Files
nethack/sys/msdos/Makefile.MSC
nethack.allison 253bf359af drawing overhaul (trunk only)
This is an overhaul to the NetHack drawing mechanism.

- eliminates the need to have separate lists in drawing.c
for the things and their associated explanations by grouping
those thing together on the same inializer in a struct.

- replaces all of these options: IBMgraphics, DECgraphics, MACgraphics,
graphics, monsters, objects, boulder, traps, effects

- drawing.c contains only the set of NetHack standard symbols for
the main game and a set of NetHack standard symbols for the
roguelevel.

- introduces a symbols file that contains named sets of
symbols that can be loaded at run time making it extensible
for situations like multinational code pages like those reported
by <Someone>, without hardcoding additional sets into the game code.

- symbols file uses names for the symbols, so offsets will not break
when new things are introduced into the game, the way the older
config file uchar load routines did.

- symbols file only contains exceptions to the standard NetHack
set, not entire sets so they are much less verbose than all of
the g_FILLER() entries that were previously in drawing.c

- 'symset' and 'roguesymset' config file options for
preselecting a symbol set from the file called 'symbols'
at startup time. The name of the symbols file is not under the
users control, only the symbol set name desired from within the
symbols file is.

- 'symset' config file option loads a desired symbol set for
everything but the rogue level.

- 'roguesymset' config file option loads a desired symbol set
for the rogue level.

- 'SYMBOLS' config file option allows the user to specify replacement
symbols on a per symbol basis. You can specify as many or as few symbols
as you wish. The symbols are identified by a name:value pair, and line
continuation is supported. Multiple symbol assignments can be made on
the same line if each name:value pair is separated by a comma.
For example:
SYMBOLS = S_bars:\xf0, S_tree: \xf1, S_room:\xfa \
	  S_fountain:\xf4 \
	  S_boulder:0

- 'symbols' file has the following structure:
start: DECgraphics
	Handling: DEC
	S_vwall: \xf8			# meta-x, vertical rule
	S_hwall: \xf1			# meta-q, horizontal rule
finish
start: IBMgraphics
	Handling: IBM
	S_vwall: \xb3			# meta-3, vertical rule
	S_hwall: \xc4			# meta-D, horizontal rule
finish

- 'symbols' file added to the source tree in the dat directory

- Port Makefiles/scripts will need to be adjusted to move them into
HACKDIR destination
2006-09-21 01:46:15 +00:00

