cmake_minimum_required(VERSION 2.8.7) project(SeriousEngine) # Set @rpath for Mac OS X shared library install names. #cmake_policy(SET CMP0042 NEW) # Use system SDL2 is on by default option(USE_SYSTEM_SDL2 "Use systems sdl2 development files" On) option(USE_SYSTEM_ZLIB "Use systems zlib development files" On) # fallback for cmake versions without add_compile_options # RAKE! Borrowed from dhewm3 project if(NOT COMMAND add_compile_options) function(add_compile_options) foreach(arg ${ARGN}) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${arg}" PARENT_SCOPE) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${arg}" PARENT_SCOPE) endforeach() endfunction() endif() set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake") include(CheckCXXCompilerFlag) # ssam expects the libs to be in Debug/ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${PROJECT_BINARY_DIR}/Debug) # Use systemwide SDL2 or custom build # RAKE!: Find a way to use their custom built library if # they want to use that instead or if their system only # allows for a setup like this. Maybe use a SDL2_DIR var or # some thing set in the system enviroment. if(NOT USE_SYSTEM_SDL2) include_directories(${CMAKE_SOURCE_DIR}/External/SDL2) else() find_package(SDL2 REQUIRED) if(SDL2_FOUND) include_directories(${SDL2_INCLUDE_DIR}) else() message(FATAL_ERROR "Error USE_SYSTEM_SDL2 is set but neccessary developer files are missing") endif() endif() if(USE_SYSTEM_ZLIB) find_package(ZLIB REQUIRED) if(ZLIB_FOUND) include_directories(${ZLIB_INCLUDE_DIRS}) else() message(FATAL_ERROR "Error! USE_SYSTEM_ZLIB is set but neccessary developer files are missing") endif() endif() # RAKE! Where to install the binaries. if(CMAKE_INSTALL_PREFIX STREQUAL "/usr/local" OR CMAKE_INSTALL_PREFIX STREQUAL "") # Only works for linux since I don't # know what default is for windows/macos/freebsd. set(CMAKE_INSTALL_PREFIX "${CMAKE_SOURCE_DIR}/../") # set install path to project root directory since # since one wasn't set during config set(LOCAL_INSTALL TRUE) endif() # Set up some sanity stuff... if(CMAKE_SYSTEM_NAME STREQUAL "Linux" OR CMAKE_SYSTEM_NAME MATCHES "GNU|kFreeBSD") SET(LINUX TRUE) endif() if(CMAKE_SYSTEM_NAME STREQUAL "FreeBSD") SET(FREEBSD TRUE) endif() if(APPLE) SET(MACOSX TRUE) endif() if(MSVC) SET(WINDOWS TRUE) endif() if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Debug CACHE STRING "None Debug Release RelWithDebInfo MinSizeRel" FORCE) endif() SET(DEBUG FALSE) if(CMAKE_BUILD_TYPE STREQUAL "Debug") SET(DEBUG TRUE) endif() ## ** RAKE! start compiler specific flags section ** ## ** RAKE! Borrowed from dhewm3 project, need to ** ## ** RAKE! clean up for SeriousEngine use. Also ** ## ** RAKE! need to make this pandora safe. ** # compiler specific flags if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang") # This section and the like are for flags/defines that can be shared between # c and c++ compile options add_compile_options(-Wall) add_compile_options(-pipe) add_compile_options(-fPIC) if(NOT PANDORA) add_compile_options(-march=native) endif() add_compile_options(-fno-strict-aliasing) add_definitions(-D_REENTRANT=1) add_definitions(-D_MT=1) ## Add your custom C and CXX flags on the command line aka -DCMAKE_C_FLAGS=-std=c98 or -DCMAKE_CXX_FLAGS=-std=c++11 ## For C flags set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS} -g -D_DEBUG=1 -DDEBUG=1 -O0") if(PANDORA) set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 - -faligned-new -ffast-math") set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 -faligned-new -ffast-math") set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -Os -ffast-math") else() set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 -fno-unsafe-math-optimizations") set(CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 -fno-unsafe-math-optimizations") set(CMAKE_C_FLAGS_MINSIZEREL "${CMAKE_C_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -Os -fno-unsafe-math-optimizations") endif() ## For C++ flags set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} -g -D_DEBUG=1 -DDEBUG=1 -O0") if(PANDORA) set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -O3 -faligned-new -ffast-math") set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 -faligned-new -ffast-math") set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -Os -ffast-math") else() set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -O3 -fno-unsafe-math-optimizations") set(CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -g -O3 -fno-unsafe-math-optimizations") ## RAKE! Does -DNDEBUG=1 and -D_NDEBUG=1 mess with RelWithDebInfo? set(CMAKE_CXX_FLAGS_MINSIZEREL "${CMAKE_CXX_FLAGS} -DNDEBUG=1 -D_NDEBUG=1 -Os -fno-unsafe-math-optimizations") endif() # TODO fix these warnings add_compile_options(-Wno-switch) add_compile_options(-Wno-char-subscripts) add_compile_options(-Wno-unknown-pragmas) add_compile_options(-Wno-unused-variable) # TODO: maybe only enable this for Entities add_compile_options(-Wno-unused-value) # same here (the Scripts generate tons of unused variables and values) add_compile_options(-Wno-missing-braces) add_compile_options(-Wno-overloaded-virtual) add_compile_options(-Wno-invalid-offsetof) #MESSAGE(WARNING, "re-enable some of the warnings some day!") if(CMAKE_CXX_COMPILER_ID MATCHES "Clang" OR CMAKE_CXX_COMPILER_ID MATCHES "AppleClang") # !!! FIXME: turn a bunch of these off, this is just for now. I hope. --ryan. add_compile_options(-Wno-c++11-compat-deprecated-writable-strings) endif() if(MACOSX) add_definitions(-DPLATFORM_UNIX=1) add_definitions(-DPLATFORM_MACOSX=1) add_definitions(-DPRAGMA_ONCE=1) elseif(WINDOWS) add_definitions(-DPLATFORM_WIN32=1) add_definitions(-DPRAGMA_ONCE=1) add_definitions(-D_CRT_SECURE_NO_WARNINGS=1) add_definitions(-D_CRT_SECURE_NO_DEPRECATE=1) elseif(LINUX) set(CMAKE_SKIP_RPATH ON CACHE BOOL "Skip RPATH" FORCE) add_definitions(-DPLATFORM_UNIX=1) add_definitions(-D_FILE_OFFSET_BITS=64) add_definitions(-D_LARGEFILE_SOURCE=1) add_definitions(-DPRAGMA_ONCE=1) elseif(FREEBSD) set(CMAKE_SKIP_RPATH ON CACHE BOOL "Skip RPATH" FORCE) add_definitions(-DPLATFORM_UNIX=1) add_definitions(-DPLATFORM_FREEBSD=1) add_definitions(-D_FILE_OFFSET_BITS=64) add_definitions(-D_LARGEFILE_SOURCE=1) add_definitions(-DPRAGMA_ONCE=1) include_directories("/usr/local/include") endif() if(MACOSX OR LINUX OR FREEBSD) add_compile_options(-pthread) add_compile_options(-fsigned-char) endif() if(CMAKE_COMPILER_IS_GNUCC) # !!! FIXME: turn a bunch of these off, this is just for now. I hope. --ryan. add_compile_options(-Wno-invalid-offsetof) endif() elseif(MSVC) # RAKE! I don't know if this will build with MSVC add_compile_options(/W4) add_compile_options(/wd4100) # unreferenced formal parameter add_compile_options(/wd4127) # conditional expression is constant add_compile_options(/wd4244) # possible loss of data add_compile_options(/wd4245) # signed/unsigned mismatch add_compile_options(/wd4267) # possible loss of data add_compile_options(/wd4714) # 'function' marked as __forceinline not inlined add_compile_options(/wd4996) # 'function': was declared deprecated add_compile_options(/wd4068) # unknown pragma set(CMAKE_C_FLAGS_DEBUG "-D_DEBUG /Od /Zi /MDd") set(CMAKE_C_FLAGS_RELEASE "/Ox /Oy /MD") set(CMAKE_C_FLAGS_RELWITHDEBINFO "/Ox /Oy /Zi /MD") set(CMAKE_C_FLAGS_MINSIZEREL "/Ox /Oy /Os /MD") else() message(FATAL_ERROR "Unsupported compiler") endif() ## ** RAKE! end compiler specific