#---------------------------------------------------------------------------- # MAKEFILE.GFX # # Makes all the graphics and data needed for the game # # Tabbed for 5 9 (Please do not change) # # Created: 10th February 1999 GRLiddon() # # Copyright (C) 1997-1999 G R Liddon #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Default Target # -------------- .PHONY: default default: all #---------------------------------------------------------------------------- # Name of the project # -------------------- PROJ := spongey #---------------------------------------------------------------------------- BUILD_DIR := build #---------------------------------------------------------------------------- # Includes # -------- include $(BUILD_DIR)/globals.mak include $(BUILD_DIR)/getuser.mak include $(BUILD_DIR)/parse.mak include $(BUILD_DIR)/outdirs.mak TEMP_FILE := $(TEMP_BUILD_DIR)/build.tmp #---------------------------------------------------------------------------- #--- Levels ----------------------------------------------------------------- #---------------------------------------------------------------------------- LEVELS_OPTS := -t:8,3,1 -s:256 LEVELS_IN_DIR := $(GRAF_DIR)/levels LEVELS_OUT_DIR := $(DATA_OUT)/levels LEVELS_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/levels LEVELS_DIRS_TO_MAKE := $(LEVELS_MAKEFILE_DIR) $(LEVELS_OUT_DIR) LEVELS_CHAPTERS := CHAPTER01 CHAPTER02 CHAPTER03 CHAPTER04 CHAPTER05 LEVELS_CHAPTER01 := LEVELS_CHAPTER01_LEVEL01 := LEVELS_CHAPTER01_LEVEL02 := LEVELS_CHAPTER01_LEVEL03 := LEVELS_CHAPTER01_LEVEL04 := LEVELS_CHAPTER02 := LEVELS_CHAPTER02_LEVEL01 := LEVELS_CHAPTER02_LEVEL02 := LEVELS_CHAPTER02_LEVEL03 := LEVELS_CHAPTER02_LEVEL04 := LEVELS_CHAPTER03 := LEVEL03 LEVEL04 LEVELS_CHAPTER03_LEVEL01 := LEVELS_CHAPTER03_LEVEL02 := LEVELS_CHAPTER03_LEVEL03 := 01 02 03 04 05 06 LEVELS_CHAPTER03_LEVEL04 := 01 02 03 04 04x 05 06 LEVELS_CHAPTER04 := LEVEL01 LEVEL02 LEVEL03 LEVEL04 LEVELS_CHAPTER04_LEVEL01 := 01 02 03 04 LEVELS_CHAPTER04_LEVEL02 := 01 02 03 04 05 LEVELS_CHAPTER04_LEVEL03 := 01 02 03 04 05 06 LEVELS_CHAPTER04_LEVEL04 := 01 02 03 04 05 06 07 LEVELS_CHAPTER05 := LEVELS_CHAPTER05_LEVEL01 := LEVELS_CHAPTER05_LEVEL02 := LEVELS_CHAPTER05_LEVEL03 := LEVELS_CHAPTER05_LEVEL04 := LEVELS_CHAPTER06 := LEVELS_CHAPTER06_LEVEL01 := LEVELS_CHAPTER06_LEVEL02 := LEVELS_CHAPTER06_LEVEL03 := LEVELS_CHAPTER06_LEVEL04 := LEVELS_MAKEFILES := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$(LEVELS_MAKEFILE_DIR)/$(CHAPTER)_$(LEVEL).mak)) $(LEVELS_MAKEFILES): $(LEVELS_DIRS_TO_MAKE) makefile.gfx $(BUILD_DIR)/mklevel.pl @$(PL) $(BUILD_DIR)/mklevel.pl $@ $(notdir $(basename $@)) include $(LEVELS_MAKEFILES) LEVELS_ALL_OUT := $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)),$($(CHAPTER)_$(LEVEL)_OUT))) GFX_DATA_OUT += $(LEVELS_ALL_OUT) levels : $(LEVELS_ALL_OUT) @$(ECHO) Levels made cleanlevels : $(foreach CHAPTER,$(LEVELS_CHAPTERS),$(foreach LEVEL,$(LEVELS_$(CHAPTER)), clean$(CHAPTER)_$(LEVEL))) @$(ECHO) Levels cleaned #---------------------------------------------------------------------------- # Collision data #---------------------------------------------------------------------------- COLLISION_IN := $(TOOL_DIR)/mapedit/collision.bmp COLLISION_OUT_DIR := $(DATA_OUT)/collision COLLISION_OUT := $(COLLISION_OUT_DIR)/colltab.dat collision : $(COLLISION_OUT) cleancollision: @$(RM) -f $(COLLISION_OUT) @$(ECHO) Collision table cleaned $(COLLISION_OUT) : $(COLLISION_IN) @$(DATA_BIN_DIR)/mkcoltab $(COLLISION_IN) -o:$(COLLISION_OUT) GRAF_DIRS_TO_MAKE += $(COLLISION_OUT_DIR) GFX_DATA_OUT += $(COLLISION_OUT) #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Actors #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- ACTOR_IN_DIR := $(GRAF_DIR)/Characters ACTOR_OUT_DIR := $(DATA_OUT)/Actors ACTOR_MAKEFILE_DIR := $(TEMP_BUILD_DIR)/Actors ACTORS_DIRS_TO_MAKE := $(ACTOR_MAKEFILE_DIR) $(ACTOR_OUT_DIR) # Global flags GENERIC_ACT_TEX_FLAGS = -c+ -t:27,1,1 -w+ -b+ GEN_GRP_TEX_FLAGS= -t:28,1,1 actors: player cleanactors: cleanplayer #---------------------------------------------------------------------------- # Player #---------------------------------------------------------------------------- PLAYER_FILE := Spongebob PLAYER_IN_DIR:= $(ACTOR_IN_DIR)/$(PLAYER_FILE) PLAYER_OUT_DIR := $(ACTOR_OUT_DIR) PLAYER_INC_FILE := $(INC_DIR)/Actor_$(PLAYER_FILE).h PLAYER_MOD_IN := $(PLAYER_IN_DIR)/$(PLAYER_FILE).Gin PLAYER_MOD_OUT := $(PLAYER_OUT_DIR)/$(PLAYER_FILE).a3d PLAYER_TEX_DIR := $(PLAYER_IN_DIR)/textures PLAYER_TEX_IN := $(PLAYER_TEX_DIR)/*.bmp PLAYER_TEX_OUT := $(PLAYER_OUT_DIR)/$(PLAYER_FILE).Tex PLAYER_EXTRA_TEX := SBBackNormal \ SBEyesAngry SBEyesBlink SBEyesDown SBEyesfiece SBEyesLeft SBEyesNormal SBEyesRight SBEyesSheepish SBEyesUp SBEyesWorried \ SBHandNormal \ SBMouthGasp SBMouthNormal SBMouthSheepish SBMouthSmile SBMouthTerror SBMouthWhistle \ SBPantsideNormal \ SBPantsNormal \ SBSideNormal \ SBSocksNormal \ SBSoleNormal \ SBTopNormal PLAYER_EXTRA_TEX_LIST := $(foreach FILE, $(PLAYER_EXTRA_TEX),-a:textures/$(FILE).bmp) PLAYER_DEP_IN := $(PLAYER_MOD_IN) $(PLAYER_TEX_IN) PLAYER_DEP_OUT := $(PLAYER_MOD_OUT) $(PLAYER_TEX_OUT) player: $(PLAYER_DEP_OUT) cleanplayer: @$(RM) -f $(PLAYER_DEP_OUT) @$(ECHO) Player Cleaned $(PLAYER_DEP_OUT) : $(PLAYER_DEP_IN) @$(MKACTOR3D) $(PLAYER_MOD_IN) -o:$(PLAYER_OUT_DIR) -t:24,1,1 -s:256 -i:$(PLAYER_INC_FILE) $(PLAYER_EXTRA_TEX_LIST) GFX_DATA_OUT += $(PLAYER_DEP_OUT) #---------------------------------------------------------------------------- # Animations #---------------------------------------------------------------------------- anims: playeranims cleananims: cleanplayeranims ANIM_OUT_DIR := $(DATA_OUT)/anims PLAYER_ANIM_IN_DIR := $(ACTOR_IN_DIR)/SpongeBob # DUFF_ANIMS deathfall runjumpend runjumpstart PLAYER_ANIM_LIST := buttbounceend buttbouncestart deathbackwards deathdry deathforwards deathspin deathtar electricshock electricshockend electricshockstart faceback facefront \ fall getup getuprun hitground hover hoverend hoverstart idlebreathe idlehoola idlelook idlewigglearm jumpend karate run \ runstart runstop soakup talk01 teeterback teeterfront \ idlewind PLAYER_ANIM_IN := $(foreach FILE, $(PLAYER_ANIM_LIST),$(PLAYER_ANIM_IN_DIR)/$(FILE).gin) PLAYER_ANIM_OUT := $(ANIM_OUT_DIR)/Player.Abk PLAYER_ANIM_INC := $(INC_DIR)/Player_Anim.h playeranims: $(PLAYER_ANIM_IN) cleanplayeranims: @$(RM) -f $(PLAYER_ANIM_OUT) @$(ECHO) Player Anims Cleaned $(PLAYER_ANIM_OUT) : $(PLAYER_ANIM_IN) @$(MKANIM3D) $(PLAYER_ANIM_IN) -o:$(PLAYER_ANIM_OUT) -i:$(PLAYER_ANIM_INC) -s:256 GFX_DATA_OUT += $(PLAYER_ANIM_OUT) #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- # Text translations #---------------------------------------------------------------------------- #---------------------------------------------------------------------------- .PHONY: translate cleantranslate LANGUAGES := swe \ dut \ ita \ ger TRANS_IN_DIR := $(GAME_DATA_DIR)/translations TRANS_OUT_DIR := $(DATA_OUT)/translations TRANS_LBM_OUT_DIR := $(REPORT_DIR)/translations TRANS_IN_ENG := $(TRANS_IN_DIR)/text.dat TRANS_FINAL_DAT_FILE := $(TRANS_OUT_DIR)/final.dat ALL_TRANS_OUT_DIRS := $(TRANS_OUT_DIR) \ $(TRANS_LBM_OUT_DIR) ALL_TRANS_IN_FILES := $(foreach FILE,$(LANGUAGES),$(TRANS_IN_DIR)/$(FILE).dat) TRANS_IN_FILES := $(TRANS_IN_ENG) $(ALL_TRANS_IN_FILES) TRANS_OUT_DAT := $(foreach FILE, $(LANGUAGES),$(TRANS_OUT_DIR)/$(FILE).dat) $(TRANS_OUT_DIR)/id.dat $(TRANS_OUT_DIR)/eng.dat #$(TRANS_OUT_KANJI_TAB) TRANS_OUT_HDR := $(INC_DIR)/trans.h SCRIPT_TRANS_HDR := $(GAME_DATA_DIR)/scripts/defs/trans.scr TRANS_OUT_FILES := $(TRANS_OUT_HDR) $(TRANS_OUT_DAT) $(TRANS_OUT_LBM_LIST) $(TRANS_FINAL_DAT_FILE) $(TRANS_OUT_FILES) : $(TRANS_IN_FILES) @perl tools/perl/pl/lang.pl $(TRANS_IN_ENG) $(TRANS_FINAL_DAT_FILE) $(ALL_TRANS_IN_FILES) @transtext $(LANG_OP) -h:$(TRANS_OUT_HDR) -o:$(TRANS_OUT_DIR) $(TRANS_FINAL_DAT_FILE) @perl tools/perl/pl/text_extract.pl $(TRANS_OUT_HDR) $(SCRIPT_TRANS_HDR) STR__INGAME__ translate : $(TRANS_OUT_FILES) @$(ECHO) made translations cleantranslate: @$(RM) -f $(TRANS_OUT_FILES) @$(ECHO) Translations Cleaned GFX_DATA_OUT += $(TRANS_OUT_DAT) #---------------------------------------------------------------------------- #--- UI --------------------------------------------------------------------- #---------------------------------------------------------------------------- UI_GFX_DIR := $(GRAF_DIR)/ui UI_FONT_DIR := $(GRAF_DIR)/font UI_GFX_OUT_DIR := $(DATA_OUT)/ui UI_GFX_FONT := smallfont UI_GFX_FONT_IN := $(foreach DIR,$(UI_GFX_FONT),$(UI_FONT_DIR)/$(DIR)/*.bmp) UI_GFX_NONTRANS := faces\mr_krabs.bmp faces\patrick.bmp faces\plankton.bmp \ faces\sandy.bmp faces\spongebob.bmp faces\squidward.bmp \ faces\mermaidman.bmp faces\barnacleboy.bmp faces\jack_custard.bmp UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_GFX_DIR)/$(FILE)) UI_GFX_TRANS := +vbamboo.bmp +vbambootl.bmp +vbambootr.bmp +vbamboobl.bmp +vbamboobr.bmp \ +hbamboo.bmp +hbambootl.bmp +hbambootr.bmp +hbamboobl.bmp +hbamboobr.bmp \ +butU.bmp +butD.bmp +butL.bmp +butR.bmp \ +butC.bmp +butS.bmp +butX.bmp +butT.bmp UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_GFX_DIR)/$(FILE)) UI_GFX_TEX_IN := $(UI_GFX_FONT_IN) ${UI_GFX_NONTRANS_IN} ${UI_GFX_TRANS_IN} UI_GFX_TEX_OUT := $(UI_GFX_OUT_DIR)/UIGfx.Spr UI_GFX_REP_FILE := $(REPORT_DIR)/UIGfx.rep UI_GFX_HDR_FILE := $(INC_DIR)/UIGfx.h cleanui : @$(RM) -f $(UI_GFX_TEX_OUT) @$(ECHO) UI Gfx Cleaned ui: $(UI_GFX_TEX_IN) $(UI_GFX_TEX_OUT) : $(UI_GFX_TEX_IN) @parkgrab -c+ -z+ $(UI_GFX_FONT_IN) ${UI_GFX_TRANS_IN} -c- -z- ${UI_GFX_NONTRANS_IN} -b+ -t:31,1,1 -l:$(REPORT_DIR)/ui.lbm -o:$(UI_GFX_TEX_OUT) -k:$(UI_GFX_REP_FILE) @$(MV) -f $(UI_GFX_OUT_DIR)/uigfx.h $(UI_GFX_HDR_FILE) GFX_DATA_OUT += $(UI_GFX_TEX_OUT) #---------------------------------------------------------------------------- # Ingame graphic effects # Also contins pickup graphics at the moment.. #---------------------------------------------------------------------------- INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx INGAMEFX_GFX_OUT_DIR := $(DATA_OUT)/ingamefx INGAMEFX_GFX_NONTRANS := INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE)) PICKUP_GFX_DIR := $(GRAF_DIR)/pickups PICKUP_GFX := +spatula +pants +health100 +health50 +health25 +glint1 +glint2 +glint3 +glint4 \ +jellyammo +bubblemixture +glasses +shoe +balloon +helmet \ +teeth PICKUP_GFX_IN := $(foreach FILE,$(PICKUP_GFX),$(PICKUP_GFX_DIR)/$(FILE).bmp) INGAMEFX_GFX_TRANS := +bubble_1 +bubble_2 +bubble_3 INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE).bmp) INGAMEFX_GFX_TEX_IN := ${INGAMEFX_GFX_NONTRANS_IN} ${INGAMEFX_GFX_TRANS_IN} ${PICKUP_GFX_IN} INGAMEFX_GFX_TEX_OUT := $(INGAMEFX_GFX_OUT_DIR)/ingamefx.Spr INGAMEFX_GFX_REP_FILE := $(REPORT_DIR)/ingamefx.rep INGAMEFX_GFX_HDR_FILE := $(INC_DIR)/ingamefx.h cleaningamefx : @$(RM) -f $(INGAMEFX_GFX_TEX_OUT) @$(ECHO) InGame GFx Cleaned ingamefx: $(INGAMEFX_GFX_TEX_IN) $(INGAMEFX_GFX_TEX_OUT) : $(INGAMEFX_GFX_TEX_IN) @parkgrab -z+ ${INGAMEFX_GFX_TRANS_IN} ${PICKUP_GFX_IN} -z- ${INGAMEFX_GFX_NONTRANS_IN} -b+ -t:29,1,1 -l:$(REPORT_DIR)/ingamefx.lbm -o:$(INGAMEFX_GFX_TEX_OUT) -k:$(INGAMEFX_GFX_REP_FILE) @$(MV) -f $(INGAMEFX_GFX_OUT_DIR)/ingamefx.h $(INGAMEFX_GFX_HDR_FILE) GRAF_DIRS_TO_MAKE += $(INGAMEFX_GFX_OUT_DIR) GFX_DATA_OUT += $(INGAMEFX_GFX_TEX_OUT) #---------------------------------------------------------------------------- # Front end graphics #---------------------------------------------------------------------------- FRONTEND_GFX_DIR := $(GRAF_DIR)/frontend FRONTEND_GFX_OUT_DIR := $(DATA_OUT)/frontend FRONTEND_GFX_NONTRANS := sky.bmp FRONTEND_GFX_NONTRANS_IN := $(foreach FILE,$(FRONTEND_GFX_NONTRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS := +bg1.bmp FRONTEND_GFX_TRANS_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TRANS_NO_ROT := +island.bmp +sblogo.bmp FRONTEND_GFX_TRANS_NO_ROT_IN := $(foreach FILE,$(FRONTEND_GFX_TRANS_NO_ROT),$(FRONTEND_GFX_DIR)/$(FILE)) FRONTEND_GFX_TEX_IN := ${FRONTEND_GFX_NONTRANS_IN} ${FRONTEND_GFX_TRANS_IN} ${FRONTEND_GFX_TRANS_NO_ROT_IN} FRONTEND_GFX_TEX_OUT := $(FRONTEND_GFX_OUT_DIR)/frontend.Spr FRONTEND_GFX_REP_FILE := $(REPORT_DIR)/frontend.rep FRONTEND_GFX_HDR_FILE := $(INC_DIR)/frontend.h cleanfrontend : @$(RM) -f $(FRONTEND_GFX_TEX_OUT) @$(ECHO) Frontend Cleaned frontend: $(FRONTEND_GFX_TEX_IN) $(FRONTEND_GFX_TEX_OUT) : $(FRONTEND_GFX_TEX_IN) @parkgrab -r- -z+ ${FRONTEND_GFX_TRANS_NO_ROT_IN} -r+ ${FRONTEND_GFX_TRANS_IN} -z- ${FRONTEND_GFX_NONTRANS_IN} -b+ -t:30,1,1 -l:$(REPORT_DIR)/frontend.lbm -o:$(FRONTEND_GFX_TEX_OUT) -k:$(FRONTEND_GFX_REP_FILE) @$(MV) -f $(FRONTEND_GFX_OUT_DIR)/frontend.h $(FRONTEND_GFX_HDR_FILE) GRAF_DIRS_TO_MAKE += $(FRONTEND_GFX_OUT_DIR) GFX_DATA_OUT += $(FRONTEND_GFX_TEX_OUT) #---------------------------------------------------------------------------- # Big TGA backdrops #---------------------------------------------------------------------------- BACKDROPS_IN_DIR := $(GRAF_DIR)/backdrop BACKDROPS_IN := credits sky BACKDROPS_OUT_DIR := $(DATA_OUT)/backdrop BACKDROPS_OUT := $(foreach SCREEN,$(BACKDROPS_IN),$(BACKDROPS_OUT_DIR)/$(SCREEN).gfx) backdrops : $(BACKDROPS_OUT) cleanbackdrops : @$(RM) -f $(BACKDROPS_OUT) @$(ECHO) Backdrops Cleaned $(BACKDROPS_OUT_DIR)/%.gfx : $(BACKDROPS_IN_DIR)/%.tga @$(TGA2GFX) $< $@ GRAF_DIRS_TO_MAKE += $(BACKDROPS_OUT_DIR) GFX_DATA_OUT += $(BACKDROPS_OUT) #---------------------------------------------------------------------------- # Sound FX #---------------------------------------------------------------------------- SFX_IN_DIR := data/SFX SFX_OUT_DIR := $(DATA_OUT)/SFX SFX_LIST := ingame SFX_ALL_IN := $(foreach SFX,$(SFX_LIST),$(SFX_IN_DIR)/$(SFX)/$(SFX).PXM $(SFX_IN_DIR)/$(SFX)/$(SFX).VH $(SFX_IN_DIR)/$(SFX)/$(SFX).VB) SFX_ALL_OUT := $(foreach SFX,$(SFX_LIST),$(SFX_OUT_DIR)/$(SFX).PXM $(SFX_OUT_DIR)/$(SFX).VH $(SFX_OUT_DIR)/$(SFX).VB) sfx: $(SFX_ALL_OUT) cleansfx: @$(RM) -f $(SFX_ALL_OUT) @$(ECHO) SFX Cleaned $(SFX_ALL_OUT) : $(SFX_ALL_IN) @$(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR) @$(ATTRIB) -r $(SFX_ALL_OUT) GRAF_DIRS_TO_MAKE += $(SFX_OUT_DIR) GFX_DATA_OUT += $(SFX_ALL_OUT) #---------------------------------------------------------------------------- # Memcard file header #---------------------------------------------------------------------------- MC_HEADER_IN_DIR := $(GAME_DATA_DIR)/memcard MC_HEADER_IN := $(MC_HEADER_IN_DIR)/memhead.bin MC_HEADER_OUT_DIR :=$(DATA_OUT)/memcard MC_HEADER_OUT := $(MC_HEADER_OUT_DIR)/memhead.bin mcheader: $(MC_HEADER_OUT) cleanmcheader: @$(RM) -f $(MC_HEADER_OUT) @$(ECHO) MemCard Header Cleaned $(MC_HEADER_OUT) : $(MC_HEADER_IN) @$(CP) $(MC_HEADER_IN) $(MC_HEADER_OUT) GRAF_DIRS_TO_MAKE += $(MC_HEADER_OUT_DIR) GFX_DATA_OUT += $(MC_HEADER_OUT) #---------------------------------------------------------------------------- # Music #---------------------------------------------------------------------------- MUSIC_IN_DIR := data/music MUSIC_OUT_DIR := $(DATA_OUT)/music MUSIC_LIST := sb-title \ chapter1 chapter2 chapter3 chapter4 chapter5 chapter6 MUSIC_ALL_IN := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).PXM $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VH $(MUSIC_IN_DIR)/$(MUSIC)/$(MUSIC).VB) MUSIC_ALL_OUT := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_OUT_DIR)/$(MUSIC).PXM $(MUSIC_OUT_DIR)/$(MUSIC).VH $(MUSIC_OUT_DIR)/$(MUSIC).VB) music: $(MUSIC_ALL_OUT) cleanmusic: @$(RM) -f $(MUSIC_ALL_OUT) @$(ECHO) Music Cleaned $(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN) @$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR) @$(ATTRIB) -r $(MUSIC_ALL_OUT) GRAF_DIRS_TO_MAKE += $(MUSIC_OUT_DIR) GFX_DATA_OUT += $(MUSIC_ALL_OUT) #---------------------------------------------------------------------------- # Script stuff.. #---------------------------------------------------------------------------- SCRIPTS_LIST := test \ speechtest SCRIPTS_IN_DIR := $(GAME_DATA_DIR)/scripts SCRIPTS_OUT_DIR := $(DATA_OUT)/scripts