH3$(CPCHEXT) $(COVL3)
CFLAGC3 = $(CPCHGEN) $(CPCHNAM)PH3$(CPCHEXT) $(COVL3)
PCH3 = PH3$(CPCHEXT)
# .B files
CFLAGUB = $(CPCHUSE) $(CPCHNAM)PHB$(CPCHEXT) $(COVLB)
CFLAGCB = $(CPCHGEN) $(CPCHNAM)PHB$(CPCHEXT) $(COVLB)
PCHB = PHB$(CPCHEXT)
precomp.msg:
@echo Using precompiled headers...
! ENDIF
FLAGCO = $(CNSTACK) +$(VROOMMCFG)
FLAGUO = $(CNSTACK) +$(VROOMMCFG)
FLAGC0 = $(CNSTACK) +$(VROOMMCFG)
FLAGU0 = $(CNSTACK) +$(VROOMMCFG)
FLAGC1 = $(CNSTACK) +$(VROOMMCFG)
FLAGU1 = $(CNSTACK) +$(VROOMMCFG)
FLAGC2 = $(CNSTACK) +$(VROOMMCFG)
FLAGU2 = $(CNSTACK) +$(VROOMMCFG)
FLAGC3 = $(CNSTACK) +$(VROOMMCFG)
FLAGU3 = $(CNSTACK) +$(VROOMMCFG)
FLAGCB = $(CNSTACK) +$(VROOMMCFG)
FLAGUB = $(CNSTACK) +$(VROOMMCFG)
# End of Pre-compiled header section
#===========================================================================
#
# Basic Borland C++ option line
#
BCOPTS1 = -Y -O -Z -Oe -Ob -Os -Ff -I$(BCINCL);$(INCL) -m$(MODEL)
BCOPTS2 = $(CDEFINE)__IO_H $(CFLGTOT) -DSTRNCMPI
#
# Linker options for building various things.
#
LFLAGSU = $(LDFLAGSU) $(LUSTACK) $(LINIT)
LFLAGSN = $(LDFLAGSN) $(LNSTACK) $(LWCASE) $(LMAXSEG) $(INTOVL) $(LMAXALL) \
$(LINFO) $(LINIT) $(LOVL)
#
# Make Roolz dude.
# Due to the inadequacy of some makes these must accord with a
# topological sort of the generated-from relation... output on
# the left, input on the right. Trust me.
#
.SUFFIXES: .exe .0 .1 .2 .3 .B .o .til .uu .c .y .l
#
# Rules for files in src
#
.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.0:
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.1:
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.2:
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.3:
@type schema$(SCHEMA).bc | find "$(@B)_3" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU3) >> $(VROOMMCFG)
$(CC) $(FLAGU3) $(COBJNAM)$@ $<
{$(SRC)}.c{$(OBJ)}.B:
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $<
#
# Rules for files in sys\share
#
{$(SYS)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(SYS)}.c{$(OBJ)}.0:
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $<
{$(SYS)}.c{$(OBJ)}.1:
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $<
{$(SYS)}.c{$(OBJ)}.2:
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $<
{$(SYS)}.c{$(OBJ)}.3:
@type schema$(SCHEMA).bc | find "$(@B)_3" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU3) >> $(VROOMMCFG)
$(CC) $(FLAGU3) $(COBJNAM)$@ $<
{$(SYS)}.c{$(OBJ)}.B:
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $<
#
# Rules for files in sys\msdos
#
{$(MSYS)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(MSYS)}.c{$(OBJ)}.0:
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $<
{$(MSYS)}.c{$(OBJ)}.1:
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $<
{$(MSYS)}.c{$(OBJ)}.2:
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $<
{$(MSYS)}.c{$(OBJ)}.3:
@type schema$(SCHEMA).bc | find "$(@B)_3" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU3) >> $(VROOMMCFG)
$(CC) $(FLAGU3) $(COBJNAM)$@ $<
{$(MSYS)}.c{$(OBJ)}.B:
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $<
{$(MSYS)}.h{$(INCL)}.h:
@copy $< $@
#
# Rules for files in util
#
{$(UTIL)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) (COBJNAM)$@ $<
#
# Rules for files in win\share
#
{$(WSHR)}.c.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
@$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(WSHR)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
@$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(WSHR)}.h{$(INCL)}.h:
@copy $< $@
{$(WSHR)}.txt{$(DAT)}.txt:
@copy $< $@
#
# Rules for files in win\tty
#
{$(WTTY)}.c{$(OBJ)}.o:
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $<
{$(WTTY)}.c{$(OBJ)}.0:
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $<
{$(WTTY)}.c{$(OBJ)}.1:
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $<
{$(WTTY)}.c{$(OBJ)}.2:
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $<
{$(WTTY)}.c{$(OBJ)}.3:
@type schema$(SCHEMA).bc | find "$(@B)_3" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU3) >> $(VROOMMCFG)
$(CC) $(FLAGU3) $(COBJNAM)$@ $<
{$(WTTY)}.c{$(OBJ)}.B:
