* [General Linux Guide](#general-linux-guide)
  * [Compiler](#compiler)
  * [Tools](#tools)
  * [Dependencies](#dependencies)
  * [Make flags](#make-flags)
  * [Compiling localization files](#compiling-localization-files)
* [Debian](#debian)
  * [Linux (native) ncurses builds](#linux-native-ncurses-builds)
  * [Linux (native) SDL builds](#linux-native-sdl-builds)
  * [Cross-compiling to linux 32-bit from linux 64-bit](#cross-compiling-to-linux-32-bit-from-linux-64-bit)
  * [Cross-compile to Windows from Linux](#cross-compile-to-windows-from-linux)
  * [Cross-compile to Mac OS X from Linux](#cross-compile-to-mac-os-x-from-linux)
  * [Cross-compile to Android from Linux](#cross-compile-to-android-from-linux)
* [Mac OS X](#mac-os-x)
  * [Simple build using Homebrew](#simple-build-using-homebrew)
  * [Advanced info for Developers](#advanced-info-for-developers)
  * [Troubleshooting](#mac-os-x-troubleshooting)
* [Windows](#windows)
  * [Building with Visual Studio](#building-with-visual-studio)
  * [Building with MSYS2](#building-with-msys2)
  * [Building with CYGWIN](#building-with-cygwin)
  * [Building with Clang and MinGW64](#building-with-clang-and-mingw64)
* [BSDs](#bsds)

# General Linux Guide

To build Cataclysm from source you will need at least a C++ compiler, some basic developer tools, and necessary build dependencies. The exact package names vary greatly from distro to distro, so this part of the guide is intended to give you higher-level understanding of the process.

## Compiler

You have three major choices here: GCC, Clang and MXE.

  * GCC is almost always the default on Linux systems so it's likely you already have it
  * Clang is usually faster than GCC, so it's worth installing if you plan to keep up with the latest experimentals
  * MXE is a cross-compiler, so of any importance only if you plan to compile for Windows on your Linux machine

(Note that your distro may have separate packages e.g. `gcc` only includes the C compiler and for C++ you'll need to install `g++`.)

Cataclysm is targeting the C++14 standard and that means you'll need a compiler that supports it. You can easily check if your version of `g++` supports C++14 by running:

    $ g++ --std=c++14
    g++: fatal error: no input files
    compilation terminated.

If you get a line like:

    g++: error: unrecognized command line option ‘--std=c++14’

This means you'll need a newer version of GCC (`g++`).

The general rule is the newer the compiler the better.

## Tools

Most distros seem to package essential build tools as either a single package (Debian and derivatives have `build-essential`) or a package group (Arch has `base-devel`). You should use the above if available. Otherwise you'll at least need `make` and figure out the missing dependencies as you go (if any).

Besides the essentials you will need `git`.

If you plan on keeping up with experimentals you should also install `ccache`, which  will considerably speed-up partial builds.

## Dependencies

There are some general dependencies, optional dependencies, and then specific dependencies for either curses or tiles builds. The exact package names again depend on the distro you're using, and whether your distro packages libraries and their development files separately (e.g. Debian and derivatives).

Rough list based on building on Arch:

  * General: `gcc-libs`, `glibc`, `zlib`, `bzip2`
  * Optional: `gettext`
  * Curses: `ncurses`
  * Tiles: `sdl2`, `sdl2_image`, `sdl2_ttf`, `sdl2_mixer`, `freetype2`

E.g. for curses build on Debian and derivatives you'll also need `libncurses5-dev` or `libncursesw5-dev`.

Note on optional dependencies:

  * `gettext` - for localization support; if you plan to only use English you can skip it

You should be able to figure out what you are missing by reading the compilation errors and/or the output of `ldd` for compiled binaries.

