in puzzles do perl -i -pe 's/Unidentified build/$(Version)/' osx-info.plist
# First build some local binaries, to run the icon build.
-in puzzles do perl mkfiles.pl -U
+in puzzles do perl mkfiles.pl -U CFLAGS='-Wwrite-strings -Werror'
in puzzles do make
# Now build the screenshots and icons.
# Build the OS X .dmg archive.
delegate osx
in puzzles do make -f Makefile.osx clean
- in puzzles do make -f Makefile.osx release VER=-DVER=$(Version)
+ in puzzles do make -f Makefile.osx release VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror'
return puzzles/Puzzles.dmg
enddelegate
in puzzles do perl winiss.pl $(Version) gamedesc.txt > puzzles.iss
ifneq "$(VISUAL_STUDIO)" "yes" then
in puzzles with clangcl64 do Platform=x64 make -f Makefile.clangcl clean
- in puzzles with clangcl64 do Platform=x64 make -f Makefile.clangcl VER=-DVER=$(Version)
+ in puzzles with clangcl64 do Platform=x64 make -f Makefile.clangcl VER=-DVER=$(Version) XFLAGS='-Wwrite-strings -Werror'
# Code-sign the binaries, if the local bob config provides a script
# to do so. We assume here that the script accepts an -i option to
# provide a 'more info' URL, and an optional -n option to provide a
# Build the Java applets.
delegate nestedvm
- in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version)
+ in puzzles do make -f Makefile.nestedvm NESTEDVM="$$NESTEDVM" VER=-DVER=$(Version) XFLAGS="-Wwrite-strings -Werror"
return puzzles/*.jar
enddelegate
in puzzles do mkdir js # so we can tell output .js files from emcc*.js
delegate emscripten
in puzzles do make -f Makefile.emcc OUTPREFIX=js/ clean
- in puzzles do make -f Makefile.emcc OUTPREFIX=js/
+ in puzzles do make -f Makefile.emcc OUTPREFIX=js/ XFLAGS="-Wwrite-strings -Werror"
return puzzles/js/*.js
enddelegate