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $<
#
# NETHACK OBJECTS
#
# This section creates shorthand macros for many objects
# referenced later on in the Makefile.
#
#
# Shorten up the location for some files
#
O = $(OBJ)\ # comment so \ isn't last char
U = $(UTIL)\ # comment so \ isn't last char
SPLEVDES = $(DAT)\Arch.des $(DAT)\Barb.des $(DAT)\bigroom.des \
$(DAT)\castle.des $(DAT)\Caveman.des $(DAT)\endgame.des \
$(DAT)\gehennom.des $(DAT)\Healer.des $(DAT)\Knight.des \
$(DAT)\knox.des $(DAT)\Monk.des $(DAT)\medusa.des \
$(DAT)\mines.des $(DAT)\oracle.des $(DAT)\Priest.des \
$(DAT)\Ranger.des $(DAT)\Rogue.des $(DAT)\Samurai.des \
$(DAT)\Tourist.des $(DAT)\tower.des $(DAT)\Valkyrie.des \
$(DAT)\Wizard.des $(DAT)\yendor.des
#
# 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 $(O)stubvid.o
DGNCOMPOBJS =$(O)dgn_yacc.o $(O)dgn_$(LEX).o $(O)dgn_main.o \
$(O)alloc.o $(O)panic.o
RECOVOBJS = $(O)recover.o
GIFREADERS =$(O)gifread.o $(O)alloc.o $(O)panic.o
TEXT_IO =$(O)tiletext.o $(O)tiletxt.o $(O)drawing.o \
$(O)decl.o $(O)monst.o $(O)objects.o $(O)stubvid.o
PPMWRITERS = $(O)ppmwrite.o $(O)alloc.o $(O)panic.o
GIFREAD2 =$(O)gifread2.o $(O)alloc.o $(O)panic.o
TEXT_IO2 =$(O)tiletex2.o $(O)tiletxt2.o $(O)drawing.o \
$(O)decl.o $(O)monst.o $(O)objects.o $(O)stubvid.o
PPMWRIT2 = $(O)ppmwrit2.o $(O)alloc.o $(O)panic.o
TILEFILES = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt
TILEFILES2 = $(WSHR)\monthin.txt $(WSHR)\objthin.txt $(WSHR)\oththin.txt
DLBOBJS = $(O)dlb_main.o $(O)dlb.o $(O)alloc.o $(O)panic.o
#
# Object files for the game itself.
#
OBJ01 = $(O)alloc.o $(RANDOM) $(O)decl.o $(O)objects.o \
$(O)muse.o $(O)display.o $(O)vision.o $(O)mapglyph.o \
$(O)rect.o $(O)vis_tab.o $(O)monst.o $(O)wintty.o \
$(O)files.o $(O)sys.o $(O)monstr.o $(O)minion.o \
$(O)worm.o $(O)detect.o $(O)exper.o $(O)mplayer.o \
$(O)uhitm.o $(O)pager.o $(O)windows.o $(O)quest.o \
$(O)questpgr.o $(O)write.o $(O)drawing.o $(O)dokick.o \
$(O)dothrow.o $(O)pickup.o $(O)pray.o $(O)spell.o \
$(O)ball.o $(O)wield.o $(O)worn.o $(O)fountain.o \
$(O)music.o $(O)rumors.o $(O)dlb.o $(O)sit.o \
$(O)bones.o $(O)mklev.o $(O)save.o $(O)restore.o \
$(O)mkmaze.o $(O)mkmap.o $(O)end.o $(O)o_init.o \
$(O)options.o $(O)rip.o $(O)sound.o $(O)teleport.o \
$(O)topten.o $(O)tty.o $(O)u_init.o $(O)extralev.o \
$(O)sp_lev.o $(O)dig.o $(O)pckeys.o $(O)role.o \
$(O)steed.o $(O)region.o
OVL0 = $(O)allmain.0 $(O)apply.0 $(O)artifact.0 $(O)attrib.0 \
$(O)botl.0 $(O)cmd.0 $(O)dbridge.0 $(O)do.0 \
$(O)do_name.0 $(O)do_wear.0 $(O)dogmove.0 $(O)dungeon.0 \
$(O)eat.0 $(O)engrave.0 $(O)hacklib.0 $(O)invent.0 \
$(O)lock.0 $(O)pcmain.0 $(O)mail.0 $(O)makemon.0 \
$(O)mcastu.0 $(O)mhitm.0 $(O)mhitu.0 $(O)mkobj.0 \
$(O)mkroom.0 $(O)mon.0 $(O)mondata.0 $(O)monmove.0 \
$(O)mthrowu.0 $(O)objnam.0 $(O)polyself.0 $(O)priest.0 \
$(O)rnd.0 $(O)shknam.0 $(O)sounds.0 $(O)steal.0 \
$(O)timeout.0 $(O)track.0 $(O)trap.0 $(O)vault.0 \
$(O)weapon.0 $(O)were.0 $(O)wizard.0 $(O)msdos.0 \
$(O)termcap.0 $(O)video.0 $(O)vidtxt.0 $(O)zap.0 \
$(O)explode.0 $(O)shk.0
OVL1 = $(O)allmain.1 $(O)apply.1 $(O)artifact.1 $(O)attrib.1 \
$(O)botl.1 $(O)cmd.1 $(O)dbridge.1 $(O)do.1 \
$(O)do_wear.1 $(O)dog.1 $(O)dungeon.1 $(O)eat.1 \
$(O)engrave.1 $(O)hack.1 $(O)hacklib.1 $(O)invent.1 \
$(O)makemon.1 $(O)mhitu.1 $(O)mkobj.1 $(O)mon.1 \
$(O)mondata.1 $(O)monmove.1 $(O)mthrowu.1 $(O)objnam.1 \
$(O)pcmain.1 $(O)polyself.1 $(O)rnd.1 $(O)shk.1 \
$(O)steal.1 $(O)timeout.1 $(O)track.1 $(O)trap.1 \
$(O)weapon.1 $(O)getline.1 $(O)termcap.1 $(O)topl.1 \
$(O)video.1 $(O)zap.1 $(O)explode.1
OVL2 = $(O)attrib.2 $(O)do.2 $(O)do_name.2 $(O)do_wear.2 \
$(O)dog.2 $(O)engrave.2 $(O)hack.2 $(O)hacklib.2 \
$(O)invent.2 $(O)makemon.2 $(O)mon.2 $(O)mondata.2 \
$(O)monmove.2 $(O)getline.2 $(O)shk.2 $(O)topl.2 \
$(O)trap.2 $(O)zap.2
OVL3 = $(O)do.3 $(O)hack.3 $(O)invent.3 $(O)light.3 \
$(O)shk.3 $(O)trap.3 $(O)zap.3
OVLB = $(O)allmain.B $(O)apply.B $(O)artifact.B $(O)attrib.B \
$(O)botl.B $(O)cmd.B $(O)dbridge.B $(O)do.B \
$(O)do_name.B $(O)do_wear.B $(O)dog.B $(O)dogmove.B \
$(O)eat.B $(O)engrave.B $(O)hack.B $(O)hacklib.B \
$(O)invent.B $(O)lock.B $(O)mail.B $(O)makemon.B \
$(O)mcastu.B $(O)mhitm.B $(O)mhitu.B $(O)mkobj.B \
$(O)mkroom.B $(O)mon.B $(O)mondata.B $(O)monmove.B \
$(O)mthrowu.B $(O)objnam.B $(O)pcmain.B $(O)pline.B \
$(O)polyself.B $(O)potion.B $(O)priest.B $(O)read.B \
$(O)rnd.B $(O)shk.B $(O)shknam.B $(O)sounds.B \
$(O)steal.B $(O)timeout.B $(O)track.B $(O)trap.B \
$(O)vault.B $(O)weapon.B $(O)were.B $(O)wizard.B \
$(O)msdos.B $(O)pcunix.B $(O)termcap.B $(O)topl.B \
$(O)video.B $(O)vidtxt.B $(O)zap.B
TILOBJ = $(TILEGAME) $(TILEVGA)
VVOBJ = $(O)version.o
NVOBJ = $(OBJ01) $(OVL0) $(OVL1) $(OVL2) \
$(OVL3) $(OVLB) $(TILOBJ)
ALLOBJ= $(NVOBJ) $(VVOBJ) $(OVLINIT)
