Files
nethack/sys/os2/Makefile.os2
2002-01-05 21:05:57 +00:00

1536 lines
45 KiB
Makefile

# SCCS Id: @(#)Makefile.os2 3.3 96/10/29
# OS/2 NetHack 3.3 Makefile for OS/2 versions 1.x and 2.x
# Copyright (C) 1990, 1991, 1992, 1993, 1996 Timo Hakulinen
#
# The supported compilers list is mainly from the NetHack 3.1 era.
# There should be newer versions of all these compilers nowadays.
#
# Supported compilers: Microsoft C 5.1 and 6.0A, GCC emx 0.8f,
# GCC emx 0.9c, IBM C Set/2 1.00 with Toolkit/2 2.00, IBM CSet++ 2.01.
#
# NDMAKE ver 4.5, Microsoft/IBM NMAKE, or Dennis Vadura's DMAKE is
# required; old MS-MAKE will not work. To enable the appropriate
# make utility, uncomment the respective make-specific macros. If
# you plan to cross-compile in DOS, your best bet is NDMAKE, since
# it requires less memory than NMAKE. To compile in OS/2 use NMAKE,
# DMAKE or something compatible. Remember to set $(RLIBS) to real mode
# libraries if cross-compiling in DOS, and to protected mode libraries
# for compilation in OS/2.
#
# GNU MAKE for OS/2 seems to be too limited / braindamaged at the
# moment for me to bother implementing support for it. Maybe later.
#
# Copy this file into $(SRC) directory, rename it to "makefile"
# (important, many targets rely on it), compile and link inside
# $(SRC). If required, termcap library can be built from termcap
# sources using makefile.lib in "sys\share" directory.
#
# "MSC" in this makefile refers to Microsoft C 5.1 and 6.0A.
# Whenever the distinction is significant, it is indicated.
#
# "GCC" refers to GCC emx only. No other ports of GCC are supported.
# Additional credits for honing GCC support for 3.2 go to Ronald
# Van Iwaarden (rrt0136@ibm.net) and Stefan Neis (neis@cs.uni-sb.de).
#
# "CSet/2" refers to both older CSet/2 ver 1 (IBM 32 bit C compiler for
# OS/2 2.0) and newer CSet++ ver 2 (C/C++ compiler). Original CSet/2
# support courtesy Jeff Urlwin (jurlwin@gandalf.umcs.maine.edu).
# CSet++ support courtesy Helge Hafting (hhafting@intermec.no) and
# Justin Frank (belford-manor@worldnet.att.net).
#
# "OMF" is short for "Object Module Format" and refers to the
# standard OS/2 object format, which e.g. link386 uses. MSC and
# CSet/2 always produce OMF object files, and GCC can be instructed
# to produce them with proper switches (see below).
#
# "a.out" refers to Unix object file format, which is used by GCC
# in its default compilation mode. These object files must be
# linked using GCC's own linker to produce a proper OS/2 executable.
# GDB debugger shipped with GCC can only be used with a.out object
# format.
#
# Note that the default setup in this makefile is my personal setup,
# which you will have to adapt to your configuration.
#
#
# Compiler and linker selection.
#
#CC = cl # MSC
CC = gcc # GCC
#CC = icc # CSet/2
#LINK = link # MSC
LINK = link386 # GCC OMF, CSet/2
#
# Make syntax peculiarities.
#
# Enable the uppermost eight lines for NDMAKE, the middle eight
# for NMAKE (MSC, CSet/2), and the lowermost eight for DMAKE.
#
#MAKEB = ndmake # Executable name (change if necessary)
#CMD = # Command processor name if required
#AB = $*.c # Base name of the target in target action
#CB = $*.c # - " - dependent
#B = ( # Command line begin in shell one-liners
#E = ) # - " - end - " -
#S = ; # Command separator - " -
#P = % # Literal percent sign
#MAKEB = nmake
#CMD =
#AB = $(@B).c
#CB = $$(@B).c
#B = (
#E = )
#S = &
#P = %%
MAKEB = dmake
CMD = cmd /C
AB = $(@:B).c
CB = $$(@:B).c
B = $(CMD) "
E = "
S = &
P = %
#
# Most makes execute actions automatically inside a subshell,
# which makes even the shell internals work ok. This applies
# to NDMAKE and NMAKE. DMAKE wants it spelled out for it.
#
ECHO = $(CMD) @echo
RM = $(CMD) del
CP = $(CMD) copy
CAT = $(CMD) type
#
# For those of us who have these on PC.
#
#YACC = yacc
#LEX = lex
YACC = bison -y
LEX = flex
#
# For extracting NetHack icon.
#
UUDECODE = uudecode
#
# For people with TeX and LaTeX.
#
LATEX = latex
#
# If you have TOUCH, some things become slightly easier.
#
TOUCH = touch
#
# Standard file naming for LEX and YACC output may vary in PC
# installations. These three are probably the most generally used
# names.
#
YTABC = y_tab.c
YTABH = y_tab.h
LEXYYC = lexyy.c
#
# Source tree base directory.
#
NHSRC = \nethack\3.3.1\uunet
#
# Source directories. Makedefs hardcodes these, don't change them.
#
INCL = $(NHSRC)\include # NetHack include files
DAT = $(NHSRC)\dat # NetHack data files
DOC = $(NHSRC)\doc # NetHack documentation files
UTIL = $(NHSRC)\util # Utility source
SRC = $(NHSRC)\src # Main source
WIN = $(NHSRC)\win\tty # Window system specific source
SYS = $(NHSRC)\sys\os2 # System specific source
SSYS = $(NHSRC)\sys\share # Shared system files
#
# Modifiable directories. Set these according to your setup and
# preferences. They must all be present prior to compilation.
# OBJ, TEMP and GAMEDIR should all preferably be separate and,
# in particular, not the same as any of the source directories.
# Note that DMAKE may dislike drive designators in paths because
# it misinterprets the colon as being part of a make rule. In that
# case, all directories have to reside on the same drive.
#
OBJ = \tmp\obj # Object files
TEMP = \tmp\bin # Temporary files during make process
GAMEDIR = \games\nh331 # Game directory
PLIBP = c:\emx\lib # Protected mode C libraries
RLIBP = c:\emx\lib # Possible real mode C libraries
TLIBP = \toolkt20\os2lib # CSet/2 Toolkit libpath (OS2386.LIB)
#
# The game name and description.
#
GAME = nethack
GAMEDES = "NetHack 3.3.1"
#
# Only if you're using CSet/2. Define the upper line for ver. 1,
# the lower one for ver. 2 (= CSet++).
#
#CSETVER = /DOS2_CSET2_VER_1
CSETVER = /DOS2_CSET2_VER_2
#
# The uppermost two lines for MSC, the middle two for GCC, and
# the lowermost two for CSet/2.
#
# MSC: compile only, compiler id, large memory model, optimization level,
# remove stack probes, 80286 instruction set, dedicated datasegment for
# items >= 10 bytes, pack structures on 1 byte boundaries, generate code
# for 8087 coprocessor, compiler warning level, include file path, invoke
# large model compiler, debug flags, ANSI conformance.
#
# GCC: compile only, compiler id, object format selection, warnings,
# include file path, debug flags, ANSI conformance.
#
# CSet/2: compile only, compiler id, migration lib, remove stack probes,
# large 32 bit memory model, fast integer code, optimize (to avoid a
# compiler bug - sometimes it *does* work that way around), don't print
# IBM logo, force optlink linkage on function calls, warning level,
# include file path, debug flags, ANSI conformance.
#
#CFLAGS = /c /DOS2_MSC /AL /O /Gs /G2 /Gt10 /Zp1 /FPi $(WARN) /I$(INCL) $(BIGC) $(CDFLAGS) $(STDC)
#O = /Fo
CFLAGS = -c -DOS2_GCC $(GCCO) $(WARN) -I$(INCL) $(CDFLAGS) $(STDC)
O = -s -O -o
#CFLAGS = /c /DOS2_CSET2 $(CSETVER) /Sm /Gs+ /Gt- /Gi+ /O+ /Q+ /Mp $(WARN) /I$(INCL) $(CDFLAGS) $(STDC)
