openmohaa/CMakeLists.txt

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cmake_minimum_required(VERSION 3.5)
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project(openmohaa)
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include(TargetArch.cmake)
target_architecture(TARGET_ARCH)
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if(TARGET_GAME_TYPE)
if(TARGET_GAME_TYPE EQUAL 1)
# Build for Team Assault (Spearhead)
set(TARGET_BASE_SUFFIX "ta")
elseif(TARGET_GAME_TYPE EQUAL 2)
# Build for Team Tactics (Breakthrough)
set(TARGET_BASE_SUFFIX "tt")
else()
set(TARGET_BASE_SUFFIX)
message(SEND_ERROR "Invalid game type. Game type can be 0, 1 or 2")
endif()
else()
set(TARGET_BASE_SUFFIX)
set(TARGET_GAME_TYPE 0)
endif()
set(TARGET_BASE_GAME "main${TARGET_BASE_SUFFIX}")
if(MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS -D_CRT_NONSTDC_NO_DEPRECATE)
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elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
add_compile_options(-Wno-comment)
# Ignore warnings for code like 'assert("Assert string")'
add_compile_options(-Wno-pointer-bool-conversion)
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endif()
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IF("${TARGET_ARCH}" STREQUAL "i386")
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set(TARGET_ARCH_SUFFIX "x86")
ELSE()
set(TARGET_ARCH_SUFFIX ${TARGET_ARCH})
ENDIF()
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message(STATUS "Architecture detected: ${TARGET_ARCH}, suffix set to ${TARGET_ARCH_SUFFIX}")
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IF(WIN32)
set(TARGET_PLATFORM_PREFIX "")
message(STATUS "Using Win32 naming convention")
ELSEIF(UNIX)
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set(TARGET_PLATFORM_PREFIX "")
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message(STATUS "Using Unix naming convention")
ELSE()
set(TARGET_PLATFORM_PREFIX "")
ENDIF()
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IF(CMAKE_BUILD_TYPE MATCHES Debug)
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set(TARGET_CONFIG_SUFFIX "-dbg")
add_definitions(-D_DEBUG)
if(UNIX)
# Enable all exports so all functions name can be seen during executable crash
set(CMAKE_ENABLE_EXPORTS ON)
message(STATUS "Enabling exports on Unix for backtrace")
endif()
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ELSE()
set(TARGET_CONFIG_SUFFIX "")
ENDIF()
# Common stuff
## For modules
set(SOURCES_SHARED
"code/qcommon/class.cpp"
"code/qcommon/con_set.cpp"
"code/qcommon/con_timer.cpp"
"code/qcommon/listener.cpp"
"code/qcommon/lz77.cpp"
"code/qcommon/mem_blockalloc.cpp"
"code/qcommon/mem_tempalloc.cpp"
"code/qcommon/q_math.c"
"code/qcommon/q_shared.c"
"code/qcommon/script.cpp"
"code/qcommon/str.cpp"
"code/script/scriptexception.cpp"
"code/script/scriptvariable.cpp"
)
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file(GLOB_RECURSE SOURCES_BG "code/game/bg_*.cpp")
## For executable
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### Platform-specific code
if(WIN32)
set(SOURCES_PLATFORM_SPECIFIC
WIN32
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"code/sys/con_log.c"
"code/sys/sys_autoupdater.c"
"code/sys/sys_main.c"
"code/sys/new/sys_main_new.c"
"code/sys/con_win32.c"
"code/sys/sys_win32.c"
"code/sys/win_resource.rc"
# These are still used even they're prefixed 'win'
"code/sys/win_bounds.cpp"
"code/sys/win_localization.cpp"
)
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set(SOURCES_CLIENT_PLATFORM_SPECIFIC "")
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else()
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set(SOURCES_PLATFORM_SPECIFIC
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"code/sys/con_log.c"
"code/sys/sys_autoupdater.c"
"code/sys/sys_main.c"
"code/sys/new/sys_main_new.c"
"code/sys/con_tty.c"
"code/sys/sys_unix.c"
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# These are still used even they're prefixed 'win'
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"code/sys/win_bounds.cpp"
"code/sys/win_localization.cpp"
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)
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set(SOURCES_CLIENT_PLATFORM_SPECIFIC "")
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endif()