## Make flags

Given you're building from source you have a number of choices to make:

  * `NATIVE=` - you should only care about this if you're cross-compiling
  * `RELEASE=1` - without this you'll get a debug build (see note below)
  * `LTO=1` - enables link-time optimization with GCC/Clang
  * `TILES=1` - with this you'll get the tiles version, without it the curses version
  * `SOUND=1` - if you want sound; this requires `TILES=1`
  * `LOCALIZE=0` - this disables localizations so `gettext` is not needed
  * `CLANG=1` - use Clang instead of GCC
  * `CCACHE=1` - use ccache
  * `USE_LIBCXX=1` - use libc++ instead of libstdc++ with Clang (default on OS X)
  * `PREFIX=DIR` - causes `make install` to place binaries and data files to DIR (see note below)

There is a couple of other possible options - feel free to read the `Makefile`.

If you have a multi-core computer you'd probably want to add `-jX` to the options, where `X` should roughly be twice the number of cores you have available.

Example: `make -j4 CLANG=1 CCACHE=1 NATIVE=linux64 RELEASE=1 TILES=1`

The above will build a tiles release explicitly for 64 bit Linux, using Clang and ccache and 4 parallel processes.

Example: `make -j2 LOCALIZE=0`

The above will build a debug-enabled curses version for the architecture you are using, using GCC and 2 parallel processes.

**Note on debug**:
You should probably always build with `RELEASE=1` unless you experience segfaults and are willing to provide stack traces.

**Note on PREFIX**:
PREFIX specifies a directory which will be the prefix for binaries, resources, and documentation files. Compiling with PREFIX means cataclysm will read files from PREFIX directory. This can be overridden with `--datadir` (e.g. if you used `PREFIX=DIR` in earlier build, then specify `--datadir DIR/share/cataclysm-dda`).

## Compiling localization files

If you want to compile localization files for specific languages, you can add the `LANGUAGES="<lang_id_1> [lang_id_2] [...]"` option to the `make` command:

    make LANGUAGES="zh_CN zh_TW"

You can get the language ID from the filenames of `*.po` in `lang/po` directory. Setting `LOCALIZE=1` only may not tell `make` to compile those localization files for you.

Special note for MinGW: due to a [libintl bug](https://savannah.gnu.org/bugs/index.php?58006), 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 using `make LANGUAGES="en"`. `make LANGUAGE="all"` also compiles a `.mo` file for English in addition to other languages.

# Debian

Instructions for compiling on a Debian-based system. The package names here are valid for Ubuntu 12.10 and may or may not work on your system.

The building instructions below always assume you are running them from the Cataclysm:DDA source directory.

## Linux (native) ncurses builds

Dependencies:

  * ncurses or ncursesw (for multi-byte locales)
  * build essentials

Install:

    sudo apt-get install libncurses5-dev libncursesw5-dev build-essential astyle

### Building

Run:

    make

## Linux (native) SDL builds

Dependencies:

  * SDL
  * SDL_ttf
  * freetype
  * build essentials
  * libsdl2-mixer-dev - Used if compiling with sound support.

Install:

    sudo apt-get install libsdl2-dev libsdl2-ttf-dev libsdl2-image-dev libsdl2-mixer-dev libfreetype6-dev build-essential

### Building

A simple installation could be done by simply running:

    make TILES=1

A more comprehensive alternative is:

    make -j2 TILES=1 SOUND=1 RELEASE=1 USE_HOME_DIR=1

The -j2 flag means it will compile with two parallel processes. It can be omitted or changed to -j4 in a more modern processor. If there is no desire to have sound, those flags can also be omitted. The USE_HOME_DIR flag places the user files, like configurations and saves, into the home folder, making it easier for backups, and can also be omitted.



## Cross-compiling to linux 32-bit from linux 64-bit

Dependencies:

  * 32-bit toolchain
  * 32-bit ncursesw (compatible with both multi-byte and 8-bit locales)

Install:

    sudo apt-get install libc6-dev-i386 lib32stdc++-dev g++-multilib lib32ncursesw5-dev

### Building

Run:

    make NATIVE=linux32

## Cross-compile to Windows from Linux

To cross-compile to Windows from Linux, you will need MXE, which changes your `make` command slightly. These instructions were written from Ubuntu 20.04, but should be applicable to any Debian-based environment. Please adjust all package manager instructions to match your environment.

