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- # SCCS Id: @(#)MakeMSC.src 3.1 93/01/18
- # Copyright (c) NetHack PC Development Team 1992, 1993
- # PC NetHack 3.1 Makefile for Microsoft(tm) "C" >= 6.0ax
- #
- # Nota Bene: Before you get to here you should have already read
- # the Install.dos file located in the sys/msdos directory.
-
- # This Makefile supports two different overlay management schemes.
- # You must select either the one that supports Microsoft C
- # version 6 or version 7. By default this Makefile is set up
- # for version 7 or greater. Certain sections particular to
- # each compiler are marked either MSC7 or MSC6. If you are
- # using Microsoft C version 7, make sure that all the MSC6
- # sections are commented out and pay particular attention
- # to all sections marked MSC7, uncommenting all the variables.
- # Do the same thing for MSC6 if you are using that version of
- # the compiler.
- #
- # MSC6 Notes:
- # As it is set up, this makefile requires that exesmurf (the
- # NetHack overlay-aware .exe header editor) be on your path or in the
- # $(SRC) directory. If you wish to change the path or use Microsoft
- # EXEMOD instead, see the symbols EXEPATCH and EXEFLAGS.
- #
-
- #
- # Game Installation Variables.
- # NOTE: Make sure GAMEDIR exists before make is started.
- #
-
- GAME = NetHack
- GAMEDIR = c:\games\nethack
- default: $(GAME)
-
- #
- # Source code and data file directories.
- #
-
- DAT = ..\dat
- INCL = ..\include
- SRC = .
- OBJ = $(SRC)\o
- SYS = ..\sys\msdos
- SSYS = ..\sys\share
- UTL = ..\util
- WIN = ..\win\tty
-
- #
- # Exe File Info.
- # ($(MAKE) macro is often predefined, so we use $(MAKEBIN) instead.)
- #
-
- ASM = masm # Assembler
- CC = cl # Compiler
- LINK = link # Linker
- MAKEBIN = make45l # Make Utility
-
- #
- # Make the necessary changes in *one* of the two sections below.
- #
-
-
- #### MSC7 Section Only #####
- # MSC7 Compiler Flags are set up in the setup.bat file using
- # the CL environment variable as the total lenth of the compiler
- # command line exceeds the MSDOS 128 character limit.
- #
- CFLAGS = /c
- LFLAGS = /noi /seg:512 /map /st:5120 /DYNAMIC:1100 /INFO
- OVLMUCKING = # None required
- MSC6MUCK = # None required
- ############################
-
-
- #### MSC6 Section Only #####
- #
- # First comment out the MSC7 section. And uncomment much of what is below.
- #
-
- #
- # CC There was a register bug, to be safe remove stack probes.
- # /Gt18 is currently about the largest value that keeps the initialised
- # data segment below 64K (and keeps the linker happy).
- # /G2 286 or higher machines can use the /G2 CFLAG option for better
- # performance.
- #
- #CFLAGS = /AL /c /Os /Gs /Gt18 /Zp1 /W0 /I$(INCL)
- #LFLAGS = /noi /seg:512 /map /st:4096
- #EXEPATCH = exesmurf # Executable Massager
- #EXEFLAGS = /max4500 /min4500
- #OVLMUCKING = $(EXEPATCH) ovlmgr.obj
- #MSC6MUCK = msc6muck
-
- #
- # For Microsoft C version <= 6.00ax, we use a custom overlay
- # manager, which requires the lower line to be uncommented.
- OVLMGR =
- #OVLMGR = ovlmgr.obj
-
- #
- # Switch the following $(OBJ)\$(OVLMGR): lines if you don't have a
- # MASM compatible assembler.
- $(OBJ)\$(OVLMGR):
- # $(OBJ)\$(OVLMGR): ; copy $(SYS)\$(OVLMGR) $(OBJ)\$(OVLMGR)
-
- #
- # If you need to recompile ovlmgr.asm you may want to change
- # some of the flags.