1107 lines
30 KiB
Makefile

# SCCS Id: @(#)Makefile.MSC 3.5 2006/01/05
# Copyright (c) NetHack PC Development Team 1997 - 2006.
# PC NetHack 3.4x Makefile for MSC V1.52c (16 bit compiler)
#
# For questions or comments: nethack-bugs@nethack.org
#
# In addition to your C compiler,
#
# if you want to change you will need a
# files with suffix workalike for
# .y yacc
# .l lex
#
#
# Game Installation Variables
# NOTE: Make sure GAMEDIR exists before make is started.
GAME = nethack
GAMEDIR =..\binary
#
# Directories
#
DAT = ..\dat
DOC = ..\doc
INCL = ..\include
MSYS = ..\sys\msdos
SRC = ..\src
SSHR = ..\sys\share
UTIL = ..\util
WIN = ..\win\tty
WSHR = ..\win\share
#
# Executables.
CC = cl
LINK = link
MAKEBIN = nmake
# if you have a uudecode program, add its name here
# otherwise leave blank
UUDECODE =
#
# Yacc/Lex ... if you got 'em.
#
# If you have yacc/lex or a work-alike set YACC_LEX to Y
#
YACC_LEX = N
# If YACC_LEX is Y above, set the following to values appropriate for
# your tools.
#
YACC = bison -y
LEX = flex
YTABC = y_tab.c
YTABH = y_tab.h
LEXYYC = lexyy.c
#
# Uncomment this line if you want to include support for ALT-numeric
# sequences, such as ALT-2 for toggling #twoweapon mode.
# Note that this code did not get a thorough testing prior to 3.4.x
#NEWALT=/DNEW_ALT
#############################################################################
#
# nothing below this line should have to be changed
#
LNKOPT = SCHEMA3.DEF
#
# Controls whether MOVE tracing is enabled in the executable
# This should be left commented unless you are tinkering with the
# overlay structure of NetHack. The executable runs _very_
# slowly when the movetr.lib is linked in.
#
#MOVETR= movetr.lib
# do not change this
! IF ("$(MOVETR)"!="")
MVTRCL = /DMOVE_PROF
! ELSE
MVTRCL =
! ENDIF
#
# Uncomment the line below if you want to store all the level files,
# help files, etc. in a single library file.
USE_DLB = Y
! IF ("$(USE_DLB)"=="Y")
DLBFLG = -DDLB
! ELSE
DLBFLG =
! ENDIF
LIBRARIES = $(LIBS) $(TERMLIB)
GAMEFILE = $(GAMEDIR)\$(GAME).exe
#
# Flags.
#
# Debugging
#CFLAGS = /Zi /DFUNCTION_LEVEL_LINKING /DUSE_TILES /DDLB
#LFLAGS = /CODEVIEW /NOI/MAP /CPARM:1 /INFO
# Normal
LFLAGS = /NOI/MAP /CPARM:1 /INFO
CFLAGS = /DFUNCTION_LEVEL_LINKING /DUSE_TILES /DDLB
SPECOPTS =
#
# Leaving MACHINE_CODE undefined will allow it to run
# on any Intel 8088 machines and above.
# Set to 1 for 80186 and above only
# Set to 2 for 80286 and above only
# Set to 3 for 80386 and above only
#
MACHINE_CODE =
#
# Utility Objects.
#
#
# 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
VGAOBJ = vidvga.o
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 $(U)dgn_main.c
MAKEOBJS = makedefs.o monst.o objects.o
SPLEVOBJS = lev_yacc.o lev_$(LEX).o lev_main.o alloc.o \
monst.o objects.o panic.o \
drawing.o decl.o stubvid.o
DGNCOMPOBJS = dgn_yacc.o dgn_$(LEX).o dgn_main.o alloc.o \
panic.o
RECOVOBJS = recover.o
# Tile related object files.
TILOBJ = tile.o pctiles.o $(VGAOBJ)
TEXTIO = tiletext.o tiletxt.o drawing.o decl.o monst.o objects.o stubvid.o
TEXTIO2 = tiletex2.o tiletxt2.o drawing.o decl.o monst.o objects.o stubvid.o
PLANAR_TIB = NetHack1.tib
OVERVIEW_TIB = NetHacko.tib
TILEUTIL = $(TILOBJ) tile2bin.exe til2bin2.exe $(PLANAR_TIB) $(OVERVIEW_TIB)
TILEFILES = $(WSHR)\monsters.txt $(WSHR)\objects.txt $(WSHR)\other.txt
TILEFILES2 = $(WSHR)\monthin.txt $(WSHR)\objthin.txt $(WSHR)\oththin.txt
GIFREADERS = gifread.o alloc.o panic.o
GIFREAD2 = gifread2.o alloc.o panic.o
PPMWRITERS = ppmwrite.o alloc.o panic.o
PPMWRIT2 = ppmwrit2.o alloc.o panic.o
DLBOBJS = dlb_main.o dlb.o alloc.o panic.o
# Object files for the game itself.
VOBJ01 = allmain.o alloc.o apply.o artifact.o attrib.o
VOBJ02 = ball.o bones.o botl.o cmd.o dbridge.o
