Files
source/CMakeLists.txt
T
76eda883a5 build Lua from vendored source instead of the prebuilt lua51.lib
The tree carried two prebuilt Lua static libraries and a copy of the Lua
public headers. lua51.lib is 5.1.2 and matched the headers; lua51.vc9.lib
is 5.1.4 and was dead weight — it came second in Ja2_Libraries, so the
linker resolved every Lua symbol out of lua51.lib and never pulled an
object from it. Just as well, since it asks for /DEFAULTLIB:MSVCRT while
we build /MT.

ext/lua-5.1.5 is the upstream tarball unmodified, built as lua51 the way
the other vendored libraries are, and its src directory replaces lua/ as
the home of lua.h, luaconf.h, lauxlib.h and lualib.h. Those four headers
were stock 5.1.2 retabbed, so 5.1.5 is bugfix-only against what the game
compiled against; the bytecode format is unchanged across 5.1.x and every
script under gamedir is plain source anyway. lua/lua.hpp had no includers
and returns to etc/ where upstream keeps it.

/SAFESEH:NO goes with it. Its two stated reasons were lua51.lib and the
smackw32 import library, and both are now gone: every remaining prebuilt
static library is SAFESEH-clean (libexpatMT.lib 5 of 5 members with
@feat.00 = 0x1, RakNetLibStatic.lib 79 of 79), and lld-link emits a
3155-entry SEHandlerTable without it.

The /MT comment blamed the wrong library. lua51.lib carried no linker
directives at all; RakNetLibStatic.lib is what pins us to the static
runtime, with /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt.

Verified by building all four applications in Debug and Release, and by
linking the tarball's own lua.c against our lua51.lib with the build's
clang-cl flags and running it under Wine: 5.1 stdlib, GC, coroutines and
the x86 __asm fld/fistp lua_number2int fast path all behave. The game
itself could not be launched here — this checkout's gamedir has loose
Data directories but no SLF archives, so VFS aborts on Data\Ambient.slf
long before any script runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 13:25:35 -03:00