#O = /Fo
#
# Compiler warning levels. These are really for development, so
# they are commented out in general distribution to save the user
# from masses of benign warnings. If any problems arise, however,
# they may help in finding the trouble.
#
# MSC: warning level 3 is highest in 5.1, second highest in 6.0.
# Cries a lot, but for no real cause. Warning level 0 for distribution.
#
# GCC: max. reasonable GCC warning levels. Can't use -Wall, because then
# it would whine about all the zillions of unused declarations etc.
# Even with these switches you'll get a lot of warnings, but they should
# all be benign.
#
# CSet/2: warning level 3. The second optional parameter gives
# lots of extra warnings.
#
#WARN = /W0 #/W3 # MSC
WARN = #-W -Wimplicit -Wreturn-type -Wunused -Wformat -Wswitch -Wshadow -Wcast-qual -Wwrite-strings -DGCC_WARN # GCC
#WARN = #/W3 #/Kbper # CSet/2
#
# GCC object format selection. The upper line for standard OS/2 OMF
# object format, the lower for Unix style a.out format.
#
GCCO = -Zomf -Zsys # GCC OMF
#GCCO = # GCC a.out
#
# MSC 5.1 needs the large model first pass of the compiler.
# Not needed for later versions.
#
BIGC =
#BIGC = /B1 d:\binb\c1l.exe # MSC 5.1
#
# Unset CL to avoid troubles with conflicting switches in MSC 6.0.
#
CL =
#
# MSC, CSet/2: don't ignore case in symbols, no default lib search,
# stack 8KB, allow max 1024 segments in program.
#
# GCC: likes a big stack.
#
# CSet/2: give it a bit more stack since we can.
#
#LFLAGS = /noig /nod /stack:8192 /seg:1024 $(LDFLAGS) # MSC
LFLAGS = /noig /stack:40000 # GCC OMF
#LFLAGS = /noig /nod /stack:32768 /seg:1024 $(LDFLAGS) # CSet/2
#
# Prepare for a debugger.
#
CDFLAGS =
LDFLAGS =
#CDFLAGS = /Zi # CodeView (MSC)
#LDFLAGS = /CO # - " -
#CDFLAGS = -g # GDB (GCC a.out)
#LDFLAGS = -g # - " -
#CDFLAGS = /Ti+ # IPMD (CSet/2)
#LDFLAGS = /CO # - " -
#
# How to produce the most ANSI-like environment.
#
#STDC = # MSC 5.1
STDC = /D__STDC__ # MSC 6.0, CSet/2
STDC = -ansi # GCC
#
# Possible system object files required during linking.
#
#SYSOBJ = # MSC, GCC a.out, CSet/2
SYSOBJ = $(PLIBP)\crt0.obj $(PLIBP)\end.lib# GCC OMF
#
# Compiler library selection. Change if necessary.
#
# MSC: Protected mode C libraries for 8087 emulator,
# OS/2 API entry points.
#
# GCC emx 0.8 OMF: C standard lib, extra GCC lib, static system lib,
# OS/2 API entry points.
#
# GCC emx 0.9 OMF: C single-threaded libs, Unix system call alias lib,
# extra GCC lib, single threaded system lib, OS/2 API entry points.
# Note that emx changed library naming convention between 0.8 and 0.9.
#
# GCC a.out: extra GCC lib, C standard lib, extra GCC lib (again),
# OS/2 API entry points.
#
# CSet/2: C standard libraries, OS/2 API entry points.
# Note that ver 1 needs lib dde4sbm.lib whereas ver 2 doesn't.
#
#PLIBS = $(PLIBP)\llibcep $(PLIBP)\doscalls # MSC 5.1
#PLIBS = $(PLIBP)\llibcep $(PLIBP)\os2 # MSC 6.0
#PLIBS = $(PLIBP)\libc $(PLIBP)\libgcc $(PLIBP)\libsys $(PLIBP)\libos2 # GCC emx 0.8 OMF
PLIBS = $(PLIBP)\st\c $(PLIBP)\st\c_app $(PLIBP)\c_alias $(PLIBP)\gcc $(PLIBP)\st\sys $(PLIBP)\os2 # GCC emx 0.9 OMF
#PLIBS = -lgcc -lc -lgcc -los2 # GCC a.out (defining -lgcc twice is required)
#PLIBS = $(PLIBP)\dde4sbs.lib $(PLIBP)\dde4sbm.lib $(TLIBP)\os2386.lib # CSet/2 ver 1
#PLIBS = $(PLIBP)\dde4sbs.lib $(TLIBP)\os2386.lib # CSet++ ver 2
#
# C libraries used by makedefs, lev_comp and dgn_comp (change if
# necessary). If compilation is done in DOS, enable the upper line
# possibly setting the library name to something else, if in OS/2,
# enable the lower line (protected mode libraries).
#
#RLIBS = $(RLIBP)\llibcer
RLIBS = $(PLIBS)
#
# Default compilation skeletons. The uppermost six are for
# MSC and CSet/2 and the lowermost six for GCC.
#
#SRCCC = $(CC) $(CFLAGS) $(O)$@ $(SRC)\$(AB)
#UTILCC = $(CC) $(CFLAGS) $(O)$@ $(UTIL)\$(AB)
#SYSCC = $(CC) $(CFLAGS) $(O)$@ $(SYS)\$(AB)
#SSYSCC = $(CC) $(CFLAGS) $(O)$@ $(SSYS)\$(AB)
#PSYSCC = $(CC) $(CFLAGS) $(O)$@ $(SSYS)\pc$(AB)
#WINCC = $(CC) $(CFLAGS) $(O)$@ $(WIN)\$(AB)
SRCCC = $(CC) $(CFLAGS) $(O) $@ $(AB)
UTILCC = $(B) cd $(UTIL) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
SYSCC = $(B) cd $(SYS) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
SSYSCC = $(B) cd $(SSYS) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
PSYSCC = $(B) cd $(SSYS) $(S) $(CC) $(CFLAGS) $(O) $@ pc$(AB) $(E)
WINCC = $(B) cd $(WIN) $(S) $(CC) $(CFLAGS) $(O) $@ $(AB) $(E)
#
# Default linker skeletons. The upper six lines for everything
# that uses standard OS/2 object format (MSC, CSet/2, GCC OMF),
# the lower six for GCC a.out format.
#
GAMELN = $(LINK) @$(TEMP)\$(GAME).rsp
MKDFLN = $(LINK) @$(TEMP)\makedefs.rsp
LEVCLN = $(LINK) @$(TEMP)\lev_comp.rsp
DGNCLN = $(LINK) @$(TEMP)\dgn_comp.rsp
RCVRLN = $(LINK) @$(TEMP)\recover.rsp
DLBRLN = $(LINK) @$(TEMP)\dlb.rsp
#GAMELN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\$(GAME).exe $(TEMP)\$(GAMEDEF) $(SYSOBJ) $(HOBJ) $(PLIBS) $(TERMLIB)
#MKDFLN = $(CC) $(LDFLAGS) -o $(TEMP)\makedefs.exe $(TEMP)\$(MKDFDEF) $(SYSOBJ) $(MAKEOBJS) $(PLIBS)
#LEVCLN = $(CC) $(LDFLAGS) -o $(TEMP)\lev_comp.exe $(TEMP)\$(LEVCDEF) $(SYSOBJ) $(SPLEVOBJS) $(PLIBS)
#DGNCLN = $(CC) $(LDFLAGS) -o $(TEMP)\dgn_comp.exe $(TEMP)\$(DGNCDEF) $(SYSOBJ) $(DGNCOMPOBJS) $(PLIBS)
#RCVRLN = $(CC) $(LDFLAGS) -o $(GAMEDIR)\recover.exe $(TEMP)\$(RCVRDEF) $(SYSOBJ) $(RECOVOBJS) $(PLIBS)
#DLBRLN = $(CC) $(LDFLAGS) -o $(TEMP)\dlb.exe $(TEMP)\$(DLBDEF) $(SYSOBJ) $(DLBOBJS) $(PLIBS)