VOBJ03 = decl.o detect.o display.o do.o do_name.o
VOBJ04 = do_wear.o dog.o dogmove.o dokick.o dothrow.o
VOBJ05 = drawing.o dungeon.o eat.o end.o engrave.o
VOBJ06 = exper.o explode.o extralev.o files.o fountain.o
VOBJ07 = getline.o hack.o hacklib.o invent.o lock.o
VOBJ08 = mail.o main.o makemon.o mapglyph.o mcastu.o mhitm.o
VOBJ09 = mhitu.o minion.o mkmap.o mklev.o mkmaze.o
VOBJ10 = mkobj.o mkroom.o mon.o mondata.o monmove.o
VOBJ11 = monst.o monstr.o mplayer.o mthrowu.o muse.o
VOBJ12 = music.o o_init.o objects.o objnam.o options.o
VOBJ13 = pickup.o pline.o polyself.o potion.o quest.o
VOBJ14 = questpgr.o pager.o pray.o priest.o read.o
VOBJ15 = rect.o restore.o rip.o rnd.o role.o
VOBJ16 = rumors.o save.o shk.o shknam.o sit.o
VOBJ17 = sounds.o sp_lev.o spell.o steal.o steed.o
VOBJ18 = termcap.o timeout.o topl.o topten.o track.o
VOBJ19 = trap.o u_init.o uhitm.o vault.o vision.o
VOBJ20 = vis_tab.o weapon.o were.o wield.o windows.o
VOBJ21 = wintty.o wizard.o worm.o worn.o write.o
VOBJ22 = zap.o light.o dlb.o dig.o teleport.o
VOBJ23 = random.o region.o
SOBJ = msdos.o sound.o sys.o tty.o unix.o video.o \
vidtxt.o pckeys.o
VVOBJ = 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)
ALLOBJ = $(VOBJ) $(SOBJ) $(TILOBJ) $(VVOBJ)
#
# Header Objects.
#
DGN_FILE_H = $(INCL)\align.h $(INCL)\dgn_file.h
DUNGEON_H = $(INCL)\align.h $(INCL)\dungeon.h
MONDATA_H = $(INCL)\align.h $(INCL)\mondata.h
MONST_H = $(INCL)\mextra.h $(INCL)\align.h $(INCL)\monst.h
PERMONST_H = $(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\align.h \
$(INCL)\permonst.h
RM_H = $(INCL)\align.h $(INCL)\rm.h
SP_LEV_H = $(INCL)\align.h $(INCL)\sp_lev.h
YOUPROP_H = $(PERMONST_H) $(MONDATA_H) $(INCL)\prop.h \
$(INCL)\pm.h $(INCL)\youprop.h
YOU_H = $(MONST_H) $(YOUPROP_H) $(INCL)\align.h \
$(INCL)\attrib.h $(INCL)\you.h
DISPLAY_H = $(MONDATA_H) $(INCL)\vision.h $(INCL)\display.h
PCCONF_H = $(INCL)\micro.h $(INCL)\system.h $(INCL)\pcconf.h \
$(MSYS)\pcvideo.h
CONFIG_H = $(GLOBAL_H) $(INCL)\tradstdc.h $(INCL)\config1.h \
$(INCL)\config.h
DECL_H = $(YOU_H) $(INCL)\spell.h $(INCL)\color.h \
$(INCL)\obj.h $(INCL)\onames.h $(INCL)\pm.h \
$(INCL)\decl.h
GLOBAL_H = $(PCCONF_H) $(INCL)\coord.h $(INCL)\global.h
HACK_H = $(CONFIG_H) $(INCL)\context.h $(DUNGEON_H) $(DECL_H) \
$(DISPLAY_H) $(INCL)\monsym.h $(INCL)\mkroom.h \
$(INCL)\objclass.h $(INCL)\trap.h $(INCL)\flag.h \
$(RM_H) $(INCL)\vision.h $(INCL)\wintype.h \
$(INCL)\engrave.h $(INCL)\rect.h \
$(INCL)\trampoli.h $(INCL)\hack.h
DLB_H = $(INCL)\dlb.h
TILE_H = $(WSHR)\tile.h $(MSYS)\pctiles.h
# Make Roolz dude.
# Due to the inadequacy of some makes these must accord with a
# topological sort of the generated-from relation... output on
# the left, input on the right. Trust me.
#
.SUFFIXES: .exe .o .til .uu .c .y .l
#
# Rules for files in src
#
.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(SRC)}.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(SRC)}.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
#
# Rules for files in sys\share
#
{$(SYS)}.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(SYS)}.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
#
# Rules for files in sys\msdos
#
{$(MSYS)}.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(MSYS)}.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(MSYS)}.h{$(INCL)}.h:
@copy $< $@
#
# Rules for files in util
#
{$(UTIL)}.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(UTIL)}.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
#
# Rules for files in win\share
#
{$(WSHR)}.c.o:
@@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(WSHR)}.c{$(OBJ)}.o:
@@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(WSHR)}.h{$(INCL)}.h:
@copy $< $@
{$(WSHR)}.txt{$(DAT)}.txt:
@copy $< $@
