ddnet/default.bam

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CheckVersion("0.1")
--- Setup Config --------
config = NewConfig()
config:add(OptFindCompiler())
config:add(OptTestCompileC("stackprotector", "int main(){return 0;}", "-fstack-protector -fstack-protector-all"))
config:add(OptFindLibrary("zlib", "zlib.h", false))
function OptFindSDL(name, required)
local check = function(option)
option.value = nil
option.use_sdlconfig = nil
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option.use_win32sdl = nil
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option.use_osxframework = nil
option.lib_path = nil
if ExecuteSilent("sdl-config") > 0 and ExecuteSilent("sdl-config --cflags") == 0 then
option.value = 1
option.use_sdlconfig = 1
end
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if platform == "win32" then
option.value = 1
option.use_win32sdl = 1
end
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if platform == "macosx" then
option.value = 1
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option.use_osxframework = 1
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end
end
local apply = function(option, settings)
if option.use_sdlconfig then
settings.cc.flags = settings.cc.flags .. " -I/usr/include/SDL "
settings.linker.flags = settings.linker.flags .. " `sdl-config --libs` "
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end
if option.use_osxframework then
client_settings.linker.frameworks:add("SDL")
client_settings.cc.includes:add("/Library/Frameworks/SDL.framework/Headers")
end
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if option.use_win32sdl then
settings.cc.includes:add("other/sdl_include")
settings.linker.libpath:add("other/vc2005_sdllibs")
settings.linker.libs:add("SDL")
settings.linker.libs:add("SDLmain")
end
end
local save = function(option, output)
output:option(option, "value")
output:option(option, "use_sdlconfig")
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output:option(option, "use_win32sdl")
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output:option(option, "use_osxframework")
end
local display = function(option)
if option.value then
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if option.use_sdlconfig then return "using sdl-config" end
if option.use_win32sdl then return "using supplied win32 libraries" end
if option.use_osxframework then return "using osx framework" end
return "using unknown method"
else
if option.required then
return "not found (required)"
else
return "not found (optional)"
end
end
end
local o = MakeOption(name, 0, check, save, display)
o.apply = apply
o.include_path = nil
o.lib_path = nil
o.required = required
return o
end
config:add(OptFindSDL("sdl", true))
--- Auto detect ------
if not config:load("config.bam") then
print("--- Auto Configuration ---")
config:autodetect()
config:save("config.bam")
print("--- ")
end
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-- data compiler
function Script(name)
if family == "windows" then
return str_replace(name, "/", "\\")
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end
return "python " .. name
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end
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--dc_compiler = Script("scripts/compiler.py")
--netobj_compiler = Script("scripts/netobj.py")
dat2c_compiler = Script("scripts/dat2c.py")
cmd5_tool = Script("scripts/cmd5.py")
content_compiler = Script("datasrc/compile.py")
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function CHash(output, ...)