SCRIPTS_OUT := $(foreach SCRIPT,$(SCRIPTS_LIST),$(SCRIPTS_OUT_DIR)/$(SCRIPT).dat) scripts : $(SCRIPTS_OUT) cleanscripts: @$(RM) -f $(SCRIPTS_OUT) @$(ECHO) Scripts Cleaned # Saves a lot of hassle to make the scripts dependant upon the text database too.. $(SCRIPTS_OUT_DIR)/%.dat : $(SCRIPTS_IN_DIR)/%.scr $(SCRIPT_TRANS_HDR) @scripter $< $@ GRAF_DIRS_TO_MAKE += $(SCRIPTS_OUT_DIR) GFX_DATA_OUT += $(SCRIPTS_OUT) #---------------------------------------------------------------------------- # Demo mode data #---------------------------------------------------------------------------- DEMO_IN_DIR := data/demo DEMO_OUT_DIR := $(DATA_OUT)/demo DEMO_LIST := demo____ DEMO_ALL_IN := $(foreach DEMO,$(DEMO_LIST),$(DEMO_IN_DIR)/$(DEMO).dmo) DEMO_ALL_OUT := $(foreach DEMO,$(DEMO_LIST),$(DEMO_OUT_DIR)/$(DEMO).dmo) demo: $(DEMO_ALL_OUT) cleandemo: @$(RM) -f $(DEMO_ALL_OUT) @$(ECHO) Demo Cleaned $(DEMO_ALL_OUT) : $(DEMO_ALL_IN) @$(CP) $(DEMO_ALL_IN) $(DEMO_OUT_DIR) @$(ATTRIB) -r $(DEMO_ALL_OUT) GRAF_DIRS_TO_MAKE += $(DEMO_OUT_DIR) GFX_DATA_OUT += $(DEMO_ALL_OUT) #---------------------------------------------------------------------------- # Dirs to Make #---------------------------------------------------------------------------- GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \ $(UI_GFX_OUT_DIR) \ $(ACTORS_DIRS_TO_MAKE) \ $(ANIM_OUT_DIR) \ $(LEVELS_DIRS_TO_MAKE) gdirs : $(GRAF_DIRS_TO_MAKE) $(GRAF_DIRS_TO_MAKE) : @$(MKDIR) -p $(GRAF_DIRS_TO_MAKE) @$(ECHO) Created directories $(GRAF_DIRS_TO_MAKE) #---------------------------------------------------------------------------- # Build the Biflump file #---------------------------------------------------------------------------- .PHONY: biglump cleanbiglump BIGLUMP_IN := $(GFX_DATA_OUT) BIGLUMP_OUT := $(VERSION_DIR)/BigLump.Bin BIGLUMP_INC := $(INC_DIR)/BigLump.h biglump : $(BIGLUMP_OUT) cleanbiglump : @$(RM) -f $(BIGLUMP_OUT) @$(GLECHO) BigLump Cleaned $(BIGLUMP_OUT) : $(BIGLUMP_IN) @$(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC) # @$(REDIR) $(TEMP_DIR)/BigLump.Scr $(BIGLUMP_IN) # $(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -s:$(TEMP_DIR)/BigLump.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC) # All files MUST be in datacache.scr now :oP #---------------------------------------------------------------------------- # Where it all happens #---------------------------------------------------------------------------- # WARNING !!!! BigLump must be the last item that all is dependant on. GRL !!!! all : dirs gdirs \ actors \ anims \ levels \ biglump @$(ECHO) Graphics made #---------------------------------------------------------------------------- # end