#
# Header objects
#
# This comment copied from sys/unix/Makefile.src,
# extern.h is ignored, even though its declared function types may affect the
# compilation of all the .c files, since extern.h changes every time the
# type of an external function does, and we would spend all our time recompiling
# if we did not ignore it.
#EXTERN_H = $(INCL)\extern.h
EXTERN_H =
PCCONF_H = $(INCL)\pcconf.h $(INCL)\micro.h $(INCL)\system.h
PERMONST_H = $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\align.h
YOUPROP_H = $(INCL)\prop.h $(PERMONST_H) $(INCL)\pm.h $(INCL)\youprop.h \
$(INCL)\mondata.h
YOU_H = $(INCL)\attrib.h $(INCL)\monst.h $(YOUPROP_H) $(INCL)\align.h
DECL_H = $(INCL)\quest.h $(INCL)\spell.h $(INCL)\color.h \
$(INCL)\obj.h $(YOU_H) $(INCL)\onames.h $(INCL)\pm.h
CONFIG_H = $(INCL)\config1.h $(INCL)\tradstdc.h $(INCL)\coord.h $(PCCONF_H) \
$(INCL)\config.h
HACK_H = $(CONFIG_H) $(INCL)\dungeon.h $(INCL)\align.h $(INCL)\monsym.h \
$(INCL)\mkroom.h $(INCL)\objclass.h $(DECL_H) \
$(INCL)\timeout.h $(INCL)\trap.h $(INCL)\flag.h $(INCL)\rm.h \
$(INCL)\vision.h $(INCL)\mondata.h $(INCL)\wintype.h \
$(INCL)\engrave.h $(INCL)\rect.h $(EXTERN_H) \
$(INCL)\winprocs.h $(INCL)\trampoli.h $(INCL)\display.h
TILE_H = $(INCL)\tile.h $(INCL)\pctiles.h
PCVIDEO_H = $(INCL)\portio.h $(INCL)\pcvideo.h
ALIGN_H = $(INCL)\align.h
ARTIFACT_H = $(INCL)\artifact.h
ARTILIST_H = $(INCL)\artilist.h
COLOR_H = $(INCL)\color.h
DATE_H = $(INCL)\date.h
DGN_FILE_H = $(INCL)\dgn_file.h
DLB_H = $(INCL)\dlb.h
EMIN_H = $(INCL)\emin.h
EPRI_H = $(INCL)\epri.h
ESHK_H = $(INCL)\eshk.h
EDOG_H = $(INCL)\edog.h
FUNC_TAB_H = $(INCL)\func_tab.h
LEV_H = $(INCL)\lev.h
LEV_COMP_H = $(INCL)\lev_comp.h
MAIL_H = $(INCL)\mail.h
MFNDPOS_H = $(INCL)\mfndpos.h
MONSYM_H = $(INCL)\monsym.h
OBJ_H = $(INCL)\obj.h
OBJCLASS_H = $(INCL)\objclass.h
OBJECTS_H = $(INCL)\objects.h
PROP_H = $(INCL)\prop.h
QTEXT_H = $(INCL)\qtext.h
QUEST_H = $(INCL)\quest.h
SP_LEV_H = $(INCL)\sp_lev.h
TERMCAP_H = $(INCL)\tcap.h
VAULT_H = $(INCL)\vault.h
VIS_TAB_H = $(INCL)\vis_tab.h
WINTTY_H = $(INCL)\wintty.h
#
# In the unix distribution this file is patchlevel.h, make it 8.3 here
# to avoid an nmake warning under dos.
#
PATCHLEVEL_H = $(INCL)\patchlev.h
#
# The name of the game.
#
GAMEFILE = $(GAMEDIR)\$(GAME).exe
#
# make data.base an 8.3 filename to prevent an nmake warning
#
DATABASE = $(DAT)\data.bas
#######################################################################
#
# TARGETS
#
# The main target.
#
$(GAME): obj.tag envchk $(U)utility.tag $(GAMEFILE)
@echo $(GAME) is up to date.
#
# Everything
#
all : install
install: $(GAME) install.tag
@echo Done.
install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(DAT)\sp_lev.tag $(DLB)
! IF ("$(USE_DLB)"=="Y")
copy nhdat $(GAMEDIR)
copy $(DAT)\license $(GAMEDIR)
! ELSE
copy $(DAT)\*. $(GAMEDIR)
copy $(DAT)\*.dat $(GAMEDIR)
copy $(DAT)\*.lev $(GAMEDIR)
copy $(MSYS)\msdoshlp.txt $(GAMEDIR)
if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
copy $(SYS)\termcap $(GAMEDIR)
if exist $(DOC)\guideb*.txt copy $(DOC)\guideb*.txt $(GAMEDIR)
if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)\NetHack.txt
if exist $(DOC)\recover.txt copy $(DOC)\recover.txt $(GAMEDIR)
copy $(SYS)\NetHack.cnf $(GAMEDIR)\defaults.nh
copy $(MSYS)\NHAccess.nh $(GAMEDIR)
copy $(U)recover.exe $(GAMEDIR)
if exist *.tib copy *.tib $(GAMEDIR)
echo install done > $@
$(DAT)\sp_lev.tag: $(U)utility.tag $(SPLEVDES)
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 > $(DAT)\sp_lev.tag
$(U)utility.tag: envchk $(INCL)\date.h $(INCL)\onames.h \
$(INCL)\pm.h $(SRC)\monstr.c $(SRC)\vis_tab.c \
$(U)lev_comp.exe $(VIS_TAB_H) $(U)dgn_comp.exe \
$(U)recover.exe $(TILEUTIL)
@echo utilities made >$@
@echo utilities made.
tileutil: $(U)gif2txt.exe $(U)txt2ppm.exe
@echo Optional tile development utilities are up to date.
#
# Inline files :
# Specifying the "<<" means to start an inline file.
# Another "<<" at the start of a line closes the
# inline file.
#
# DO NOT INDENT THE << below!
#
$(GAMEFILE) : $(ALLOBJ)
@echo Linking....
$(LINK) $(LFLAGSN) @<<$(GAME).lnk
$(ALLOBJ)
$(GAMEFILE)
$(GAME)
$(TERMLIB) $(MOVETR) $(CLIB) $(BCOVL) $(BCMDL)
<<
@if exist $(GAMEDIR)\$(GAME).bak del $(GAMEDIR)\$(GAME).bak
#
# Makedefs Stuff
#
$(U)makedefs.exe: $(MAKEOBJS)
@$(LINK) $(LFLAGSU) $(MAKEOBJS), $@,, $(CLIB) $(BCMDL);
$(O)makedefs.o: $(CONFIG_H) $(PERMONST_H) $(OBJCLASS_H) \
$(MONSYM_H) $(QTEXT_H) $(PATCHLEVEL_H) \
$(U)makedefs.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)makedefs.c
#
# date.h should be remade every time any of the source or include
# files is modified.
#
$(INCL)\date.h : $(U)makedefs.exe
$(U)makedefs -v
@echo A new $@ has been created.
$(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
#
# Level Compiler Stuff
#
$(U)lev_comp.exe: $(SPLEVOBJS)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)stubvid.o $(O)panic.o $(O)objects.o $(O)monst.o +
$(O)drawing.o $(O)decl.o $(O)alloc.o $(O)lev_main.o +
$(O)lev_$(LEX).o $(O)lev_yacc.o
$@
$(@B)
$(BCMDL);
!
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_yacc.c
$(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_$(LEX).c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_$(LEX).c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)lev_main.c
$(U)lev_yacc.c $(INCL)\lev_comp.h : $(U)lev_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)lev_comp.y
copy $(YTABC) $(U)lev_yacc.c
copy $(YTABH) $(INCL)\lev_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@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
@echo from $(SYS) to $(U)lev_yacc.c, and copy the prebuilt
@echo lev_comp.h from $(SYS) to $(UTIL)\lev_comp.h
@echo and use those.
@echo.
copy $(SYS)\lev_yacc.c $@ >nul
touch $@
copy $(SYS)\lev_comp.h $(INCL)\lev_comp.h >nul
touch $(INCL)\lev_comp.h
! ENDIF
$(U)lev_$(LEX).c: $(U)lev_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)lev_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)lev_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt lev_lex.c
@echo from $(SYS) to $@ and use it.
@echo.
copy $(SYS)\lev_lex.c $@ >nul
touch $@
! ENDIF
#
# Dungeon Stuff
#
$(U)dgn_comp.exe: $(DGNCOMPOBJS)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)panic.o $(O)alloc.o $(O)dgn_main.o $(O)dgn_$(LEX).o +
$(O)dgn_yacc.o
$@
$(@B)
$(BCMDL);
!
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_yacc.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_yacc.c
$(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_$(LEX).c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_$(LEX).c
$(O)dgn_main.o: $(HACK_H) $(U)dgn_main.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
@$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dgn_main.c
$(U)dgn_yacc.c $(INCL)\dgn_comp.h : $(U)dgn_comp.y
! IF "$(DO_YACC)"=="YACC_ACT"
$(YACC) -d -l $(U)dgn_comp.y
copy $(YTABC) $(U)dgn_yacc.c
copy $(YTABH) $(INCL)\dgn_comp.h
@del $(YTABC)
@del $(YTABH)
! ELSE
@echo.
@echo $(U)dgn_comp.y has changed. To update $@ and
@echo $(INCL)\dgn_comp.h run $(YACC).
@echo.
@echo For now, we will copy the prebuilt dgn_yacc.c from
@echo $(SYS) to $(U)dgn_yacc.c, and copy the prebuilt
@echo dgn_comp.h from $(SYS) to $(INCL)\dgn_comp.h
@echo and use those.
@echo.
copy $(SYS)\dgn_yacc.c $@ >nul
touch $@
copy $(SYS)\dgn_comp.h $(INCL)\dgn_comp.h >nul
touch $(INCL)\dgn_comp.h
! ENDIF
$(U)dgn_$(LEX).c: $(U)dgn_comp.l
! IF "$(DO_LEX)"=="LEX_ACT"
$(LEX) $(FLEXSKEL) $(U)dgn_comp.l
copy $(LEXYYC) $@
@del $(LEXYYC)
! ELSE
@echo.
@echo $(U)dgn_comp.l has changed. To update $@ run $(LEX).
@echo.
@echo For now, we will copy a prebuilt dgn_lex.c
@echo from $(SYS) to $@ and use it.
