Hey I need some help with compiling this source code here Doom3D Version 1.16 source - Doomworld /idgames database frontend
this is the makefile which the program has to offer I think you can help me more with this info
Code:
#FUSSY has no effect on the actual code generated
#FUSSY=1
NAME=Doom3D
CC=BCC32
LINK=TLINK32
RC=BRCC32
.autodepend
.path.obj=..\obj
.path.c=.
.path.cpp=.
.path.res=..\obj
.path.rc=.
.path.exe=..
.path.dll=..
.path.def=.
.path.lmp=.
EXE=$(NAME).exe
COMPWAD=CompWad.exe
SETUPEXE=Doom3DSetup.exe
MAKEWAD=MakeWad.exe
SW8DLL=c_sw8.dll
SW16DLL=c_sw16.dll
D3DDLL=c_d3d.dll
DLLDEF=c_dll.def
EXERES=$(NAME).res
SW8RES=c_sw8.res
SW16RES=c_sw16.res
D3DRES=c_d3d.res
COMPRES=compwad.res
SETUPRES=setup.res
MAKEWADRES=makewad.res
#Nasty
COMMONOBJS=m_swap.obj \
m_fixed.obj
EXEOBJS=doomdef.obj \
doomstat.obj \
dstrings.obj \
tables.obj \
am_map.obj \
c_interface.obj \
co_console.obj \
d_items.obj \
d_main.obj \
d_net.obj \
f_finale.obj \
g_game.obj \
g_actions.obj \
g_cmds.obj \
g_settings.obj \
hu_stuff.obj \
hu_lib.obj \
i_input.obj \
i_main.obj \
i_music.obj \
i_net.obj \
i_reg.obj \
i_system.obj \
i_sound.obj \
i_windoz.obj \
m_argv.obj \
m_bbox.obj \
m_cheat.obj \
m_keys.obj \
m_menu.obj \
m_misc.obj \
m_random.obj \
m_shift.obj \
p_ceilng.obj \
p_doors.obj \
p_enemy.obj \
p_floor.obj \
p_inter.obj \
p_lights.obj \
p_map.obj \
p_maputl.obj \
p_mobj.obj \
p_plats.obj \
p_pspr.obj \
p_saveg.obj \
p_setup.obj \
p_sight.obj \
p_spec.obj \
p_switch.obj \
p_telept.obj \
p_tick.obj \
p_user.obj \
s_sound.obj \
sp_split.obj \
st_lib.obj \
st_stuff.obj \
w_compress.obj \
w_wad.obj \
wi_stuff.obj \
z_zone.obj \
info.obj \
sounds.obj \
$(COMMONOBJS)
DLLOBJS=dllmain.obj \
i_gamma.obj \
i_overlay.obj \
tables.obj \
$(COMMONOBJS)
SWOBJS=c_sw.obj \
swr_bsp.obj \
swr_data.obj \
swr_main.obj \
swr_plane.obj \
swr_segs.obj \
swr_sky.obj \
swr_things.obj \
$(DLLOBJS)
SW8OBJS=$(SWOBJS) \
sw8f_wipe.obj \
sw8i_video.obj \
sw8r_draw.obj \
sw8r_colormaps.obj \
sw8v_video.obj
SW16OBJS=$(SWOBJS) \
sw16f_wipe.obj \
sw16i_video.obj \
sw16r_draw.obj \
sw16r_colormaps.obj \
sw16v_video.obj
D3DOBJS=c_d3d.obj \
d3df_wipe.obj \
d3di_video.obj \
d3dr_bsp.obj \
d3dr_data.obj \
d3dr_draw.obj \
d3dr_main.obj \
d3dr_md2.obj \
d3dr_plane.obj \
d3dr_seg.obj \
d3dr_things.obj \
d3dv_video.obj \
$(DLLOBJS)
COMPOBJS=compwad.obj \
m_swap.obj \
w_compress.obj
SETUPOBJS=setup.obj \
i_reg.obj \
m_keys.obj
MAKEWADOBJS=makewad.obj
WINOBJ=c0w32.obj
DLLOBJ=c0d32.obj
CONSOBJ=c0x32.obj
WINLIB=import32 cw32mt
DXLIB=$(WINLIB) ddraw dxguid
CONSLIB=import32 cw32mt
LUMPS=m_contrl.lmp
LFLAG=-jC:\PROGRA~1\BORLAND\CBUILDER\LIB;..\obj -x -V4.0
ELFLAG=$(LFLAG) -aa -Tpe
DLFLAG=$(LFLAG) -aa -Tpd
CLFLAG=$(LFLAG) -ap -Tpe
CFLAG=-a4 -w -w-stu -w-par -w-sig -O2 -5 -ff -v-
!if $(FUSSY)
CFLAG=$(CFLAG) -w!
