1
0
mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-18 03:04:48 +00:00
This commit is contained in:
Zeno Rogue 2024-04-28 01:41:46 +02:00
commit a0ba84d70c
5 changed files with 31 additions and 22 deletions

View File

@ -1,16 +1,24 @@
# This Makefile works for Mac OS X (El Capitan), MinGW, and Linux.
#
# Environmental vairables:
# If you want to build with Glew, set
# HYPERROGUE_USE_GLEW=1
# If you want to use libpng, set
# HYPERROGUE_USE_PNG=1
#
# For Mac OS X:
# Run "brew install sdl" to install SDL in /usr/local.
# Run "brew install sdl_gfx".
# Run "brew install sdl_mixer".
# Run "brew install sdl_ttf".
# Run "make" to build HyperRogue as ./hyperrogue.
# Run `brew install sdl12-compat sdl_gfx sdl_mixer sdl_ttf`
# Run `brew install glew libpng` to install the optional dependencies
# Run `make` to build HyperRogue as `./hyperrogue`.
#
# For MSYS2 and MinGW-w64:
# You might need to run commands such as "pacman -S mingw-w64-x86_64-SDL"
# to install SDL and other required libraries.
# Run "make" to build HyperRogue as ./hyperrogue.exe.
# To install SDL and other required libraries, run these commands
# from the MSYS2 shell:
# pacman -S mingw-w64-ucrt-x86_64-gcc mingw-w64-ucrt-x86_64-glew
# pacman -S mingw-w64-ucrt-x86_64-SDL mingw-w64-ucrt-x86_64-SDL_mixer
# pacman -S mingw-w64-ucrt-x86_64-SDL_ttf mingw-w64-ucrt-x86_64-SDL_gfx
# pacman -S make
# Then run "make" to build HyperRogue as ./hyperrogue.exe.
#
# For Ubuntu Linux:
# Run "sudo apt-get install libsdl-dev" to install SDL in /usr/local.
@ -54,7 +62,7 @@ ifeq (${OS},linux)
endif
ifeq (${OS},mingw)
CXXFLAGS_EARLY += -DWINDOWS -mwindows -D_A_VOLID=8
CXXFLAGS_EARLY += -DWINDOWS -mwindows -D_A_VOLID=8 -I/ucrt64/include/SDL
EXE_EXTENSION := .exe
LDFLAGS_GL := -lopengl32
LDFLAGS_GLEW := -lglew32
@ -68,9 +76,10 @@ ifeq (${OS},mingw)
endif
ifeq (${OS},osx)
CXXFLAGS_EARLY += -DMAC -I/usr/local/include
HOMEBREW_PREFIX := $(shell brew --prefix)
CXXFLAGS_EARLY += -DMAC -I$(HOMEBREW_PREFIX)/include -I$(HOMEBREW_PREFIX)/include/SDL
EXE_EXTENSION :=
LDFLAGS_EARLY += -L/usr/local/lib
LDFLAGS_EARLY += -L$(HOMEBREW_PREFIX)/lib
LDFLAGS_GL := -framework AppKit -framework OpenGL
LDFLAGS_GLEW := -lGLEW
LDFLAGS_PNG := -lpng
@ -80,7 +89,7 @@ ifeq (${OS},osx)
endif
ifeq (${TOOLCHAIN},clang)
CXXFLAGS_STD = -std=c++11
CXXFLAGS_STD = -std=c++14
CXXFLAGS_EARLY += -fPIC
CXXFLAGS_EARLY += -W -Wall -Wextra -Wsuggest-override -pedantic
CXXFLAGS_EARLY += -Wno-unused-parameter -Wno-implicit-fallthrough -Wno-maybe-uninitialized -Wno-char-subscripts -Wno-unknown-warning-option
@ -88,7 +97,7 @@ ifeq (${TOOLCHAIN},clang)
endif
ifeq (${TOOLCHAIN},gcc)
CXXFLAGS_STD = -std=c++11
CXXFLAGS_STD = -std=c++14
CXXFLAGS_EARLY += -fPIC
CXXFLAGS_EARLY += -W -Wall -Wextra -pedantic
CXXFLAGS_EARLY += -Wno-unused-parameter -Wno-implicit-fallthrough -Wno-maybe-uninitialized
@ -96,7 +105,7 @@ ifeq (${TOOLCHAIN},gcc)
endif
ifeq (${TOOLCHAIN},mingw)
CXXFLAGS_STD = -std=c++11
CXXFLAGS_STD = -std=c++14
CXXFLAGS_EARLY += -W -Wall -Wextra
CXXFLAGS_EARLY += -Wno-unused-parameter -Wno-implicit-fallthrough -Wno-maybe-uninitialized
CXXFLAGS_EARLY += -Wno-invalid-offsetof
@ -173,7 +182,7 @@ mymake$(EXE_EXTENSION): mymake.cpp
emscripten: hyper.html
%.html %.js %.wasm: %.emscripten-sources
emcc -std=c++11 -O3 -s USE_ZLIB=1 -s LEGACY_GL_EMULATION=1 -s TOTAL_MEMORY=128MB hyperweb.cpp -o hyper.html
emcc -std=c++14 -O3 -s USE_ZLIB=1 -s LEGACY_GL_EMULATION=1 -s TOTAL_MEMORY=128MB hyperweb.cpp -o hyper.html
hyper.emscripten-sources: *.cpp autohdr.h