Dependencies:

  * [MXE](http://mxe.cc)
  * [MXE Requirements](http://mxe.cc/#requirements)

Installation

<!-- astyle and lzip added to initial sudo apt install string to forestall complaints from MinGW and make -->
<!-- ncurses removed from make MXE_TARGETS because we're not gonna be cross-compiling ncurses -->

    sudo apt install astyle autoconf automake autopoint bash bison bzip2 cmake flex gettext git g++ gperf intltool libffi-dev libgdk-pixbuf2.0-dev libtool libltdl-dev libssl-dev libxml-parser-perl lzip make mingw-w64 openssl p7zip-full patch perl pkg-config python ruby scons sed unzip wget xz-utils g++-multilib libc6-dev-i386 libtool-bin
    mkdir -p ~/src/Cataclysm-DDA
    mkdir -p ~/src/mxe
    cd ~/src
    git clone https://github.com/CleverRaven/Cataclysm-DDA.git ./Cataclysm-DDA
    git clone https://github.com/mxe/mxe.git ./mxe
    make -j$((`nproc`+0)) MXE_TARGETS='x86_64-w64-mingw32.static i686-w64-mingw32.static' sdl2 sdl2_ttf sdl2_image sdl2_mixer gettext

Building all these packages from MXE might take a while, even on a fast computer. Be patient; the `-j` flag will take advantage of all your processor cores. If you are not planning on building for both 32-bit and 64-bit, you might want to adjust your MXE_TARGETS.

Edit your `~/.profile` as follows:

    export PLATFORM_32="~/src/mxe/usr/bin/i686-w64-mingw32.static-"
    export PLATFORM_64="~/src/mxe/usr/bin/x86_64-w64-mingw32.static-"

This is to ensure that the variables for the `make` command will not get reset after a power cycle.

### Building (SDL)

    cd ~/src/Cataclysm-DDA

***IMPORTANT:***

The first time you set up your build environment, you must `touch VERSION.txt` to create a dummy file to avoid `make` complaining about not having a rule. You will need to add "VERSION.txt" to /.git/info/exclude in order to prevent your system from trying to `git push` this dummy file. Subsequent builds should not require `touch` again.

Run one of the following commands based on your targeted environment:

    make -j$((`nproc`+0)) CROSS="${PLATFORM_32}" TILES=1 SOUND=1 RELEASE=1 LOCALIZE=1 BACKTRACE=0 PCH=0 bindist
    make -j$((`nproc`+0)) CROSS="${PLATFORM_64}" TILES=1 SOUND=1 RELEASE=1 LOCALIZE=1 BACKTRACE=0 PCH=0 bindist


<!-- Building ncurses for Windows is a nonstarter, so the directions were removed. -->

## Cross-compile to Mac OS X from Linux

This procedure is very much similar to cross-compilation to Windows from Linux.
It has ben tested on Ubuntu 14.04 LTS but it should work on other distros as well.

Please note that due to historical difficulties with cross-compilation errors, run-time optimizations are disabled for cross-compilation to Mac OS X targets. (`-O0` is specified as a compilation flag.) See [Pull Request #26564](https://github.com/CleverRaven/Cataclysm-DDA/pull/26564) for details.
### Dependencies

  * OSX cross-compiling toolchain [osxcross](https://github.com/tpoechtrager/osxcross)

  * `genisoimage` and [libdmg-hfsplus](https://github.com/planetbeing/libdmg-hfsplus.git) to create dmg distributions

Make sure that all dependency tools are in search `PATH` before compiling.