- AFLAGS = /MX
- # /Di386 = Use 386 specific enhancements
- # /DNOEMS = Do not use EMS memory
- # /DDEBUG = Report memory usage on startup
- # /DNOSPLIT = EXE file is not split out to OVL files
-
- #
- # Uncomment these sections.
- #
- #$(EXEPATCH): $(EXEPATCH).exe
- #$(EXEPATCH).exe: $(OBJ)\$(EXEPATCH).o
- # $(LINK) $(OBJ)\$*.o, $*.exe;
-
- #
- #$(OBJ)\$(EXEPATCH).o: $(SYS)\$(EXEPATCH).c
- # $(CC) /W0 /Fo$(OBJ)\$*.o $(SYS)\$*.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 NOT #defined in the source, comment out the
- # lower line and uncomment the upper. Make sure that TERMLIB
- # contains the full pathname to the termcap library.
-
- #TERMLIB =
- TERMLIB = $(SSYS)\termcap.lib
-
- #
- # Nothing below this line should have to be changed.
- #
-
- #
- # Make Roolz dude.
- # Due to an NDMake inadequacy 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 .0-1 .0-2 .0-3 .1 .1-2 .1-3 .1-b .2 .2-3 .2-b .3 .3-b .b \
- .o .c .y .l .obj .asm
-
- .c.o:
- $(CC) $(CFLAGS) /Fo$(OBJ)\$*.o $*.c
- .c.0:
- $(CC) $(CFLAGS) /DOVL0 /NT$*.0 /Fo$(OBJ)\$*.0 $*.c
- .c.0-1:
- $(CC) $(CFLAGS) /DOVL0 /DOVL1 /NT$*.0-1 /Fo$(OBJ)\$*.0-1 $*.c
- .c.0-2:
- $(CC) $(CFLAGS) /DOVL0 /DOVL1 /DOVL2 /NT$*.0-2 /Fo$(OBJ)\$*.0-2 $*.c
- .c.0-3:
- $(CC) $(CFLAGS) /DOVL0 /DOVL1 /DOVL2 /DOVL3 /NT$*.0-3 /Fo$(OBJ)\$*.0-3 $*.c
- .c.1:
- $(CC) $(CFLAGS) /DOVL1 /NT$*.1 /Fo$(OBJ)\$*.1 $*.c
- .c.1-2:
- $(CC) $(CFLAGS) /DOVL1 /DOVL2 /NT$*.1-2 /Fo$(OBJ)\$*.1-2 $*.c
- .c.1-3:
- $(CC) $(CFLAGS) /DOVL1 /DOVL2 /DOVL3 /NT$*.1-3 /Fo$(OBJ)\$*.1-3 $*.c
- .c.1-b:
- $(CC) $(CFLAGS) /DOVL1 /DOVL2 /DOVL3 /DOVLB /NT$*.1-b /Fo$(OBJ)\$*.1-b $*.c
- .c.2:
- $(CC) $(CFLAGS) /DOVL2 /NT$*.2 /Fo$(OBJ)\$*.2 $*.c
- .c.2-3:
- $(CC) $(CFLAGS) /DOVL2 /DOVL3 /NT$*.2-3 /Fo$(OBJ)\$*.2-3 $*.c
- .c.2-b:
- $(CC) $(CFLAGS) /DOVL2 /DOVL3 /DOVLB /NT$*.2-b /Fo$(OBJ)\$*.2-b $*.c
- .c.3:
- $(CC) $(CFLAGS) /DOVL3 /NT$*.3 /Fo$(OBJ)\$*.3 $*.c
- .c.3-b:
- $(CC) $(CFLAGS) /DOVL3 /DOVLB /NT$*.3-b /Fo$(OBJ)\$*.3-b $*.c
- .c.b:
- $(CC) $(CFLAGS) /DOVLB /NT$*.b /Fo$(OBJ)\$*.b $*.c
- .asm.obj:
- $(ASM) $(AFLAGS) $(SYS)\$*.asm, $(OBJ)\$*.obj ;
-
- #
- # Header Objects.