#
# Rules for files in win\tty
#
{$(WTTY)}.c{$(OBJ)}.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
{$(WTTY)}.c.o:
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $<
! IF ("$(USE_DLB)"=="Y")
DLB = nhdat
! ELSE
DLB =
! ENDIF
########################################################
#
# TARGETS
#
# The default make target (so just typing 'nmake' is useful).
#
default : envchk $(GAMEFILE)
# The default target.
$(GAME): $(O)utility.tag $(GAMEFILE)
@echo $(GAME) is up to date.
#
# Everything
#
all: install
install: envchk $(GAME) $(O)install.tag
@echo Done.
$(O)install.tag: $(DAT)\data $(DAT)\rumors $(DAT)\dungeon \
$(DAT)\oracles $(DAT)\quest.dat $(O)sp_lev.tag $(DLB)
! IF ("$(USE_DLB)"=="Y")
copy $(SRC)\nhdat $(GAMEDIR)
copy $(DAT)\license $(GAMEDIR)
! ELSE
copy $(DAT)\*. $(GAMEDIR)
copy $(DAT)\*.dat $(GAMEDIR)
copy $(DAT)\*.lev $(GAMEDIR)
if exist $(GAMEDIR)\makefile del $(GAMEDIR)\makefile
! ENDIF
if exist $(DAT)\symbols copy $(DAT)\symbols $(GAMEDIR)
copy $(SSHR)\termcap $(GAMEDIR)
copy *.tib $(GAMEDIR)
copy $(SSHR)\NetHack.cnf $(GAMEDIR)\defaults.nh
copy $(MSYS)\NHAccess.nh $(GAMEDIR)
copy $(U)recover.exe $(GAMEDIR)
if exist $(DOC)\guideb*.txt copy $(DOC)\guideb*.txt $(GAMEDIR)
if exist $(DOC)\recover.txt copy $(DOC)\recover.txt $(GAMEDIR)
if exist $(DOC)\nethack.txt copy $(DOC)\nethack.txt $(GAMEDIR)
echo install done > $@
$(O)sp_lev.tag: $(O)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)
# -@if exist $(O)sp_lev.tag del $(O)sp_lev.tag
@echo sp_levs done >$(O)sp_lev.tag
$(O)utility.tag: $(INCL)\date.h $(INCL)\trap.h \
$(INCL)\onames.h $(INCL)\pm.h monstr.c vis_tab.c \
$(U)lev_comp.exe $(U)dgn_comp.exe $(U)recover.exe $(TILEUTIL)
-@if exist $(O)utility.tag del $(O)utility.tag
@echo utilities made > $@
tileutil: gif2txt.exe txt2ppm.exe
@echo Optional tile development utilities are up to date.
.PHONEY: envchk
envchk:
! IF ("$(MACHINE_CODE)"!="")
@SET MC=/G$(MACHINE_CODE)
! ELSE
@SET MC=
! ENDIF
! IF ("$(CL)"=="")
@echo CL Environment variable is defined as follows:
SET CL=/AL $(MC) /Oo /Gy /Gs /Gt10 /Gf /Zp1 /W2 /I$(INCL) /I$(MSYS) /I$(WSHR) /nologo /c
! ELSE
@echo Warning CL Environment variable is defined:
@echo CL=$(CL)
@echo Overriding that definition as follows:
SET CL=/AL $(MC) /Oo /Gy /Gs /Gt10 /Gf /Zp1 /W2 /I$(INCL) /I$(MSYS) /I$(WSHR) /nologo /c
! ENDIF
# The main target.
$(GAMEFILE) : $(LNKOPT) $(ALLOBJ)
@echo Linking....
$(LINK) $(LFLAGS) /SE:1000 /DYNAMIC:2550 /NOE /ST:6000 @<<$(GAME).lnk
$(ALLOBJ:^ =+^
)
$(GAMEFILE)
$(GAME)
$(TERMLIB) $(MOVETR) $(CLIB) $(BCOVL) $(BCMDL)
$(LNKOPT);
<<
@if exist $(O)install.tag del $(O)install.tag
@if exist $(GAMEDIR)\$(GAME).bak del $(GAMEDIR)\$(GAME).bak
#
# Housekeeping.
#
clean:
del *.o
del *.map
del $(U)dlb_main.exe
spotless: clean
if exist $(O)utility.tag del $(O)utility.tag
if exist $(O)install.tag del $(O)install.tag
if exist $(GAME).lnk del $(GAME).lnk
if exist $(U)makedefs.exe del $(U)makedefs.exe
if exist $(U)lev_comp.exe del $(U)lev_comp.exe
if exist $(U)dgn_comp.exe del $(U)dgn_comp.exe
if exist $(SRC)\lev_lex.c del $(SRC)\lev_lex.c
if exist $(SRC)\lev_yacc.c del $(SRC)\lev_yacc.c
if exist $(SRC)\dgn_lex.c del $(SRC)\dgn_lex.c
if exist $(SRC)\dgn_yacc.c del $(SRC)\dgn_yacc.c
if exist $(U)recover.exe del $(U)recover.exe
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
if exist $(INCL)\pcvideo.h del $(INCL)\pcvideo.h
if exist $(MSYS)\pctiles.h del $(MSYS)\pctiles.h
if exist $(INCL)\portio.h del $(MSYS)\portio.h
if exist $(WSHR)\tile.h del $(WSHR)\tile.h
if exist monstr.c del monstr.c
if exist vis_tab.c del vis_tab.c
if exist $(SRC)\panic.c del $(SRC)\panic.c
if exist $(SRC)\makedefs.c del $(SRC)\makedefs.c
if exist $(SRC)\recover.c del $(SRC)\recover.c
if exist $(SRC)\lev_main.c del $(SRC)\lev_main.c
if exist $(SRC)\dlb_main.c del $(SRC)\dlb_main.c