### Setup

To set up the compiling environment execute the following commands:
`git clone https://github.com/tpoechtrager/osxcross.git` to clone the toolchain
`cd osxcross`
`cp ~/MacOSX10.11.sdk.tar.bz2 ./tarballs/` to copy prepared MacOSX SDK tarball on place. [Read more about it](https://github.com/tpoechtrager/osxcross/blob/master/README.md#packaging-the-sdk)
`OSX_VERSION_MIN=10.7 ./build.sh to build everything`
Note the targeted minimum supported version of OSX.

Have a prepackaged set of libs and frameworks in place since compiling with `osxcross` built-in MacPorts is rather difficult and not supported at the moment.
Your directory tree should look like:

    ~/
    ├── Frameworks
    │   ├── SDL2.framework
    │   ├── SDL2_image.framework
    │   ├── SDL2_mixer.framework
    │   └── SDL2_ttf.framework
    └── libs
        ├── gettext
        │   ├── include
        │   └── lib
        └── ncurses
            ├── include
            └── lib

Populated with respective frameworks, dylibs and headers.
Tested lib versions are libintl.8.dylib for gettext and libncurses.5.4.dylib for ncurses.
These libs were obtained from `homebrew` binary distribution at OS X 10.11.
Frameworks were obtained from the SDL official website as described in the next [section](#sdl).

### Building (SDL)

To build the full feature tiles and sound enabled version with localizations enabled:

    make dmgdist CROSS=x86_64-apple-darwin15- NATIVE=osx OSX_MIN=10.7 USE_HOME_DIR=1 CLANG=1
      RELEASE=1 LOCALIZE=1 LANGUAGES=all TILES=1 SOUND=1 FRAMEWORK=1
      OSXCROSS=1 LIBSDIR=../libs FRAMEWORKSDIR=../Frameworks

Make sure that `x86_64-apple-darwin15-clang++` is in `PATH` environment variable.

### Building (ncurses)

To build the full curses version with localizations enabled:

    make dmgdist CROSS=x86_64-apple-darwin15- NATIVE=osx OSX_MIN=10.7 USE_HOME_DIR=1 CLANG=1
      RELEASE=1 LOCALIZE=1 LANGUAGES=all OSXCROSS=1 LIBSDIR=../libs FRAMEWORKSDIR=../Frameworks

Make sure that `x86_64-apple-darwin15-clang++` is in `PATH` environment variable.

## Cross-compile to Android from Linux

The Android build uses [Gradle](https://gradle.org/) to compile the java and native C++ code, and is based heavily off SDL's [Android project template](https://hg.libsdl.org/SDL/file/f1084c419f33/android-project). See the official SDL documentation [README-android.md](https://hg.libsdl.org/SDL/file/f1084c419f33/docs/README-android.md) for further information.

The Gradle project lives in the repository under `android/`. You can build it via the command line or open it in [Android Studio](https://developer.android.com/studio/). For simplicity, it only builds the SDL version with all features enabled, including tiles, sound and localization.

### Dependencies

  * Java JDK 8
  * SDL2 (tested with 2.0.8, though a custom fork is recommended with project-specific bugfixes)
  * SDL2_ttf (tested with 2.0.14)
  * SDL2_mixer (tested with 2.0.2)
  * SDL2_image (tested with 2.0.3)
  * libintl-lite (tested with a custom fork of libintl-lite 0.5)

The Gradle build process automatically installs dependencies from [deps.zip](android/app/deps.zip).

