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In addition to all the common
Autoconf switches
such as --prefix
, Liquid War 6 has some custom switches:
--enable-optimize
: will turn on optimizations. This will
turn on compiler options such as -fomit-frame-pointer
but also disable some code in the program. Indeed, most of
the advanced memory checking in the game - which ensures it
does not leak - will be turned of. This will certainly speed up
things, however, it's not recommended to turn this on until
program is not stable enough so that memory leaks and other
problems can be declared 'impossible'. Turn this on if you
really have some speed problem, otherwise it's safer to use
the full-featured 'slow' version of the game.
--enable-allinone
: will stuff all the internal libraries
into one big executable.
Very convenient for profiling. The major drawback is that
you need to have all the optional libraries installed
to compile all the optional modules. Another side effect is that
with this option there's no more dynamic loading of binary modules,
so if your platform has a strange or buggy support for .so
files, this option can help.
--enable-fullstatic
: will build a totally static
binary, that is using the --static
option
for gcc
and the -all-static
option
for libtool
. Currently broken, this option could
in the future allow for building binaries that run
pretty much everywhere, without requiring any dependency
but a Kernel.
--enable-gprof
: will enable profiling informations.
This will activate --enable-allinone
, else you would
only track the time spent in functions
in the main liquidwar6
executable, and exclude lots
of interesting code contained in dynamic libraries.
--enable-gcov
: will enable coverage informations,
to use with gcov
and lcov.
This is for developpers only. It will activate --enable-allinone
,
else there would be some link errors when opening dynamic libraries.
--enable-valgrind
: will enable some CFLAGS
options which are suitable for the use of
Valgrind, to track
down memory leaks and other common programming errors.
Use for debugging only, usually together with
--enable-allinone
.
This section describes how to compile the game from source under Microsoft Windows. Note that players are encouraged to use a free system such as GNU/Linux, which is the platform Liquid War 6 is being hacked on by default. If you encounter problems with this port, you'll probably save time by installing a double-boot with GNU/Linux coexisting with your previous Microsoft Windows install.
Basically, Liquid War 6 requires
MinGW.
More precisely, it requires MSYS.
A standard Cygwin installation won't
work, because it is too UNIXish to allow third party libraries
like SDL to compile natively.
You might argue that SDL is available for Cygwin, but in reality,
the Cygwin port of SDL is a MinGW port. Indeed, Cygwin brings
all standard POSIX functions including the use of main
instead of WinMain
and I suspect this is a problem for
graphical libraries like SDL which do require some sort of direct
access to the OS low-level functions. Therefore, MinGW is more
adapted for it does not define all these functions, and
allows any library to hook on Microsoft Windows internals directly.
Point is then, you also loose the cool effect of Cygwin which
is to have a complete glibc
available,
including network functions like select
defined the
POSIX way, and not the WinSock way. If you ever ported code from
POSIX sockets to WinSock 2, you know what I mean. Using MinGW
is also embarassing for some libraries won't compile easily, and
for instance programs which heavily rely on a real TTY
interface to work are usually hard to port. This includes
ncurses
and
GNU readline.
Liquid War 6 tries to have workarrounds for all this, and in
some cases the workarround is simply that embarassing code
is not compiled on Microsoft Windows. For this reason, some
features are not available on this platform. Period.
Now the reason you need MSYS and not only MinGW is that MSYS
will allow ./configure
scripts to run, and this eases
up the porting process a lot. MinGW and MSYS packages are
downloadable on the
SourceForge MinGW download page. Alternatively, there is a
mirror on ufoot.org,
but files might be outdated.
To compile Liquid War 6, first download and unzip all the
following files in
the same directory, for instance C:\MSYS
.
If you do not have any tool to handle .tar.gz
and .tar.bz2
files under Microsoft Windows, which is likely to be the case
when MSYS is not installed yet, you can untar these on any GNU/Linux box,
then upload the whole directory to the target Windows host.
This file list might contain file which are not absolutely mandatory for Liquid War 6, for instance the Fortran 77 compiler is absolutely useless, but installing it won't harm either. Some packages might unzip things the right way, but some do it in a subfolder. You might need to run commands like:
cp -r coreutils*/* . rm -rf coreutils*
Get rid of useless files:
rm ._.DS_Store .DS_Store
It's also mandatory to move everything that has been installed in
/usr
or /usr/local
to /
since MSYS has some
builtin wizardry which maps /usr
on /
.