local inputs = collect_input(arg)
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output = Path(output)
-- compile all the files
local cmd = cmd5_tool .. " "
for index, inname in inputs do
cmd = cmd .. Path(inname) .. " "
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end
cmd = cmd .. " > " .. output
bam_add_job(output, "cmd5 " .. output, cmd)
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for index, inname in inputs do
bam_add_dependency(output, inname)
end
return output
end
function ResCompile(scriptfile)
scriptfile = Path(scriptfile)
output = PathBase(scriptfile) .. ".res"
bam_add_job(output, "rc " .. scriptfile, "rc /fo " .. output .. " " .. scriptfile)
bam_add_dependency(output, scriptfile)
return output
end
function Dat2c(datafile, sourcefile, arrayname)
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datafile = Path(datafile)
sourcefile = Path(sourcefile)
bam_add_job(
sourcefile,
"dat2c " .. PathFilename(sourcefile) .. " = " .. PathFilename(datafile),
dat2c_compiler .. " " .. datafile .. " " .. arrayname .. " > " .. sourcefile
)
bam_add_dependency(sourcefile, datafile)
return sourcefile
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end
function ContentCompile(action, output)
output = Path(output)
bam_add_job(
output,
action .. " > " .. output,
Script("datasrc/compile.py") .. " " .. action .. " > " .. Path(output)
)
bam_add_dependency(output, Path("datasrc/content.py")) -- do this more proper
bam_add_dependency(output, Path("datasrc/network.py"))
bam_add_dependency(output, Path("datasrc/compile.py"))
bam_add_dependency(output, Path("datasrc/datatypes.py"))
return output
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end
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-- Content Compile
network_source = ContentCompile("network_source", "src/game/generated/g_protocol.cpp")
network_header = ContentCompile("network_header", "src/game/generated/g_protocol.hpp")
client_content_source = ContentCompile("client_content_source", "src/game/generated/gc_data.cpp")
client_content_header = ContentCompile("client_content_header", "src/game/generated/gc_data.hpp")
server_content_source = ContentCompile("server_content_source", "src/game/generated/gs_data.cpp")
server_content_header = ContentCompile("server_content_header", "src/game/generated/gs_data.hpp")
bam_add_dependency(network_source, network_header)
bam_add_dependency(client_content_source, client_content_header)
bam_add_dependency(server_content_source, server_content_header)
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nethash = CHash(
"src/game/generated/nethash.c",
"src/engine/e_protocol.h",
"src/game/generated/g_protocol.hpp",
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"src/game/tuning.hpp",
"src/game/gamecore.cpp", network_header)
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client_link_other = {}
if config.compiler.value == "cl" then
client_link_other = {ResCompile("other/icons/teeworlds.rc")}
end
function intermediate_output_func(dir, input, settings)
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if not (dir == "") then
return Path(dir .. "/" .. PathBase(PathFilename(input)) .. settings.config_ext)
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end
return PathBase(input) .. settings.config_ext
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end
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function build(settings)
settings.objdir = Path("objs")
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settings.cc.output = intermediate_output_func
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if config.compiler.value == "cl" then
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settings.cc.flags = "/wd4244"
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settings.linker.flags = ""
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else
settings.cc.flags = "-Wall -fno-exceptions "
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settings.linker.flags = ""
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if platform == "macosx" then
settings.cc.flags = settings.cc.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
settings.linker.flags = settings.linker.flags .. " -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
elseif config.stackprotector.value == 1 then
settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all"
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settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all"
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end
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end
-- set some platform specific settings
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settings.cc.includes:add("src")
if family == "unix" then
if platform == "macosx" then
glfw_platform = "macosx"
pa_platform = "mac_osx"
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settings.linker.frameworks:add("Carbon")
settings.linker.frameworks:add("AppKit")
else
glfw_platform = "x11"
pa_platform = "unix"
settings.linker.libs:add("pthread")
end
elseif family == "windows" then
glfw_platform = "win32"
pa_platform = "win"
settings.linker.libs:add("gdi32")
settings.linker.libs:add("user32")
settings.linker.libs:add("ws2_32")
settings.linker.libs:add("ole32")
settings.linker.libs:add("shell32")
end
-- compile zlib if needed
if config.zlib.value == 1 then
settings.linker.libs:add("z")
if config.zlib.include_path then
settings.cc.includes:add(config.zlib.include_path)
end
zlib = {}
else
zlib = Compile(settings, Collect("src/engine/external/zlib/*.c"))