#
# OS/2 module definition files for NetHack,
# makedefs, dgn_comp, lev_comp, recover, dlb.
#
GAMEDEF = $(GAME).def
MKDFDEF = makedefs.def
LEVCDEF = lev_comp.def
DGNCDEF = dgn_comp.def
RCVRDEF = recover.def
DLBDEF = dlb.def
#
# For compilation in DOS, enable the lower three lines and
# disable the upper three.
#
MKDFMD = $(TEMP)\$(MKDFDEF)
LEVCMD = $(TEMP)\$(LEVCDEF)
DGNCMD = $(TEMP)\$(DGNCDEF)
#MKDFMD =
#LEVCMD =
#DGNCMD =
#
# Optional high-quality BSD random number generation routines
# (see os2conf.h). Set to nothing if not used.
#
RANDOM = $(OBJ)\random.o
#RANDOM =
#
# If TERMLIB is defined in os2conf.h, comment out the upper line and
# uncomment the lower. If the termcap-library doesn't exist, use
# sys\share\makefile.lib to build it.
#
TERMLIB =
#TERMLIB = termlib.lib
#
# Short / long file name selection for FAT and HPFS.
# Only three files need consideration.
#
#GUIDEBOO = Guideboo # FAT
#PATCHLEV = patchlev # - " -
#DATABASE = data.bas # - " -
GUIDEBOO = Guidebook # HPFS
PATCHLEV = patchlevel # - " -
DATABASE = data.base # - " -
#
# If you have LaTeX and want to create the NetHack Guidebook in TeX
# device-independent file format, comment out the upper line and
# uncomment the lower.
#
GUIDE =
#GUIDE = $(TEMP)\$(GUIDEBOO).dvi
#
# Set WINOBJ lines corresponding to your desired combination
# of windowing systems. Also set windowing systems in config.h.
#
# A straight tty port using no native windowing system is the
# only choice for now.
#
WINOBJ = $(OBJ)\getline.o $(OBJ)\termcap.o $(OBJ)\topl.o $(OBJ)\wintty.o
#
# The default make target, so just typing 'make' is useful.
# Has to be the first target in the makefile.
#
default : all
#
# If you have yacc and lex programs and make any changes, uncomment
# the lowermost two lines and comment out the others. If you make
# changes to the .y and .l files but prefer processing the files
# separately elsewhere, activate the middle two lines, so your changes
# don't get overwritten.
#
do_yacc : yacc_cpy # use pre-generated files
do_lex : lex_cpy # - " -
#do_yacc : yacc_msg # show message if changed
#do_lex : lex_msg # - " -
#do_yacc : yacc_act # re-process files
#do_lex : lex_act # - " -
#
# If you have the TOUCH utility the upper line is ok. Otherwise
# the lower one does the same albeit in an ugly manner. Besides,
# the latter method only works for text files.
#
#do_touch : realtouch
do_touch : faketouch
#
# If you don't have uudecode program, use the upper line.
# If you still want the icon, you'll have to extract the
# file manually somewhere else.
#
do_icon : icon_msg # show message if changed
#do_icon : icon_act # extract icon file
#
# If you don't want to generate nethack.cmd, use the upper line.
# This could be the case, e.g., if you use a different shell than
# the standard cmd.exe.
#
#do_cmd : cmd_msg # show message
do_cmd : cmd_act # generate nethack.cmd
#
# If you want to try the data librarian scheme to reduce
# the amount of data files in the NetHack home directory, comment
# out the lower line and uncomment the upper. Also, make sure
# that DLB is defined in config.h.
#
# NOTE: this feature is presently untested under OS/2.
#
#do_dlb : dlb_yup
do_dlb : dlb_nope
######################################################################
#
# Nothing below this line should have to be changed.
#
# Other things that have to be reconfigured are in
# config.h, os2conf.h and possibly system.h.
#
#
# The game filename.
#
GAMEFILE = $(GAMEDIR)\$(GAME).exe
#
# Object files for makedefs.
#
MAKEOBJS = $(OBJ)\makedefs.o $(OBJ)\monst.o $(OBJ)\objects.o
#
# Object files for special levels compiler.
#
SOBJ01 = $(OBJ)\lev_yacc.o $(OBJ)\lev_lex.o $(OBJ)\lev_main.o $(OBJ)\alloc.o
SOBJ02 = $(OBJ)\monst.o $(OBJ)\objects.o $(OBJ)\panic.o $(OBJ)\decl.o
SOBJ03 = $(OBJ)\drawing.o
SPLEVOBJS = $(SOBJ01) $(SOBJ02) $(SOBJ03)
#
# Object files for dungeon compiler.
#
DOBJ01 = $(OBJ)\dgn_yacc.o $(OBJ)\dgn_lex.o $(OBJ)\dgn_main.o
DOBJ02 = $(OBJ)\panic.o $(OBJ)\alloc.o
DGNCOMPOBJS = $(DOBJ01) $(DOBJ02)
#
# Object files for recovery utility.
#
RECOVOBJS = $(OBJ)\recover.o
#
# Object files for dlb.
#
DLBOBJS = $(OBJ)\dlb_main.o $(OBJ)\dlb.o $(OBJ)\alloc.c $(OBJ)\panic.o
#
# Data files for dlb.
#
DATHELP = \
$(GAMEDIR)\help $(GAMEDIR)\hh $(GAMEDIR)\cmdhelp $(GAMEDIR)\history \
$(GAMEDIR)\opthelp $(GAMEDIR)\wizhelp
SPEC_LEVS = \
$(GAMEDIR)\asmodeus.lev $(GAMEDIR)\baalz.lev $(GAMEDIR)\bigrm-1.lev \
$(GAMEDIR)\bigrm-2.lev $(GAMEDIR)\bigrm-3.lev $(GAMEDIR)\bigrm-4.lev \
$(GAMEDIR)\castle.lev $(GAMEDIR)\fakewiz1.lev $(GAMEDIR)\fakewiz2.lev \
$(GAMEDIR)\juiblex.lev $(GAMEDIR)\knox.lev $(GAMEDIR)\medusa-1.lev \
$(GAMEDIR)\medusa-2.lev $(GAMEDIR)\minend-1.lev $(GAMEDIR)\minend-2.lev \
$(GAMEDIR)\minefill.lev $(GAMEDIR)\minetn-1.lev $(GAMEDIR)\minetn-2.lev \
$(GAMEDIR)\oracle.lev $(GAMEDIR)\orcus.lev $(GAMEDIR)\sanctum.lev \
$(GAMEDIR)\tower1.lev $(GAMEDIR)\tower2.lev $(GAMEDIR)\tower3.lev \