You need to do this if you don't unzip files from a MinGW shell,
which is obviously the case when you first install it. Usefull command
can be:
mv usr/* . rmdir usr
Next, libintl
is not correctly handled/detected by LW6,
and can raise an error like
"gcc.exe: C:/msys/local/lib/.libs/libintl.dll.a: No such file or directory"
so one needs to copy some libraries in /usr/local/lib/.libs/
:
mkdir local/lib/.libs cp local/lib/libintl.* local/lib/.libs/
Another step is to edit /etc/profile
and add lines like:
export CFLAGS="-g -I/usr/local/include" export LDFLAGS="-L/usr/local/lib" export GUILE_LOAD_PATH="C:\\MSYS\\local\\share\\guile\\1.8\\"
Close and re-launch your msys shell (rxvt) so that these changes take effect. Check that those values are correctly set:
env | grep FLAGS env | grep GUILE
Finally, your MSYS environment is (hopefully...) working.
Now you need to compile the following programs, from source.
Files are mirrored on ufoot.org for your convenience, however these might be outdated.
Still, there are known to work.
Proceed like if you were under a POSIX system.
Some packages use the --disable-rpath
swith, there are various
reasons for which rpath is an issue.
In the same manner, --disable-nls
when linking against libintl
or libiconv
was painful.
make clean GC; cp pthread.h sched.h /usr/local/include/; cp pthreadGC2.dll /usr/local/bin/; cp libpthreadGC2.a /usr/local/lib/
gmp-4.2.2.tar.gz
then ./configure && make && make install
guile-1.8.5.tar.gz
.
Edit libguile/guile.c
and insert #undef SCM_IMPORT
just before #include <libguile.h>
.
Edit ./libguile/threads.c
and place struct timespec { long tv_sec; long tv_nsec; };
just before #include "libguile/_scm.h"
.
Then ./configure --disable-nls --disable-rpath --disable-error-on-warning --without-threads && make && make install
. The GUILE_LOAD_PATH
value must be correctly
set for guile-config
to work. For unknown reasons, running guile
can throw a stack overflow error. Don't panic.
See bug 2007506 on SourceForge.net for an explanation on
why the Guile binary shipped with MSYS is not suitable for Liquid War 6.
expat-2.0.1.tar.gz
then ./configure && make && make install
sqlite-amalgamation-3.5.9.tar.gz
then ./configure && make && make install
libpng-1.2.29.tar.gz
then ./configure && make && make install
jpegsrc.v6b.tar.gz
then ./configure && make && make install && make install-lib
curl-7.18.1.tar.gz
then ./configure --without-ssl && make && make install
freetype-2.3.5.tar.gz
then ./configure && make && make install
libogg-1.1.3.tar.gz
then ./configure && make && make install
libvorbis-1.2.0.tar.gz
then LDFLAGS="$LDFLAGS -logg" && ./configure && make && make install
SDL-1.2.13.tar.gz
then ./configure && make && make install
SDL_image-1.2.6.tar.gz
then ./configure && make && make install
SDL_mixer-1.2.8.tar.gz
then ./configure && make && make install
SDL_ttf-2.0.9.tar.gz
then ./configure && make && make install
For your convenience, a zip file containing a complete MSYS "Liquid War 6 ready"
environment is available. It is simply the result of all the operations
described above.
Simply unzip msys-for-liquidwar6-20080819.zip
(about 240 megs) in C:\MSYS\
.
All dependencies compiled in /local
have been generated
using the command:
cd /usr/local/src ./msys-for-liquidwar6-build.sh > ./msys-for-liquidwar6-build.log 2>&1
Note that this script does't do everything, you'll still need to edit Guile source code and patch it manually.
It might even be possible to use this MSYS environment
under Wine.
Simply unzip it under $HOME/.wine/drive_c
, and run
wine "$HOME/.wine/drive_c/windows/system32/cmd.exe" /c "c:\\msys\\msys.bat"
and with
luck, you'll get a working shell. Note that this might allow you to compile
the game, but running it is another story. Consider this MSYS over Wine trick
as a hack enabling the use of free software only when compiling for
Microsoft proprietary platform. It is not a reasonnable way to run the game.
If running under a UNIXish platform, or better, GNU, simply run native code.
Use the Windows 32-bit port only if you are jailed on a Microsoft system.
Now, let's come to the real meat, untar the Liquid War 6 source tarball, launch your MSYS shell, and:
./configure make make install
Now the binary is in src/.libs/liquidwar6.exe
(beware, src/liquidwar6.exe
is only a wrapper).
This binary is an MSYS/MinGW binary, so it read paths “à la”
Microsoft, that is, it has no knowledge of what /usr
is,
for instance. It requires paths starting by C:\
.