settings.cc.includes:add("src/engine/external/zlib")
end
-- build the small libraries
wavpack = Compile(settings, Collect("src/engine/external/wavpack/*.c"))
pnglite = Compile(settings, Collect("src/engine/external/pnglite/*.c"))
-- build game components
engine_settings = settings:copy()
if config.compiler.value == "cl" then
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engine_settings.cc.flags = "/wd4244"
else
if platform == "macosx" then
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engine_settings.cc.flags = "-Wall -mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
engine_settings.linker.flags = "-mmacosx-version-min=10.4 -isysroot /Developer/SDKs/MacOSX10.4u.sdk"
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else
engine_settings.cc.flags = "-Wall"
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engine_settings.linker.flags = ""
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if config.stackprotector.value == 1 then
engine_settings.cc.flags = settings.cc.flags .. " -fstack-protector -fstack-protector-all"
engine_settings.linker.flags = settings.linker.flags .. " -fstack-protector -fstack-protector-all"
end
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end
end
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-- server
server_settings = engine_settings:copy()
-- client
client_settings = engine_settings:copy()
if family == "unix" then
if platform == "macosx" then
client_settings.linker.frameworks:add("OpenGL")
client_settings.linker.frameworks:add("AGL")
client_settings.linker.frameworks:add("Carbon")
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client_settings.linker.frameworks:add("Cocoa")
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else
client_settings.linker.libs:add("X11")
client_settings.linker.libs:add("GL")
client_settings.linker.libs:add("GLU")
end
elseif family == "windows" then
client_settings.linker.libs:add("opengl32")
client_settings.linker.libs:add("glu32")
client_settings.linker.libs:add("winmm")
end
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-- apply sdl settings
config.sdl:apply(client_settings)
engine = Compile(engine_settings, Collect("src/engine/*.c", "src/base/*.c"))
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client = Compile(client_settings, Collect("src/engine/client/*.c"))
server = Compile(server_settings, Collect("src/engine/server/*.c"))
versionserver = Compile(settings, Collect("src/versionsrv/*.cpp"))
masterserver = Compile(settings, Collect("src/mastersrv/*.cpp"))
game_shared = Compile(settings, Collect("src/game/*.cpp"), nethash, network_source)
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game_client = Compile(settings, Collect(
"src/game/client/*.cpp",
"src/game/client/components/*.cpp"), client_content_source)
game_server = Compile(settings, Collect(
"src/game/server/*.cpp",
"src/game/server/entities/*.cpp",
"src/game/server/gamemodes/*.cpp"), server_content_source)
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game_editor = Compile(settings, Collect("src/game/editor/*.cpp"))
-- build tools (TODO: fix this so we don't get double _d_d stuff)
tools_src = Collect("src/tools/*.cpp", "src/tools/*.c")
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osxlaunch = {}
if platform == "macosx" then
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osxlaunch = Compile(client_settings, Collect("src/osxlaunch/*.m"))
end
objs = Compile(settings, tools_src)
tools = {}
for i,v in objs do
toolname = PathFilename(PathBase(v))
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tools[i] = Link(settings, toolname, v, engine, zlib)
end
-- build client, server, version server and master server
client_exe = Link(client_settings, "teeworlds", game_shared, game_client,
engine, client, game_editor, zlib, pnglite, wavpack,
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client_link_other, osxlaunch)
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server_exe = Link(server_settings, "teeworlds_srv", engine, server,
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game_shared, game_server, zlib)
versionserver_exe = Link(server_settings, "versionsrv", versionserver,
engine, zlib)
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masterserver_exe = Link(server_settings, "mastersrv", masterserver,
engine, zlib)
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-- make targets
c = PseudoTarget("client".."_"..settings.config_name, client_exe)
s = PseudoTarget("server".."_"..settings.config_name, server_exe)
v = PseudoTarget("versionserver".."_"..settings.config_name, versionserver_exe)
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m = PseudoTarget("masterserver".."_"..settings.config_name, masterserver_exe)
t = PseudoTarget("tools".."_"..settings.config_name, tools)
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Target(c)
Target(s)
Target(v)
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Target(m)
Target(t)
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all = PseudoTarget(settings.config_name, c, s, v, m, t)
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Target(all)
return all
end
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debug_settings = NewSettings()
debug_settings.config_name = "debug"
debug_settings.config_ext = "_d"
debug_settings.debug = 1
debug_settings.cc.optimize = 0
release_settings = NewSettings()
release_settings.config_name = "release"
release_settings.config_ext = ""
release_settings.debug = 0
release_settings.cc.optimize = 1
DefaultTarget(build(debug_settings))
build(release_settings)