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ENABLE_STACK_TRACE has been 0 for as long as the file has been here, so StackTrace's constructor captured nothing and every line it ever wrote to stack_trace.log was a bare message with an empty frame list behind it. The DbgHelp singleton underneath it resolved symbols for that empty list, and the game linked dbghelp.lib to do it. The crash reports cover what this was meant to cover, and the VFS errors that were its only real content are already in vfs.log and game_log.log. Drop the tracer, the log, and the dbghelp dependency. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
232 lines
8.3 KiB
CMake
232 lines
8.3 KiB
CMake
cmake_minimum_required(VERSION 3.20)
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# /Z7 embedded debug info so objects are self-contained and sccache-able.
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# CMP0141 is a 3.25 policy; our floor is 3.20, so opt in explicitly where known.
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if(POLICY CMP0141)
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cmake_policy(SET CMP0141 NEW)
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endif()
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project(ja2)
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option(USE_SCCACHE "Cache compiled objects with sccache if installed" ON)
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if(USE_SCCACHE)
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find_program(SCCACHE_PROGRAM sccache)
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if(SCCACHE_PROGRAM)
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message(STATUS "Using sccache: ${SCCACHE_PROGRAM}")
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set(CMAKE_C_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
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set(CMAKE_CXX_COMPILER_LAUNCHER "${SCCACHE_PROGRAM}")
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endif()
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endif()
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include(cmake/CopyUserPresetTemplate.cmake)
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CopyUserPresetTemplate()
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_EXTENSIONS OFF)
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option(LTO_OPTION "Enable link-time optimization if supported by compiler" OFF)
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include(CheckIPOSupported)
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check_ipo_supported(RESULT LinkTimeOptimization OUTPUT IpoError LANGUAGES C CXX)
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if(LinkTimeOptimization AND LTO_OPTION)
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message(STATUS "Configuring WITH link-time optimization")
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set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE)
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else()
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message(STATUS "Configuring WITHOUT link-time optimization ${IpoError}")
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endif()
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option(ADDRESS_SANITIZER OFF)
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if(ADDRESS_SANITIZER)
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message(STATUS "AddressSanitizer ENABLED for non-Release builds")
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add_compile_options($<IF:$<OR:$<CONFIG:Debug>,$<CONFIG:RelWithDebInfo>>,-fsanitize=address,>)
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endif()
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# keep frame pointers in both MSVC and clang-cl
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add_compile_options(/Oy-)
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if(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
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add_compile_options(-fno-delete-null-pointer-checks)
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endif()
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# whether we are using MSBuild as a generator
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set(usingMsBuild $<STREQUAL:${CMAKE_VS_PLATFORM_NAME},Win32>)
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# RakNetLibStatic.lib carries /DEFAULTLIB:LIBCMT and /DEFAULTLIB:libcpmt, so the
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# static runtime is forced on us until RakNet too is built from source
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set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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# make Debug builds /Z7 instead of /Zi so they can be sccache'd
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set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT
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"$<$<CONFIG:Debug,RelWithDebInfo>:Embedded>")
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add_compile_definitions(CINTERFACE XML_STATIC VFS_STATIC VFS_WITH_SLF VFS_WITH_7ZIP _CRT_SECURE_NO_DEPRECATE)
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include_directories(
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"${CMAKE_SOURCE_DIR}/Ja2"
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"${CMAKE_SOURCE_DIR}/ext/VFS/include"
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"${CMAKE_SOURCE_DIR}/ext/libsmacker"
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"${CMAKE_SOURCE_DIR}/ext/lua-5.1.5/src"
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"${CMAKE_SOURCE_DIR}/Utils"
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"${CMAKE_SOURCE_DIR}/TileEngine"
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"${CMAKE_SOURCE_DIR}/TacticalAI"
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"${CMAKE_SOURCE_DIR}/ModularizedTacticalAI/include"
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"${CMAKE_SOURCE_DIR}/Tactical"
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"${CMAKE_SOURCE_DIR}/Strategic"
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"${CMAKE_SOURCE_DIR}/sgp"
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"${CMAKE_SOURCE_DIR}/Ja2/Res"
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"${CMAKE_SOURCE_DIR}/lua"
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"${CMAKE_SOURCE_DIR}/Laptop"
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"${CMAKE_SOURCE_DIR}/Multiplayer"
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"${CMAKE_SOURCE_DIR}/Editor"
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"${CMAKE_SOURCE_DIR}/i18n/include"
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)
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# external libraries
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add_subdirectory("ext/libpng")
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add_subdirectory("ext/libsmacker")
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add_subdirectory("ext/lua-5.1.5")
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add_subdirectory("ext/zlib")
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add_subdirectory("ext/VFS")
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target_link_libraries(bfVFS PRIVATE 7z)
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# from here on down our own code only: vendored code above keeps default flags
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include(cmake/Warnings.cmake)
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# ja2export utility
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add_subdirectory("export/src")
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# developer tools, built alongside the game
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add_subdirectory(tools)
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# static libraries whose translation units don't rely on Application preprocessor definitions.
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add_subdirectory(lua)
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add_subdirectory(Multiplayer)
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add_subdirectory(wine)
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# Rebuild the Bink import library rather than link the one the game ships: that one
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# is a 2002 long-format ordinal library, and only link.exe still binds it. lld-link
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# takes it without complaint but emits an import descriptor with an empty thunk
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# table, so every Bink call reaches a stale address and BinkInitialize faults the
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# process during the intro. mingw/GNU ar cannot do this at all, see mingw.cmake
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if(NOT binkw32_lib)
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# Only the name shape differs by toolchain: lib.exe prepends the x86 leading
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# underscore to every name in the .def, llvm-lib and llvm-dlltool take the name as
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# written. The checked-in file carries the underscore for the llvm tools, so strip
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# it back off for lib.exe -- get this backwards either way and the Bink symbols
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# come out undefined at link time.