@echo.
copy $(SYS)\dgn_lex.c $@ >nul
touch $@
! ENDIF
obj.tag:
@if not exist $(O)*.* mkdir $(OBJ)
@echo directory $(OBJ) created
@echo directory $(OBJ) created >$@
envchk: precomp.msg
! IF "$(TILEGAME)"==""
@echo.
@echo NOTE: This build will NOT include tile support.
@echo.
! ELSE
@echo.
@echo This build includes tile support.
@echo.
! ENDIF
#
# SECONDARY TARGETS
#
#
# Header files NOT distributed in ..\include
#
$(INCL)\tile.h: $(WSHR)\tile.h
copy $(WSHR)\tile.h $@
$(INCL)\pctiles.h: $(MSYS)\pctiles.h
copy $(MSYS)\pctiles.h $@
$(INCL)\pcvideo.h: $(MSYS)\pcvideo.h
copy $(MSYS)\pcvideo.h $@
$(INCL)\portio.h: $(MSYS)\portio.h
copy $(MSYS)\portio.h $@
#
# Recover Utility
#
$(U)recover.exe: $(RECOVOBJS)
@$(LINK) $(LFLAGSU) $(RECOVOBJS),$@,, $(CLIB) $(BCMDL);
#
# Tile Mapping
#
$(SRC)\tile.c: $(U)tilemap.exe
@echo A new $@ is being created.
@$(U)tilemap
$(U)tilemap.exe: $(O)tilemap.o
@$(LINK) $(LFLAGSU) $(O)tilemap.o,$@,, $(CLIB) $(BCMDL);
$(O)tilemap.o: $(WSHR)\tilemap.c $(HACK_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(WSHR)\tilemap.c
#
# Tile Utilities
#
#
# Optional (for development)
#
#
$(U)gif2txt.exe: $(GIFREADERS) $(TEXT_IO)
@$(LINK) $(LFLAGSU) << $(@B).lnk
$(GIFREADERS) $(TEXT_IO)
$@,,$(CLIB) $(BCMDL)
<<
$(U)txt2ppm.exe: $(PPMWRITERS) $(TEXT_IO)
@$(LINK) $(LFLAGSU) << $(@B).lnk
$(PPMWRITERS) $(TEXT_IO)
$@,,$(CLIB) $(BCMDL);
<<
$(U)gif2txt2.exe: $(GIFREAD2) $(TEXT_IO2)
@$(LINK) $(LFLAGSU) << $(@B).lnk
$(GIFREAD2) $(TEXT_IO2)
$@,,$(CLIB) $(BCMDL);
<<
$(U)txt2ppm2.exe: $(PPMWRIT2) $(TEXT_IO2)
@$(LINK) $(LFLAGSU) << $(@B).lnk
$(PPMWRIT2) $(TEXT_IO2)
$@,,$(CLIB) $(BCMDL);
<<
#
# Required for tile support
#
NetHack1.tib: $(TILEFILES) $(U)tile2bin.exe
@echo Creating binary tile files (this may take some time)
@$(U)tile2bin
NetHackO.tib: thintile.tag $(TILEFILES2) $(U)til2bin2.exe
@echo Creating overview binary tile files (this may take some time)
@$(U)til2bin2
thintile.tag: $(U)thintile.exe $(TILEFILES)
$(U)thintile
@echo thintiles created >thintile.tag
$(U)tile2bin.exe: $(O)tile2bin.o $(TEXT_IO)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)tile2bin.o+
$(O)stubvid.o $(O)objects.o $(O)monst.o $(O)decl.o +
$(O)drawing.o $(O)tiletxt.o $(O)tiletext.o
$@
$(@B)
$(BCMDL);
!
$(U)til2bin2.exe: $(O)til2bin2.o $(TEXT_IO2)
@echo Linking $@...
$(LINK) $(LFLAGSU) @&&!
$(O)til2bin2.o+
$(O)stubvid.o $(O)objects.o $(O)monst.o $(O)decl.o +
$(O)drawing.o $(O)tiletxt2.o $(O)tiletex2.o
$@
$(@B)
$(BCMDL);
!
$(U)thintile.exe: $(O)thintile.o
@$(LINK) $(LFLAGSU) $(O)thintile.o,$@,, $(CLIB) $(BCMDL);
$(O)thintile.o: $(HACK_H) $(INCL)\tile.h $(WSHR)\thintile.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(WSHR)\thintile.c
$(O)tile2bin.o: $(HACK_H) $(TILE_H) $(PCVIDEO_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(MSYS)\tile2bin.c
$(O)til2bin2.o: $(HACK_H) $(TILE_H) $(PCVIDEO_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(CDEFINE)TILE_X=8 $(CDEFINE)OVERVIEW_FILE \
$(COBJNAM)$@ $(MSYS)\tile2bin.c
#
# DLB stuff
#
nhdat: $(U)dlb_main.exe
@copy $(MSYS)\msdoshlp.txt $(DAT)
@cd $(DAT)
@echo data >dlb.lst
@echo oracles >>dlb.lst
@echo options >>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
@echo msdoshlp.txt >>dlb.lst
@for %%N in (*.lev) do echo %%N >>dlb.lst
$(U)dlb_main cvIf dlb.lst $(SRC)\nhdat
@cd $(SRC)
$(U)dlb_main.exe: $(DLBOBJS)
@$(LINK) $(LFLAGSU) $(DLBOBJS),$@,, $(CLIB) $(BCMDL);
$(O)dlb_main.o: $(U)dlb_main.c $(INCL)\config.h $(DLB_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)dlb_main.c
#
# Housekeeping
#
spotless: clean
rmdir $(OBJ)
if exist $(DATE_H) del $(DATE_H)
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(VIS_TAB_H) del $(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 $(DAT)\rumors del $(DAT)\rumors
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)\options del $(DAT)\options
if exist $(DAT)\oracles del $(DAT)\oracles
if exist $(DAT)\rumors del $(DAT)\rumors
if exist $(DAT)\quest.dat del $(DAT)\quest.dat
if exist $(DAT)\*.lev del $(DAT)\*.lev
if exist $(DAT)\sp_lev.tag del $(DAT)\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 $(SRC)\$(PLANAR_TIB) del $(SRC)\$(PLANAR_TIB)
if exist $(SRC)\$(OVERVIEW_TIB) del $(SRC)\$(OVERVIEW_TIB)
if exist $(U)recover.exe del $(U)recover.exe
clean:
if exist $(O)*.o del $(O)*.o
if exist $(O)*.0 del $(O)*.0
if exist $(O)*.1 del $(O)*.1
if exist $(O)*.2 del $(O)*.2
if exist $(O)*.3 del $(O)*.3
if exist $(O)*.b del $(O)*.b
if exist $(U)utility.tag del $(U)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 $(U)dlb_main.exe del $(U)dlb_main.exe
if exist $(SRC)\*.lnk del $(SRC)\*.lnk
if exist $(SRC)\*.map del $(SRC)\*.map
if exist $(SRC)\*$(CPCHEXT) del $(SRC)\*$(CPCHEXT)
if exist $(SRC)\*.cfg del $(SRC)\*.cfg
if exist $(DAT)\dlb.lst del $(DAT)\dlb.lst
pch.c: $(HACK_H)
@echo ^#include "hack.h" > $@
@echo main(int argc, char *argv[]) >> $@
@echo { >> $@
@echo } >> $@
@echo. >> $@
#
# OTHER DEPENDENCIES
#
#
# Precompiled Header dependencies
# (We need to force the generation of these at the beginning)
#
PHO$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .O files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGCO) >> $(VROOMMCFG)
@$(CC) $(FLAGCO) pch.c
PH0$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .0 files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGC0) >> $(VROOMMCFG)
@$(CC) $(FLAGC0) pch.c
PH1$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .1 files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGC1) >> $(VROOMMCFG)
@$(CC) $(FLAGC1) pch.c
PH2$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .2 files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGC2) >> $(VROOMMCFG)
@$(CC) $(FLAGC2) pch.c
PH3$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .3 files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGC3) >> $(VROOMMCFG)
@$(CC) $(FLAGC3) pch.c
PHB$(CPCHEXT): $(HACK_H) pch.c
@echo Generating new precompiled header for .B files
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGCB) >> $(VROOMMCFG)
