245 lines
7.9 KiB
Plaintext
245 lines
7.9 KiB
Plaintext
#----------------------------------------------------------------------------
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# MAKEFILE.GFX
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#
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# Makes all the graphics and data needed for the game
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#
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# Tabbed for 5 9 (Please do not change)
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#
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# Created: 10th February 1999 GRLiddon()
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#
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# Copyright (C) 1997-1999 G R Liddon
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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# Default Target
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# --------------
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.PHONY: default
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default: all
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#----------------------------------------------------------------------------
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# Name of the project
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# --------------------
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PROJ := spongey
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#----------------------------------------------------------------------------
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BUILD_DIR := build
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#----------------------------------------------------------------------------
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# Includes
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# --------
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include $(BUILD_DIR)/globals.mak
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include $(BUILD_DIR)/getuser.mak
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include $(BUILD_DIR)/parse.mak
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include $(BUILD_DIR)/outdirs.mak
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TEMP_FILE := $(TEMP_BUILD_DIR)/build.tmp
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#----------------------------------------------------------------------------
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# Text translations
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#----------------------------------------------------------------------------
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.PHONY: translate cleantranslate
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LANGUAGES := swe \
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dut \
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ita \
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ger
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TRANS_IN_DIR := $(GAME_DATA_DIR)/translations
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TRANS_OUT_DIR := $(DATA_OUT)/translations
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TRANS_LBM_OUT_DIR := $(REPORT_DIR)/translations
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TRANS_IN_ENG := $(TRANS_IN_DIR)/text.dat
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TRANS_FINAL_DAT_FILE := $(TRANS_OUT_DIR)/final.dat
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ALL_TRANS_OUT_DIRS := $(TRANS_OUT_DIR) \
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$(TRANS_LBM_OUT_DIR)
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ALL_TRANS_IN_FILES := $(foreach FILE,$(LANGUAGES),$(TRANS_IN_DIR)/$(FILE).dat)
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TRANS_IN_FILES := $(TRANS_IN_ENG) $(ALL_TRANS_IN_FILES)
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TRANS_OUT_DAT := $(foreach FILE, $(LANGUAGES),$(TRANS_OUT_DIR)/$(FILE).dat) $(TRANS_OUT_DIR)/id.dat $(TRANS_OUT_DIR)/eng.dat
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#$(TRANS_OUT_KANJI_TAB)
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TRANS_OUT_HDR := $(INC_DIR)/trans.h
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TRANS_OUT_FILES := $(TRANS_OUT_HDR) $(TRANS_OUT_DAT) $(TRANS_OUT_LBM_LIST) $(TRANS_FINAL_DAT_FILE)
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$(TRANS_OUT_FILES) : $(TRANS_IN_FILES)
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perl tools/perl/pl/lang.pl $(TRANS_IN_ENG) $(TRANS_FINAL_DAT_FILE) $(ALL_TRANS_IN_FILES)
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transtext $(LANG_OP) -h:$(TRANS_OUT_HDR) -o:$(TRANS_OUT_DIR) $(TRANS_FINAL_DAT_FILE)
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translate : $(TRANS_OUT_FILES)
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@$(ECHO) made translations
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cleantranslate:
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@$(RM) -f $(TRANS_OUT_FILES)
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GFX_DATA_OUT += $(TRANS_OUT_DAT)
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#----------------------------------------------------------------------------
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#--- UI ---------------------------------------------------------------------