- #
-
- CONFIG_H = $(GLOBAL_H) $(INCL)\tradstdc.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
- DGN_FILE_H = $(INCL)\align.h $(INCL)\dgn_file.h
- DISPLAY_H = $(MONDATA_H) $(INCL)\vision.h $(INCL)\display.h
- DUNGEON_H = $(INCL)\align.h $(INCL)\dungeon.h
- EMIN_H = $(DUNGEON_H) $(INCL)\emin.h
- EPRI_H = $(DUNGEON_H) $(INCL)\align.h $(INCL)\epri.h
- ESHK_H = $(DUNGEON_H) $(INCL)\eshk.h
- GLOBAL_H = $(PCCONF_H) $(INCL)\coord.h $(INCL)\global.h
- HACK_H = $(CONFIG_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
- MONDATA_H = $(INCL)\align.h $(INCL)\mondata.h
- MONST_H = $(INCL)\align.h $(INCL)\monst.h
- PCCONF_H = $(INCL)\micro.h $(INCL)\system.h $(INCL)\pcconf.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
- VAULT_H = $(DUNGEON_H) $(INCL)\vault.h
- YOU_H = $(MONST_H) $(YOUPROP_H) $(INCL)\align.h \
- $(INCL)\attrib.h $(INCL)\you.h
- YOUPROP_H = $(PERMONST_H) $(MONDATA_H) $(INCL)\prop.h \
- $(INCL)\pm.h $(INCL)\youprop.h
-
- #
- # Overlay Objects.
- #
-
- ROOT = $(OBJ)\main.o $(OBJ)\msdos.0 $(OBJ)\dungeon.0 \
- $(OBJ)\alloc.o $(OBJ)\random.o $(OBJ)\decl.o $(OBJ)\dbridge.0 \
- $(OBJ)\objects.o $(OBJ)\invent.0 $(OBJ)\mkobj.0 $(OBJ)\mkroom.0 \
- $(OBJ)\rnd.0 $(OBJ)\termcap.0 $(OBJ)\mondata.0 $(OBJ)\muse.o \
- $(OBJ)\engrave.0 $(OBJ)\explode.o $(OBJ)\display.o $(OBJ)\vision.o \
- $(OBJ)\attrib.0 $(OBJ)\rect.o $(OBJ)\vis_tab.o $(OBJ)\hacklib.0 \
- $(OBJ)\monst.o $(OBJ)\hack.3 $(OBJ)\topl.0 $(OBJ)\trap.0 \
- $(OBJ)\wintty.o $(OBJ)\monmove.0 $(OBJ)\dogmove.0
-
- # These could use to go in root, but are in OLV1 to make
- # the game loadable in under 512 free ram.
- # rhack and friends
- OVL01 = $(OBJ)\allmain.0 $(OBJ)\artifact.0 $(OBJ)\attrib.1 $(OBJ)\cmd.1 \
- $(OBJ)\do.1 $(OBJ)\do.3 $(OBJ)\eat.0 $(OBJ)\engrave.2 \
- $(OBJ)\getline.0-1 $(OBJ)\hack.1-2 \
- $(OBJ)\botl.1 $(OBJ)\sounds.0 $(OBJ)\timeout.0 \
- $(OBJ)\track.1 $(OBJ)\vault.0 $(OBJ)\wizard.0 $(OBJ)\hacklib.1
- # startup
- OVL02 = $(OBJ)\dungeon.1 $(OBJ)\files.o $(OBJ)\pcsys.o \
- $(OBJ)\monstr.o $(OBJ)\msdos.b
- # main monster code
- OVL03 = $(OBJ)\cmd.0 $(OBJ)\engrave.1 $(OBJ)\mondata.1 \
- $(OBJ)\mthrowu.0 $(OBJ)\priest.0 $(OBJ)\track.0 \
- $(OBJ)\trap.1 $(OBJ)\were.0
- # monster movement
- OVL04 = $(OBJ)\mon.0-1 $(OBJ)\monmove.1
- # pet monster movement
- OVL05 = $(OBJ)\dog.1 $(OBJ)\dogmove.1-b
- # advanced monsters
- OVL06 = $(OBJ)\minion.o $(OBJ)\mcastu.o
- OVL07 = $(OBJ)\priest.1-b $(OBJ)\shk.1-b