if exist $(SRC)\dgn_main.c del $(SRC)\dgn_main.c
if exist $(SRC)\wintty.c del $(SRC)\wintty.c
if exist $(SRC)\topl.c del $(SRC)\topl.c
if exist $(SRC)\getline.c del $(SRC)\getline.c
if exist $(SRC)\termcap.c del $(SRC)\termcap.c
if exist $(SRC)\tile2bin.c del $(SRC)\tile2bin.c
if exist $(SRC)\msdos.c del $(SRC)\msdos.c
if exist $(SRC)\pckeys.c del $(SRC)\pckeys.c
if exist $(SRC)\video.c del $(SRC)\video.c
if exist $(SRC)\sound.c del $(SRC)\sound.c
if exist $(SRC)\tilemap.c del $(SRC)\tilemap.c
if exist $(SRC)\gifread.c del $(SRC)\gifread.c
if exist $(SRC)\ppmwrite.c del $(SRC)\ppmwrite.c
if exist $(SRC)\pcmain.c del $(SRC)\pcmain.c
if exist $(SRC)\pcunix.c del $(SRC)\pcunix.c
if exist $(SRC)\pcsys.c del $(SRC)\pcsys.c
if exist $(SRC)\pctty.c del $(SRC)\pctty.c
if exist $(SRC)\tile.c del $(SRC)\tile.c
if exist $(INCL)\date.h del $(INCL)\date.h
if exist $(INCL)\onames.h del $(INCL)\onames.h
if exist $(INCL)\pm.h del $(INCL)\pm.h
if exist $(INCL)\vis_tab.h del $(INCL)\vis_tab.h
if exist vis_tab.c del vis_tab.c
if exist *.lnk del *.lnk
if exist *.def del *.def
if exist *.map del *.map
if exist a.out del a.out
if exist tilemap.exe del tilemap.exe
if exist tile2bin.exe del tile2bin.exe
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\*.lev del $(DAT)\*.lev
if exist $(DAT)\data del $(DAT)\data
if exist $(DAT)\dungeon del $(DAT)\dungeon
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 $(SRC)\nhdat del $(SRC)\nhdat
if exist $(DAT)\dlb.lst del $(DAT)\dlb.lst
if exist $(DAT)\msdoshlp.txt del $(DAT)\msdoshlp.txt
if exist $(DAT)\dlb_main.exe del $(DAT)\dlb_main.exe
if exist $(DAT)\lev_comp.exe del $(DAT)\lev_comp.exe
if exist $(DAT)\dgn_comp.exe del $(DAT)\dgn_comp.exe
if exist $(O)sp_lev.tag del $(O)sp_lev.tag
if exist $(PLANAR_TIB) del $(PLANAR_TIB)
if exist $(OVERVIEW_TIB) del $(OVERVIEW_TIB)
#
# Secondary Targets.
#
#
# Makedefs Stuff
#
$(U)makedefs.exe: $(MAKEOBJS)
@echo Linking....
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(MAKEOBJS:^ =+^
)
$@
$(@B)
;
<<
makedefs.o: $(CONFIG_H) $(PERMONST_H) $(INCL)\objclass.h \
$(INCL)\monsym.h $(INCL)\qtext.h $(UTIL)\makedefs.c
# The following include 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 : $(U)makedefs.exe
-$(U)makedefs -v
$(INCL)\onames.h: $(U)makedefs.exe
-$(U)makedefs -o
$(INCL)\pm.h: $(U)makedefs.exe
-$(U)makedefs -p
monstr.c: $(U)makedefs.exe
-$(U)makedefs -m
$(INCL)\vis_tab.h: $(U)makedefs.exe
-$(U)makedefs -z
vis_tab.c: $(U)makedefs.exe
-$(U)makedefs -z
#
# Level Compiler Stuff
#
$(U)lev_comp.exe: $(SPLEVOBJS)
@echo Linking $@...
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(SPLEVOBJS:^ =+^
)
$@
$(@B)
$(BCMDL);
<<
$(O)lev_yacc.o: $(HACK_H) $(SP_LEV_H) $(INCL)\lev_comp.h $(U)lev_yacc.c
$(O)lev_$(LEX).o: $(HACK_H) $(INCL)\lev_comp.h $(SP_LEV_H) \
$(U)lev_$(LEX).c
$(O)lev_main.o: $(U)lev_main.c $(HACK_H) $(SP_LEV_H)
$(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 $(SSHR) 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 $(SSHR)\lev_yacc.c $@ >nul
touch $@
copy $(SSHR)\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 $(SSHR) to $@ and use it.
@echo.
copy $(SSHR)\lev_lex.c $@ >nul
touch $@
! ENDIF
#
# Dungeon Stuff
#
$(U)dgn_comp.exe: $(DGNCOMPOBJS)
@echo Linking $@...
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(DGNCOMPOBJS:^ =+^
)
$@
$(@B)
$(BCMDL);
<<
$(O)dgn_yacc.o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_yacc.c
$(O)dgn_$(LEX).o: $(HACK_H) $(DGN_FILE_H) $(INCL)\dgn_comp.h \
$(U)dgn_$(LEX).c
$(O)dgn_main.o: $(HACK_H) $(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 $(SSHR) to $(U)dgn_yacc.c, and copy the prebuilt
@echo dgn_comp.h from $(SSHR) to $(INCL)\dgn_comp.h
@echo and use those.
@echo.
copy $(SSHR)\dgn_yacc.c $@ >nul
touch $@