$(GAMEDIR)\valley.lev $(GAMEDIR)\wizard1.lev $(GAMEDIR)\wizard2.lev \
$(GAMEDIR)\wizard3.lev $(GAMEDIR)\astral.lev $(GAMEDIR)\air.lev \
$(GAMEDIR)\earth.lev $(GAMEDIR)\fire.lev $(GAMEDIR)\water.lev \
$(GAMEDIR)\soko1-1.lev $(GAMEDIR)\soko1-2.lev \
$(GAMEDIR)\soko2-1.lev $(GAMEDIR)\soko2-2.lev \
$(GAMEDIR)\soko3-1.lev $(GAMEDIR)\soko3-2.lev \
$(GAMEDIR)\soko4-1.lev $(GAMEDIR)\soko4-2.lev
QUEST_LEVS = \
$(GAMEDIR)\Arc-goal.lev $(GAMEDIR)\Arc-fila.lev $(GAMEDIR)\Arc-filb.lev \
$(GAMEDIR)\Arc-loca.lev $(GAMEDIR)\Arc-strt.lev \
$(GAMEDIR)\Bar-goal.lev $(GAMEDIR)\Bar-fila.lev $(GAMEDIR)\Bar-filb.lev \
$(GAMEDIR)\Bar-loca.lev $(GAMEDIR)\Bar-strt.lev \
$(GAMEDIR)\Cav-goal.lev $(GAMEDIR)\Cav-fila.lev $(GAMEDIR)\Cav-filb.lev \
$(GAMEDIR)\Cav-loca.lev $(GAMEDIR)\Cav-strt.lev \
$(GAMEDIR)\Hea-goal.lev $(GAMEDIR)\Hea-fila.lev $(GAMEDIR)\Hea-filb.lev \
$(GAMEDIR)\Hea-loca.lev $(GAMEDIR)\Hea-strt.lev \
$(GAMEDIR)\Kni-goal.lev $(GAMEDIR)\Kni-fila.lev $(GAMEDIR)\Kni-filb.lev \
$(GAMEDIR)\Kni-loca.lev $(GAMEDIR)\Kni-strt.lev \
$(GAMEDIR)\Mon-goal.lev $(GAMEDIR)\Mon-fila.lev $(GAMEDIR)\Mon-filb.lev \
$(GAMEDIR)\Mon-loca.lev $(GAMEDIR)\Mon-strt.lev \
$(GAMEDIR)\Pri-goal.lev $(GAMEDIR)\Pri-fila.lev $(GAMEDIR)\Pri-filb.lev \
$(GAMEDIR)\Pri-loca.lev $(GAMEDIR)\Pri-strt.lev \
$(GAMEDIR)\Ran-goal.lev $(GAMEDIR)\Ran-fila.lev $(GAMEDIR)\Ran-filb.lev \
$(GAMEDIR)\Ran-loca.lev $(GAMEDIR)\Ran-strt.lev \
$(GAMEDIR)\Rog-goal.lev $(GAMEDIR)\Rog-fila.lev $(GAMEDIR)\Rog-filb.lev \
$(GAMEDIR)\Rog-loca.lev $(GAMEDIR)\Rog-strt.lev \
$(GAMEDIR)\Sam-goal.lev $(GAMEDIR)\Sam-fila.lev $(GAMEDIR)\Sam-filb.lev \
$(GAMEDIR)\Sam-loca.lev $(GAMEDIR)\Sam-strt.lev \
$(GAMEDIR)\Tou-goal.lev $(GAMEDIR)\Tou-fila.lev $(GAMEDIR)\Tou-filb.lev \
$(GAMEDIR)\Tou-loca.lev $(GAMEDIR)\Tou-strt.lev \
$(GAMEDIR)\Val-goal.lev $(GAMEDIR)\Val-fila.lev $(GAMEDIR)\Val-filb.lev \
$(GAMEDIR)\Val-loca.lev $(GAMEDIR)\Val-strt.lev \
$(GAMEDIR)\Wiz-goal.lev $(GAMEDIR)\Wiz-fila.lev $(GAMEDIR)\Wiz-filb.lev \
$(GAMEDIR)\Wiz-loca.lev $(GAMEDIR)\Wiz-strt.lev
VARDATD = \
$(GAMEDIR)\data $(GAMEDIR)\oracles $(GAMEDIR)\options \
$(GAMEDIR)\quest.dat $(GAMEDIR)\rumors
DATDLB = $(DATHELP) $(GAMEDIR)\dungeon $(SPEC_LEVS) $(QUEST_LEVS) $(VARDATD)
#
# Object files for the game itself.
#
VOBJ01 = $(OBJ)\allmain.o $(OBJ)\alloc.o $(OBJ)\apply.o $(OBJ)\artifact.o
VOBJ02 = $(OBJ)\attrib.o $(OBJ)\ball.o $(OBJ)\bones.o $(OBJ)\botl.o
VOBJ03 = $(OBJ)\cmd.o $(OBJ)\dbridge.o $(OBJ)\decl.o $(OBJ)\detect.o
VOBJ04 = $(OBJ)\dig.o $(OBJ)\display.o $(OBJ)\dlb.o $(OBJ)\do.o
VOBJ05 = $(OBJ)\do_name.o $(OBJ)\do_wear.o $(OBJ)\dog.o $(OBJ)\dogmove.o
VOBJ06 = $(OBJ)\dokick.o $(OBJ)\dothrow.o $(OBJ)\drawing.o $(OBJ)\dungeon.o
VOBJ07 = $(OBJ)\eat.o $(OBJ)\end.o $(OBJ)\engrave.o $(OBJ)\exper.o
VOBJ08 = $(OBJ)\explode.o $(OBJ)\extralev.o $(OBJ)\files.o $(OBJ)\fountain.o
VOBJ09 = $(OBJ)\hack.o $(OBJ)\hacklib.o $(OBJ)\invent.o $(OBJ)\light.o
VOBJ10 = $(OBJ)\lock.o $(OBJ)\mail.o $(OBJ)\main.o $(OBJ)\makemon.o
VOBJ11 = $(OBJ)\mapglyph.o $(OBJ)\mcastu.o $(OBJ)\mhitm.o $(OBJ)\mhitu.o $(OBJ)\minion.o
VOBJ12 = $(OBJ)\mklev.o $(OBJ)\mkmap.o $(OBJ)\mkmaze.o $(OBJ)\mkobj.o
VOBJ13 = $(OBJ)\mkroom.o $(OBJ)\mon.o $(OBJ)\mondata.o $(OBJ)\monmove.o
VOBJ14 = $(OBJ)\monst.o $(OBJ)\monstr.o $(OBJ)\mplayer.o $(OBJ)\mthrowu.o
VOBJ15 = $(OBJ)\muse.o $(OBJ)\music.o $(OBJ)\o_init.o $(OBJ)\objects.o
VOBJ16 = $(OBJ)\objnam.o $(OBJ)\options.o $(OBJ)\os2.o $(OBJ)\pager.o
VOBJ17 = $(OBJ)\pcsys.o $(OBJ)\pickup.o $(OBJ)\pline.o $(OBJ)\polyself.o
VOBJ18 = $(OBJ)\potion.o $(OBJ)\pray.o $(OBJ)\priest.o $(OBJ)\quest.o
VOBJ19 = $(OBJ)\questpgr.o $(OBJ)\read.o $(OBJ)\rect.o $(OBJ)\region.o $(OBJ)\restore.o
VOBJ20 = $(OBJ)\rip.o $(OBJ)\rnd.o $(OBJ)\rumors.o $(OBJ)\save.o
VOBJ21 = $(OBJ)\shk.o $(OBJ)\shknam.o $(OBJ)\sit.o $(OBJ)\sounds.o
VOBJ22 = $(OBJ)\sp_lev.o $(OBJ)\spell.o $(OBJ)\steal.o $(OBJ)\teleport.o
VOBJ23 = $(OBJ)\timeout.o $(OBJ)\topten.o $(OBJ)\track.o $(OBJ)\trap.o
VOBJ24 = $(OBJ)\tty.o $(OBJ)\u_init.o $(OBJ)\uhitm.o $(OBJ)\unix.o
VOBJ25 = $(OBJ)\vault.o $(OBJ)\vision.o $(OBJ)\vis_tab.o $(OBJ)\weapon.o
VOBJ26 = $(OBJ)\were.o $(OBJ)\wield.o $(OBJ)\windows.o $(OBJ)\wizard.o
VOBJ27 = $(OBJ)\worm.o $(OBJ)\worn.o $(OBJ)\write.o $(OBJ)\zap.o
VOBJ28 = $(WINOBJ) $(OBJ)\role.o $(OBJ)\steed.o
VOBJ29 = $(RANDOM)
HHOBJ = $(OBJ)\version.o
VOBJ = $(VOBJ01) $(VOBJ02) $(VOBJ03) $(VOBJ04) $(VOBJ05) $(VOBJ06) $(VOBJ07) \
$(VOBJ08) $(VOBJ09) $(VOBJ10) $(VOBJ11) $(VOBJ12) $(VOBJ13) $(VOBJ14) \
$(VOBJ15) $(VOBJ16) $(VOBJ17) $(VOBJ18) $(VOBJ19) $(VOBJ20) $(VOBJ21) \
$(VOBJ22) $(VOBJ23) $(VOBJ24) $(VOBJ25) $(VOBJ26) $(VOBJ27) $(VOBJ28) \
$(VOBJ29)
HOBJ = $(VOBJ) $(HHOBJ)
EXTERN_H = #$(INCL)\extern.h
OS2CONF_H = $(INCL)\os2conf.h $(INCL)\micro.h $(INCL)\system.h $(EXTERN_H)
GLOBAL_H = $(INCL)\global.h $(INCL)\coord.h $(OS2CONF_H)
CONFIG_H = $(INCL)\config.h $(INCL)\config1.h $(INCL)\tradstdc.h $(GLOBAL_H)