- OVL08 = $(OBJ)\were.1-b
- OVL09 = $(OBJ)\wizard.1-b
- OVL10 = $(OBJ)\worm.o
- # 11-15 around the movement loop
- # domove and friends
- OVL11 = $(OBJ)\hack.0 $(OBJ)\apply.0 $(OBJ)\do_wear.1 $(OBJ)\lock.0 \
- $(OBJ)\cmd.2
- OVL12 = $(OBJ)\detect.o
- OVL13 = $(OBJ)\attrib.2-b $(OBJ)\exper.o
- OVL14 = $(OBJ)\eat.1 $(OBJ)\invent.1
- OVL15 = $(OBJ)\makemon.0-2 $(OBJ)\mkobj.1
- OVL16 = $(OBJ)\makemon.b $(OBJ)\mplayer.o $(OBJ)\mkobj.2-b
- OVL17 = $(OBJ)\mhitm.1-b
- OVL18 = $(OBJ)\mthrowu.1
- OVL19 = $(OBJ)\mthrowu.2-b
- OVL20 = $(OBJ)\allmain.1 $(OBJ)\mhitm.0 $(OBJ)\mhitu.0-1 $(OBJ)\rnd.1 \
- $(OBJ)\weapon.0-1
- OVL21 = $(OBJ)\mon.2-b
- OVL22 = $(OBJ)\artifact.1 $(OBJ)\uhitm.o $(OBJ)\weapon.2-b
- OVL23 = $(OBJ)\do_wear.0 $(OBJ)\mhitu.2-b
- OVL24 = $(OBJ)\steal.0-1
- OVL25 = $(OBJ)\monmove.2-b $(OBJ)\steal.2-b
- OVL26 = $(OBJ)\rnd.2-b
- OVL27 = $(OBJ)\do_wear.2 $(OBJ)\mondata.2 $(OBJ)\objnam.0-1 \
- $(OBJ)\polyself.0-1
- OVL28 = $(OBJ)\do_name.0
- OVL29 = $(OBJ)\objnam.2-b $(OBJ)\hacklib.2-b
- OVL30 = $(OBJ)\pager.o
- OVL31 = $(OBJ)\botl.0
- OVL32 = $(OBJ)\botl.b $(OBJ)\topl.b $(OBJ)\termcap.1 $(OBJ)\windows.o
- OVL33 = $(OBJ)\topl.1-2
- OVL34 = $(OBJ)\pline.o
- OVL35 = $(OBJ)\termcap.2-b
- OVL36 = $(OBJ)\quest.o $(OBJ)\questpgr.o
- OVL37 = $(OBJ)\invent.b
- OVL38 = $(OBJ)\hack.b
- OVL39 = $(OBJ)\mondata.b $(OBJ)\timeout.1-b $(OBJ)\dog.b $(OBJ)\sounds.1-b
- OVL40 = $(OBJ)\do.0 $(OBJ)\invent.3
- OVL41 = $(OBJ)\cmd.b $(OBJ)\getline.2 $(OBJ)\write.o
- OVL42 = $(OBJ)\apply.2-b
- OVL43 = $(OBJ)\do.b $(OBJ)\drawing.o
- OVL44 = $(OBJ)\dokick.o
- OVL45 = $(OBJ)\dothrow.o
- OVL46 = $(OBJ)\eat.2-b
- OVL47 = $(OBJ)\invent.2 $(OBJ)\pickup.o
- OVL48 = $(OBJ)\lock.1-b
- OVL49 = $(OBJ)\polyself.2-b
- OVL50 = $(OBJ)\potion.o
- OVL51 = $(OBJ)\pray.o
- OVL52 = $(OBJ)\read.1-b $(OBJ)\spell.o
- OVL53 = $(OBJ)\ball.o
- # clothing stuff
- OVL54 = $(OBJ)\do_wear.b $(OBJ)\wield.o $(OBJ)\worn.o
- # Zappage
- OVL55 = $(OBJ)\zap.o
- OVL56 = $(OBJ)\dbridge.1-b
- OVL57 = $(OBJ)\trap.b
- # Unusual circumstances
- OVL58 = $(OBJ)\artifact.b $(OBJ)\do_name.1-b $(OBJ)\fountain.o $(OBJ)\music.o \
- $(OBJ)\rumors.o $(OBJ)\sit.o $(OBJ)\vault.1-b
- # Uppers and Downers
- OVL59 = $(OBJ)\apply.1 $(OBJ)\bones.o $(OBJ)\mklev.o
- OVL60 = $(OBJ)\save.o $(OBJ)\restore.o
- OVL61 = $(OBJ)\mkmaze.o $(OBJ)\mkroom.1-b $(OBJ)\mkmap.o
- # Note: version.o is in OVL62, but in a special way. See below.