copy $(SSHR)\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 $(SSHR) to $@ and use it.
@echo.
copy $(SSHR)\dgn_lex.c $@ >nul
touch $@
! ENDIF
#
# Recover Utility
#
$(U)recover.exe: $(RECOVOBJS)
@echo Linking....
@$(LINK) $(LFLAGS) @<<$(@B).lnk
$(RECOVOBJS:^ =+^
)
$@
$(@B)
;
<<
recover.o: $(CONFIG_H) $(UTIL)\recover.c
#
# Header file moves required for tile support
#
#$(WSHR)\tile.h: $(WSHR)\tile.h
# copy $(WSHR)\tile.h $@
#$(MSYS)\pctiles.h: $(MSYS)\pctiles.h
# copy $(MSYS)\pctiles.h $@
#$(INCL)\pcvideo.h: $(MSYS)\pcvideo.h
# copy $(MSYS)\pcvideo.h $@
#$(MSYS)\portio.h: $(MSYS)\portio.h
# copy $(MSYS)\portio.h $@
#
# Tile Mapping
#
tile.c: tilemap.exe
@tilemap
@echo A new $@ has been created
tilemap.exe: tilemap.o
@echo Linking....
@$(LINK) $(LFLAGS) @<<$(@B).lnk
tilemap.o
$@
$(@B)
;
<<
tilemap.c: $(WSHR)\tilemap.c
copy $(WSHR)\tilemap.c .
tilemap.o: tilemap.c $(HACK_H) $(TILE_H)
#
# Tile Utilities
#
#
# Required for tile support
#
NetHack1.tib: $(TILEFILES) tile2bin.exe
@echo Creating binary tile files (this may take some time)
@tile2bin
NetHacko.tib: thintile.tag $(TILEFILES2) til2bin2.exe
@echo Creating overview binary tile files (this may take some time)
@til2bin2
tile2bin.exe: tile2bin.o $(TEXTIO)
@$(LINK) $(LFLAGS) tile2bin.o $(TEXTIO),$@,$(@B);
til2bin2.exe: til2bin2.o $(TEXTIO2)
@$(LINK) $(LFLAGS) til2bin2.o $(TEXTIO2),$@,$(@B);
thintile.exe: thintile.o
@$(LINK) $(LFLAGS) thintile.o,$@,$(@B);
thintile.o: $(HACK_H) $(WSHR)\tile.h $(WSHR)\thintile.c
thintile.tag: thintile.exe $(TILEFILES)
thintile
@echo thintiles created >thintile.tag
tile2bin.o: $(HACK_H) $(WSHR)\tile.h $(MSYS)\pctiles.h $(MSYS)\pcvideo.h \
$(MSYS)\tile2bin.c
til2bin2.o: $(HACK_H) $(WSHR)\tile.h $(MSYS)\pctiles.h $(MSYS)\pcvideo.h \
$(MSYS)\tile2bin.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 -DOVERVIEW_FILE /Zg $(MSYS)\tile2bin.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 -DOVERVIEW_FILE /Fo$@ $(MSYS)\tile2bin.c
tiletext.o: $(CONFIG_H) $(WSHR)\tile.h $(WSHR)\tiletext.c
tiletex2.o: $(CONFIG_H) $(WSHR)\tile.h $(WSHR)\tiletext.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 /Zg $(WSHR)\tiletext.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 /Fo$@ $(WSHR)\tiletext.c
tiletxt.o: $(CONFIG_H) $(WSHR)\tile.h tilemap.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILETEXT /Zg tilemap.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILETEXT /Fo$@ tilemap.c
tiletxt2.o: $(CONFIG_H) $(WSHR)\tile.h tilemap.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILETEXT /Zg tilemap.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILETEXT -DTILE_X=8 /Fo$@ tilemap.c
#
# Optional GIF Utilities (for development)
#
gif2txt.exe: $(GIFREADERS) $(TEXTIO)
@$(LINK) $(LFLAGS) $(GIFREADERS) $(TEXTIO),$@,$(@B);
gif2txt2.exe: $(GIFREAD2) $(TEXTIO2)
@$(LINK) $(LFLAGS) $(GIFREAD2) $(TEXTIO2),$@,$(@B);
txt2ppm.exe: $(PPMWRITERS) $(TEXTIO)
@$(LINK) $(LFLAGS) $(PPMWRITERS) $(TEXTIO),$@,$(@B);
txt2ppm2.exe: $(PPMWRIT2) $(TEXTIO2)
@$(LINK) $(LFLAGS) $(PPMWRIT2) $(TEXTIO2),$@,$(@B);
gifread.o: $(CONFIG_H) $(WSHR)\tile.h
gifread2.o: $(CONFIG_H) $(WSHR)\tile.h $(WSHR)\gifread.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 /Zg gifread.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 $(WSHR)\gifread.c
ppmwrite.o: $(CONFIG_H) $(WSHR)\tile.h $(WSHR)\ppmwrite.c
ppmwrit2.o: $(CONFIG_H) $(WSHR)\tile.h $(WSHR)\ppmwrite.c
-@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 /Zg ppmwrite.c >$(@B).pro
@$(CC) $(CFLAGS) $(SPECOPTS) -DTILE_X=8 $(WSHR)\ppmwrite.c
#
# Optional tile viewer (development sources only)
#
viewtib.exe: viewtib.o
@$(LINK) $(LFLAGS) -oviewtib.exe viewtib.o $(LIBRARIES)
viewtib.o: $(MSYS)\viewtib.c
#
# Other Util Dependencies.
#
alloc.o: $(CONFIG_H) alloc.c
