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Aminet 2
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Aminet AMIGA CDROM (1994)(Walnut Creek)[Feb 1994][W.O. 44790-1].iso
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larn.zoo
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makefile.pc
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Makefile
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1991-04-28
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7KB
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152 lines
############################################################################
#
# A list of available compile-time defines:
#
# BSD - use BSD specific features (mostly timer and signal stuff)
# BSD4.1 - use BSD4.1 to avoid some 4.2 dependencies (must be used with
# BSD above; do not mix with SYSV)
# DECRainbow - DEC Rainbow specific display code.
# DOCHECKPOINTS - if not defined, checkpoint files are periodically written
# by the larn process (no forking) if enabled in the .larnopts
# description file. Checkpointing is handy on an unreliable
# system, but takes CPU. Inclusion of DOCHECKPOINTS will cause
# fork()ing to perform the checkpoints (again if enabled in
# the .larnopts file). This usually avoids pauses in larn
# while the checkpointing is being done (on large machines).
# EXTRA - incorporates code to gather additional performance stats
# FLUSHNO=# - Set the input queue excess flushing threshold (default 5)
# HIDEBYLINK - if defined, the program attempts to hide from ps
# MACRORND - Define to use macro version of rnd() and rund() (fast & big)
# MAIL - system supports mail messages (see bill.c). Not useful on
# non-networked machines.
# MSDOS - MS-DOS specific code.
# OS2LARN - OS/2 Specific code. MSDOS must be defined.
# NONAP - causes napms() to return immediately instead of delaying
# n milliseconds. This define may be needed on some systems
# if the nap stuff does not work correctly (possible hang).
# nap() is primarilly used to delay for effect when casting
# missile type spells.
# NOVARARGS - Define for systems that don't have varargs (a default
# varargs will be used).
# RFCMAIL - mail messages are RFC822 conformant. Must be used with
# MAIL above.
# SAVEINHOME - put save files in users HOME instead of LARNHOME (default)
# SYSV - use system III/V (instead of V7) type ioctl calls
# TIMECHECK - incorporates code to disable play during working hours (8-5)
# UIDSCORE - Define to use user id's to manage scoreboard. Leaving this
# out will cause player id's from the file ".playerids" to
# be used instead. (.playerids is created upon demand).
# Only one entry per id # is allowed in each scoreboard
# (winning & non-winning).
# VT100 - Compile for using vt100 family of terminals. Omission of
# this define will cause larn to use termcap.
# WIZID=xxx - this is the userid (or playerid) of the wizard. Default is
# zero (superuser), which disables all wizard functions.
# Players must have this userid (or playerid) in order to
# become the non-scoring wizard player. Definition of WIZID
# to non-zero will enable the special wizard debugging
# commands. For root to become wizard, use WIZID= -1.
#
############################################################################
#
# Configuration options
# LARNHOME is the directory where the larn data files will be installed.
# BINDIR is the directory where the larn binary will be installed.
#
LARNHOME = # The current directory unless changed in larn.opt
BINDIR = c:\games
CC= tcc
OPTIONS = -DSYSV -DMSDOS -DNOVARARGS
########################################################################
#
OBJS= action.obj \
bill.obj \
config.obj \
create.obj \
data.obj \
diag.obj \
display.obj \
fgetlr.obj \
fortune.obj \
global.obj \
help.obj \
iventory.obj\
io.obj \
main.obj \
monster.obj \
moreobj.obj \
movem.obj \
msdos.obj \
nap.obj \
object.obj \
regen.obj \
savelev.obj \
scores.obj \
signal.obj \
spheres.obj \
spells.obj \
store.obj \
tgetent.obj \
tgetstr.obj \
tgoto.obj \
tok.obj \
tputs.obj \
vms.obj
DOTFILES= larn.hlp larn.maz larn.ftn # larn.opt
# merge literal strings
# large memory model
# include file directory pointer
# use extended memory during compile
#
FLAGS= $(OPTIONS) -d -ml -I\TCPP\INCLUDE -Qx
# case-sensitive link, no map file
#
larn: larn123.exe
larn123.exe: $(OBJS)
tlink \TCPP\LIB\C0L @tlink.rsp, larn123,,\TCPP\LIB\EMU \TCPP\LIB\MATHL \TCPP\LIB\CL /c /x
.c.obj:
$(CC) -c $(FLAGS) $<
action.obj: action.c header.h larndefs.h monsters.h objects.h player.h
bill.obj: bill.c header.h larndefs.h
config.obj: config.c header.h larndefs.h
create.obj: create.c header.h larndefs.h monsters.h objects.h player.h
data.obj: data.c header.h monsters.h objects.h
diag.obj: diag.c header.h larndefs.h monsters.h objects.h player.h
display.obj: display.c header.h larndefs.h objects.h player.h
fgetlr.obj: fgetlr.c
fortune.obj: fortune.c header.h
global.obj: global.c header.h larndefs.h monsters.h objects.h player.h
help.obj: help.c header.h larndefs.h
iventory.obj: iventory.c header.h larndefs.h objects.h player.h
io.obj: io.c header.h larndefs.h
main.obj: main.c header.h larndefs.h monsters.h objects.h player.h patchlev.h
monster.obj: monster.c header.h larndefs.h monsters.h objects.h player.h
moreobj.obj: moreobj.c header.h larndefs.h monsters.h objects.h player.h
movem.obj: movem.c header.h larndefs.h monsters.h objects.h player.h
msdos.obj: msdos.c header.h larndefs.h
nap.obj: nap.c
object.obj: object.c header.h larndefs.h monsters.h objects.h player.h
regen.obj: regen.c header.h larndefs.h monsters.h player.h
savelev.obj: savelev.c header.h larndefs.h
scores.obj: scores.c header.h larndefs.h monsters.h objects.h player.h
signal.obj: signal.c header.h larndefs.h
spheres.obj: spheres.c header.h larndefs.h monsters.h objects.h player.h
spells.obj: spells.c header.h larndefs.h monsters.h objects.h player.h
store.obj: store.c header.h larndefs.h objects.h player.h
tgetent.obj: tgetent.c
tgetstr.obj: tgetstr.c
tgoto.obj: tgoto.c
tok.obj: tok.c header.h larndefs.h monsters.h objects.h player.h
tputs.obj: tputs.c
vms.obj: vms.c header.h larndefs.h
install:
exepack larn123.exe $(BINDIR)\larn123.exe
exemod $(BINDIR)\larn123.exe /max 1