- OVL62 = $(OBJ)\allmain.2-b $(OBJ)\end.o $(OBJ)\engrave.b \
- $(OBJ)\o_init.o $(OBJ)\options.o $(OBJ)\rip.o \
- $(OBJ)\shknam.o $(OBJ)\topten.o $(OBJ)\tty.o \
- $(OBJ)\u_init.o $(OBJ)\unix.1-b
- # Levelling
- OVL63 = $(OBJ)\do.2 $(OBJ)\dog.2 $(OBJ)\extralev.o \
- $(OBJ)\sp_lev.o $(OBJ)\track.2-b
-
- #
- # Make Objects.
- #
-
- MOBJ = $(OVL01) $(OVL02) $(OVL03) $(OVL04) $(OVL05) $(OVL06) $(OVL07) $(OVL08)\
- $(OVL09) $(OVL10) $(OVL11) $(OVL12) $(OVL13) $(OVL14) $(OVL15) $(OVL16)\
- $(OVL17) $(OVL18) $(OVL19) $(OVL20) $(OVL21) $(OVL22) $(OVL23) $(OVL24)\
- $(OVL25) $(OVL26) $(OVL27) $(OVL28) $(OVL29) $(OVL30) $(OVL31) $(OVL32)\
- $(OVL33) $(OVL34) $(OVL35) $(OVL36) $(OVL37) $(OVL38) $(OVL39) $(OVL40)\
- $(OVL41) $(OVL42) $(OVL43) $(OVL44) $(OVL45) $(OVL46) $(OVL47) $(OVL48)\
- $(OVL49) $(OVL50) $(OVL51) $(OVL52) $(OVL53) $(OVL54) $(OVL55) $(OVL56)\
- $(OVL57) $(OVL58) $(OVL59) $(OVL60) $(OVL61) $(OVL62) $(OVL63)
-
- VOBJ = $(ROOT) $(MOBJ)
-
- HOBJ = $(VOBJ) $(OBJ)\version.o
-
- OVERLAYS = ($(OVL01)) ($(OVL02)) ($(OVL03)) ($(OVL04)) ($(OVL05)) ($(OVL06)) \
- ($(OVL07)) ($(OVL08)) ($(OVL09)) ($(OVL10)) ($(OVL11)) ($(OVL12)) \
- ($(OVL13)) ($(OVL14)) ($(OVL15)) ($(OVL16)) ($(OVL17)) ($(OVL18)) \
- ($(OVL19)) ($(OVL20)) ($(OVL21)) ($(OVL22)) ($(OVL23)) ($(OVL24)) \
- ($(OVL25)) ($(OVL26)) ($(OVL27)) ($(OVL28)) ($(OVL29)) ($(OVL30)) \
- ($(OVL31)) ($(OVL32)) ($(OVL33)) ($(OVL34)) ($(OVL35)) ($(OVL36)) \
- ($(OVL37)) ($(OVL38)) ($(OVL39)) ($(OVL40)) ($(OVL41)) ($(OVL42)) \
- ($(OVL43)) ($(OVL44)) ($(OVL45)) ($(OVL46)) ($(OVL47)) ($(OVL48)) \
- ($(OVL49)) ($(OVL50)) ($(OVL51)) ($(OVL52)) ($(OVL53)) ($(OVL54)) \
- ($(OVL55)) ($(OVL56)) ($(OVL57)) ($(OVL58)) ($(OVL59)) ($(OVL60)) \
- ($(OVL61)) ($(OVL62) $(OBJ)\version.o) ($(OVL63))
-
- #
- # Primary make targets.
