game3.exe : canvas.obj errdisp.obj game3.obj game3.ico game3.res bitmap.obj &
pcx.obj os2pal.obj sprite.obj
 @c:
 @%write game3.lk1 NAME game3
 @%append game3.lk1 FILE canvas.obj,errdisp.obj,game3.obj,bitmap.obj,pcx.obj,os2pal.obj,sprite.obj
 @%append game3.lk1

#
# Note here that you _must_ include the library mmpm2.lib when you link
#

 wlink SYS os2v2 pm op st=32K libr c:\toolkit\lib\mmpm2.lib op q @game3.lk1
 rc -i C:\TOOLKIT\H -i C:\WATCOM\H game3.res game3.exe

# Command line switches:
#
# -zq       Quiet mode
# -otexan   Optimization switches.  Fastest possible code.
# -mf       Flat memory model
# -3r       Generate code for 386 timings with register based parameter
#            passing.  Could use 486 or Pentium code with no problems.
# -bt=os2   Build OS/2 app.

#
# Note!! Since we are starting to use threads now, we must specify the
#  multithreaded program switch, -bm
#


canvas.obj : canvas.cpp
 wpp386 canvas.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

errdisp.obj : errdisp.cpp
 wpp386 errdisp.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

bitmap.obj : bitmap.cpp
 wpp386 bitmap.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

pcx.obj : pcx.cpp
 wpp386 pcx.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

os2pal.obj : os2pal.cpp
 wpp386 os2pal.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

sprite.obj : sprite.cpp
 wpp386 sprite.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

game3.obj : game3.cpp
 wpp386 game3.cpp -i=C:\TOOLKIT\H;C:\WATCOM\H -zq -otexan -bm -mf -3r -bt=os2

game3.res : game3.rc
 rc -i C:\TOOLKIT\H -i C:\WATCOM\H -r game3.rc game3.res