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#----------------------------------------------------------------------------
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UI_GFX_DIR := $(GRAF_DIR)/ui
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UI_FONT_DIR := $(UI_GFX_DIR)/font
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UI_GFX_OUT_DIR := $(DATA_OUT)/ui
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UI_GFX_FONT_IN := $(GRAF_DIR)/ui/font/font.anm
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UI_GFX_NONTRANS :=
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UI_GFX_NONTRANS_IN := $(foreach FILE,$(UI_GFX_NONTRANS),$(UI_NONTRANS_DIR)/$(FILE))
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UI_GFX_TRANS :=
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UI_GFX_TRANS_IN := $(foreach FILE,$(UI_GFX_TRANS),$(UI_TRANS_DIR)/$(FILE).bmp)
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UI_GFX_TRANS2 :=
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UI_GFX_TRANS2_IN := $(foreach FILE,$(UI_GFX_TRANS2),$(UI_NONTRANS_DIR)/$(FILE))
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UI_GFX_NO_ROT :=
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UI_GFX_NO_ROT_IN :=
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UI_GFX_TEX_IN := $(UI_GFX_FONT_IN) ${UI_GFX_NONTRANS_IN} ${UI_GFX_TRANS_IN} ${UI_GFX_TRANS2_IN} ${UI_GFX_NO_ROT_IN}
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UI_GFX_TEX_OUT := $(UI_GFX_OUT_DIR)/UIGfx.Spr
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UI_GFX_REP_FILE := $(REPORT_DIR)/UIGfx.rep
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UI_GFX_HDR_FILE := $(INC_DIR)/UIGfx.h
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cleanuigfx :
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$(RM) -f $(UI_GFX_TEX_OUT)
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uigfx: $(UI_GFX_TEX_IN)
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$(UI_GFX_TEX_OUT) : $(UI_GFX_TEX_IN)
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@parkgrab -c+ -z+ $(UI_GFX_FONT_IN) ${UI_GFX_TRANS_IN} -c+ -z- ${UI_GFX_NONTRANS_IN} -c- -z- ${UI_GFX_TRANS2_IN} -r- ${UI_GFX_NO_ROT_IN} -b+ -t:31,1,1 -l:$(REPORT_DIR)/ui.lbm -o:$(UI_GFX_TEX_OUT) -k:$(UI_GFX_REP_FILE)
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@$(MV) -f $(UI_GFX_OUT_DIR)/uigfx.h $(UI_GFX_HDR_FILE)
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GFX_DATA_OUT += $(UI_GFX_TEX_OUT)
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#----------------------------------------------------------------------------
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# Ingame graphic effects
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#----------------------------------------------------------------------------
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INGAMEFX_GFX_DIR := $(GRAF_DIR)/ingamefx
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INGAMEFX_GFX_OUT_DIR := $(DATA_OUT)/ingamefx
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INGAMEFX_GFX_NONTRANS :=
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INGAMEFX_GFX_NONTRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_NONTRANS),$(INGAMEFX_NONTRANS_DIR)/$(FILE))
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INGAMEFX_GFX_TRANS := +bubble_small.bmp +bubble_flower.bmp background.bmp
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INGAMEFX_GFX_TRANS_IN := $(foreach FILE,$(INGAMEFX_GFX_TRANS),$(INGAMEFX_GFX_DIR)/$(FILE))
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INGAMEFX_GFX_TEX_IN := ${INGAMEFX_GFX_NONTRANS_IN} ${INGAMEFX_GFX_TRANS_IN}
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INGAMEFX_GFX_TEX_OUT := $(INGAMEFX_GFX_OUT_DIR)/ingamefx.Spr
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INGAMEFX_GFX_REP_FILE := $(REPORT_DIR)/ingamefx.rep
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INGAMEFX_GFX_HDR_FILE := $(INC_DIR)/ingamefx.h
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cleaningamefx :
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$(RM) -f $(INGAMEFX_GFX_TEX_OUT)
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ingamefx: $(INGAMEFX_GFX_TEX_IN)
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$(INGAMEFX_GFX_TEX_OUT) : $(INGAMEFX_GFX_TEX_IN)
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@parkgrab -c+ -z+ ${INGAMEFX_GFX_TRANS_IN} -c+ -z- ${INGAMEFX_GFX_NONTRANS_IN} -b+ -t:8,4,1 -l:$(REPORT_DIR)/ingamefx.lbm -o:$(INGAMEFX_GFX_TEX_OUT) -k:$(INGAMEFX_GFX_REP_FILE)
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@$(MV) -f $(INGAMEFX_GFX_OUT_DIR)/ingamefx.h $(INGAMEFX_GFX_HDR_FILE)
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GRAF_DIRS_TO_MAKE += $(INGAMEFX_GFX_OUT_DIR)
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GFX_DATA_OUT += $(INGAMEFX_GFX_TEX_OUT)
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#----------------------------------------------------------------------------
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# Sound FX
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#----------------------------------------------------------------------------
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SFX_IN_DIR := data/SFX
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SFX_OUT_DIR := $(DATA_OUT)/SFX
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SFX_LIST := ingame
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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)