### Setup

Install Linux dependencies. For a desktop Ubuntu installation:

    sudo apt-get install openjdk-8-jdk-headless

Install Android SDK and NDK:

    wget https://dl.google.com/android/repository/sdk-tools-linux-4333796.zip
    unzip sdk-tools-linux-4333796.zip -d ~/android-sdk
    rm sdk-tools-linux-4333796.zip
    ~/android-sdk/tools/bin/sdkmanager --update
    ~/android-sdk/tools/bin/sdkmanager "tools" "platform-tools" "ndk-bundle"
    ~/android-sdk/tools/bin/sdkmanager --licenses

Export Android environment variables (you can add these to the end of `~/.bashrc`):

    export ANDROID_SDK_ROOT=~/android-sdk
    export ANDROID_HOME=~/android-sdk
    export ANDROID_NDK_ROOT=~/android-sdk/ndk-bundle
    export PATH=$PATH:$ANDROID_SDK_ROOT/platform-tools
    export PATH=$PATH:$ANDROID_SDK_ROOT/tools
    export PATH=$PATH:$ANDROID_NDK_ROOT

You can also use these additional variables if you want to use `ccache` to speed up subsequnt builds:

    export USE_CCACHE=1
    export NDK_CCACHE=/usr/local/bin/ccache

**Note:** Path to `ccache` can be different on your system.

### Android device setup

Enable [Developer options on your Android device](https://developer.android.com/studio/debug/dev-options). Connect your device to your PC via USB cable and run:

    adb devices
    adb connect <devicename>

### Building

To build an APK, use the Gradle wrapper command line tool (gradlew). The Android Studio documentation provides a good summary of how to [build your app from the command line](https://developer.android.com/studio/build/building-cmdline).

To build a debug APK, from the `android/` subfolder of the repository run:

    ./gradlew assembleDebug

This creates a debug APK in `./android/app/build/outputs/apk/` ready to be installed on your device.

To build a debug APK and immediately deploy to your connected device over adb run:

    ./gradlew installDebug

To build a signed release APK (ie. one that can be installed on a device), [build an unsigned release APK and sign it manually](https://developer.android.com/studio/publish/app-signing#signing-manually).

### Additional notes

The app stores data files on the device in `/sdcard/Android/data/com.cleverraven/cataclysmdda/files`. The data is backwards compatible with the desktop version.

# Mac OS X

To build Cataclysm on Mac you'll need [Command Line Tools for Xcode](https://developer.apple.com/downloads/) and the [Homebrew](http://brew.sh) package manager. With Homebrew, you can easily install or build Cataclysm using the [cataclysm](https://formulae.brew.sh/formula/cataclysm) forumla.

## Simple build using Homebrew

A homebrew installation will come with tiles and sound support enabled.

Once you have Homebrew installed, open Terminal and run one of the following commands.

For a stable tiles build:

    brew install cataclysm

For an experimental tiles build built from the current HEAD of [master](https://github.com/CleverRaven/Cataclysm-DDA/tree/master/):

    brew install cataclysm --HEAD

Whichever build you choose, Homebrew will install the appropriate dependencies as needed. The installation will be in `/usr/local/Cellar/cataclysm` with a symlink named `cataclysm` in `/usr/local/bin`.

To launch Cataclysm, just open Terminal and run `cataclysm`.

To update a stable tiles build simply run:

    brew upgrade cataclysm

To update an experimental build, you must uninstall Cataclysm then reinstall with `--HEAD`, triggering a new build from source.

    brew uninstall cataclysm
    brew install cataclysm --HEAD

## Advanced info for Developers

For most people, the simple Homebrew installation is enough. For developers, here are some more technical details on building Cataclysm on Mac OS X.

### SDL

SDL2, SDL2_image, and SDL2_ttf are needed for the tiles build. Optionally, you can add SDL2_mixer for sound support. Cataclysm can be built using either the SDL framework or shared libraries built from source.

The SDL framework files can be downloaded here:

* [**SDL2**](http://www.libsdl.org/download-2.0.php)
* [**SDL2_image**](http://www.libsdl.org/projects/SDL_image/)
* [**SDL2_ttf**](http://www.libsdl.org/projects/SDL_ttf/)

Copy `SDL2.framework`, `SDL2_image.framework`, and `SDL2_ttf.framework`
to `/Library/Frameworks` or `/Users/name/Library/Frameworks`.

