# # Makefile for Training.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 $(FEDROOT)\Objs tree is created on demand. # Since no derived files are placed in the source tree, multiple builds # can be run SIMULTANEOUSLY. SRCROOT=Training MAINTARGROOT=Training MAINTARGEXT=lib INCLUDELOCAL=$(FEDSRC)\Training;$(FEDSRC)\Effect;$(FEDSRC)\Engine;$(FEDSRC)\ZLib;$(FEDSRC)\_Utility;$(FEDSRC)\Igc;$(FEDSRC)\inc;$(FEDSRC)\clintlib;$(FEDSRC)\SoundEngine;$(FEDSRC)\wintrek;$(FEDSRC)\offline;$(FEDSRC)\lobby PCHROOT=pch PCHINC=$(FEDSRC)\Training\*.h $(FEDSRC)\igc\*.h $(FEDSRC)\wintrek\*.h $(FEDSRC)\SoundEngine\*.h !include "..\makefile.inc" OBJS= $(DESTDIR)\AbstractTarget.obj \ $(DESTDIR)\TypeIDTarget.obj \ $(DESTDIR)\CurrentTarget.obj \ $(DESTDIR)\PlayerShipTarget.obj \ $(DESTDIR)\Condition.obj \ $(DESTDIR)\ConditionList.obj \ $(DESTDIR)\TrueCondition.obj \ $(DESTDIR)\AndCondition.obj \ $(DESTDIR)\OrCondition.obj \ $(DESTDIR)\PeriodicCondition.obj \ $(DESTDIR)\NTimesCondition.obj \ $(DESTDIR)\TurnShipAboutCondition.obj \ $(DESTDIR)\CommandAcknowledgedCondition.obj \ $(DESTDIR)\ObjectMovingTowardsCondition.obj \ $(DESTDIR)\ObjectWithinRadiusCondition.obj \ $(DESTDIR)\ObjectPointingAtCondition.obj \ $(DESTDIR)\SuspendedSoundFinishedCondition.obj \ $(DESTDIR)\SuspendedPlaySoundAction.obj \ $(DESTDIR)\SoundFinishedCondition.obj \ $(DESTDIR)\GetRadarLODCondition.obj \ $(DESTDIR)\GetControlActiveCondition.obj \ $(DESTDIR)\GetStateBitsCondition.obj \ $(DESTDIR)\GetShipIsStoppedCondition.obj \ $(DESTDIR)\GetShipIsDamagedCondition.obj \ $(DESTDIR)\GetShipHasAmmoCondition.obj \ $(DESTDIR)\GetShipHasCargoCondition.obj \ $(DESTDIR)\GetAutopilotCondition.obj \ $(DESTDIR)\GetTargetCondition.obj \ $(DESTDIR)\GetSectorCondition.obj \ $(DESTDIR)\GetViewSectorCondition.obj \ $(DESTDIR)\GetCommandCondition.obj \ $(DESTDIR)\GetProbeCountCondition.obj \ $(DESTDIR)\GetKeyCondition.obj \ $(DESTDIR)\GetChatCondition.obj \ $(DESTDIR)\ProxyCondition.obj \ $(DESTDIR)\Predicate.obj \ $(DESTDIR)\Action.obj \ $(DESTDIR)\ActionList.obj \ $(DESTDIR)\NoAction.obj \ $(DESTDIR)\OneTimeAction.obj \ $(DESTDIR)\ProxyAction.obj \ $(DESTDIR)\SetDisplayModeAction.obj \ $(DESTDIR)\SetHUDOverlayAction.obj \ $(DESTDIR)\EndMissionAction.obj \ $(DESTDIR)\ResetAction.obj \ $(DESTDIR)\ResetShipAction.obj \ $(DESTDIR)\ConditionalAction.obj \ $(DESTDIR)\MessageAction.obj \ $(DESTDIR)\PlaySoundAction.obj \ $(DESTDIR)\SetCommandAction.obj \ $(DESTDIR)\SetSignatureAction.obj \ $(DESTDIR)\SetRadarLODAction.obj \ $(DESTDIR)\SetAutopilotAction.obj \ $(DESTDIR)\SetControlConstraintsAction.obj \ $(DESTDIR)\SetControlsAction.obj \ $(DESTDIR)\ShowPaneAction.obj \ $(DESTDIR)\ShowEyeballAction.obj \ $(DESTDIR)\ReleaseConsumerAction.obj \ $(DESTDIR)\CreateObjectAction.obj \ $(DESTDIR)\CreateProbeAction.obj \ $(DESTDIR)\CreateDroneAction.obj \ $(DESTDIR)\CreateWaypointAction.obj \ $(DESTDIR)\TurnToAction.obj \ $(DESTDIR)\ToggleWeaponAction.obj \ $(DESTDIR)\SwapWeaponAction.obj \ $(DESTDIR)\DoDamageAction.obj \ $(DESTDIR)\RepairRearmAction.obj \ $(DESTDIR)\ShipSeesObjectCondition.obj \ $(DESTDIR)\GetPickedCondition.obj \ $(DESTDIR)\Goal.obj \ $(DESTDIR)\GoalList.obj \ $(DESTDIR)\Training.obj \ $(DESTDIR)\TrainingMission.obj \ $(DESTDIR)\Mission2.obj \ $(DESTDIR)\Mission3.obj \ $(DESTDIR)\Mission4.obj \ $(DESTDIR)\Mission5.obj \ $(DESTDIR)\Mission6.obj LIBARGS= $(NOLOGO) /out:$(MAINTARGFULLPATH) # # Dependecies start here # $(MAINTARGFULLPATH): $(DESTDIR) $(OBJS) lib $(LIBARGS) $(OBJS) $(DESTDIR)\pch.obj $(DESTDIR)\Condition.obj: $(PCHFILE) $(DESTDIR)\ConditionList.obj: $(PCHFILE) $(DESTDIR)\TrueCondition.obj: $(PCHFILE) $(DESTDIR)\AndCondition.obj: $(PCHFILE) $(DESTDIR)\OrCondition.obj: $(PCHFILE) $(DESTDIR)\PeriodicCondition.obj: $(PCHFILE) $(DESTDIR)\NTimesCondition.obj: $(PCHFILE) $(DESTDIR)\TurnShipAboutCondition.obj: $(PCHFILE) $(DESTDIR)\CommandAcknowledgedCondition.obj: $(PCHFILE) $(DESTDIR)\ObjectMovingTowardsCondition.obj: $(PCHFILE) $(DESTDIR)\ObjectWithinRadiusCondition.obj: $(PCHFILE) $(DESTDIR)\ObjectPointingAtCondition.obj: $(PCHFILE) $(DESTDIR)\SuspendedSoundFinishedCondition.obj: $(PCHFILE) $(DESTDIR)\SuspendedPlaySoundAction.obj: $(PCHFILE) $(DESTDIR)\SoundFinishedCondition.obj: $(PCHFILE) $(DESTDIR)\GetRadarLODCondition.obj: $(PCHFILE) $(DESTDIR)\GetControlActiveCondition.obj: $(PCHFILE) $(DESTDIR)\GetStateBitsCondition.obj: $(PCHFILE) $(DESTDIR)\GetShipIsStoppedCondition.obj: $(PCHFILE) $(DESTDIR)\GetShipIsDamagedCondition.obj: $(PCHFILE) $(DESTDIR)\GetShipHasAmmoCondition.obj: $(PCHFILE) $(DESTDIR)\GetShipHasCargoCondition.obj: $(PCHFILE) $(DESTDIR)\GetAutopilotCondition.obj: $(PCHFILE) $(DESTDIR)\GetTargetCondition.obj: $(PCHFILE) $(DESTDIR)\GetSectorCondition.obj: $(PCHFILE) $(DESTDIR)\GetViewSectorCondition.obj: $(PCHFILE) $(DESTDIR)\GetCommandCondition.obj: $(PCHFILE) $(DESTDIR)\GetProbeCountCondition.obj: $(PCHFILE) $(DESTDIR)\GetKeyCondition.obj: $(PCHFILE) $(DESTDIR)\GetChatCondition.obj: $(PCHFILE) $(DESTDIR)\ProxyCondition.obj: $(PCHFILE) $(DESTDIR)\Predicate.obj: $(PCHFILE) $(DESTDIR)\Action.obj: $(PCHFILE) $(DESTDIR)\ActionList.obj: $(PCHFILE) $(DESTDIR)\NoAction.obj: $(PCHFILE) $(DESTDIR)\OneTimeAction.obj: $(PCHFILE) $(DESTDIR)\ProxyAction.obj: $(PCHFILE) $(DESTDIR)\SetDisplayModeAction.obj: $(PCHFILE) $(DESTDIR)\SetHUDOverlayAction.obj: $(PCHFILE) $(DESTDIR)\EndMissionAction.obj: $(PCHFILE) $(DESTDIR)\ResetAction.obj: $(PCHFILE) $(DESTDIR)\ResetShipAction.obj: $(PCHFILE) $(DESTDIR)\ConditionalAction.obj: $(PCHFILE) $(DESTDIR)\MessageAction.obj: $(PCHFILE) $(DESTDIR)\PlaySoundAction.obj: $(PCHFILE) $(DESTDIR)\SetCommandAction.obj: $(PCHFILE) $(DESTDIR)\SetSignatureAction.obj: $(PCHFILE) $(DESTDIR)\SetRadarLODAction.obj: $(PCHFILE) $(DESTDIR)\SetAutopilotAction.obj: $(PCHFILE) $(DESTDIR)\SetControlConstraintsAction.obj: $(PCHFILE) $(DESTDIR)\SetControlsAction.obj: $(PCHFILE) $(DESTDIR)\ShowPaneAction.obj: $(PCHFILE) $(DESTDIR)\ShowEyeballAction.obj: $(PCHFILE) $(DESTDIR)\ReleaseConsumerAction.obj: $(PCHFILE) $(DESTDIR)\CreateObjectAction.obj: $(PCHFILE) $(DESTDIR)\CreateProbeAction.obj: $(PCHFILE) $(DESTDIR)\CreateDroneAction.obj: $(PCHFILE) $(DESTDIR)\CreateWaypointAction.obj: $(PCHFILE) $(DESTDIR)\TurnToAction.obj: $(PCHFILE) $(DESTDIR)\ToggleWeaponAction.obj: $(PCHFILE) $(DESTDIR)\SwapWeaponAction.obj: $(PCHFILE) $(DESTDIR)\DoDamageAction.obj: $(PCHFILE) $(DESTDIR)\RepairRearmAction.obj: $(PCHFILE) $(DESTDIR)\ShipSeesObjectCondition.obj: $(PCHFILE) $(DESTDIR)\GetPickedCondition.obj: $(PCHFILE) $(DESTDIR)\Goal.obj: $(PCHFILE) $(DESTDIR)\GoalList.obj: $(PCHFILE) $(DESTDIR)\Training.obj: $(PCHFILE) $(DESTDIR)\TrainingMission.obj: $(PCHFILE) $(DESTDIR)\AbstractTarget.obj: $(PCHFILE) $(DESTDIR)\TypeIDTarget.obj: $(PCHFILE) $(DESTDIR)\CurrentTarget.obj: $(PCHFILE) $(DESTDIR)\PlayerShipTarget.obj: $(PCHFILE) $(DESTDIR)\Mission2.obj: $(PCHFILE) $(DESTDIR)\Mission3.obj: $(PCHFILE) $(DESTDIR)\Mission4.obj: $(PCHFILE) $(DESTDIR)\Mission5.obj: $(PCHFILE) $(DESTDIR)\Mission6.obj: $(PCHFILE)