!endif
All: $(EXE) dlls $(COMPWAD) $(SETUPEXE)
dlls: $(SW8DLL) $(SW16DLL) $(D3DDLL)
lumps: $(MAKEWAD) $(LUMPS)
$(EXE): lumps $(EXEOBJS) $(EXERES)
@echo $<
@$(LINK) $(ELFLAG) @&&| +
$(WINOBJ) $(EXEOBJS), +
$<,, +
$(DXLIB) dinput,, +
$(EXERES) +
|
$(SW8DLL): $(SW8OBJS) $(SW8RES)
@echo $<
@$(LINK) $(DLFLAG) @&&| +
$(DLLOBJ) $(SW8OBJS), +
$<,, +
$(DXLIB), +
$(DLLDEF), +
$(SW8RES) +
|
$(SW16DLL): $(SW16OBJS) $(SW16RES)
@echo $<
@$(LINK) $(DLFLAG) @&&| +
$(DLLOBJ) $(SW16OBJS), +
$<,, +
$(DXLIB), +
$(DLLDEF), +
$(SW16RES) +
|
$(D3DDLL): $(D3DOBJS) $(D3DRES)
@echo $<
@$(LINK) $(DLFLAG) @&&| +
$(DLLOBJ) $(D3DOBJS), +
$<,, +
$(DXLIB), +
$(DLLDEF), +
$(D3DRES) +
|
$(COMPWAD): $(COMPOBJS) $(COMPRES)
@echo $<
@$(LINK) $(CLFLAG) @&&| +
$(CONSOBJ) $(COMPOBJS), +
$<,, +
$(CONSLIB),, +
$(COMPRES) +
|
$(MAKEWAD): $(MAKEWADOBJS) $(MAKEWADRES)
@echo $<
@$(LINK) $(CLFLAG) @&&| +
$(CONSOBJ) $(MAKEWADOBJS), +
$<,, +
$(CONSLIB),, +
$(MAKEWADRES) +
|
$(SETUPEXE): $(SETUPOBJS) $(SETUPRES)
@echo $<
@$(LINK) $(ELFLAG) @&&| +
$(WINOBJ) $(SETUPOBJS), +
$<,, +
$(WINLIB) ddraw.lib,, +
$(SETUPRES) +
|
{.}.c.obj:
@$(CC) $(CFLAG) -o$@ -c $<
{.}.rc.res:
@$(RC) $(RFLAG) -fo$@ $<
{.}.def.lmp:
@..\$(MAKEWAD) $<
veryclean: clean
del ..\$(EXE)
clean:
del ..\obj\*.obj
del ..\obj\*.res
touch:
-@touch *.c *.rc
build: touch all
run: all
@cd ..
-@start $(EXE) -doom -warp 1 1 -debug -file c:\pdata\makewad\test.wad
Also here is the compile txt that explains how to compile this but I am kinda new to borland compiler c++ 5.5 so any advice or a simple tutorial on how to compile this either from the vc++6.0 or borland style any advice would be nice its my birthday today and I would like to be able to compile this tonight so please do help me out it would make my birthday
Compiling Doom3D
----------------
The included makefile is for the Borland compiler, it should work with Borland
C++5, C++ builder, and the free downloadable borland compiler. obj
files are created in ..\obj\, and the exe/dll is created in ..\ this should be
easily changable by editing the first few lines of the makefile.
I have also compiled Doom3D with MS VC++6, to do this you'll have to create
your own project files. The following files make up each of the projects:
target Doom3d.exe:
am_*.c
c_interface.c
co_console.c
d_*.c
f_*.c
g_*.c
hu_*.c
i_input.c
i_main.c
i_music.c
i_net.c
i_reg.c
i_system.c
i_sound.c
i_windoz.c
m_*.c
p_*.c
s_*.c
sp_*.c
st_*.c
w_*.c
wi_*.c
z_*.c
info.c
sounds.c
target c_sw8.dll
dllmain.c
i_gamma.c
i_overlay.c
tables.c
m_fixed.c
m_swap.c
c_sw.c
swr_*.c
sw8*.c
c_dll.def
target c_sw16.dll
dllmain.c
i_gamma.c
i_overlay.c
tables.c
m_fixed.c
m_swap.c
c_sw.c
swr_*.c
sw16*.c
c_dll.def
target c_d3d.dll
dllmain.c
i_gamma.c
i_overlay.c
tables.c
m_fixed.c
m_swap.c
c_d3d.c
d3d*.c
c_dll.def
target=setup.exe
setup.c
i_reg.c
m_keys.c
target=compwad.exe //console app
compwad.c
i_reg.c
m_keys.c
I haven't included all the header files here, but VC should work them out
automaticaly the first time you compile.
Paul Brook
I did not set this email on to show for reasons to keep this persons email off the wideweb