If you want sound support, you will need an additional SDL framework:

* [**SDL2_mixer**](https://www.libsdl.org/projects/SDL_mixer/)

Copy `SDL2_mixer.framework` to `/Library/Frameworks` or `/Users/name/Library/Frameworks`.

Alternatively, SDL shared libraries can be installed using a package manager:

For Homebrew:

    brew install sdl2 sdl2_image sdl2_ttf

with sound:

    brew install sdl2_mixer libvorbis libogg

For MacPorts:

    sudo port install libsdl2 libsdl2_image libsdl2_ttf

with sound:

    sudo port install libsdl2_mixer libvorbis libogg

### ncurses and gettext

ncurses (with wide character support enabled) and gettext are needed if you want to build Cataclysm with localization.

For Homebrew:

    brew install gettext ncurses

For MacPorts:

    sudo port install gettext ncurses
    hash -r

### gcc

The version of gcc/g++ installed with the [Command Line Tools for Xcode](https://developer.apple.com/downloads/) is actually just a front end for the same Apple LLVM as clang.  This doesn't necessarily cause issues, but this version of gcc/g++ will have clang error messages and essentially produce the same results as if using clang. To compile with the "real" gcc/g++, install it with homebrew:

    brew install gcc

However, homebrew installs gcc as gcc-8 (where 6 is the version) to avoid conflicts. The simplest way to use the homebrew version at `/usr/local/bin/gcc-8` instead of the Apple LLVM version at `/usr/bin/gcc` is to symlink the necessary.

    cd /usr/local/bin
    ln -s gcc-8 gcc
    ln -s g++-8 g++
    ln -s c++-8 c++

Or, to do this for everything in `/usr/local/bin/` ending with `-8`,

    find /usr/local/bin -name "*-8" -exec sh -c 'ln -s "$1" $(echo "$1" | sed "s/..$//")' _ {} \;

Also, you need to make sure that `/usr/local/bin` appears before `/usr/bin` in your `$PATH`, or else this will not work.

Check that `gcc -v` shows the homebrew version you installed.

### Compiling

The Cataclysm source is compiled using `make`.

### Make options

* `NATIVE=osx` build for OS X. Required for all Mac builds. This is automatically set if compiling natively on macOS.
* `OSX_MIN=version` sets `-mmacosx-version-min=` (for OS X > 10.5 set it to 10.6 or higher); omit for 10.5. 10.12 or higher is highly recommended (see ISSUES below). The default value is current system version.
* `TILES=1` build the SDL version with graphical tiles (and graphical ASCII); omit to build with `ncurses`.
* `SOUND=1` - if you want sound; this requires `TILES=1` and the additional dependencies mentioned above.
* `FRAMEWORK=1` (tiles only) link to SDL libraries under the OS X Frameworks folders; omit to use SDL shared libraries from Homebrew or Macports.
* `LOCALIZE=0` disable localization (to get around possible `gettext` errors if it is not setup correctly); omit to use `gettext`.
* `LANGUAGES="<lang_id_1>[lang_id_2][...]"` compile localization files for specified languages. e.g. `LANGUAGES="zh_CN zh_TW"`. You can also use `LANGUAGES=all` to compile all localization files.
* `RELEASE=1` build an optimized release version; omit for debug build.
* `CLANG=1` build with [Clang](http://clang.llvm.org/), the compiler that's included with the latest Command Line Tools for Xcode; omit to build using gcc/g++. This is enabled by default.
* `MACPORTS=1` build against dependencies installed via Macports, currently only `gettext` and `ncurses`.
* `USE_HOME_DIR=1` places user files (config, saves, graveyard, etc) in the user's home directory. For curses builds, this is `/Users/<user>/.cataclysm-dda`, for SDL builds it is `/Users/<user>/Library/Application Support/Cataclysm`.
* `DEBUG_SYMBOLS=1` retains debug symbols when building an optimized release binary, making it easy for developers to spot the crash site.