### Common executable code
set(SOURCES_COMMON
"code/qcommon/alias.c"
"code/qcommon/cm_fencemask.c"
"code/qcommon/cm_load.c"
"code/qcommon/cm_patch.c"
"code/qcommon/cm_polylib.c"
"code/qcommon/cm_terrain.c"
"code/qcommon/cm_test.c"
"code/qcommon/cm_trace.c"
"code/qcommon/cm_trace_lbd.cpp"
"code/qcommon/cmd.c"
"code/qcommon/common.cpp"
"code/qcommon/crc.c"
"code/qcommon/cvar.c"
"code/qcommon/files.cpp"
"code/qcommon/huffman.cpp"
"code/qcommon/md4.c"
"code/qcommon/md5.c"
"code/qcommon/memory.c"
"code/qcommon/msg.cpp"
"code/qcommon/net_chan.c"
"code/qcommon/q_math.c"
"code/qcommon/q_shared.c"
"code/qcommon/tiki_main.cpp"
"code/qcommon/tiki_script.cpp"
"code/qcommon/unzip.c"
# Gamespy
"code/gamespy/sv_gamespy.c"
"code/gamespy/sv_gqueryreporting.c"
)
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file(GLOB_RECURSE SOURCES_SKEL "code/tiki/*.cpp" "code/skeletor/*.cpp")
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set(SOURCES_APP ${SOURCES_SHARED} ${SOURCES_COMMON} ${SOURCES_SKEL})
# Targets
## Server
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### Server game library
file(GLOB_RECURSE SOURCES_GAME "code/game/*.c" "code/game/*.cpp" "code/parser/*.cpp" "code/script/*.cpp")
set(SOURCES_GAME_LIB ${SOURCES_SHARED} ${SOURCES_GAME})
add_library(fgame SHARED ${SOURCES_GAME_LIB})
target_compile_definitions(fgame PRIVATE GAME_DLL ARCHIVE_SUPPORTED TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_include_directories(fgame PUBLIC "code/qcommon" "code/script" "code/game")
target_include_directories(fgame PRIVATE "code/parser")
target_compile_features(fgame PUBLIC cxx_nullptr)
target_compile_features(fgame PUBLIC c_variadic_macros)
set_target_properties(fgame PROPERTIES PREFIX "${TARGET_PLATFORM_PREFIX}")
set_target_properties(fgame PROPERTIES OUTPUT_NAME "game${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
set_target_properties(fgame PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${TARGET_BASE_GAME}")
INSTALL(TARGETS fgame DESTINATION "${TARGET_BASE_GAME}")
include("code/gamespy/gcd.cmake")
### Server executable
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file(GLOB_RECURSE SOURCES_SERVER "code/server/*.c" "code/server/*.cpp")
set(SOURCES_SERVER_APP ${SOURCES_APP} ${SOURCES_SERVER})
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add_executable(omohaaded ${SOURCES_PLATFORM_SPECIFIC} ${SOURCES_SERVER_APP} "code/null/null_client.c" "code/null/null_input.c" "code/null/null_snddma.c")
target_compile_definitions(omohaaded PRIVATE NO_SCRIPTENGINE APP_MODULE DEDICATED TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_compile_features(omohaaded PUBLIC cxx_nullptr)
target_compile_features(omohaaded PUBLIC c_variadic_macros)
# Gamespy dependency
add_dependencies(omohaaded gcd)
target_link_libraries(omohaaded PRIVATE gcd)
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target_include_directories(omohaaded PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server" "code/SDL2/include")
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set_target_properties(omohaaded PROPERTIES OUTPUT_NAME "omohaaded${TARGET_BASE_SUFFIX}${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
if(WIN32)
if (MSVC)
target_link_options(omohaaded PRIVATE "/MANIFEST:NO")
endif()
target_link_libraries(omohaaded PRIVATE wsock32 ws2_32)
target_link_libraries(omohaaded PRIVATE winmm)
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INSTALL(FILES $<TARGET_PDB_FILE:fgame> DESTINATION "${TARGET_BASE_GAME}" OPTIONAL)
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INSTALL(FILES $<TARGET_PDB_FILE:omohaaded> DESTINATION "./" OPTIONAL)
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elseif(UNIX)
find_package(Threads)
target_link_libraries(omohaaded PRIVATE ${CMAKE_DL_LIBS} ${CMAKE_THREAD_LIBS_INIT})
target_link_libraries(omohaaded PRIVATE m)
target_link_libraries(omohaaded PRIVATE stdc++)
endif()
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INSTALL(TARGETS omohaaded DESTINATION "./")
if (WITH_CLIENT)
## Client
### Client game library
file(GLOB_RECURSE SOURCES_CGAME "code/cgame/*.c" "code/cgame/*.cpp")
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set(SOURCES_CGAME_LIB ${SOURCES_SHARED} ${SOURCES_CGAME} ${SOURCES_BG})
add_library(cgame SHARED ${SOURCES_CGAME_LIB})