drawing.o: $(CONFIG_H) drawing.c $(MSYS)\pcvideo.h
decl.o: $(CONFIG_H) decl.c
monst.o: $(CONFIG_H) $(PERMONST_H) $(INCL)\monsym.h \
$(INCL)\color.h monst.c
objects.o: $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \
$(INCL)\prop.h $(INCL)\color.h objects.c
panic.o: $(CONFIG_H) $(UTIL)\panic.c
#
# make data.base an 8.3 filename to prevent an nmake warning
#
DATABASE = $(DAT)\data.bas
$(DAT)\data: $(O)utility.tag $(DATABASE)
$(U)makedefs -d
$(DAT)\rumors: $(O)utility.tag $(DAT)\rumors.tru $(DAT)\rumors.fal
$(U)makedefs -r
$(DAT)\quest.dat: $(O)utility.tag $(DAT)\quest.txt
$(U)makedefs -q
$(DAT)\oracles: $(O)utility.tag $(DAT)\oracles.txt
$(U)makedefs -h
$(DAT)\dungeon: $(O)utility.tag $(DAT)\dungeon.def
$(U)makedefs -e
cd $(DAT)
$(U)dgn_comp dungeon.pdf
cd $(SRC)
#
# DLB stuff
#
#
nhdat: $(U)dlb_main.exe $(DAT)\data $(DAT)\oracles $(DAT)\options \
$(DAT)\quest.dat $(DAT)\rumors $(DAT)\help $(DAT)\hh $(DAT)\cmdhelp \
$(DAT)\history $(DAT)\opthelp $(DAT)\wizhelp $(DAT)\dungeon \
$(DAT)\license $(O)sp_lev.tag
@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 $(LFLAGS) /ST:5120 $(DLBOBJS),$@,$(@B);
dlb_main.o: $(U)dlb_main.c $(INCL)\config.h $(DLB_H)
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(U)dlb_main.c
# Game Dependencies
# sys/share
main.o: $(SSHR)\pcmain.c $(HACK_H) $(INCL)\dlb.h \
#$(INCL)\win32api.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(SSHR)\pcmain.c
sys.o: $(SSHR)\pcsys.c $(HACK_H)
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(SSHR)\pcsys.c
tty.o: $(SSHR)\pctty.c $(HACK_H)
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(SSHR)\pctty.c
unix.o: $(SSHR)\pcunix.c $(HACK_H)
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(SSHR)\pcunix.c
random.o: $(SSHR)\random.c $(HACK_H)
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(SSHR)\random.c
# sys/msdos
msdos.o : $(HACK_H) $(MSYS)\msdos.c
@$(CC) $(CFLAGS) $(SPECOPTS) $(NEWALT) /Fo$@ $(MSYS)\msdos.c
pckeys.o : $(HACK_H) $(MSYS)\pckeys.c
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\pckeys.c
pctiles.o : $(HACK_H) $(MSYS)\pctiles.c $(MSYS)\portio.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\pctiles.c
sound.o : $(HACK_H) $(MSYS)\sound.c $(MSYS)\portio.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\sound.c
video.o : $(HACK_H) $(MSYS)\pcvideo.h $(MSYS)\portio.h $(MSYS)\video.c
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\video.c
vidvga.o : $(HACK_H) $(MSYS)\pcvideo.h $(MSYS)\portio.h $(TILE_H) \
$(MSYS)\vidvga.c
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\vidvga.c
vidtxt.o : $(HACK_H) $(MSYS)\pcvideo.h $(MSYS)\portio.h $(TILE_H) \
$(MSYS)\vidtxt.c
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(MSYS)\vidtxt.c
stubvid.o : $(HACK_H) $(MSYS)\video.c
@$(CC) $(CFLAGS) $(SPECOPTS) -DSTUBVIDEO /Fo$@ $(MSYS)\video.c
# win/tty
getline.o: $(WIN)\getline.c $(HACK_H) $(INCL)\func_tab.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(WIN)\getline.c
termcap.o: $(WIN)\termcap.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(WIN)\termcap.c
topl.o: $(WIN)\topl.c $(HACK_H) $(INCL)\tcap.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(WIN)\topl.c
wintty.o: $(WIN)\wintty.c $(HACK_H) $(INCL)\dlb.h \
$(INCL)\patchlev.h $(INCL)\tcap.h
@$(CC) $(CFLAGS) $(SPECOPTS) /Fo$@ $(WIN)\wintty.c
# src dependencies
allmain.o: allmain.c $(HACK_H)
alloc.o: alloc.c $(CONFIG_H)
apply.o: apply.c $(HACK_H)
artifact.o: artifact.c $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
attrib.o: attrib.c $(HACK_H) $(INCL)\artifact.h
ball.o: ball.c $(HACK_H)
bones.o: bones.c $(HACK_H) $(INCL)\lev.h
botl.o: botl.c $(HACK_H)
cmd.o: cmd.c $(HACK_H) $(INCL)\func_tab.h
dbridge.o: dbridge.c $(HACK_H)
decl.o: decl.c $(HACK_H)
detect.o: detect.c $(HACK_H) $(INCL)\artifact.h
dig.o: dig.c $(HACK_H)