TRAP_H = $(INCL)\trap.h
PERMONST_H = $(INCL)\permonst.h $(INCL)\monattk.h $(INCL)\monflag.h
YOU_H = $(INCL)\you.h $(INCL)\attrib.h $(PERMONST_H) $(INCL)\mondata.h \
$(INCL)\monst.h $(INCL)\youprop.h $(INCL)\prop.h $(INCL)\pm.h
DECL_H = $(INCL)\decl.h $(INCL)\spell.h $(INCL)\obj.h $(YOU_H) \
$(INCL)\onames.h $(INCL)\color.h
HACK_H = $(CONFIG_H) $(DECL_H) $(INCL)\monsym.h $(INCL)\mkroom.h \
$(INCL)\objclass.h $(TRAP_H) $(INCL)\engrave.h $(INCL)\flag.h \
$(INCL)\rm.h $(INCL)\dungeon.h $(INCL)\hack.h $(INCL)\display.h \
$(INCL)\vision.h $(INCL)\wintty.h $(INCL)\wintype.h $(INCL)\align.h \
$(INCL)\winprocs.h
#
# The default target.
#
all : makedefs dgn_comp lev_comp recover $(GAME) dat $(GUIDE)
$(ECHO) Done.
#
# Definition file creation.
#
$(TEMP)\$(GAMEDEF) :
$(MAKEB) DD_NAME=$(GAME) DD_DESC=$(GAMEDES) DD_TARG=$@ do_def
$(TEMP)\$(MKDFDEF) :
$(MAKEB) DD_NAME=makedefs DD_DESC="Definitions compiler" DD_TARG=$@ do_def
$(TEMP)\$(DGNCDEF) :
$(MAKEB) DD_NAME=dgn_comp DD_DESC="Dungeon compiler" DD_TARG=$@ do_def
$(TEMP)\$(LEVCDEF) :
$(MAKEB) DD_NAME=lev_comp DD_DESC="Level compiler" DD_TARG=$@ do_def
$(TEMP)\$(RCVRDEF) :
$(MAKEB) DD_NAME=recover DD_DESC="Recovery utility" DD_TARG=$@ do_def
$(TEMP)\$(DLBDEF) :
$(MAKEB) DD_NAME=dld DD_DESC="Archive utility" DD_TARG=$@ do_def
do_def :
$(ECHO) NAME $(DD_NAME) WINDOWCOMPAT> $(DD_TARG)
$(ECHO) DESCRIPTION '$(DD_DESC)'>> $(DD_TARG)
$(ECHO) PROTMODE>> $(DD_TARG)
$(ECHO) EXETYPE OS2>> $(DD_TARG)
#
# The main target.
#
$(GAME) : $(GAMEDIR)\$(GAME).exe
$(GAME).exe : $(GAMEDIR)\$(GAME).exe
$(GAMEDIR)\$(GAME).exe : $(TEMP)\$(GAME).rsp
$(GAMELN)
$(TEMP)\$(GAME).rsp : $(HOBJ) $(TEMP)\$(GAMEDEF)
$(ECHO) $(SYSOBJ) $(VOBJ01) +> $@
$(ECHO) $(VOBJ02) +>> $@
$(ECHO) $(VOBJ03) +>> $@
$(ECHO) $(VOBJ04) +>> $@
$(ECHO) $(VOBJ05) +>> $@
$(ECHO) $(VOBJ06) +>> $@
$(ECHO) $(VOBJ07) +>> $@
$(ECHO) $(VOBJ08) +>> $@
$(ECHO) $(VOBJ09) +>> $@
$(ECHO) $(VOBJ10) +>> $@
$(ECHO) $(VOBJ11) +>> $@
$(ECHO) $(VOBJ12) +>> $@
$(ECHO) $(VOBJ13) +>> $@
$(ECHO) $(VOBJ14) +>> $@
$(ECHO) $(VOBJ15) +>> $@
$(ECHO) $(VOBJ16) +>> $@
$(ECHO) $(VOBJ17) +>> $@
$(ECHO) $(VOBJ18) +>> $@
$(ECHO) $(VOBJ19) +>> $@
$(ECHO) $(VOBJ20) +>> $@
$(ECHO) $(VOBJ21) +>> $@
$(ECHO) $(VOBJ22) +>> $@
$(ECHO) $(VOBJ23) +>> $@
$(ECHO) $(VOBJ24) +>> $@
$(ECHO) $(VOBJ25) +>> $@
$(ECHO) $(VOBJ26) +>> $@
$(ECHO) $(VOBJ27) +>> $@
$(ECHO) $(VOBJ28) +>> $@
$(ECHO) $(VOBJ29) +>> $@
$(ECHO) $(HHOBJ)>> $@
$(ECHO) $(GAMEDIR)\$(GAME).exe>> $@
$(ECHO) $(TEMP)\$(GAME)>> $@
$(ECHO) $(PLIBS) $(TERMLIB)>> $@
$(ECHO) $(TEMP)\$(GAMEDEF) $(LFLAGS);>> $@
#
# Targets for makedefs.
#
makedefs : $(TEMP)\makedefs.exe
$(TEMP)\makedefs.exe : $(TEMP)\makedefs.rsp
$(MKDFLN)
$(TEMP)\makedefs.rsp : $(MAKEOBJS) $(TEMP)\$(MKDFDEF)
$(ECHO) $(SYSOBJ) $(MAKEOBJS)> $@
$(ECHO) $(TEMP)\makedefs.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(MKDFMD) $(LFLAGS);>> $@
$(OBJ)\makedefs.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\permonst.h $(INCL)\objclass.h \
$(INCL)\monsym.h $(INCL)\artilist.h $(INCL)\qtext.h
$(UTILCC)
#
# Targets for the special levels compiler.
#
lev_comp : $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp.exe : $(TEMP)\lev_comp.rsp
$(LEVCLN)
$(TEMP)\lev_comp.rsp : $(SPLEVOBJS) $(TEMP)\$(LEVCDEF)
$(ECHO) $(SYSOBJ) $(SOBJ01) +> $@
$(ECHO) $(SOBJ02) +>> $@
$(ECHO) $(SOBJ03)>> $@
$(ECHO) $(TEMP)\lev_comp.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(LEVCMD) $(LFLAGS);>> $@
$(OBJ)\lev_yacc.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(UTILCC)
$(OBJ)\lev_lex.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\lev_comp.h
$(UTILCC)
$(OBJ)\lev_main.o : $(UTIL)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\tcap.h
$(UTILCC)
$(UTIL)\lev_yacc.c : $(UTIL)\lev_comp.y
$(MAKEB) YY=lev do_yacc
$(UTIL)\lev_lex.c : $(UTIL)\lev_comp.l
$(MAKEB) YY=lev do_lex
#
# Targets for the dungeon compiler.
#
dgn_comp : $(TEMP)\dgn_comp.exe
$(TEMP)\dgn_comp.exe : $(TEMP)\dgn_comp.rsp
$(DGNCLN)
$(TEMP)\dgn_comp.rsp : $(DGNCOMPOBJS) $(TEMP)\$(DGNCDEF)
$(ECHO) $(SYSOBJ) $(DOBJ01) +> $@
$(ECHO) $(DOBJ02)>> $@
$(ECHO) $(TEMP)\dgn_comp.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(RLIBS)>> $@
$(ECHO) $(DGNCMD) $(LFLAGS);>> $@
$(OBJ)\dgn_yacc.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\date.h $(INCL)\dgn_file.h
$(UTILCC)
$(OBJ)\dgn_lex.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dgn_comp.h $(INCL)\dgn_file.h
$(UTILCC)
$(OBJ)\dgn_main.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
$(UTIL)\dgn_yacc.c : $(UTIL)\dgn_comp.y
$(MAKEB) YY=dgn do_yacc
$(UTIL)\dgn_lex.c : $(UTIL)\dgn_comp.l
$(MAKEB) YY=dgn do_lex
#
# For both lev_comp and dgn_comp.
#
$(OBJ)\panic.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
#
# Yacc and Lex targets.
#
yacc_cpy :
$(CP) $(SSYS)\$(YY)_yacc.c $(UTIL)
$(CP) $(SSYS)\$(YY)_comp.h $(INCL)
$(MAKEB) TT=$(UTIL)\$(YY)_yacc.c do_touch
$(MAKEB) TT=$(INCL)\$(YY)_comp.h do_touch
yacc_msg :
$(ECHO) $(YY)_comp.y has changed. To update $(YY)_yacc.c and $(YY)_comp.h run $(YACC).