@$(CC) $(FLAGCB) pch.c
# Overlay initialization routines used by pcmain() at startup to
# determine EMS/XMS memory usage.
# Comment out the following line if you don't want Borland C++ to check for
# extended memory.
RECOGNIZE_XMS = $(CDEFINE)RECOGNIZE_XMS
$(O)ovlinit.o: $(MSYS)\ovlinit.c $(HACK_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(RECOGNIZE_XMS) $(COBJNAM)$@ $(MSYS)\ovlinit.c
#
# dat dependencies
#
$(DAT)\data: $(U)utility.tag $(DATABASE)
$(U)makedefs -d
$(DAT)\rumors: $(U)utility.tag $(DAT)\rumors.tru $(DAT)\rumors.fal
$(U)makedefs -r
$(DAT)\quest.dat: $(U)utility.tag $(DAT)\quest.txt
$(U)makedefs -q
$(DAT)\oracles: $(U)utility.tag $(DAT)\oracles.txt
$(U)makedefs -h
$(DAT)\dungeon: $(U)utility.tag $(DAT)\dungeon.def
$(U)makedefs -e
cd $(DAT)
$(U)dgn_comp dungeon.pdf
cd $(SRC)
#
# Util Dependencies.
#
$(O)panic.o: $(U)panic.c $(CONFIG_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)panic.c
$(O)recover.o: $(CONFIG_H) $(U)recover.c
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(U)recover.c
#
# from win\share
#
$(O)tiletxt.o: $(WSHR)\tilemap.c $(HACK_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(CDEFINE)TILETEXT $(COBJNAM)$@ $(WSHR)\tilemap.c
$(O)tiletxt2.o: $(WSHR)\tilemap.c $(HACK_H)
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(CDEFINE)TILETEXT \
$(CDEFINE)TILE_X=8 $(COBJNAM)$@ $(WSHR)\tilemap.c
$(O)gifread.o: $(WSHR)\gifread.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(WSHR)\gifread.c
$(O)gifread2.o: $(WSHR)\gifread.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(CDEFINE)TILE_X=8 $(WSHR)\gifread.c
$(O)ppmwrite.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(WSHR)\ppmwrite.c
$(O)ppmwrit2.o: $(WSHR)\ppmwrite.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(CDEFINE)TILE_X=8 $(WSHR)\ppmwrite.c
$(O)tiletext.o: $(WSHR)\tiletext.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(COBJNAM)$@ $(WSHR)\tiletext.c
$(O)tiletex2.o: $(WSHR)\tiletext.c $(CONFIG_H) $(INCL)\tile.h
@echo $(BCOPTS1) > $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSU) $(CDEFINE)TILE_X=8 $(COBJNAM)$@ $(WSHR)\tiletext.c
#
# from win\tty
#
$(O)getline.1: $(PCH1) $(WTTY)\getline.c $(HACK_H) $(WINTTY_H) $(FUNC_TAB_H)
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(WTTY)\getline.c
$(O)getline.2: $(PCH2) $(WTTY)\getline.c $(HACK_H) $(WINTTY_H) $(FUNC_TAB_H)
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $(WTTY)\getline.c
$(O)termcap.0: $(PCH0) $(WTTY)\termcap.c $(HACK_H) $(WINTTY_H) $(TERMCAP_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $(WTTY)\termcap.c
$(O)termcap.1: $(PCH1) $(WTTY)\termcap.c $(HACK_H) $(WINTTY_H) $(TERMCAP_H)
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(WTTY)\termcap.c
$(O)termcap.B: $(PCHB) $(WTTY)\termcap.c $(HACK_H) $(WINTTY_H) $(TERMCAP_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(WTTY)\termcap.c
$(O)topl.1: $(PCH1) $(WTTY)\topl.c $(HACK_H) $(TERMCAP_H) $(WINTTY_H)
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(WTTY)\topl.c
$(O)topl.2: $(PCH2) $(WTTY)\topl.c $(HACK_H) $(TERMCAP_H) $(WINTTY_H)
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $(WTTY)\topl.c
$(O)topl.B: $(PCHB) $(WTTY)\topl.c $(HACK_H) $(TERMCAP_H) $(WINTTY_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(WTTY)\topl.c
$(O)wintty.o: $(PCHO) $(CONFIG_H) $(WTTY)\wintty.c $(PATCHLEVEL_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $(WTTY)\wintty.c
#
# from sys\share
#
$(O)pcmain.0: $(PCH0) $(HACK_H) $(SYS)\pcmain.c
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $(SYS)\pcmain.c
$(O)pcmain.1: $(PCH1) $(HACK_H) $(SYS)\pcmain.c
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(SYS)\pcmain.c
$(O)pcmain.B: $(PCHB) $(HACK_H) $(SYS)\pcmain.c
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(SYS)\pcmain.c
$(O)pcunix.B: $(PCHB) $(SYS)\pcunix.c $(HACK_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(SYS)\pcunix.c
$(O)tty.o: $(HACK_H) $(WINTTY_H) $(SYS)\pctty.c
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SYS)\pctty.c
$(O)sys.o: $(HACK_H) $(SYS)\pcsys.c
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SYS)\pcsys.c
$(O)random.o: $(PCHO) $(HACK_H) $(SYS)\random.c
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $(SYS)\random.c
#
# from sys\msdos
#
$(O)msdos.0: $(MSYS)\msdos.c $(HACK_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COVL0) $(COBJNAM)$@ $(MSYS)\msdos.c
$(O)msdos.B: $(MSYS)\msdos.c $(HACK_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COVLB) $(COBJNAM)$@ $(MSYS)\msdos.c
$(O)pctiles.0: $(PCH0) $(MSYS)\pctiles.c $(HACK_H) $(TILE_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $(MSYS)\pctiles.c
$(O)pctiles.B: $(PCHB) $(MSYS)\pctiles.c $(HACK_H) $(TILE_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(MSYS)\pctiles.c
$(O)sound.o: $(PCH0) $(MSYS)\sound.c $(HACK_H) $(INCL)\portio.h
