# # Makefile for Engine.lib # # Environment variable Requirements: # # INCLUDE=foo // can be set to anything, must be set # PATH= // must have proper nmake on path # FEDROOT= // MUST point to base of fed src enlistment # # nmake args: # # Clean // will delete all files in destination dir # Full // will Clean, then build all derived files # Shell // opens os-specific cmd/command shell (helps to debug build) # RETAIL= // builds a retail build (default is DEBUG) # // no argument is used for debug builds # # # All derived files (temp files, .res, output of midl, *.obj, *.exe/.dll... # are placed directly into the appropriate tree under $(FEDROOT)\Objs. # The $(FEDROOT)\Objs tree is created on demand. # Since no derived files are placed in the source tree, multiple builds # can be run SIMULTANEOUSLY. MAINTARGROOT=Engine MAINTARGEXT=lib INCLUDELOCAL=$(FEDSRC)\Engine;$(FEDSRC)\ZLib PCHROOT=pch PCHINC=$(FEDSRC)\ZLib\*.h NODEPENDENCIES=1 !include "..\makefile.inc" OBJS= $(DESTDIR)\dderror.obj \ $(DESTDIR)\dinput.obj \ $(DESTDIR)\videoimage.obj \ $(DESTDIR)\geometry.obj \ $(DESTDIR)\bspgeo.obj \ $(DESTDIR)\image.obj \ $(DESTDIR)\bounds.obj \ $(DESTDIR)\surface.obj \ $(DESTDIR)\ddsurface.obj \ $(DESTDIR)\font.obj \ $(DESTDIR)\raster.obj \ $(DESTDIR)\softraster.obj \ !IFDEF DREAMCAST $(DESTDIR)\dcdevice3d.obj \ !ELSE $(DESTDIR)\device3d.obj \ !ENDIF $(DESTDIR)\context.obj \ $(DESTDIR)\d3ddevice.obj \ $(DESTDIR)\dddevice.obj \ $(DESTDIR)\engine.obj \ $(DESTDIR)\material.obj \ $(DESTDIR)\palette.obj \ $(DESTDIR)\transform.obj \ $(DESTDIR)\transform2.obj \ $(DESTDIR)\keyframe.obj \ $(DESTDIR)\xfile.obj \ $(DESTDIR)\mdl.obj \ $(DESTDIR)\mdlbin.obj \ $(DESTDIR)\caption.obj \ $(DESTDIR)\engineapp.obj \ $(DESTDIR)\enginewindow.obj \ $(DESTDIR)\value.obj \ $(DESTDIR)\namespace.obj \ $(DESTDIR)\modeler.obj \ $(DESTDIR)\pixelformat.obj \ $(DESTDIR)\camera.obj \ $(DESTDIR)\viewport.obj \ $(DESTDIR)\pane.obj \ $(DESTDIR)\toppane.obj \ $(DESTDIR)\button.obj \ $(DESTDIR)\controls.obj \ $(DESTDIR)\popup.obj \ $(DESTDIR)\menu.obj \ $(DESTDIR)\paneimage.obj \ $(DESTDIR)\frameimage.obj \ $(DESTDIR)\pch.obj # # Dependecies start here # $(MAINTARGFULLPATH): $(DESTDIR) $(OBJS) lib $(LIBARGS) $(OBJS) $(DESTDIR)\dinput.obj: $(PCHFILE) $(DESTDIR)\value.obj: $(PCHFILE) $(DESTDIR)\namespace.obj: $(PCHFILE) $(DESTDIR)\modeler.obj: $(PCHFILE) $(DESTDIR)\dderror.obj: $(PCHFILE) $(DESTDIR)\geometry.obj: $(PCHFILE) $(DESTDIR)\bspgeo.obj: $(PCHFILE) $(DESTDIR)\image.obj: $(PCHFILE) $(DESTDIR)\matrix.obj: $(PCHFILE) $(DESTDIR)\bounds.obj: $(PCHFILE) $(DESTDIR)\transform.obj: $(PCHFILE) $(DESTDIR)\transform2.obj: $(PCHFILE) $(DESTDIR)\keyframe.obj: $(PCHFILE) $(DESTDIR)\xfile.obj: $(PCHFILE) $(DESTDIR)\camera.obj: $(PCHFILE) $(DESTDIR)\viewport.obj: $(PCHFILE) $(DESTDIR)\pane.obj: $(PCHFILE) $(DESTDIR)\toppane.obj: $(PCHFILE) $(DESTDIR)\button.obj: $(PCHFILE) $(DESTDIR)\controls.obj: $(PCHFILE) $(DESTDIR)\popup.obj: $(PCHFILE) $(DESTDIR)\menu.obj: $(PCHFILE) $(DESTDIR)\paneimage.obj: $(PCHFILE) $(DESTDIR)\pixelformat.obj: $(PCHFILE) $(DESTDIR)\caption.obj: $(PCHFILE) $(DESTDIR)\engineapp.obj: $(PCHFILE) $(DESTDIR)\enginewindow.obj: $(PCHFILE) $(DESTDIR)\d3ddevice.obj: $(PCHFILE) $(DESTDIR)\dddevice.obj: $(PCHFILE) $(DESTDIR)\engine.obj: $(PCHFILE) $(DESTDIR)\surface.obj: $(PCHFILE) $(DESTDIR)\ddsurface.obj: $(PCHFILE) $(DESTDIR)\font.obj: $(PCHFILE) $(DESTDIR)\raster.obj: $(PCHFILE) $(DESTDIR)\softraster.obj: $(PCHFILE) !IFDEF DREAMCAST $(DESTDIR)\dcdevice3D.obj: $(PCHFILE) !ELSE $(DESTDIR)\device3D.obj: $(PCHFILE) !ENDIF $(DESTDIR)\context.obj: $(PCHFILE) $(DESTDIR)\material.obj: $(PCHFILE) $(DESTDIR)\palette.obj: $(PCHFILE) $(DESTDIR)\mdl.obj: $(PCHFILE) $(DESTDIR)\mdlbin.obj: $(PCHFILE) $(DESTDIR)\frameimage.obj: $(PCHFILE)