yacc_act :
$(YACC) -d $(UTIL)\$(YY)_comp.y
$(CP) $(YTABC) $(UTIL)\$(YY)_yacc.c
$(CP) $(YTABH) $(INCL)\$(YY)_comp.h
$(RM) $(YTABC)
$(RM) $(YTABH)
lex_cpy :
$(CP) $(SSYS)\$(YY)_lex.c $(UTIL)
$(MAKEB) TT=$(UTIL)\$(YY)_lex.c do_touch
lex_msg :
$(ECHO) $(YY)_comp.l has changed. To update $(YY)_lex.c run $(LEX).
lex_act :
$(LEX) $(UTIL)\$(YY)_comp.l
$(CP) $(LEXYYC) $(UTIL)\$(YY)_lex.c
$(RM) $(LEXYYC)
#
# Why must this be so kludgy?
#
realtouch :
$(TOUCH) $(TT)
faketouch :
$(B) $(CAT) $(TT) > $(TEMP)\foo.bar $(S) $(CP) $(TEMP)\foo.bar $(TT) $(S) $(RM) $(TEMP)\foo.bar $(E)
#
# Targets for the recovery utility.
#
recover : $(GAMEDIR)\recover.exe
$(GAMEDIR)\recover.exe : $(TEMP)\recover.rsp
$(RCVRLN)
$(TEMP)\recover.rsp : $(RECOVOBJS) $(TEMP)\$(RCVRDEF)
$(ECHO) $(SYSOBJ) $(RECOVOBJS)> $@
$(ECHO) $(GAMEDIR)\recover.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(PLIBS)>> $@
$(ECHO) $(TEMP)\$(RCVRDEF) $(LFLAGS);>> $@
$(OBJ)\recover.o : $(UTIL)\$(CB) $(CONFIG_H)
$(UTILCC)
#
# Targets for the dlb.
#
dlb : $(TEMP)\dlb.exe
$(TEMP)\dlb.exe : $(TEMP)\dlb.rsp
$(RCVRLN)
$(TEMP)\dlb.rsp : $(DLBOBJS) $(TEMP)\$(DLBDEF)
$(ECHO) $(SYSOBJ) $(DLBOBJS)> $@
$(ECHO) $(TEMP)\dlb.exe>> $@
$(ECHO) nul>> $@
$(ECHO) $(PLIBS)>> $@
$(ECHO) $(TEMP)\$(DLBDEF) $(LFLAGS);>> $@
$(OBJ)\dlb_main.o : $(UTIL)\$(CB) $(CONFIG_H) $(INCL)\dlb.h
$(UTILCC)
$(GAMEDIR)\nhdat :
$(MAKEB) do_dlb
dlb_yup : dlb
$(TEMP)\dlb cf $(GAMEDIR)\nhdat $(DATDLB)
-$(RM) $(GAMEDIR)\help
-$(RM) $(GAMEDIR)\hh
-$(RM) $(GAMEDIR)\cmdhelp
-$(RM) $(GAMEDIR)\history
-$(RM) $(GAMEDIR)\opthelp
-$(RM) $(GAMEDIR)\wizhelp
-$(RM) $(GAMEDIR)\asmodeus.lev
-$(RM) $(GAMEDIR)\baalz.lev
-$(RM) $(GAMEDIR)\bigrm-?.lev
-$(RM) $(GAMEDIR)\castle.lev
-$(RM) $(GAMEDIR)\fakewiz?.lev
-$(RM) $(GAMEDIR)\juiblex.lev
-$(RM) $(GAMEDIR)\knox.lev
-$(RM) $(GAMEDIR)\medusa-?.lev
-$(RM) $(GAMEDIR)\minend-?.lev
-$(RM) $(GAMEDIR)\minefill.lev
-$(RM) $(GAMEDIR)\minetn-?.lev
-$(RM) $(GAMEDIR)\oracle.lev
-$(RM) $(GAMEDIR)\orcus.lev
-$(RM) $(GAMEDIR)\sanctum.lev
-$(RM) $(GAMEDIR)\tower?.lev
-$(RM) $(GAMEDIR)\valley.lev
-$(RM) $(GAMEDIR)\wizard?.lev
-$(RM) $(GAMEDIR)\astral.lev
-$(RM) $(GAMEDIR)\air.lev
-$(RM) $(GAMEDIR)\earth.lev
-$(RM) $(GAMEDIR)\fire.lev
-$(RM) $(GAMEDIR)\water.lev
-$(RM) $(GAMEDIR)\???-goal.lev
-$(RM) $(GAMEDIR)\???-fil?.lev
-$(RM) $(GAMEDIR)\???-loca.lev
-$(RM) $(GAMEDIR)\???-strt.lev
-$(RM) $(GAMEDIR)\data
-$(RM) $(GAMEDIR)\oracles
-$(RM) $(GAMEDIR)\options
-$(RM) $(GAMEDIR)\quest.dat
-$(RM) $(GAMEDIR)\rumors
dlb_nope :
$(ECHO) DLB not requested.
#
# The following files depend on makedefs to be created.
#
# date.h should be remade every time any of the source or include
# files is modified.
#
$(INCL)\date.h : $(VOBJ) $(TEMP)\makedefs.exe
$(TEMP)\makedefs -v
$(CP) $(DAT)\options $(GAMEDIR)
$(RM) $(DAT)\options
$(INCL)\onames.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -o
$(INCL)\pm.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -p
monstr.c : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -m
$(OBJ)\monstr.o : $(CB)
$(SRCCC)
$(GAMEDIR)\data : $(DAT)\$(DATABASE) $(TEMP)\makedefs.exe
$(TEMP)\makedefs -d
$(CP) $(DAT)\data $(GAMEDIR)
$(RM) $(DAT)\data
$(GAMEDIR)\rumors : $(DAT)\rumors.tru $(DAT)\rumors.fal $(TEMP)\makedefs.exe
$(TEMP)\makedefs -r
$(CP) $(DAT)\rumors $(GAMEDIR)
$(RM) $(DAT)\rumors
$(GAMEDIR)\oracles : $(DAT)\oracles.txt $(TEMP)\makedefs.exe
$(TEMP)\makedefs -h
$(CP) $(DAT)\oracles $(GAMEDIR)
$(RM) $(DAT)\oracles
$(GAMEDIR)\quest.dat : $(DAT)\quest.txt $(TEMP)\makedefs.exe
$(TEMP)\makedefs -q
$(CP) $(DAT)\quest.dat $(GAMEDIR)
$(RM) $(DAT)\quest.dat
#
# Vision tables for algorithm D.
#
vis_tab.c : $(INCL)\vis_tab.h
$(INCL)\vis_tab.h : $(TEMP)\makedefs.exe
$(TEMP)\makedefs -z
$(OBJ)\vis_tab.o : $(CB)
$(SRCCC)
#
# The following programs vary depending on what OS you are using.
#
$(OBJ)\main.o : $(SSYS)\pc$(CB) $(HACK_H) $(INCL)\dlb.h
$(PSYSCC)
$(OBJ)\tty.o : $(SSYS)\pc$(CB) $(HACK_H) $(INCL)\func_tab.h
$(PSYSCC)
$(OBJ)\unix.o : $(SSYS)\pc$(CB) $(HACK_H)
$(PSYSCC)