display.o: display.c $(HACK_H)
dlb.o: dlb.c $(CONFIG_H) $(INCL)\dlb.h
do.o: do.c $(HACK_H) $(INCL)\lev.h
do_name.o: do_name.c $(HACK_H)
do_wear.o: do_wear.c $(HACK_H)
dog.o: dog.c $(HACK_H)
dogmove.o: dogmove.c $(HACK_H) $(INCL)\mfndpos.h
dokick.o: dokick.c $(HACK_H)
dothrow.o: dothrow.c $(HACK_H)
drawing.o: drawing.c $(HACK_H) $(INCL)\tcap.h
dungeon.o: dungeon.c $(HACK_H) $(INCL)\dgn_file.h $(INCL)\dlb.h
eat.o: eat.c $(HACK_H)
end.o: end.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
engrave.o: engrave.c $(HACK_H) $(INCL)\lev.h
exper.o: exper.c $(HACK_H)
explode.o: explode.c $(HACK_H)
extralev.o: extralev.c $(HACK_H)
files.o: files.c $(HACK_H) $(INCL)\dlb.h
fountain.o: fountain.c $(HACK_H)
hack.o: hack.c $(HACK_H)
hacklib.o: hacklib.c $(HACK_H)
invent.o: invent.c $(HACK_H) $(INCL)\artifact.h
light.o: light.c $(HACK_H) $(INCL)\lev.h
lock.o: lock.c $(HACK_H)
mail.o: mail.c $(HACK_H) $(INCL)\mail.h
makemon.o: makemon.c $(HACK_H)
mapglyph.o: mapglyph.c $(HACK_H)
mcastu.o: mcastu.c $(HACK_H)
mhitm.o: mhitm.c $(HACK_H) $(INCL)\artifact.h
mhitu.o: mhitu.c $(HACK_H) $(INCL)\artifact.h
minion.o: minion.c $(HACK_H)
mklev.o: mklev.c $(HACK_H)
mkmap.o: mkmap.c $(HACK_H) $(INCL)\sp_lev.h
mkmaze.o: mkmaze.c $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev.h
mkobj.o: mkobj.c $(HACK_H) $(INCL)\artifact.h
mkroom.o: mkroom.c $(HACK_H)
mon.o: mon.c $(HACK_H) $(INCL)\mfndpos.h
mondata.o: mondata.c $(HACK_H)
monmove.o: monmove.c $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h
monst.o: monst.c $(CONFIG_H) $(INCL)\permonst.h $(INCL)\align.h \
$(INCL)\monattk.h $(INCL)\monflag.h $(INCL)\monsym.h \
$(INCL)\dungeon.h $(INCL)\color.h
mplayer.o: mplayer.c $(HACK_H)
mthrowu.o: mthrowu.c $(HACK_H)
muse.o: muse.c $(HACK_H)
music.o: music.c $(HACK_H) #interp.c
o_init.o: o_init.c $(HACK_H) $(INCL)\lev.h
objects.o: objects.c $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h \
$(INCL)\prop.h $(INCL)\skills.h $(INCL)\color.h
objnam.o: objnam.c $(HACK_H)
options.o: options.c $(CONFIG_H) $(INCL)\objclass.h $(INCL)\flag.h \
$(HACK_H) $(INCL)\tcap.h
pager.o: pager.c $(HACK_H) $(INCL)\dlb.h
@$(CC) $(CFLAGS) $(SPECOPTS) /f- /Od /Fo$@ pager.c
pickup.o: pickup.c $(HACK_H)
pline.o: pline.c $(HACK_H)
polyself.o: polyself.c $(HACK_H)
potion.o: potion.c $(HACK_H)
pray.o: pray.c $(HACK_H)
priest.o: priest.c $(HACK_H) $(INCL)\mfndpos.h
quest.o: quest.c $(HACK_H) $(INCL)\qtext.h
questpgr.o: questpgr.c $(HACK_H) $(INCL)\dlb.h $(INCL)\qtext.h
read.o: read.c $(HACK_H)
rect.o: rect.c $(HACK_H)
region.o: region.c $(HACK_H)
restore.o: restore.c $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h
rip.o: rip.c $(HACK_H)
rnd.o: rnd.c $(HACK_H)
role.o: role.c $(HACK_H)
rumors.o: rumors.c $(HACK_H) $(INCL)\lev.h $(INCL)\dlb.h
save.o: save.c $(HACK_H) $(INCL)\lev.h
shk.o: shk.c $(HACK_H)
shknam.o: shknam.c $(HACK_H)
sit.o: sit.c $(HACK_H) $(INCL)\artifact.h
sounds.o: sounds.c $(HACK_H)
sp_lev.o: sp_lev.c $(HACK_H) $(INCL)\dlb.h $(INCL)\sp_lev.h
spell.o: spell.c $(HACK_H)
steal.o: steal.c $(HACK_H)
steed.o: steed.c $(HACK_H)
teleport.o: teleport.c $(HACK_H)
timeout.o: timeout.c $(HACK_H) $(INCL)\lev.h
topten.o: topten.c $(HACK_H) $(INCL)\dlb.h $(INCL)\patchlev.h
track.o: track.c $(HACK_H)
trap.o: trap.c $(HACK_H)
u_init.o: u_init.c $(HACK_H)
uhitm.o: uhitm.c $(HACK_H)
vault.o: vault.c $(HACK_H)
version.o: version.c $(HACK_H) $(INCL)\date.h $(INCL)\patchlev.h
vision.o: vision.c $(HACK_H) $(INCL)\vis_tab.h
weapon.o: weapon.c $(HACK_H)
were.o: were.c $(HACK_H)
wield.o: wield.c $(HACK_H)
windows.o: windows.c $(HACK_H) $(INCL)\wingem.h
wizard.o: wizard.c $(HACK_H) $(INCL)\qtext.h
worm.o: worm.c $(HACK_H) $(INCL)\lev.h
worn.o: worn.c $(HACK_H)
write.o: write.c $(HACK_H)
zap.o: zap.c $(HACK_H)
# end of file