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $(MSYS)\sound.c
$(O)pckeys.o: $(PCHO) $(MSYS)\pckeys.c $(HACK_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(COBJNAM)$@ $(MSYS)\pckeys.c
$(O)stubvid.o : $(MSYS)\video.c $(HACK_H)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUO) >> $(VROOMMCFG)
$(CC) $(FLAGUO) $(CDEFINE)STUBVIDEO $(COBJNAM)$@ $(MSYS)\video.c
$(O)video.0: $(PCH0) $(MSYS)\video.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $(MSYS)\video.c
$(O)video.1: $(PCH1) $(MSYS)\video.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(MSYS)\video.c
$(O)video.B: $(PCHB) $(MSYS)\video.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(MSYS)\video.c
$(O)vidtxt.0: $(MSYS)\vidtxt.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COVL0) $(COBJNAM)$@ $(MSYS)\vidtxt.c
$(O)vidtxt.B: $(MSYS)\vidtxt.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COVLB) $(COBJNAM)$@ $(MSYS)\vidtxt.c
$(O)vidvga.0: $(PCH0) $(MSYS)\vidvga.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_0" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU0) >> $(VROOMMCFG)
$(CC) $(FLAGU0) $(COBJNAM)$@ $(MSYS)\vidvga.c
$(O)vidvga.1: $(PCH1) $(MSYS)\vidvga.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_1" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU1) >> $(VROOMMCFG)
$(CC) $(FLAGU1) $(COBJNAM)$@ $(MSYS)\vidvga.c
$(O)vidvga.2: $(PCH2) $(MSYS)\vidvga.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_2" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGU2) >> $(VROOMMCFG)
$(CC) $(FLAGU2) $(COBJNAM)$@ $(MSYS)\vidvga.c
$(O)vidvga.B: $(PCHB) $(MSYS)\vidvga.c $(HACK_H) $(WINTTY_H) $(PCVIDEO_H) \
$(TILE_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) $(CFLAGUB) >> $(VROOMMCFG)
$(CC) $(FLAGUB) $(COBJNAM)$@ $(MSYS)\vidvga.c
#
# from src
#
$(O)alloc.o: $(SRC)\alloc.c $(CONFIG_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\alloc.c
$(O)ball.o: $(PCHO) $(SRC)\ball.c $(HACK_H)
$(O)bones.o: $(PCHO) $(SRC)\bones.c $(HACK_H) $(LEV_H)
$(O)decl.o: $(PCHO) $(SRC)\decl.c $(HACK_H) $(QUEST_H)
$(O)detect.o: $(PCHO) $(SRC)\detect.c $(HACK_H) $(ARTIFACT_H)
$(O)dig.o: $(PCHO) $(SRC)\dig.c $(HACK_H) $(EDOG_H) # check dep
$(O)display.o: $(PCHO) $(SRC)\display.c $(HACK_H)
$(O)dlb.o: $(SRC)\dlb.c $(DLB_H) $(HACK_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\dlb.c
$(O)dokick.o: $(PCHO) $(SRC)\dokick.c $(HACK_H) $(ESHK_H)
$(O)dothrow.o: $(PCHO) $(SRC)\dothrow.c $(HACK_H)
$(O)drawing.o: $(SRC)\drawing.c $(HACK_H) $(TERMCAP_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\drawing.c
$(O)end.o: $(SRC)\end.c $(HACK_H) $(ESHK_H) $(DLB_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\end.c
$(O)exper.o: $(PCHO) $(SRC)\exper.c $(HACK_H)
$(O)extralev.o: $(PCHO) $(SRC)\extralev.c $(HACK_H)
$(O)files.o: $(PCHO) $(SRC)\files.c $(HACK_H) $(DLB_H)
$(O)fountain.o: $(PCHO) $(SRC)\fountain.c $(HACK_H)
$(O)mapglyph.o: $(PCHO) $(SRC)\mapglyph.c $(HACK_H)
$(O)minion.o: $(PCHO) $(SRC)\minion.c $(HACK_H) $(EMIN_H) $(EPRI_H)
$(O)mklev.o: $(PCHO) $(SRC)\mklev.c $(HACK_H)
$(O)mkmap.o: $(PCHO) $(SRC)\mkmap.c $(HACK_H) $(SP_LEV_H)
$(O)mkmaze.o: $(PCHO) $(SRC)\mkmaze.c $(HACK_H) $(SP_LEV_H) $(LEV_H)
$(O)monst.o: $(SRC)\monst.c $(CONFIG_H) $(PERMONST_H) $(MONSYM_H) \
$(ESHK_H) $(EPRI_H) $(COLOR_H) $(ALIGN_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\monst.c
$(O)monstr.o: $(SRC)\monstr.c $(CONFIG_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\monstr.c
$(O)mplayer.o: $(PCHO) $(SRC)\mplayer.c $(HACK_H)
$(O)muse.o: $(PCHO) $(SRC)\muse.c $(HACK_H)
$(O)music.o: $(PCHO) $(SRC)\music.c $(HACK_H)
$(O)o_init.o: $(PCHO) $(SRC)\o_init.c $(HACK_H) $(LEV_H)
$(O)objects.o: $(SRC)\objects.c $(CONFIG_H) $(OBJ_H) $(OBJCLASS_H) \
$(PROP_H) $(COLOR_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\objects.c
$(O)options.o: $(SRC)\options.c $(HACK_H) $(TERMCAP_H) $(OBJCLASS_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\options.c
$(O)pager.o: $(SRC)\pager.c $(HACK_H) $(DLB_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGNO) $(COBJNAM)$@ $(SRC)\pager.c
$(O)pickup.o: $(PCHO) $(SRC)\pickup.c $(HACK_H)
$(O)pray.o: $(PCHO) $(SRC)\pray.c $(HACK_H) $(EPRI_H)
$(O)quest.o: $(PCHO) $(SRC)\quest.c $(HACK_H) $(QUEST_H) $(QTEXT_H)
$(O)questpgr.o: $(PCHO) $(SRC)\questpgr.c $(HACK_H) $(QTEXT_H) $(DLB_H)
$(O)rect.o: $(PCHO) $(SRC)\rect.c $(HACK_H)
$(O)region.o: $(PCHO) $(SRC)\region.c $(HACK_H)
$(O)restore.o: $(PCHO) $(SRC)\restore.c $(HACK_H) $(LEV_H) $(TERMCAP_H) \
$(QUEST_H)
$(O)rip.o: $(PCHO) $(SRC)\rip.c $(HACK_H)
$(O)role.o: $(PCHO) $(SRC)\role.c $(HACK_H)
$(O)rumors.o: $(PCHO) $(SRC)\rumors.c $(HACK_H) $(DLB_H)
$(O)save.o: $(PCHO) $(SRC)\save.c $(HACK_H) $(LEV_H) $(QUEST_H)
$(O)sit.o: $(PCHO) $(SRC)\sit.c $(HACK_H) $(ARTIFACT_H)
$(O)steed.o: $(PCHO) $(SRC)\steed.c $(HACK_H)
