Correct. I intend to eventually deploy tricks like your precompiled headers, and it may require source files for each object in large games, meaning more existing object files to use. But that's later.
Right now, there is one main source file that includes many code-generated headers. Each of these implements a different chunk of user code; one for object events, one for event code, one for scripts, one for globally defined variables, one for room codes, one for room data (In array format; will actually need some rethinking for improved compile speed and possibly loading time)... the list goes on.
When ENIGMA allows for larger games, it may become necessary to compile objects in their own sources, as I mentioned, which will call for precompiled headers as well. We'll see then what's required. When that time comes, the majority of the main source file will be made into a header (precompiled, I hope) and included from each of the object sources. I'll probably always leave room creation code in the same source.
If and when I do separate them, there'll be some organizing and double checking to prevent linker errors. Otherwise, to make it flawless, I'd have to recompile them all anyway, which would be very inefficient. There'd also be the itty bitty problem of having to recompile them all anyway each time you switch games. Fortunately, the main system code never needs recompiled (unless you check out new versions, of course, in which case the makefile will take care of it automatically because it's cool like that).
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