#Disclaimer
WARNING: CMake build is NOT official and should be used for dev purposes ONLY.
For official way to build CataclysmDDA See:
#Contents
- Prerequisites
- Build Environment * UNIX Environment * Windows Environment
- CMake Build * MinGW,MSYS,MSYS2
- Build Options * CMake specific options * CataclysmDDA specific options
#1. Prerequisites
You'll need to have these libraries and their development headers installed in order to build CataclysmDDA:
- General
cmake
>= 3.0.0gcc-libs
glibc
zlib
bzip2
- Optional
gettext
- Curses
ncurses
- Tiles
SDL
>= 2.0.0SDL_image
>= 2.0.0 (with PNG and JPEG support)SDL_mixer
>= 2.0.0 (with Ogg Vorbis support)SDL_ttf
>= 2.0.0freetype
- Sound
vorbis
libbz2
libz
libintl
iconv
#2. Build Environment
You can obtain the source code tarball for the latest version from git.
Obtain packages specified above with your system package manager.
- Follow steps from here: https://msys2.github.io/
- Install CataclysmDDA build deps:
pacman -S mingw-w64-i686-toolchain msys/git \
mingw-w64-i686-cmake \
mingw-w64-i686-SDL2_{image,mixer,ttf} \
ncurses-devel \
gettext-devel
This should get your environment set up to build console and tiles version of windows.
NOTE: This is only for 32bit builds. 64bit requires the x86_64 instead of the i686 packages listed above:
pacman -S mingw-w64-x86_64-toolchain msys/git \
mingw-w64-x86_64-cmake \
mingw-w64-x86_64-SDL2_{image,mixer,ttf} \
ncurses-devel \
gettext-devel
NOTE: If you're trying to test with Jetbrains CLion, point to the cmake version in the msys32/mingw32 path instead of using the built in. This will let cmake detect the installed packages.
CMake has separate configuration and build steps. Configuration
is done using CMake itself, and the actual build is done using either make
(for Makefiles generator) or build-system agnostic cmake --build .
.
There are two ways to build CataclysmDDA with CMake: inside the source tree or outside of it. Out-of-source builds have the advantage that you can have multiple builds with different options from one source directory.
WARNING: Inside the source tree build is NOT supported.
To build CataclysmDDA out of source:
$ mkdir build && cd build
$ cmake .. -DCMAKE_BUILD_TYPE=Release
$ make
The above example creates a build directory inside the source directory, but that's not required - you can just as easily create it in a completely different location.
To install CataclysmDDA after building (as root using su or sudo if necessary):
# make install
To change build options, you can either pass the options on the command line:
$ cmake .. -DOPTION_NAME=option_value
Or use either the ccmake
or cmake-gui
front-ends, which display all options
and their cached values on a console and graphical UI, respectively.
$ ccmake ..
$ cmake-gui ..
NOTE: For development purposes it is preferred to use MinGW Win64 Shell
or MinGW Win32 Shell
instead of MSYS2 Shell
. In other case, you will need to set PATH
variable manually.
For Mingw,MSYS,MSYS2 you should set Makefiles generator to "MSYS Makefiles". Setting it to "MinGW Makefiles" might work as well, but might also require additional hackery.
Example:
$ cd <Path-to-CataclysmDDA-Sources>
$ mkdir build
$ cd build
$ cmake .. -G "MSYS Makefiles"
$ make # or $ cmake --build .
The resulting binary will be placed inside the source code directory.
Shared libraries:
If you got libgcc_s_dw2-1.dll not found
error you need to copy shared libraries
to directory with CataclysmDDA executables.
NOTE: For -DRELEASE=OFF
development builds, You can automate copy process with:
$ make install
However, it likely will fail b/c you have different build environment setup :)
Currently known depends (Maybe outdated use ldd.exe to correct it for Your system)
-
MINGW deps:
libwinpthread-1.dll
libgcc_s_dw2-1.dll
libstdc++-6.dll
-
LOCALIZE deps:
libintl-8.dll
libiconv-2.dll
-
TILES deps:
SDL2.dll
SDL2_ttf.dll
libfreetype-6.dll
libbz2-1.dll
libharfbuzz-0.dll
SDL2_image.dll
libpng16-16.dll
libjpeg-8.dll
libtiff-5.dll
libjbig-0.dll
liblzma-5.dll
libwebp-5.dll
zlib1.dll
libglib-2.0-0.dll
-
SOUND deps:
SDL2_mixer.dll
libFLAC-8.dll
libogg-0.dll
libfluidsynth-1.dll
libportaudio-2.dll
libsndfile-1.dll
libvorbis-0.dll
libvorbisenc-2.dll
libmodplug-1.dll
smpeg2.dll
libvorbisfile-3.dll
CMake can generate .sln
and .vcxproj
files used either by Visual Studio itself or by MSBuild command line compiler (if you don't want
a full fledged IDE) and have more "native" binaries than what MSYS/Cygwin can provide.