$(O)sp_lev.o: $(PCHO) $(SRC)\sp_lev.c $(HACK_H) $(SP_LEV_H) $(DLB_H)
$(O)spell.o: $(PCHO) $(SRC)\spell.c $(HACK_H)
$(O)teleport.o: $(PCHO) $(SRC)\teleport.c $(HACK_H) # check dep
$(O)tile.o: $(PCHO) $(SRC)\tile.c $(HACK_H)
$(O)topten.o: $(PCHO) $(SRC)\topten.c $(HACK_H) $(DLB_H) $(PATCHLEVEL_H)
$(O)u_init.o: $(PCHO) $(SRC)\u_init.c $(HACK_H)
$(O)uhitm.o: $(PCHO) $(SRC)\uhitm.c $(HACK_H)
$(O)version.o: $(PCHO) $(SRC)\version.c $(HACK_H) $(PATCHLEVEL_H)
$(O)vision.o: $(PCHO) $(SRC)\vision.c $(HACK_H) $(VIS_TAB_H)
$(O)vis_tab.o: $(SRC)\vis_tab.c $(HACK_H) $(VIS_TAB_H)
@type schema$(SCHEMA).bc | find "$(@B)_o" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\vis_tab.c
$(O)wield.o: $(PCHO) $(SRC)\wield.c $(HACK_H)
$(O)windows.o: $(PCHO) $(SRC)\windows.c $(HACK_H) $(WINTTY_H)
$(O)worm.o: $(PCHO) $(SRC)\worm.c $(HACK_H) $(LEV_H)
$(O)worn.o: $(PCHO) $(SRC)\worn.c $(HACK_H)
$(O)write.o: $(PCHO) $(SRC)\write.c $(HACK_H)
#
# Overlays
#
# OVL0
#
$(O)allmain.0: $(PCH0) $(SRC)\allmain.c $(HACK_H)
$(O)apply.0: $(PCH0) $(SRC)\apply.c $(HACK_H) $(EDOG_H)
$(O)artifact.0: $(PCH0) $(SRC)\artifact.c $(HACK_H) $(ARTIFACT_H) $(ARTILIST_H)
$(O)attrib.0: $(PCH0) $(SRC)\attrib.c $(HACK_H)
$(O)botl.0: $(PCH0) $(SRC)\botl.c $(HACK_H)
$(O)cmd.0: $(PCH0) $(SRC)\cmd.c $(HACK_H) $(FUNC_TAB_H)
$(O)dbridge.0: $(PCH0) $(SRC)\dbridge.c $(HACK_H)
$(O)do.0: $(PCH0) $(SRC)\do.c $(HACK_H) $(LEV_H)
$(O)do_name.0: $(PCH0) $(SRC)\do_name.c $(HACK_H)
$(O)do_wear.0: $(PCH0) $(SRC)\do_wear.c $(HACK_H)
$(O)dogmove.0: $(PCH0) $(SRC)\dogmove.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)dungeon.0: $(PCH0) $(SRC)\dungeon.c $(HACK_H) $(ALIGN_H) $(DGN_FILE_H) \
$(DLB_H)
$(O)eat.0: $(PCH0) $(SRC)\eat.c $(HACK_H)
$(O)engrave.0: $(PCH0) $(SRC)\engrave.c $(HACK_H) $(LEV_H)
$(O)explode.0: $(PCH0) $(SRC)\explode.c $(HACK_H)
$(O)hacklib.0: $(PCH0) $(SRC)\hacklib.c $(HACK_H)
$(O)invent.0: $(PCH0) $(SRC)\invent.c $(HACK_H) $(ARTIFACT_H)
$(O)lock.0: $(PCH0) $(SRC)\lock.c $(HACK_H)
$(O)mail.0: $(PCH0) $(SRC)\mail.c $(HACK_H) $(MAIL_H) $(DATE_H)
$(O)makemon.0: $(PCH0) $(SRC)\makemon.c $(HACK_H) $(EPRI_H) $(EMIN_H)
$(O)mcastu.0: $(PCH0) $(SRC)\mcastu.c $(HACK_H)
$(O)mhitm.0: $(PCH0) $(SRC)\mhitm.c $(HACK_H) $(ARTIFACT_H) $(EDOG_H)
$(O)mhitu.0: $(PCH0) $(SRC)\mhitu.c $(HACK_H) $(ARTIFACT_H) $(EDOG_H)
$(O)mkobj.0: $(PCH0) $(SRC)\mkobj.c $(HACK_H) $(ARTIFACT_H) $(PROP_H)
$(O)mkroom.0: $(PCH0) $(SRC)\mkroom.c $(HACK_H)
$(O)mon.0: $(PCH0) $(SRC)\mon.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)mondata.0: $(PCH0) $(SRC)\mondata.c $(HACK_H) $(ESHK_H) $(EPRI_H)
$(O)monmove.0: $(PCH0) $(SRC)\monmove.c $(HACK_H) $(MFNDPOS_H) $(ARTIFACT_H)
$(O)mthrowu.0: $(PCH0) $(SRC)\mthrowu.c $(HACK_H)
$(O)objnam.0: $(PCH0) $(SRC)\objnam.c $(HACK_H)
$(O)polyself.0: $(PCH0) $(SRC)\polyself.c $(HACK_H)
$(O)priest.0: $(PCH0) $(SRC)\priest.c $(HACK_H) $(MFNDPOS_H) $(ESHK_H) \
$(EPRI_H) $(EMIN_H)
$(O)rnd.0: $(PCH0) $(SRC)\rnd.c $(HACK_H)
$(O)shk.0: $(PCH0) $(SRC)\shk.c $(HACK_H) $(ESHK_H)
$(O)shknam.0: $(PCH0) $(SRC)\shknam.c $(HACK_H) $(ESHK_H)
$(O)sounds.0: $(PCH0) $(SRC)\sounds.c $(HACK_H) $(EDOG_H)
$(O)steal.0: $(PCH0) $(SRC)\steal.c $(HACK_H)
$(O)timeout.0: $(PCH0) $(SRC)\timeout.c $(HACK_H) $(LEV_H)
$(O)track.0: $(PCH0) $(SRC)\track.c $(HACK_H)
$(O)trap.0: $(PCH0) $(SRC)\trap.c $(HACK_H)
$(O)vault.0: $(PCH0) $(SRC)\vault.c $(HACK_H) $(VAULT_H)
$(O)weapon.0: $(PCH0) $(SRC)\weapon.c $(HACK_H)
$(O)were.0: $(PCH0) $(SRC)\were.c $(HACK_H)
$(O)wizard.0: $(PCH0) $(SRC)\wizard.c $(HACK_H) $(QTEXT_H)
$(O)zap.0: $(PCH0) $(SRC)\zap.c $(HACK_H)
#
# OVL1
#
$(O)allmain.1: $(PCH1) $(SRC)\allmain.c $(HACK_H)
$(O)apply.1: $(PCH1) $(SRC)\apply.c $(HACK_H) $(EDOG_H)
$(O)artifact.1: $(PCH1) $(SRC)\artifact.c $(HACK_H) $(ARTIFACT_H) $(ARTILIST_H)
$(O)attrib.1: $(PCH1) $(SRC)\attrib.c $(HACK_H)
$(O)botl.1: $(PCH1) $(SRC)\botl.c $(HACK_H)
$(O)cmd.1: $(PCH1) $(SRC)\cmd.c $(HACK_H) $(FUNC_TAB_H)
$(O)dbridge.1: $(PCH1) $(SRC)\dbridge.c $(HACK_H)
$(O)do.1: $(PCH1) $(SRC)\do.c $(HACK_H) $(LEV_H)
$(O)do_wear.1: $(PCH1) $(SRC)\do_wear.c $(HACK_H)
$(O)dog.1: $(PCH1) $(SRC)\dog.c $(HACK_H) $(EDOG_H)
$(O)dungeon.1: $(PCH1) $(SRC)\dungeon.c $(HACK_H) $(ALIGN_H) $(DGN_FILE_H) $(DLB_H)
$(O)eat.1: $(PCH1) $(SRC)\eat.c $(HACK_H)
$(O)engrave.1: $(PCH1) $(SRC)\engrave.c $(HACK_H) $(LEV_H)
$(O)explode.1: $(PCH1) $(SRC)\explode.c $(HACK_H)
$(O)hack.1: $(PCH1) $(SRC)\hack.c $(HACK_H)
$(O)hacklib.1: $(PCH1) $(SRC)\hacklib.c $(HACK_H)
$(O)invent.1: $(PCH1) $(SRC)\invent.c $(HACK_H) $(ARTIFACT_H)
$(O)makemon.1: $(PCH1) $(SRC)\makemon.c $(HACK_H) $(EPRI_H) $(EMIN_H)
$(O)mhitu.1: $(PCH1) $(SRC)\mhitu.c $(HACK_H) $(ARTIFACT_H) $(EDOG_H)
$(O)mkobj.1: $(PCH1) $(SRC)\mkobj.c $(HACK_H) $(ARTIFACT_H) $(PROP_H)
$(O)mon.1: $(PCH1) $(SRC)\mon.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)mondata.1: $(PCH1) $(SRC)\mondata.c $(HACK_H) $(ESHK_H) $(EPRI_H)