In addition to the options above, there is an `app` make target which will package the tiles build into `Cataclysm.app`, a complete tiles build in a Mac application that can run without Terminal.

For more info, see the comments in the `Makefile`.

### Make examples

Build a release SDL version using Clang without gettext:

    make RELEASE=1 TILES=1 LOCALIZE=0

Build a release SDL version using Clang, link to libraries in the OS X Frameworks folders, don't use `gettext`, and package it into `Cataclysm.app`:

    make app RELEASE=1 TILES=1 FRAMEWORK=1 LOCALIZE=0

Build a release curses version with gettext supplied by Macports:

    make RELEASE=1 LOCALIZE=1 MACPORTS=1

### Running

For curses builds:

    ./cataclysm

For SDL:

    ./cataclysm-tiles

For `app` builds, launch Cataclysm.app from Finder.

### Test suite

The build will also generate a test executable at tests/cata_test.
Invoke it as you would any other executable and it will run the full suite of tests.
Pass the ``--help`` flag to list options.

### dmg distribution

You can build a nice dmg distribution file with the `dmgdist` target. You will need a tool called [dmgbuild](https://pypi.python.org/pypi/dmgbuild). To install this tool, you may need to install Python first. You can download Python [on their official website](https://www.python.org/downloads/) or install it with homebrew `brew install python`. Once you have Python, you should be able to install `dmgbuild` by running:

    # This install pip. It might not be required if it is already installed.
    curl --silent --show-error --retry 5 https://bootstrap.pypa.io/get-pip.py | sudo python
    # dmgbuild install
    sudo pip install dmgbuild pyobjc-framework-Quartz

Once `dmgbuild` is installed, you will be able to use the `dmgdist` target like this. The use of `USE_HOME_DIR=1` is important here because it will allow for an easy upgrade of the game while keeping the user config and his saves in his home directory.

    make dmgdist NATIVE=osx OSX_MIN=10.12 RELEASE=1 TILES=1 FRAMEWORK=1 LOCALIZE=0 CLANG=1 USE_HOME_DIR=1

You should see a `Cataclysm.dmg` file.

## Mac OS X Troubleshooting

### ISSUE: crash on startup due to libint.8.dylib aborting

If you're compiling on Mountain Lion or above, it won't be possible to run successfully on older OS X versions due to libint.8 / pthreads version issue.

From https://wiki.gnome.org/GTK+/OSX/Building:

> "There's another issue with building on Lion or Mountain Lion using either "native" or the 10.7 SDK: Apple has updated the pthreads implementation to provide recursive locking. This would be good except that Gettext's libintl uses this and if the pthreads implementation doesn't provide it it fabricates its own. Since the Lion pthreads does provide it, libintl links the provided function and then crashes when you try to run it against an older version of the library. The simplest solution is to specify the 10.6 SDK when building on Lion, but that won't work on Mountain Lion, which doesn't include it. See below for how to install and use XCode 3 on Lion and later for building applications compatible with earlier versions of OSX."

Workaround: install XCode 3 like that article describes, or disable localization support in Cataclysm so gettext/libint are not dependencies. Or else simply don't support OS X versions below 10.7.

### ISSUE: Colors don't show up correctly

Open Terminal's preferences, turn on "Use bright colors for bold text" in "Preferences -> Settings -> Text"


# Windows

See [COMPILING-VS-VCPKG.md](COMPILING-VS-VCPKG.md) for instructions on how to set up and use a build environment using Visual Studio on windows.

This is probably the easiest solution for someone used to working with Visual Studio and similar IDEs. -->

## Building with MSYS2

See [COMPILING-MSYS.md](COMPILING-MSYS.md) for instructions on how to set up and use a build environment using MSYS2 on windows.

MSYS2 strikes a balance between a native Windows application and a UNIX-like environment. There's some command-line tools that our project uses (notably our JSON linter) that are harder to use without a command-line environment such as what MSYS2 or CYGWIN provide.