View File

@ -62,15 +62,13 @@ On Linux with apt-get:
On macOS with Homebrew:
```brew install sdl sdl_ttf sdl_gfx sdl_mixer glew```
macOS users might also have to edit /usr/local/include/SDL/SDL_gfxPrimitives.h at line 38 to use quote include.
```brew install sdl sdl_ttf sdl_gfx sdl_mixer glew libpng```
### Building HyperRogue from source ###
```
git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
make
HYPERROGUE_USE_GLEW=1 HYPERROGUE_USE_PNG=1 make
```
The `mymake` program builds HyperRogue in parts. It takes longer than the method shown above, but it uses significantly less memory during compilation, and when you change something, `mymake` will only recompile the changed file.

View File

@ -28,6 +28,7 @@ EX namespace bow {
#if HDR
enum eWeapon { wBlade, wCrossbow };
enum eCrossbowStyle { cbBull, cbGeodesic, cbGeometric };
const string bowName[] = { "bull", "geod", "geom" };
#endif
EX eWeapon weapon;

View File

@ -705,8 +705,7 @@ EX void drawStats() {
if(peace::on) vers += " peace";
if(racing::on) vers += " racing";
if(daily::on) vers += " strange";
if(bow::weapon && bow::style == bow::cbBull) vers += " b/bull";
if(bow::weapon && bow::style == bow::cbGeodesic) vers += " b/geo";
if(bow::crossbow_mode()) vers += " b/" + bow::bowName[bow::style];
if(land_structure != default_land_structure())
vers += " " + land_structure_name(true);
if(princess::challenge) vers += " Princess";

View File

@ -447,7 +447,7 @@ EX namespace scores {
/** \brief the amount of boxes reserved for each hr::score item */
#define MAXBOX 500
/** \brief currently used boxes in hr::score */
#define POSSCORE 416
#define POSSCORE 418
/** \brief a struct to keep local score from an earlier game */
struct score {
/** \brief version used */
@ -958,6 +958,8 @@ EX void applyBoxes() {
applyBoxM(moAsteroid);
applyBoxNum(items[itTreat]);
applyBoxM(moVampire);
applyBoxNum(asteroids_generated);
applyBoxNum(asteroid_orbs_generated);
if(POSSCORE != boxid) printf("ERROR: %d boxes\n", boxid);
if(isize(invorb)) { println(hlog, "ERROR: Orbs not taken into account"); exit(1); }