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include stdlib.h for rand(3) to fix build. While here, remove the profiled lib

from the plist. Its creation is changes with NO_PROFILE in src.conf, and it's
pretty unnecessary, so I'm removing it from the plist altogether for simplicity.
This commit is contained in:
Adam Weinberger 2014-07-24 16:08:39 +00:00
parent c72494a024
commit b0c45bdec1
Notes: svn2git 2021-03-31 03:12:20 +00:00
svn path=/head/; revision=362816
3 changed files with 10 additions and 2 deletions

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@ -22,7 +22,6 @@ do-install:
${INSTALL_LIB} ${WRKSRC}/libdungeonmaker.a ${STAGEDIR}${PREFIX}/lib
${INSTALL_LIB} ${WRKSRC}/libdungeonmaker.so ${STAGEDIR}${PREFIX}/lib
${INSTALL_LIB} ${WRKSRC}/libdungeonmaker.so.2 ${STAGEDIR}${PREFIX}/lib
${INSTALL_LIB} ${WRKSRC}/libdungeonmaker_p.a ${STAGEDIR}${PREFIX}/lib
${INSTALL} ${WRKSRC}/DungeonMaker.h ${STAGEDIR}${PREFIX}/include
@${MKDIR} ${STAGEDIR}${DOCSDIR}
${INSTALL_DATA} ${WRKSRC}/DM2_Manual/* ${STAGEDIR}${DOCSDIR}

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@ -0,0 +1,10 @@
--- DungeonMaker.h.orig 2014-07-24 11:55:26.000000000 -0400
+++ DungeonMaker.h 2014-07-24 11:55:51.000000000 -0400
@@ -22,6 +22,7 @@
#include <list>
#include <string>
#include <assert.h>
+#include <stdlib.h>
///* ATTENTION: In this version, the method DungeonMaker:: PutPlonkOnMap() puts MOBs and treasure on the map literally, by changing the SquareData of the Map square where the stuff goes. This is just for demonstration purposes to make it easier to show stuff without having an engine for rendering objects. If you use the DungeonMaker in your own program, you must refrain from calling this function, and instead write your own function that puts stuff on the map as objects and leaves the MapData as it is.

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@ -2,7 +2,6 @@ include/DungeonMaker.h
lib/libdungeonmaker.a
lib/libdungeonmaker.so
lib/libdungeonmaker.so.2
lib/libdungeonmaker_p.a
%%PORTDOCS%%%%DOCSDIR%%/Contents.gif
%%PORTDOCS%%%%DOCSDIR%%/Next.gif
%%PORTDOCS%%%%DOCSDIR%%/Prev.gif