#
# Other system specific modules.
#
$(OBJ)\os2.o : $(SYS)\$(CB) $(HACK_H) $(INCL)\tcap.h $(INCL)\def_os2.h
$(SYSCC)
$(OBJ)\pcsys.o : $(SSYS)\$(CB) $(HACK_H)
$(SSYSCC)
#
# Berkeley random(3) routines.
#
$(OBJ)\random.o : $(SSYS)\$(CB)
$(SSYSCC)
#
# Window source.
#
$(OBJ)\getline.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\func_tab.h
$(WINCC)
$(OBJ)\termcap.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
$(OBJ)\topl.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
$(OBJ)\wintty.o : $(WIN)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(WINCC)
#
# Secondary targets.
#
dat : spec_lev help_fil $(GAMEDIR)\dungeon $(GAMEDIR)\data $(GAMEDIR)\rumors \
$(GAMEDIR)\oracles $(GAMEDIR)\quest.dat $(GAMEDIR)\$(GAME).ico \
$(GAMEDIR)\$(GAME).cmd $(GAMEDIR)\nethack.cnf $(GAMEDIR)\nhdat
help_fil : $(GAMEDIR)\cmdhelp $(GAMEDIR)\help $(GAMEDIR)\hh $(GAMEDIR)\history \
$(GAMEDIR)\license $(GAMEDIR)\opthelp $(GAMEDIR)\wizhelp
$(GAMEDIR)\cmdhelp : $(DAT)\cmdhelp
$(CP) $(DAT)\cmdhelp $(GAMEDIR)
$(GAMEDIR)\help : $(DAT)\help
$(CP) $(DAT)\help $(GAMEDIR)
$(GAMEDIR)\hh : $(DAT)\hh
$(CP) $(DAT)\hh $(GAMEDIR)
$(GAMEDIR)\history : $(DAT)\history
$(CP) $(DAT)\history $(GAMEDIR)
$(GAMEDIR)\license : $(DAT)\license
$(CP) $(DAT)\license $(GAMEDIR)
$(GAMEDIR)\opthelp : $(DAT)\opthelp
$(CP) $(DAT)\opthelp $(GAMEDIR)
$(GAMEDIR)\wizhelp : $(DAT)\wizhelp
$(CP) $(DAT)\wizhelp $(GAMEDIR)
$(GAMEDIR)\dungeon : $(DAT)\dungeon.def $(TEMP)\makedefs.exe $(TEMP)\dgn_comp.exe
$(TEMP)\makedefs -e
$(TEMP)\dgn_comp $(DAT)\dungeon.pdf
$(CP) $(DAT)\dungeon $(GAMEDIR)
$(RM) $(DAT)\dungeon.pdf
$(RM) $(DAT)\dungeon
AFILES = $(GAMEDIR)\Arc-goal.lev
BFILES = $(GAMEDIR)\Bar-goal.lev
CFILES = $(GAMEDIR)\Cav-goal.lev
HFILES = $(GAMEDIR)\Hea-goal.lev
KFILES = $(GAMEDIR)\Kni-goal.lev
MFILES = $(GAMEDIR)\Mon-goal.lev
PFILES = $(GAMEDIR)\Pri-goal.lev
RANFILES = $(GAMEDIR)\Ran-goal.lev
RFILES = $(GAMEDIR)\Rog-goal.lev
SFILES = $(GAMEDIR)\Sam-goal.lev
TFILES = $(GAMEDIR)\Tou-goal.lev
VFILES = $(GAMEDIR)\Val-goal.lev
WFILES = $(GAMEDIR)\Wiz-goal.lev
XFILES = $(AFILES) $(BFILES) $(CFILES) $(HFILES) $(KFILES) $(MFILES) \
$(PFILES) $(RANFILES) $(RFILES) $(SFILES) $(TFILES) $(VFILES) $(WFILES)
spec_lev : $(GAMEDIR)\astral.lev $(GAMEDIR)\bigrm-1.lev $(GAMEDIR)\castle.lev \
$(GAMEDIR)\knox.lev $(GAMEDIR)\medusa-1.lev $(GAMEDIR)\minefill.lev \
$(GAMEDIR)\oracle.lev $(GAMEDIR)\tower1.lev $(GAMEDIR)\valley.lev \
$(GAMEDIR)\wizard1.lev $(GAMEDIR)\soko1-1.lev $(XFILES)
# Single special level files
$(GAMEDIR)\castle.lev : $(DAT)\castle.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=castle do_slev
$(GAMEDIR)\knox.lev : $(DAT)\knox.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=knox do_slev
$(GAMEDIR)\oracle.lev : $(DAT)\oracle.des $(TEMP)\lev_comp.exe
$(MAKEB) LF=oracle do_slev
do_slev :
$(TEMP)\lev_comp $(DAT)\$(LF).des
$(CP) $(LF).lev $(GAMEDIR)
$(RM) $(LF).lev
# Multiple special level files
$(GAMEDIR)\astral.lev : $(DAT)\endgame.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\endgame.des
$(CP) air.lev $(GAMEDIR)
$(CP) astral.lev $(GAMEDIR)
$(CP) earth.lev $(GAMEDIR)
$(CP) fire.lev $(GAMEDIR)
$(CP) water.lev $(GAMEDIR)
$(RM) air.lev
$(RM) astral.lev
$(RM) earth.lev
$(RM) fire.lev
$(RM) water.lev
$(GAMEDIR)\bigrm-1.lev : $(DAT)\bigroom.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\bigroom.des
$(CP) bigrm-?.lev $(GAMEDIR)
$(RM) bigrm-?.lev
$(GAMEDIR)\medusa-1.lev : $(DAT)\medusa.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\medusa.des
$(CP) medusa-?.lev $(GAMEDIR)
$(RM) medusa-?.lev
$(GAMEDIR)\minefill.lev : $(DAT)\mines.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\mines.des
$(CP) minend-?.lev $(GAMEDIR)
$(CP) minefill.lev $(GAMEDIR)
$(CP) minetn-?.lev $(GAMEDIR)
$(RM) minend-?.lev
$(RM) minefill.lev
$(RM) minetn-?.lev
$(GAMEDIR)\tower1.lev : $(DAT)\tower.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\tower.des
$(CP) tower?.lev $(GAMEDIR)
$(RM) tower?.lev
$(GAMEDIR)\valley.lev : $(DAT)\gehennom.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\gehennom.des
$(CP) asmodeus.lev $(GAMEDIR)
$(CP) baalz.lev $(GAMEDIR)
$(CP) juiblex.lev $(GAMEDIR)
$(CP) orcus.lev $(GAMEDIR)
$(CP) sanctum.lev $(GAMEDIR)
$(CP) valley.lev $(GAMEDIR)
$(RM) asmodeus.lev
$(RM) baalz.lev
$(RM) juiblex.lev
$(RM) orcus.lev
$(RM) sanctum.lev
$(RM) valley.lev
$(GAMEDIR)\wizard1.lev : $(DAT)\yendor.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\yendor.des
$(CP) wizard?.lev $(GAMEDIR)
$(CP) fakewiz?.lev $(GAMEDIR)
$(RM) wizard?.lev
$(RM) fakewiz?.lev
$(GAMEDIR)\soko1-1.lev : $(DAT)\sokoban.des $(TEMP)\lev_comp.exe
$(TEMP)\lev_comp $(DAT)\sokoban.des
$(CP) soko?-?.lev $(GAMEDIR)
$(RM) soko?-?.lev
# Quest dungeons
$(AFILES) : $(DAT)\Arch.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Arc QF=Arch do_quest
$(BFILES) : $(DAT)\Barb.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Bar QF=Barb do_quest
$(CFILES) : $(DAT)\Caveman.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Cav QF=Caveman do_quest
$(HFILES) : $(DAT)\Healer.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Hea QF=Healer do_quest
$(KFILES) : $(DAT)\Knight.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Kni QF=Knight do_quest
$(MFILES) : $(DAT)\Monk.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Mon QF=Monk do_quest
$(PFILES) : $(DAT)\Priest.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Pri QF=Priest do_quest
$(RANFILES) : $(DAT)\Ranger.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Ran QF=Ranger do_quest
$(RFILES) : $(DAT)\Rogue.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Rog QF=Rogue do_quest
$(SFILES) : $(DAT)\Samurai.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Sam QF=Samurai do_quest
$(TFILES) : $(DAT)\Tourist.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Tou QF=Tourist do_quest
$(VFILES) : $(DAT)\Valkyrie.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Val QF=Valkyrie do_quest
$(WFILES) : $(DAT)\Wizard.des $(TEMP)\lev_comp.exe
$(MAKEB) QQ=Wiz QF=Wizard do_quest
do_quest :
$(TEMP)\lev_comp $(DAT)\$(QF).des
$(CP) $(QQ)-fil?.lev $(GAMEDIR)
$(CP) $(QQ)-goal.lev $(GAMEDIR)
$(CP) $(QQ)-loca.lev $(GAMEDIR)
$(CP) $(QQ)-strt.lev $(GAMEDIR)