At the moment only a limited combination of options is supported (tiles only, no localizations, no backtrace).
Get the tools:
- CMake from the official site - https://cmake.org/download/.
- Microsoft compiler - https://visualstudio.microsoft.com/downloads/?q=build+tools , choose "Build Tools for Visual Studio 2017". When installing chose "Visual C++ Build Tools" options.
- alternatively, you can get download and install the complete Visual Studio, but that's not required.
Get the required libraries:
SDL2
- https://www.libsdl.org/download-2.0.php (you need the "(Visual C++ 32/64-bit)" version. Same below)SDL2_ttf
- https://www.libsdl.org/projects/SDL_ttf/SDL2_image
- https://www.libsdl.org/projects/SDL_image/SDL2_mixer
(optional, for sound support) - https://www.libsdl.org/projects/SDL_mixer/- Unsupported (and unused in the following instructions) optional libs:
gettext
/libintl
- http://gnuwin32.sourceforge.net/packages/gettext.htmncurses
- ???
Unpack the archives with the libraries.
Open windows command line (or powershell), set the environment variables to point to the libs above as follows (adjusting the paths as appropriate):
> set SDL2DIR=C:\path\to\SDL2-devel-2.0.9-VC
> set SDL2TTFDIR=C:\path\to\SDL2_ttf-devel-2.0.15-VC
> set SDL2IMAGEDIR=C:\path\to\SDL2_image-devel-2.0.4-VC
> set SDL2MIXERDIR=C:\path\to\SDL2_mixer-devel-2.0.4-VC
(for powershell the syntax is $env:SDL2DIR="C:\path\to\SDL2-devel-2.0.9-VC"
).
Make a build directory and run cmake configuration step
> cd <path to cdda sources>
> mkdir build
> cd build
> cmake .. -DTILES=ON -DLOCALIZE=OFF -DBACKTRACE=OFF -DSOUND=ON
Build!
> cmake --build . -j 2 -- /p:Configuration=Release
The -j 2
flag controls build parallelism - you can omit it if you wish. The /p:Configuration=Release
flag is passed directly to MSBuild and
controls optimizations. If you omit it, the Debug
configuration would be built instead. For powershell you'll need to have an extra --
after the first one.
The resulting files will be put into a Release
directory inside your source Cataclysm-DDA folder. To make them run you'd need to first move them to the
source Cataclysm-DDA directory itself (so that the binary has access to the game data), and second put the required .dll
s into the same folder -
you can find those inside the directories for dev libraries under lib/x86/
or lib/x64/
(you likely need the x86
ones even if you're on 64-bit machine).
The copying of dlls is a one-time task, but you'd need to move the binary out of Release/
each time it's built. To automate it a bit, you can configure cmake and set the desired binaries destination directory with -DCMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE=
option (and similar for CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG
).
Run the game. Should work.
A full list of options supported by CMake, you may either run the ccmake
or cmake-gui
front-ends, or run cmake
and open the generated CMakeCache.txt
from the build directory in a text editor.
$ cmake -DOPTION_NAME1=option_value1 [-DOPTION_NAME2=option_value2 [...]]
- CMAKE_BUILD_TYPE=
<build type>
Selects a specific build configuration when compiling. release
produces
the default, optimized (-Os) build for regular use. debug
produces a
slower and larger unoptimized (-O0) build with full debug symbols, which is
often needed for obtaining detailed backtraces when reporting bugs.
NOTE: By default, CMake will produce debug
builds unless a different
configuration option is passed in the command line.
- CMAKE_INSTALL_PREFIX=
<full path>
Installation prefix for binaries, resources, and documentation files.
- CURSES=
<boolean>
Build curses version.
- TILES=
<boolean>
Build graphical tileset version.
- SOUND=
<boolean>
Support for in-game sounds & music.
- USE_HOME_DIR=
<boolean>
Use user's home directory for save files.
- LOCALIZE=
<boolean>
Support for language localizations. Also enable UTF support.
- LANGUAGES=
<str>
Compile localization files for specified languages. Example:
-DLANGUAGES="cs;de;el;es_AR;es_ES"
Note that language files are only compiled automatically when building the
RELEASE
build type. For other build types, you need to add the translations_compile
target to the make
command, for example make all translations_compile
.
Special note for MinGW: due to a libintl bug,
using English without a .mo
file would cause significant slow down on MinGW targets.
In such case you can compile a .mo
file for English by adding en
to -DLANGUAGES
.
If -DLANGUAGES
is not specified, it also compiles a .mo
file for English in addition
to other languages.
- DYNAMIC_LINKING=
<boolean>
Use dynamic linking. Or use static to remove MinGW dependency instead.
- GIT_BINARY=
<str>
Override default Git binary name or path.
So a CMake command for building Cataclysm-DDA in release mode with tiles and sound support will look as follows, provided it is run in build directory located in the project.
cmake ../ -DCMAKE_BUILD_TYPE=Release -DTILES=ON -DSOUND=ON