233 lines
8.3 KiB
CMake

cmake_minimum_required(VERSION 3.20)
# /Z7 embedded debug info so objects are self-contained and sccache-able.
# CMP0141 is a 3.25 policy; our floor is 3.20, so opt in explicitly where known.
if(POLICY CMP0141)
cmake_policy(SET CMP0141 NEW)
endif()
project(ja2)
option(USE_SCCACHE "Cache compiled objects with sccache if installed" ON)
if(USE_SCCACHE)
find_program(SCCACHE_PROGRAM sccache)
if(SCCACHE_PROGRAM)
message(STATUS "Using sccache: ${SCCACHE_PROGRAM}")
set(CMAKE_C_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
set(CMAKE_CXX_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
endif()
endif()
include(cmake/CopyUserPresetTemplate.cmake)
CopyUserPresetTemplate()
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
option(LTO_OPTION "Enable link-time optimization if supported by compiler" OFF)
include(CheckIPOSupported)
check_ipo_supported(RESULT LinkTimeOptimization OUTPUT IpoError LANGUAGES C CXX)
if(LinkTimeOptimization AND LTO_OPTION)
message(STATUS "Configuring WITH link-time optimization")
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE)
else()
message(STATUS "Configuring WITHOUT link-time optimization ${IpoError}")
endif()
option(ADDRESS_SANITIZER OFF)
if(ADDRESS_SANITIZER)
message(STATUS "AddressSanitizer ENABLED for non-Release builds")
add_compile_options($<IF:$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>,-fsanitize=address,>)
endif()
# keep frame pointers in both MSVC and clang-cl
add_compile_options(/Oy-)
if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
add_compile_options(-fno-delete-null-pointer-checks)
endif()
# whether we are using MSBuild as a generator
set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
# RakNetLibStatic.lib carries /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt, so the
# static runtime is forced on us until RakNet too is built from source
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
# make Debug builds /Z7 instead of /Zi so they can be sccache'd
set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT
"$<$<CONFIG:Debug,RelWithDebInfo>:Embedded>")
add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP _CRT_SECURE_NO_DEPRECATE)
include_directories(
"${CMAKE_SOURCE_DIR}/Ja2"
"${CMAKE_SOURCE_DIR}/ext/VFS/include"
"${CMAKE_SOURCE_DIR}/ext/libsmacker"
"${CMAKE_SOURCE_DIR}/ext/lua-5.1.5/src"
"${CMAKE_SOURCE_DIR}/Utils"
"${CMAKE_SOURCE_DIR}/TileEngine"
"${CMAKE_SOURCE_DIR}/TacticalAI"
"${CMAKE_SOURCE_DIR}/ModularizedTacticalAI/include"
"${CMAKE_SOURCE_DIR}/Tactical"
"${CMAKE_SOURCE_DIR}/Strategic"
"${CMAKE_SOURCE_DIR}/sgp"
"${CMAKE_SOURCE_DIR}/Ja2/Res"
"${CMAKE_SOURCE_DIR}/lua"
"${CMAKE_SOURCE_DIR}/Laptop"
"${CMAKE_SOURCE_DIR}/Multiplayer"
"${CMAKE_SOURCE_DIR}/Editor"
"${CMAKE_SOURCE_DIR}/i18n/include"
)
# external libraries
add_subdirectory("ext/libpng")
add_subdirectory("ext/libsmacker")
add_subdirectory("ext/lua-5.1.5")
add_subdirectory("ext/zlib")
add_subdirectory("ext/VFS")
target_link_libraries(bfVFS PRIVATE 7z)
# from here on down our own code only: vendored code above keeps default flags
include(cmake/Warnings.cmake)
# ja2export utility
add_subdirectory("export/src")
# developer tools, built alongside the game
add_subdirectory(tools)
# static libraries whose translation units don't rely on Application preprocessor definitions.
add_subdirectory(lua)
add_subdirectory(Multiplayer)
add_subdirectory(wine)
# Rebuild the Bink import library rather than link the one the game ships: that one
# is a 2002 long-format ordinal library, and only link.exe still binds it. lld-link
# takes it without complaint but emits an import descriptor with an empty thunk
# table, so every Bink call reaches a stale address and BinkInitialize faults the
# process during the intro. mingw/GNU ar cannot do this at all, see mingw.cmake
if(NOT binkw32_lib)
# Only the name shape differs by toolchain: lib.exe prepends the x86 leading
# underscore to every name in the .def, llvm-lib and llvm-dlltool take the name as
# written. The checked-in file carries the underscore for the llvm tools, so strip
# it back off for lib.exe -- get this backwards either way and the Bink symbols
# come out undefined at link time.
# The test is on the compiler because it is what CMAKE_AR follows: clang-cl reports
# COMPILER_ID Clang and brings llvm-lib, cl.exe reports MSVC and brings lib.exe. Do
# not reach for the MSVC variable or COMPILER_FRONTEND_VARIANT here -- both are set
# for clang-cl too, and either would strip the underscore for the wrong archiver.
set(binkw32Def "${CMAKE_SOURCE_DIR}/binkw32.def")
if(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
file(READ "${binkw32Def}" binkw32DefText)
string(REPLACE "\n_" "\n" binkw32DefText "${binkw32DefText}")
set(binkw32Def "${CMAKE_BINARY_DIR}/binkw32.msvc.def")
file(WRITE "${binkw32Def}" "${binkw32DefText}")
endif()
execute_process(
COMMAND "${CMAKE_AR}" /nologo /machine:X86
"/def:${binkw32Def}" "/out:${CMAKE_BINARY_DIR}/binkw32.lib"
RESULT_VARIABLE binkw32LibResult)
if(NOT binkw32LibResult EQUAL 0)
message(FATAL_ERROR "${CMAKE_AR} failed to build the binkw32 import library")
endif()
set(binkw32_lib "${CMAKE_BINARY_DIR}/binkw32.lib")
endif()
set(Ja2_Libraries
"${binkw32_lib}"
"${CMAKE_SOURCE_DIR}/libexpatMT.lib"
"dbghelp.lib"
"winmm.lib"
"ws2_32.lib"
"winhttp.lib"
bfVFS
Lua
Multiplayer
smacker
wine
)
# static libraries whose translation units rely on Application preprocessor definitions.
set(Ja2_Libs
Editor
Ja2
Laptop
ModularizedTacticalAI
sgp
Strategic
Tactical
TacticalAI
TileEngine
Utils
)
foreach(lib IN LISTS Ja2_Libs)
add_subdirectory(${lib})
endforeach()
# language library relies on Application preprocessor definition; compiled once per app
# with all 8 languages built in and selected at runtime (docs/plans/language-design.md).
add_subdirectory(i18n)
# simple function to validate the Application choice
include(cmake/ValidateOptions.cmake)
set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
# preprocessor definitions for Debug build, per the legacy MSBuild
set(debugFlags $<IF:$<CONFIG:Debug>,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>)
foreach(app IN LISTS ApplicationTargets)
set(isEditor $<STREQUAL:${app},JA2MAPEDITOR>)
set(isUb $<STREQUAL:${app},JA2UB>)
set(isUbEditor $<STREQUAL:${app},JA2UBMAPEDITOR>)
set(compilationFlags
$<IF:${isEditor},JA2EDITOR;JA2BETAVERSION,>
$<IF:${isUb},JA2UB;JA2UBMAPS,>
$<IF:${isUbEditor},JA2UB;JA2UBMAPS;JA2EDITOR;JA2BETAVERSION,>
)
foreach(lib IN LISTS Ja2_Libs)
# library for an application, e.g. JA2UB_sgp
set(game_library ${app}_${lib})
add_library(${game_library})
target_sources(${game_library} PRIVATE ${${lib}Src})
target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags})
endforeach()
# executable for the application, e.g. JA2.exe
set(exe ${app})
add_executable(${exe} WIN32
sgp/sgp.cpp
Ja2/Res/ja2.rc
)
# RakNetLibStatic.lib was built against an older CRT and still calls
# _vsnprintf, which the UCRT only exports through this compatibility library.
target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} legacy_stdio_definitions.lib)
target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
# language library for the application, e.g. JA2MAPEDITOR_i18n — one per app, all 8
# languages compiled in, selected at runtime by BindLanguageStrings
set(language_library ${exe}_i18n)
add_library(${language_library})
target_sources(${language_library} PRIVATE ${i18nSrc})
target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags})
target_compile_options(${language_library} PRIVATE /w14062)
target_link_libraries(${exe} PRIVATE ${language_library})
# go through all game libraries again and link them to the app executable
foreach(lib IN LISTS Ja2_Libs)
target_link_libraries(${exe} PRIVATE ${app}_${lib})
endforeach()
# for Utils only
target_link_libraries(${app}_Utils PRIVATE smacker)
# for SGP only
target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
target_link_libraries(${app}_sgp PRIVATE libpng)
target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
endforeach()