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# The test is on the compiler because it is what CMAKE_AR follows: clang-cl reports
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# COMPILER_ID Clang and brings llvm-lib, cl.exe reports MSVC and brings lib.exe. Do
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# not reach for the MSVC variable or COMPILER_FRONTEND_VARIANT here -- both are set
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# for clang-cl too, and either would strip the underscore for the wrong archiver.
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set(binkw32Def "${CMAKE_SOURCE_DIR}/binkw32.def")
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if(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
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file(READ "${binkw32Def}" binkw32DefText)
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string(REPLACE "\n_" "\n" binkw32DefText "${binkw32DefText}")
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set(binkw32Def "${CMAKE_BINARY_DIR}/binkw32.msvc.def")
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file(WRITE "${binkw32Def}" "${binkw32DefText}")
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endif()
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execute_process(
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COMMAND "${CMAKE_AR}" /nologo /machine:X86
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"/def:${binkw32Def}" "/out:${CMAKE_BINARY_DIR}/binkw32.lib"
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RESULT_VARIABLE binkw32LibResult)
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if(NOT binkw32LibResult EQUAL 0)
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message(FATAL_ERROR "${CMAKE_AR} failed to build the binkw32 import library")
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endif()
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set(binkw32_lib "${CMAKE_BINARY_DIR}/binkw32.lib")
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endif()
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set(Ja2_Libraries
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"${binkw32_lib}"
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"${CMAKE_SOURCE_DIR}/libexpatMT.lib"
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"winmm.lib"
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"ws2_32.lib"
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"winhttp.lib"
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bfVFS
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Lua
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Multiplayer
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smacker
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wine
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)
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# static libraries whose translation units rely on Application preprocessor definitions.
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set(Ja2_Libs
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Editor
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Ja2
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Laptop
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ModularizedTacticalAI
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sgp
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Strategic
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Tactical
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TacticalAI
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TileEngine
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Utils
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)
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foreach(lib IN LISTS Ja2_Libs)
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add_subdirectory(${lib})
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endforeach()
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# language library relies on Application preprocessor definition; compiled once per app
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# with all 8 languages built in and selected at runtime (docs/plans/language-design.md).
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add_subdirectory(i18n)
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# simple function to validate the Application choice
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include(cmake/ValidateOptions.cmake)
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set(ValidApplications JA2 JA2MAPEDITOR JA2UB JA2UBMAPEDITOR)
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ValidateOptions("${ValidApplications}" "Applications" "${Applications}" "ApplicationTargets")
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# preprocessor definitions for Debug build, per the legacy MSBuild
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set(debugFlags $<IF:$<CONFIG:Debug>,JA2BETAVERSION;JA2TESTVERSION;DEBUG_ATTACKBUSY,>)
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foreach(app IN LISTS ApplicationTargets)
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set(isEditor $<STREQUAL:${app},JA2MAPEDITOR>)
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set(isUb $<STREQUAL:${app},JA2UB>)
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set(isUbEditor $<STREQUAL:${app},JA2UBMAPEDITOR>)
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set(compilationFlags
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$<IF:${isEditor},JA2EDITOR;JA2BETAVERSION,>
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$<IF:${isUb},JA2UB;JA2UBMAPS,>
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$<IF:${isUbEditor},JA2UB;JA2UBMAPS;JA2EDITOR;JA2BETAVERSION,>
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)
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foreach(lib IN LISTS Ja2_Libs)
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# library for an application, e.g. JA2UB_sgp
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set(game_library ${app}_${lib})
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add_library(${game_library})
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target_sources(${game_library} PRIVATE ${${lib}Src})
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target_compile_definitions(${game_library} PRIVATE ${compilationFlags} ${debugFlags})
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endforeach()
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# executable for the application, e.g. JA2.exe
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set(exe ${app})
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add_executable(${exe} WIN32
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sgp/sgp.cpp
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Ja2/Res/ja2.rc
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)
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# RakNetLibStatic.lib was built against an older CRT and still calls
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# _vsnprintf, which the UCRT only exports through this compatibility library.
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target_link_libraries(${exe} PRIVATE ${Ja2_Libraries} legacy_stdio_definitions.lib)
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target_compile_definitions(${exe} PRIVATE ${compilationFlags} ${debugFlags})
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# language library for the application, e.g. JA2MAPEDITOR_i18n — one per app, all 8
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# languages compiled in, selected at runtime by BindLanguageStrings
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set(language_library ${exe}_i18n)
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add_library(${language_library})
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target_sources(${language_library} PRIVATE ${i18nSrc})
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target_compile_definitions(${language_library} PRIVATE ${compilationFlags} ${debugFlags})
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target_compile_options(${language_library} PRIVATE /w14062)
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target_link_libraries(${exe} PRIVATE ${language_library})
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# go through all game libraries again and link them to the app executable
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foreach(lib IN LISTS Ja2_Libs)
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target_link_libraries(${exe} PRIVATE ${app}_${lib})
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endforeach()
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# for Utils only
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target_link_libraries(${app}_Utils PRIVATE smacker)
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# for SGP only
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target_link_libraries(${app}_sgp PRIVATE "ddraw.lib" "${PROJECT_SOURCE_DIR}/fmodvc.lib")
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target_link_libraries(${app}_sgp PRIVATE libpng)
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target_compile_definitions(${app}_sgp PRIVATE ${compilationFlags} ${debugFlags} NO_ZLIB_COMPRESSION)
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endforeach()
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