$(RM) $(QQ)-fil?.lev
$(RM) $(QQ)-goal.lev
$(RM) $(QQ)-loca.lev
$(RM) $(QQ)-strt.lev
#
# NetHack icon for Presentation Manager.
#
$(GAMEDIR)\$(GAME).ico : $(SYS)\nhpmico.uu
$(MAKEB) do_icon
icon_msg :
$(ECHO) Icon file not extracted. Extract manually if required.
icon_act :
$(UUDECODE) $(SYS)\nhpmico.uu
$(CP) nethack.ico $(GAMEDIR)\$(GAME).ico
$(RM) nethack.ico
#
# NetHack command file to use with Presentation Manager.
#
$(GAMEDIR)\$(GAME).cmd :
$(MAKEB) CMDF=$@ do_cmd
cmd_msg :
$(ECHO) Command file not created. Create manually if required.
cmd_act :
$(ECHO) @echo off> $(CMDF)
$(ECHO) REM Command file for starting nethack.exe from PM/WPS Desktop>> $(CMDF)
$(ECHO) $(GAME).exe $(P)1 $(P)2 $(P)3 $(P)4 $(P)5 $(P)6 $(P)7>> $(CMDF)
$(ECHO) pause>> $(CMDF)
#
# NetHack configuration file. Will not overwrite an existing file.
#
$(GAMEDIR)\nethack.cnf :
$(CP) $(SSYS)\nethack.cnf $(GAMEDIR)
#
# Documentation.
#
$(TEMP)\$(GUIDEBOO).dvi : $(DOC)\$(GUIDEBOO).tex
$(LATEX) $(DOC)\$(GUIDEBOO).tex
$(CP) $(GUIDEBOO).dvi $(TEMP)
$(CP) $(GUIDEBOO).aux $(TEMP)
$(CP) $(GUIDEBOO).log $(TEMP)
$(RM) $(GUIDEBOO).dvi
$(RM) $(GUIDEBOO).aux
$(RM) $(GUIDEBOO).log
#
# Housekeeping.
#
clean :
-$(RM) $(OBJ)\*.o
spotless : clean
-$(RM) $(INCL)\date.h
-$(RM) $(INCL)\onames.h
-$(RM) $(INCL)\pm.h
-$(RM) $(INCL)\vis_tab.h
-$(RM) vis_tab.c
-$(RM) monstr.c
-$(RM) *.lev
-$(RM) nethack.ico
-$(RM) $(TEMP)\makedefs.exe
-$(RM) $(TEMP)\lev_comp.exe
-$(RM) $(TEMP)\dgn_comp.exe
-$(RM) $(TEMP)\*.rsp
-$(RM) $(TEMP)\*.def
-$(RM) $(TEMP)\*.map
-$(RM) $(TEMP)\$(GUIDEBOO).dvi
-$(RM) $(TEMP)\$(GUIDEBOO).aux
-$(RM) $(TEMP)\$(GUIDEBOO).log
#
# Main source.
#
# Default rules are sooo difficult for so many make
# programs that we do this the most straightforward way.
#
$(OBJ)\allmain.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\alloc.o : $(SRC)\$(CB) $(CONFIG_H)
$(SRCCC)
$(OBJ)\apply.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\artifact.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\artilist.h
$(SRCCC)
$(OBJ)\attrib.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\ball.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\bones.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\botl.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\cmd.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\func_tab.h
$(SRCCC)
$(OBJ)\dbridge.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\decl.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\quest.h
$(SRCCC)
$(OBJ)\detect.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\dig.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\display.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\dlb.o : $(SRC)\$(CB) $(CONFIG_H) $(INCL)\dlb.h
$(SRCCC)
$(OBJ)\do.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\do_name.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\do_wear.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\dog.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\dogmove.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\dokick.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\dothrow.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\drawing.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(SRCCC)
$(OBJ)\dungeon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\dgn_file.h
$(SRCCC)
$(OBJ)\eat.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\end.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\engrave.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\exper.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\explode.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\extralev.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\files.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\fountain.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\hack.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\hacklib.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\invent.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\light.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\lock.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mail.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mail.h
$(SRCCC)
$(OBJ)\makemon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h $(INCL)\emin.h
$(SRCCC)
$(OBJ)\mapglyph.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mcastu.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mhitm.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\mhitu.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\minion.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\emin.h $(INCL)\epri.h
$(SRCCC)
$(OBJ)\mklev.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mkmap.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(SRCCC)
$(OBJ)\mkmaze.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h
$(SRCCC)
$(OBJ)\mkobj.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\mkroom.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mon.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\edog.h
$(SRCCC)
$(OBJ)\mondata.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h $(INCL)\epri.h
$(SRCCC)
$(OBJ)\monmove.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\monst.o : $(SRC)\$(CB) $(CONFIG_H) $(PERMONST_H) $(INCL)\monsym.h $(INCL)\eshk.h $(INCL)\vault.h $(INCL)\epri.h $(INCL)\color.h
$(SRCCC)
$(OBJ)\mplayer.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\mthrowu.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\muse.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h
$(SRCCC)
$(OBJ)\music.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\o_init.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\objects.o : $(SRC)\$(CB) $(CONFIG_H) $(INCL)\obj.h $(INCL)\objclass.h $(INCL)\prop.h $(INCL)\color.h
$(SRCCC)
$(OBJ)\objnam.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\options.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\tcap.h
$(SRCCC)
$(OBJ)\pager.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pickup.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pline.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h
$(SRCCC)
$(OBJ)\polyself.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\potion.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\pray.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\epri.h
$(SRCCC)
$(OBJ)\priest.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\mfndpos.h $(INCL)\eshk.h $(INCL)\epri.h $(INCL)\emin.h
$(SRCCC)
$(OBJ)\quest.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\quest.h $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\questpgr.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\read.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\region.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rect.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\restore.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h $(INCL)\tcap.h $(INCL)\quest.h
$(SRCCC)
$(OBJ)\rip.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rnd.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\role.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\rumors.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\save.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h $(INCL)\quest.h
$(SRCCC)
$(OBJ)\shk.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\shknam.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\sit.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\artifact.h
$(SRCCC)
$(OBJ)\sounds.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\edog.h $(INCL)\eshk.h
$(SRCCC)
$(OBJ)\sp_lev.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\sp_lev.h $(INCL)\rect.h
$(SRCCC)
$(OBJ)\spell.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\steal.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\steed.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\teleport.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\timeout.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\topten.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\track.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\trap.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\u_init.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\uhitm.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\vault.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\vault.h
$(SRCCC)
$(OBJ)\version.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\date.h $(INCL)\$(PATCHLEV).h
$(SRCCC)
$(OBJ)\vision.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\vis_tab.h
$(SRCCC)
$(OBJ)\weapon.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\were.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\wield.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\windows.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\wizard.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\qtext.h
$(SRCCC)
$(OBJ)\worm.o : $(SRC)\$(CB) $(HACK_H) $(INCL)\lev.h
$(SRCCC)
$(OBJ)\worn.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\write.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)
$(OBJ)\zap.o : $(SRC)\$(CB) $(HACK_H)
$(SRCCC)