$(O)monmove.1: $(PCH1) $(SRC)\monmove.c $(HACK_H) $(MFNDPOS_H) $(ARTIFACT_H)
$(O)mthrowu.1: $(PCH1) $(SRC)\mthrowu.c $(HACK_H)
$(O)objnam.1: $(PCH1) $(SRC)\objnam.c $(HACK_H)
$(O)polyself.1: $(PCH1) $(SRC)\polyself.c $(HACK_H)
$(O)rnd.1: $(PCH1) $(SRC)\rnd.c $(HACK_H)
$(O)shk.1: $(PCH1) $(SRC)\shk.c $(HACK_H) $(ESHK_H)
$(O)steal.1: $(PCH1) $(SRC)\steal.c $(HACK_H)
$(O)timeout.1: $(PCH1) $(SRC)\timeout.c $(HACK_H) $(LEV_H)
$(O)track.1: $(PCH1) $(SRC)\track.c $(HACK_H)
$(O)trap.1: $(PCH1) $(SRC)\trap.c $(HACK_H)
$(O)weapon.1: $(PCH1) $(SRC)\weapon.c $(HACK_H)
$(O)zap.1: $(PCH1) $(SRC)\zap.c $(HACK_H)
#
# OVL2
#
$(O)attrib.2: $(PCH2) $(SRC)\attrib.c $(HACK_H)
$(O)do.2: $(PCH2) $(SRC)\do.c $(HACK_H) $(LEV_H)
$(O)do_name.2: $(PCH2) $(SRC)\do_name.c $(HACK_H)
$(O)do_wear.2: $(PCH2) $(SRC)\do_wear.c $(HACK_H)
$(O)dog.2: $(PCH2) $(SRC)\dog.c $(HACK_H) $(EDOG_H)
$(O)engrave.2: $(PCH2) $(SRC)\engrave.c $(HACK_H) $(LEV_H)
$(O)hack.2: $(PCH2) $(SRC)\hack.c $(HACK_H)
$(O)hacklib.2: $(PCH2) $(SRC)\hacklib.c $(HACK_H)
$(O)invent.2: $(PCH2) $(SRC)\invent.c $(HACK_H) $(ARTIFACT_H)
$(O)makemon.2: $(PCH2) $(SRC)\makemon.c $(HACK_H) $(EPRI_H) $(EMIN_H)
$(O)mon.2: $(PCH2) $(SRC)\mon.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)mondata.2: $(PCH2) $(SRC)\mondata.c $(HACK_H) $(ESHK_H) $(EPRI_H)
$(O)monmove.2: $(PCH2) $(SRC)\monmove.c $(HACK_H) $(MFNDPOS_H) $(ARTIFACT_H)
$(O)shk.2: $(PCH2) $(SRC)\shk.c $(HACK_H) $(ESHK_H)
$(O)trap.2: $(PCH2) $(SRC)\trap.c $(HACK_H)
$(O)zap.2: $(PCH2) $(SRC)\zap.c $(HACK_H)
#
# OVL3
#
$(O)do.3: $(PCH3) $(SRC)\do.c $(HACK_H) $(LEV_H)
$(O)hack.3: $(PCH3) $(SRC)\hack.c $(HACK_H)
$(O)invent.3: $(PCH3) $(SRC)\invent.c $(HACK_H) $(ARTIFACT_H)
$(O)light.3: $(PCH3) $(SRC)\light.c $(HACK_H)
$(O)shk.3: $(PCH3) $(SRC)\shk.c $(HACK_H) $(ESHK_H)
$(O)trap.3: $(PCH3) $(SRC)\trap.c $(HACK_H)
$(O)zap.3: $(PCH3) $(SRC)\zap.c $(HACK_H)
#
# OVLB
#
$(O)allmain.B: $(PCHB) $(SRC)\allmain.c $(HACK_H)
$(O)apply.B: $(PCHB) $(SRC)\apply.c $(HACK_H) $(EDOG_H)
$(O)artifact.B: $(PCHB) $(SRC)\artifact.c $(HACK_H) $(ARTIFACT_H) $(ARTILIST_H)
$(O)attrib.B: $(PCHB) $(SRC)\attrib.c $(HACK_H)
$(O)botl.B: $(PCHB) $(SRC)\botl.c $(HACK_H)
$(O)cmd.B: $(PCHB) $(SRC)\cmd.c $(HACK_H) $(FUNC_TAB_H)
$(O)dbridge.B: $(PCHB) $(SRC)\dbridge.c $(HACK_H)
$(O)do.B: $(PCHB) $(SRC)\do.c $(HACK_H) $(LEV_H)
$(O)do_name.B: $(PCHB) $(SRC)\do_name.c $(HACK_H)
$(O)do_wear.B: $(PCHB) $(SRC)\do_wear.c $(HACK_H)
$(O)dog.B: $(PCHB) $(SRC)\dog.c $(HACK_H) $(EDOG_H)
$(O)dogmove.B: $(PCHB) $(SRC)\dogmove.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)eat.B: $(PCHB) $(SRC)\eat.c $(HACK_H)
$(O)engrave.B: $(PCHB) $(SRC)\engrave.c $(HACK_H) $(LEV_H)
$(O)hack.B: $(PCHB) $(SRC)\hack.c $(HACK_H)
$(O)hacklib.B: $(PCHB) $(SRC)\hacklib.c $(HACK_H)
$(O)invent.B: $(PCHB) $(SRC)\invent.c $(HACK_H) $(ARTIFACT_H)
$(O)lock.B: $(PCHB) $(SRC)\lock.c $(HACK_H)
$(O)mail.B: $(PCHB) $(SRC)\mail.c $(HACK_H) $(MAIL_H) $(DATE_H)
$(O)makemon.B: $(PCHB) $(SRC)\makemon.c $(HACK_H) $(EPRI_H) $(EMIN_H)
$(O)mcastu.B: $(PCHB) $(SRC)\mcastu.c $(HACK_H)
$(O)mhitm.B: $(PCHB) $(SRC)\mhitm.c $(HACK_H) $(ARTIFACT_H) $(EDOG_H)
$(O)mhitu.B: $(PCHB) $(SRC)\mhitu.c $(HACK_H) $(ARTIFACT_H) $(EDOG_H)
$(O)mkobj.B: $(PCHB) $(SRC)\mkobj.c $(HACK_H) $(ARTIFACT_H) $(PROP_H)
$(O)mkroom.B: $(PCHB) $(SRC)\mkroom.c $(HACK_H)
$(O)mon.B: $(PCHB) $(SRC)\mon.c $(HACK_H) $(MFNDPOS_H) $(EDOG_H)
$(O)mondata.B: $(PCHB) $(SRC)\mondata.c $(HACK_H) $(ESHK_H) $(EPRI_H)
$(O)monmove.B: $(PCHB) $(SRC)\monmove.c $(HACK_H) $(MFNDPOS_H) $(ARTIFACT_H)
$(O)mthrowu.B: $(PCHB) $(SRC)\mthrowu.c $(HACK_H)
$(O)objnam.B: $(PCHB) $(SRC)\objnam.c $(HACK_H)
$(O)pline.B: $(SRC)\pline.c $(HACK_H) $(EPRI_H)
@type schema$(SCHEMA).bc | find "$(@B)_b" > $(VROOMMCFG)
@echo $(BCOPTS1) >> $(VROOMMCFG)
@echo $(BCOPTS2) >> $(VROOMMCFG)
$(CC) $(CFLAGSN) $(COBJNAM)$@ $(SRC)\pline.c
$(O)polyself.B: $(PCHB) $(SRC)\polyself.c $(HACK_H)
$(O)potion.B: $(PCHB) $(SRC)\potion.c $(HACK_H)
$(O)priest.B: $(PCHB) $(SRC)\priest.c $(HACK_H) $(MFNDPOS_H) $(ESHK_H) \
$(EPRI_H) $(EMIN_H)
$(O)read.B: $(PCHB) $(SRC)\read.c $(HACK_H)
$(O)rnd.B: $(PCHB) $(SRC)\rnd.c $(HACK_H)
$(O)shk.B: $(PCHB) $(SRC)\shk.c $(HACK_H) $(ESHK_H)
$(O)shknam.B: $(PCHB) $(SRC)\shknam.c $(HACK_H) $(ESHK_H)
$(O)sounds.B: $(PCHB) $(SRC)\sounds.c $(HACK_H) $(EDOG_H)
$(O)steal.B: $(PCHB) $(SRC)\steal.c $(HACK_H)
$(O)timeout.B: $(PCHB) $(SRC)\timeout.c $(HACK_H) $(LEV_H)
$(O)track.B: $(PCHB) $(SRC)\track.c $(HACK_H)
$(O)trap.B: $(PCHB) $(SRC)\trap.c $(HACK_H)
$(O)vault.B: $(PCHB) $(SRC)\vault.c $(HACK_H) $(VAULT_H)
$(O)weapon.B: $(PCHB) $(SRC)\weapon.c $(HACK_H)
$(O)were.B: $(PCHB) $(SRC)\were.c $(HACK_H)
$(O)wizard.B: $(PCHB) $(SRC)\wizard.c $(HACK_H) $(QTEXT_H)
$(O)zap.B: $(PCHB) $(SRC)\zap.c $(HACK_H)
# end of file
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