- #
-
- GAMEFILE = $(GAMEDIR)\$(GAME).exe
-
- all: install
-
- install: $(DAT)\sp_lev.tag $(GAMEFILE) $(MSC6MUCK) install.tag
- @echo Don't forget to check HACKDIR in $(GAMEDIR)\NetHack.cnf.
- @echo Done.
-
- install.tag: $(GAMEFILE) $(MSC6MUCK)
- copy $(SSYS)\termcap $(GAMEDIR)
- copy $(DAT)\*.? $(GAMEDIR)
- copy $(DAT)\*.dat $(GAMEDIR)
- copy $(DAT)\*.lev $(GAMEDIR)
- copy $(SSYS)\NetHack.cnf $(GAMEDIR)
- copy $(UTL)\recover.exe $(GAMEDIR)
- del $(GAMEDIR)\makefile
- echo install done > install.tag
-
- $(GAME): $(GAMEFILE) $(MSC6MUCK)
-
- $(GAME).exe: $(GAMEFILE) $(MSC6MUCK)
-
- $(GAMEFILE): $(UTL)\utility.tag $(OBJ) $(OVLMUCKING) $(HOBJ)
- @echo Loading....
- $(LINK) $(LFLAGS) $(ROOT) $(OVERLAYS),$(GAMEFILE),$(GAME),$(TERMLIB);
- @del $(GAMEDIR)\$(GAME).bak > NUL
- @echo $(GAME) is up to date.
-
- msc6muck:
- $(EXEPATCH) $(GAMEFILE) $(EXEFLAGS)
- $(EXEPATCH) $(GAMEFILE) 1 40
-
- #
- # Secondary Targets.
- #
-
- clean:
- del $(OBJ)\*.o
- del $(OBJ)\*.0
- del $(OBJ)\*.0-1
- del $(OBJ)\*.0-2
- del $(OBJ)\*.0-3
- del $(OBJ)\*.1
- del $(OBJ)\*.1-2
- del $(OBJ)\*.1-3
- del $(OBJ)\*.1-b
- del $(OBJ)\*.2
- del $(OBJ)\*.2-3
- del $(OBJ)\*.2-b
- del $(OBJ)\*.3
- del $(OBJ)\*.3-b
- del $(OBJ)\*.b
- del $(OBJ)\*.obj
- rmdir $(OBJ)
-
- spotless: clean
- del *.exe
- del *.bak
- del *.tag
- del *.map
- del *.obj
- del *.lib
- del *.txt
-
- $(OBJ):
- if not exist $(OBJ)\*.* mkdir $(OBJ)
-
- #
- # I'm not too fond of using this `attrib .foo` command to stop make,
- # but I can't think of any better generic way to do it.
- # It works for DOS 3.3, 4.00, & 5.0.
- # If you find a better one please feel free to implement it.
- #
- $(UTL)\utility.tag: monst.c alloc.c objects.c \
- $(UTL)\makedefs.c $(UTL)\panic.c $(UTL)\recover.c \
- $(UTL)\dgn_main.c $(UTL)\dgn_comp.l $(UTL)\dgn_comp.y \
- $(UTL)\lev_main.c $(UTL)\lev_comp.l $(UTL)\lev_comp.y \
- $(HACK_H)
- @echo You must first "$(MAKEBIN) all" in the $(UTL) directory.
- @attrib .foo
-
- $(DAT)\sp_lev.tag: $(UTL)\utility.tag
- @echo You must first "$(MAKEBIN) all" in the $(DAT) directory.
