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Widelands is a free, open source real-time strategy game with singleplayer campaigns and a multiplayer mode. The game was inspired by Settlers II™ (© Bluebyte) but has significantly more variety and depth to it.

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Widelands

Build Status AppVeyor Code Quality Build Mirrored on Launchpad

Widelands is a free, open source real-time strategy game with singleplayer campaigns and a multiplayer mode. The game was inspired by Settlers II™ (© Bluebyte) but has significantly more variety and depth to it.

Widelands Screenshot

License License

GPL v2+. Some assets are released under various Creative Commons licenses – see the respective folders.

Download

On how to download Widelands, see https://www.widelands.org/wiki/Download/

Compiling

We support compiling Widelands for Linux, Windows under MSys2 and MSVC, and MacOS with GCC >= 8 or Clang/LLVM >= 7, though it might work with other compilers too. We have more detailed documentation available at: https://www.widelands.org/wiki/BuildingWidelands/

Dependencies

You will need to install the following dependencies:

Compiling with our convenience script

You can then compile by running our convenience script.

Command Purpose
./compile.sh Full debug build
./compile.sh -r -w Release build
./compile.sh -e -w Release build with debugging symbols
./compile.sh -h List available options

When compiling has finished, you can call Widelands with

./widelands

Compiling with CMake

You can also call CMake manually:

mkdir build
cd build
cmake ..
make

When compiling has finished, you can call Widelands with

cd ..
mv build/src/widelands .
./widelands

We have various CMake options available. For example, to create a release build, call

cmake -DCMAKE_BUILD_TYPE=Release ..

For using the Ninja build system, call

mkdir build
cd build
cmake -G Ninja ..
ninja

Depending on the Ninja installation, the last line can also be ninja-build.

CMake options

Note that CMake options are prefixed with -D. These are the available options:

Name Values Default Function
CMAKE_BUILD_TYPE Debug/Release/RelWithDebInfo Debug Create a release or debug build
OPTION_ASAN ON/OFF ON for Debug builds /OFF for Release builds Use AddressSanitizer. Switching this off only works once. You will have to clear the build directory if you want to switch this off again in a later build.
OPTION_BUILD_CODECHECK ON/OFF ON Build codecheck. Only available in Debug builds.
OPTION_BUILD_WEBSITE_TOOLS ON/OFF ON Build website-related tools
OPTION_BUILD_TESTS ON/OFF ON Build unit tests
CMAKE_INSTALL_PREFIX A directory See CMake documentation Define the target directory for the "install" target, e.g. -DCMAKE_INSTALL_PREFIX=~/widelands-install.
WL_INSTALL_BINDIR A directory ${CMAKE_INSTALL_PREFIX}/games Define the destination of executables files (if installing)
WL_VERSION A version string Autodetected from git/bzr, or set by adding a VERSION file Define the Widelands version
USE_XDG ON/OFF ON Follow XDG-Basedir specification. Only available on Linux.
OPTION_USE_GLBINDING ON/OFF OFF Use glbinding instead of GLEW
OPTION_GLEW_STATIC ON/OFF OFF Use static GLEW Library
OPTION_FORCE_EMBEDDED_MINIZIP ON/OFF OFF Used embedded minizip sources (skip checking for installed minizip library)
NEEDS_EXTERNAL_FILESYSTEM ON/OFF Autodetected from compiler version Whether std::filesystem needs to be linked against an extra library

make/ninja targets

You can add targets to the make or ninja command, e.g. make codecheck to only run the code check suite. These are the available targets:

Name Function
ALL or no target Compile everything, up to executable with the settings from the cmake call
codecheck Run the codechecks
doc Generate Doxygen documentation. Currently only with Build Type Debug, but this is easily changed if necessary.
install Install into the target dir, this is /usr/local per default (you need root privileges!) unless you change it (see CMake options above)

Contributing

We have some instructions on how to use Git to help you if you're new to Git: https://www.widelands.org/wiki/GitPrimer/

Code

The master branch and all issues and pull requests are mirrored bidirectionally between our developer environments on Codeberg and GitHub by bunnybot. Bunnybot also formats the code (C++, Lua, and Python) in all mirrored branches.

We follow the Google Styleguide.

Scenarios

For scripting scenarios, see https://www.widelands.org/documentation/lua_index/

Art

For contributing art, see https://www.widelands.org/wiki/GraphicsDevelopment/

Translations

For contributing translations, see https://www.widelands.org/wiki/TranslatingWidelands/

Testing

For helping with testing, see https://www.widelands.org/wiki/TestingBranches/

Triaging Issues

For helping with issue management, see https://www.widelands.org/wiki/TriagingBugs/

Directory Structure

Directory Contents
cmake Build system and codecheck rules
data The game's data files. Images, sounds, music, scripting, maps, campaigns, tribes, ...
debian Packaging for Debian-based Linux distributions
doc Sphinx documentation
po Translation files
src C++ source code
test Scripted maps for our regression test suite
utils Diverse utilities: Building translations, code formatting, packaging Mac & Windows, ...

Obtaining MacOS and MS-Windows builds and testsuite runs

All pushes to master will be built on AppVeyor. Pull request branches are deployed for MS-Windows using a GitHub action. To obtain MS-Windows builds if you do not wish to open a pull request, temporarily add the name of your branch to the branches section in appveyor.yml. This will not work if the branch is in a fork though.

All pull request branches as well as master are additionally deployed for MacOS, and a testsuite checks them under various compilers. To obtain MacOS builds or testsuite results, temporarily add the name of your branch to the branches section in .github/workflows/build.yaml. This does work for branches in forks as well.