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SFX_ALL_OUT := $(foreach SFX,$(SFX_LIST),$(SFX_OUT_DIR)/$(SFX).PXM $(SFX_OUT_DIR)/$(SFX).VH $(SFX_OUT_DIR)/$(SFX).VB)
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sfx: $(SFX_ALL_OUT)
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cleansfx:
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@$(RM) -f $(SFX_ALL_OUT)
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$(SFX_ALL_OUT) : $(SFX_ALL_IN)
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$(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR)
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GRAF_DIRS_TO_MAKE += $(SFX_OUT_DIR)
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GFX_DATA_OUT += $(SFX_ALL_OUT)
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#----------------------------------------------------------------------------
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# Music
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#----------------------------------------------------------------------------
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MUSIC_IN_DIR := data/music
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MUSIC_OUT_DIR := $(DATA_OUT)/music
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MUSIC_LIST := hypermmx droppop music
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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)
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MUSIC_ALL_OUT := $(foreach MUSIC,$(MUSIC_LIST),$(MUSIC_OUT_DIR)/$(MUSIC).PXM $(MUSIC_OUT_DIR)/$(MUSIC).VH $(MUSIC_OUT_DIR)/$(MUSIC).VB)
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music: $(MUSIC_ALL_OUT)
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cleanmusic:
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@$(RM) -f $(MUSIC_ALL_OUT)
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$(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN)
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$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR)
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GRAF_DIRS_TO_MAKE += $(MUSIC_OUT_DIR)
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GFX_DATA_OUT += $(MUSIC_ALL_OUT)
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#----------------------------------------------------------------------------
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# Dirs to Make
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#----------------------------------------------------------------------------
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GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \
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$(UI_GFX_OUT_DIR)
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gdirs : $(GRAF_DIRS_TO_MAKE)
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$(GRAF_DIRS_TO_MAKE) :
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@$(MKDIR) -p $(GRAF_DIRS_TO_MAKE)
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@$(ECHO) Created directories $(GRAF_DIRS_TO_MAKE)
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#----------------------------------------------------------------------------
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# Build the Biflump file
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#----------------------------------------------------------------------------
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.PHONY: biglump cleanbiglump
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BIGLUMP_IN := $(GFX_DATA_OUT)
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BIGLUMP_OUT := $(VERSION_DIR)/BigLump.Bin
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BIGLUMP_INC := $(INC_DIR)/BigLump.h
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biglump : $(BIGLUMP_OUT)
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cleanbiglump :
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@$(RM) -f $(BIGLUMP_OUT)
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@$(GLECHO) Cleaned BigLump
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$(BIGLUMP_OUT) : $(BIGLUMP_IN)
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$(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
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# @$(REDIR) $(TEMP_DIR)/BigLump.Scr $(BIGLUMP_IN)
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# $(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -s:$(TEMP_DIR)/BigLump.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
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# All files MUST be in datacache.scr now :oP
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#----------------------------------------------------------------------------
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# Where it all happens
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#----------------------------------------------------------------------------
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# WARNING !!!! BigLump must be the last item that all is dependant on. GRL !!!!
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all : dirs gdirs \
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uigfx \
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biglump
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@$(ECHO) Graphics made
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#----------------------------------------------------------------------------
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# end |