## Building with CYGWIN

See [COMPILING-CYGWIN.md](COMPILING-CYGWIN.md) for instructions on how to set up and use a build environment using CYGWIN on windows.

CYGWIN attempts to more fully emulate a POSIX environment, to be "more unix" than MSYS2. It is a little less modern in some respects, and lacks the convenience of the MSYS2 package manager.

## Building with Clang and MinGW64

Clang by default uses MSVC on Windows, but also supports the MinGW64 library. Simply replace `CLANG=1` with `"CLANG=clang++ -target x86_64-pc-windows-gnu -pthread"` in your batch script, and make sure MinGW64 is in your path. You may also need to apply [a patch](https://sourceforge.net/p/mingw-w64/mailman/message/36386405/) to `float.h` of MinGW64 for the unit test to compile.

# BSDs

There are reports of CDDA building fine on recent OpenBSD and FreeBSD machines (with appropriately recent compilers), and there is some work being done on making the `Makefile` "just work", however we're far from that and BSDs support is mostly based on user contributions. Your mileage may vary. So far essentially all testing has been on amd64, but there is no (known) reason that other architectures shouldn't work, in principle.

### Building on FreeBSD/amd64 10.1 with the system compiler

FreeBSD uses clang as the default compiler as of 10.0, and combines it with libc++ to provide C++14 support out of the box. You will however need gmake (examples for binary packages):

`pkg install gmake`

Tiles builds will also require SDL2:

`pkg install sdl2 sdl2_image sdl2_mixer sdl2_ttf`

Then you should be able to build with something like this (you can of course set CXXFLAGS and LDFLAGS in your .profile or something):

```
export CXXFLAGS="-I/usr/local/include" LDFLAGS="-L/usr/local/lib"
gmake # ncurses builds
gmake TILES=1 # tiles builds
```

The author has not tested tiles builds, as the build VM lacks X; they do at least compile/link successfully.

### Building ncurses version on FreeBSD/amd64 9.3 with GCC 4.8.4 from ports

For ncurses build add to `Makefile`, before `VERSION`:

```Makefile
OTHERS += -D_GLIBCXX_USE_C99
CXX = g++48
CXXFLAGS += -I/usr/local/lib/gcc48/include
LDFLAGS += -rpath=/usr/local/lib/gcc48
```
Note: or you can `setenv` the above (merging `OTHERS` into `CXXFLAGS`), but you knew that.

And then build with `gmake LOCALIZE=0 RELEASE=1`.

### Building on OpenBSD/amd64 5.8 with GCC 4.9.2 from ports/packages

First, install g++, gmake, and libexecinfo from packages (g++ 4.8 or 4.9 should work; 4.9 has been tested):

`pkg_add g++ gmake libexecinfo`

Then you should  be able to build with something like:

`CXX=eg++ gmake`

Only an ncurses build is possible on 5.8-release, as SDL2 is broken. On recent -current or snapshots, however, you can install the SDL2 packages:

`pkg_add sdl2 sdl2-image sdl2-mixer sdl2-ttf`

and build with:

`CXX=eg++ gmake TILES=1`

### Building on NetBSD/amd64 7.0RC1 with the system compiler

NetBSD has (or will have) gcc 4.8.4 as of version 7.0, which is new enough to build cataclysm. You will need to install gmake and ncursesw:

`pkgin install gmake ncursesw`

Then you should be able to build with something like this (LDFLAGS for ncurses builds are taken care of by the ncurses configuration script; you can of course set CXXFLAGS/LDFLAGS in your .profile or something):

```
export CXXFLAGS="-I/usr/pkg/include"
gmake # ncurses builds
LDFLAGS="-L/usr/pkg/lib" gmake TILES=1 # tiles builds
```

SDL builds currently compile, but did not run in my testing - not only do they segfault, but gdb segfaults when reading the debug symbols! Perhaps your mileage will vary.
