-# SCCS Id: @(#)Makefile.os2 3.4 1996/10/29
-# OS/2 NetHack 3.4 Makefile for OS/2 versions 1.x and 2.x
+# SCCS Id: @(#)Makefile.os2 3.4.1 1996/10/29
+# OS/2 NetHack 3.4.1 Makefile for OS/2 versions 1.x and 2.x
# Copyright (C) 1990, 1991, 1992, 1993, 1996 Timo Hakulinen
#
# Several compilers exist for OS/2 but, currently only GCC emx is tested
#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 - " -
+#BEG = ( # Command line begin in shell one-liners
+#END = ) # - " - end - " -
+#SEP = ; # Command separator - " -
#P = % # Literal percent sign
#MAKEB = nmake
#CMD =
#AB = $(@B).c
#CB = $$(@B).c
-#B = (
-#E = )
-#S = &
+#BEG = (
+#END = )
+#SEP = &
#P = %%
MAKEB = dmake
CMD = cmd /C
AB = $(@:B).c
CB = $$(@:B).c
-B = $(CMD) "
-E = "
-S = &
+BEG = $(CMD) "
+END = "
+SEP = &
P = %
#
# Source tree base directory.
#
-NHSRC = \nethack
+NHSRC = \nethack-3.4.0
#
# Source directories. Makedefs hardcodes these, don't change them.
OBJ = \tmp\obj # Object files
TEMP = \tmp\bin # Temporary files during make process
-GAMEDIR = \games\nh34 # Game directory
+GAMEDIR = \games\nh34x11 # Game directory
PLIBP = c:\emx\lib # Protected mode C libraries
RLIBP = c:\emx\lib # Possible real mode C libraries
#
CFLAGS = -c $(GCCO) $(WARN) -I$(INCL) $(CDFLAGS) $(STDC) $(WINX11CFLAGS)
-O = -s -O -o
+#OPT = -s -O -o
+OPT =
#
# Compiler warning levels. These are really for development, so
# Prepare for a debugger.
#
-CDFLAGS =
+#LFLAGS = /noig /stack:40000 # GCC OMF
+CDFLAGS = -O -s
LDFLAGS =
-CDFLAGS = -g # GDB (GCC a.out)
-LDFLAGS = -g # - " -
+#CDFLAGS = -g # GDB (GCC a.out)
+#LDFLAGS = -g # - " -
#
# How to produce the most ANSI-like environment.
#RLIBS = $(RLIBP)\llibcer
RLIBS = $(PLIBS)
-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)
+SRCCC = $(CC) $(CFLAGS) $(OPT) $@ $(AB)
+UTILCC = $(BEG) cd $(UTIL) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
+SYSCC = $(BEG) cd $(SYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
+SSYSCC = $(BEG) cd $(SSYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
+PSYSCC = $(BEG) cd $(SSYS) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ pc$(AB) $(END)
+WINCC = $(BEG) cd $(WIN) $(SEP) $(CC) $(CFLAGS) $(OPT) $@ $(AB) $(END)
#
# Default linker skeletons. The upper six lines for everything
asmodeus.lev baalz.lev bigrm-1.lev \
bigrm-2.lev bigrm-3.lev bigrm-4.lev castle.lev fakewiz1.lev fakewiz2.lev \
juiblex.lev knox.lev medusa-1.lev medusa-2.lev minend-1.lev minend-2.lev \
- minefill.lev minetn-1.lev minetn-2.lev oracle.lev orcus.lev sanctum.lev \
+ minend-3.lev minefill.lev minetn-1.lev minetn-2.lev minetn-3.lev minetn-4.lev \
+ minetn-5.lev minetn-6.lev minetn-7.lev oracle.lev orcus.lev sanctum.lev \
tower1.lev tower2.lev tower3.lev valley.lev wizard1.lev wizard2.lev \
wizard3.lev astral.lev air.lev earth.lev fire.lev water.lev \
soko1-1.lev soko1-2.lev soko2-1.lev soko2-2.lev \
$(TOUCH) $(TT)
faketouch :
- $(B) $(CAT) $(TT) > $(TEMP)\foo.bar $(S) $(CP) $(TEMP)\foo.bar $(TT) $(S) $(RM) $(TEMP)\foo.bar $(E)
+ $(BEG) $(CAT) $(TT) > $(TEMP)\foo.bar $(SEP) $(CP) $(TEMP)\foo.bar $(TT) $(SEP) $(RM) $(TEMP)\foo.bar $(END)
#
# Targets for the recovery utility.
$(WINSHARE)\other.txt
$(TEMP)\tile2x11.exe $(WINSHARE)\monsters.txt $(WINSHARE)\objects.txt \
$(WINSHARE)\other.txt
- cp x11tiles $(GAMEDIR)\x11tiles
+ $(CP) x11tiles $(GAMEDIR)\x11tiles
TEXT_IO = $(OBJ)\tiletext.o \
$(OBJ)\tiletxt.o \
$(CC) $(LFLAGS) -o $(TEMP)\tile2x11.exe $(OBJ)\tile2x11.o $(TEXT_IO) $(LIBS)
pet_mark.xbm: $(WINX11)\pet_mark.xbm
- cp $(WINX11)\pet_mark.xbm $(GAMEDIR)\pet_mark.xbm
+ $(CP) $(WINX11)\pet_mark.xbm $(GAMEDIR)\pet_mark.xbm
rip.xpm: $(WINX11)\rip.xpm
- cp $(WINX11)\rip.xpm $(GAMEDIR)\rip.xpm
+ $(CP) $(WINX11)\rip.xpm $(GAMEDIR)\rip.xpm
$(OBJ)\tile2x11.o : $(WINX11)\tile2x11.c $(INCL)\tile2x11.h
$(CC) $(CFLAGS) -o$(OBJ)\tile2x11.o -c $(WINX11)\tile2x11.c \