- @attrib .foo
-
- #
- # Other dependencies
- #
-
- $(INCL)\date.h: $(VOBJ)
- $(UTL)\makedefs -v
-
- #
- # Overlay/PC source code dependencies.
- #
-
- #
- # $(SYS) files.
- #
-
- $(OBJ)\msdos.0: $(HACK_H) $(INCL)\termcap.h $(SYS)\msdos.c
- $(CC) $(CFLAGS) /DOVL0 /NT$*.0 /Fo$(OBJ)\$*.0 $(SYS)\$*.c
-
- $(OBJ)\msdos.b: $(HACK_H) $(INCL)\termcap.h $(SYS)\msdos.c
- $(CC) $(CFLAGS) /DOVLB /NT$*.b /Fo$(OBJ)\$*.b $(SYS)\$*.c
-
- $(OBJ)\trampoli.o: $(HACK_H) $(SYS)\trampoli.c
- $(CC) $(CFLAGS) /Fo$(OBJ)\$*.o $(SYS)\$*.c
-
- #
- # $(SSYS) files.
- #
-
- $(OBJ)\main.o: $(HACK_H) $(SSYS)\pcmain.c
- $(CC) $(CFLAGS) /Fo$(OBJ)\main.o $(SSYS)\pcmain.c
-
- $(OBJ)\pcsys.o: $(HACK_H) $(INCL)\wintty.h $(SSYS)\pcsys.c
- $(CC) $(CFLAGS) /Fo$(OBJ)\$*.o $(SSYS)\$*.c
-
- $(OBJ)\random.o: $(SSYS)\random.c
- $(CC) $(CFLAGS) /Fo$(OBJ)\$*.o $(SSYS)\$*.c
-
- $(OBJ)\tty.o: $(HACK_H) $(INCL)\wintty.h $(SSYS)\pctty.c
- $(CC) $(CFLAGS) /Fo$(OBJ)\tty.o $(SSYS)\pctty.c
-
- $(OBJ)\unix.0: $(HACK_H) $(SSYS)\pcunix.c
- $(CC) $(CFLAGS) /DOVL0 /Fo$(OBJ)\unix.0 $(SSYS)\pcunix.c
-
- $(OBJ)\unix.1-b: $(HACK_H) $(SSYS)\pcunix.c
- $(CC) $(CFLAGS) /DOVL1 /DOVL2 /DOVL3 /DOVLB /Fo$(OBJ)\unix.1-b $(SSYS)\pcunix.c
-
- #
- # $(WIN) files.
- #
-
- $(OBJ)\getline.0-1: $(HACK_H) $(INCL)\wintty.h $(INCL)\func_tab.h \
- $(WIN)\getline.c
- $(CC) $(CFLAGS) /DOVL0 /DOVL1 /NT$*.0-1 /Fo$(OBJ)\$*.0-1 $(WIN)\$*.c
-
- $(OBJ)\getline.2: $(HACK_H) $(INCL)\wintty.h $(INCL)\func_tab.h \
- $(WIN)\getline.c
- $(CC) $(CFLAGS) /DOVL2 /NT$*.2 /Fo$(OBJ)\$*.2 $(WIN)\$*.c
-
- $(OBJ)\getline.b: $(HACK_H) $(INCL)\wintty.h $(INCL)\func_tab.h \
- $(WIN)\getline.c
- $(CC) $(CFLAGS) /DOVLB /NT$*.b /Fo$(OBJ)\getline.b $(WIN)\$*.c
-
- $(OBJ)\termcap.0: $(HACK_H) $(INCL)\wintty.h $(INCL)\termcap.h \
- $(WIN)\termcap.c
- $(CC) $(CFLAGS) /DOVL0 /NT$*.0 /Fo$(OBJ)\$*.0 $(WIN)\$*.c
-
- $(OBJ)\termcap.1: $(HACK_H) $(INCL)\wintty.h $(INCL)\termcap.h \
- $(WIN)\termcap.c
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