target_compile_definitions(cgame PRIVATE CGAME_DLL NO_SCRIPTENGINE TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
target_include_directories(cgame PUBLIC "code/qcommon" "code/cgame" "code/script")
target_compile_features(cgame PUBLIC cxx_nullptr)
target_compile_features(cgame PUBLIC c_variadic_macros)
set_target_properties(cgame PROPERTIES PREFIX "${TARGET_PLATFORM_PREFIX}")
set_target_properties(cgame PROPERTIES OUTPUT_NAME "cgame${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
set_target_properties(cgame PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${TARGET_BASE_GAME}")
INSTALL(TARGETS cgame DESTINATION "${TARGET_BASE_GAME}")
### Executable
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file(GLOB_RECURSE SOURCES_JPEG_8 "code/jpeg-8c/*.c")
add_library(jpeg8 STATIC ${SOURCES_JPEG_8})
target_include_directories(jpeg8 PRIVATE "code/jpeg-8c")
file(GLOB_RECURSE SOURCES_CLIENT "code/client/*.c" "code/client/*.cpp" "code/qcommon/puff.c")
file(GLOB_RECURSE SOURCES_UILIB "code/uilib/*.c" "code/uilib/*.cpp")
file(GLOB_RECURSE SOURCES_RENDERER "code/renderer/*.c" "code/renderer/*.cpp")
#file(GLOB_RECURSE SOURCES_RENDERER "code/sdl/*.c" "code/renderercommon/*.c" "code/renderergl2/*.c" "code/renderergl2/*.cpp")
set(SOURCES_CLIENT_APP ${SOURCES_APP} ${SOURCES_SERVER} ${SOURCES_CLIENT} ${SOURCES_UILIB} ${SOURCES_LIBS} ${SOURCES_RENDERER})
add_executable(openmohaa ${SOURCES_PLATFORM_SPECIFIC} ${SOURCES_CLIENT_APP} ${SOURCES_CLIENT_PLATFORM_SPECIFIC})
target_compile_definitions(openmohaa PRIVATE NO_SCRIPTENGINE APP_MODULE TARGET_GAME_TYPE=${TARGET_GAME_TYPE})
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# Use OpenAL
#target_compile_definitions(openmohaa PRIVATE USE_OPENAL=1)
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target_compile_features(openmohaa PUBLIC cxx_nullptr)
target_compile_features(openmohaa PUBLIC c_variadic_macros)
target_link_libraries(openmohaa PRIVATE jpeg8)
# Gamespy dependency
add_dependencies(openmohaa gcd)
target_link_libraries(openmohaa PRIVATE gcd)
target_include_directories(openmohaa PUBLIC "code/qcommon" "code/script" "code/gamespy" "code/server" "code/client" "code/uilib" "code/SDL2/include" "code/jpeg-8c")
set_target_properties(openmohaa PROPERTIES OUTPUT_NAME "openmohaa${TARGET_BASE_SUFFIX}${TARGET_ARCH_SUFFIX}${TARGET_CONFIG_SUFFIX}")
if(WIN32)
if (MSVC)
target_link_options(openmohaa PRIVATE "/MANIFEST:NO")
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#add_library(sdl2 SHARED IMPORTED)
#set_target_properties(sdl2 PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/SDL2.lib"
#)
#
#add_library(sdl2main SHARED IMPORTED)
#set_target_properties(sdl2main PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/SDL2main.lib"
#)
#
#add_library(glew32 SHARED IMPORTED)
#set_target_properties(glew32 PROPERTIES
# IMPORTED_IMPLIB "${CMAKE_SOURCE_DIR}/code/libs/win32/glew32.lib"
#)
target_link_libraries(openmohaa PRIVATE opengl32)
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endif()
target_link_libraries(openmohaa PRIVATE wsock32 ws2_32)
target_link_libraries(openmohaa PRIVATE winmm)
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INSTALL(FILES $<TARGET_PDB_FILE:cgame> DESTINATION "${TARGET_BASE_GAME}" OPTIONAL)
INSTALL(FILES $<TARGET_PDB_FILE:openmohaa> DESTINATION "./" OPTIONAL)
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elseif(UNIX)
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find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(X11 REQUIRED)
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find_package(Threads)
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target_include_directories(openmohaa PRIVATE ${OPENGL_INCLUDE_DIRS} ${GLUT_INCLUDE_DIRS})
target_link_libraries(openmohaa PRIVATE ${OPENGL_LIBRARIES} ${GLUT_LIBRARY} ${CMAKE_DL_LIBS} ${CMAKE_THREAD_LIBS_INIT})
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target_link_libraries(openmohaa PRIVATE m)
target_link_libraries(openmohaa PRIVATE stdc++)
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target_link_libraries(openmohaa PRIVATE ${X11_LIBRARIES} ${X11_Xxf86vm_LIB} ${X11_Xext_LIB} Xxf86dga)
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endif()
INSTALL(TARGETS openmohaa DESTINATION "./")
endif()