flags section ** if(DEBUG) set(DEBUGSUFFIX "D") else() set(DEBUGSUFFIX "") endif() option(USE_ASM "Use ASM code" TRUE) if (USE_ASM) MESSAGE(STATUS "Using assembler code (when available)") else() add_definitions(-DUSE_PORTABLE_C=1) MESSAGE(STATUS "Using portable C instead of all ASM") endif() option(USE_I386_NASM_ASM "Use i386 nasm ASM code" FALSE) if (USE_ASM AND USE_I386_NASM_ASM) # You need the Netwide Assembler (NASM) to build this on Intel systems. # http://nasm.sf.net/ add_definitions(-DUSE_I386_NASM_ASM=1) if (MACOSX) set(ASMOBJFMT "macho") list(APPEND ASMFLAGS --prefix _) elseif(WINDOWS) set(ASMOBJFMT "win32") else() set(ASMOBJFMT "elf") endif() MESSAGE(STATUS "Using i386 nasm ASM") else() MESSAGE(STATUS "Not using i386 nasm ASM") endif() option(PANDORA "Compile for Pandora" FALSE) if (PANDORA) add_definitions(-DPLATFORM_PANDORA=1) endif() option(USE_TREMOR "Use Tremor instead of Vorbis" FALSE) if (USE_TREMOR) add_definitions(-DUSE_TREMOR=1) endif() option(TFE "Compile a The First Encounter version" FALSE) if (TFE) add_definitions(-DFIRST_ENCOUNTER=1) set(MP "") else() set(MP "MP") endif() # !!! FIXME: I currently force this, but you shouldn't _have_ to. option(USE_SINGLE_THREAD "Use Single Threaded version" TRUE) if(USE_SINGLE_THREAD) add_definitions(-DSINGLE_THREADED=1) endif() include_directories( . ${CMAKE_SOURCE_DIR}/External/libogg/include ) if(USE_TREMOR) if(PANDORA) include_directories(/mnt/utmp/codeblocks/usr/include/tremor) else() # !!!Do something here! endif() else() include_directories(External/libvorbis/include) endif() # We build ECC, then use it to generate C++ code for the game entities... macro(add_parser_and_scanner _PARSER _SCANNER) add_custom_command( OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${_SCANNER}.cpp" MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${_SCANNER}.l" WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" COMMAND flex ARGS -o${_SCANNER}.cpp ${_SCANNER}.l ) add_custom_command( OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${_PARSER}.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/${_PARSER}.hpp" MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${_PARSER}.y" WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" COMMAND bison ARGS -o${_PARSER}.cpp ${_PARSER}.y -d ) add_custom_command( OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${_PARSER}.h" MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${_PARSER}.hpp" WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" COMMAND ${CMAKE_COMMAND} ARGS -E copy ${_PARSER}.hpp ${_PARSER}.h ) endmacro() # Build ECC from source if there wasn't a prebuilt-one specified on the command line. # Normally we build it here, but we might need a prebuilt, native binary if # we're cross-compiling the rest of the game. if(NOT ECC) add_parser_and_scanner("Ecc/Parser" "Ecc/Scanner") add_executable(ecc Ecc/Main.cpp Ecc/Parser.cpp Ecc/Parser.h Ecc/Scanner.cpp) set(ECC "ecc") endif() macro(entity _NAME) add_custom_command( OUTPUT "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.cpp" "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.h" "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}_tables.h" MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.es" DEPENDS ${ECC} WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}" COMMAND ${ECC} ARGS "${_NAME}.es" ) list(APPEND ENTITIES_CPP "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.cpp") list(APPEND ENTITIES_H "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}.h") list(APPEND ENTITIES_H "${CMAKE_CURRENT_SOURCE_DIR}/${_NAME}_tables.h") endmacro() set(ENTITIES_CPP "") set(ENTITIES_H "") entity(Engine/Classes/BaseEvents) entity(Engine/Classes/MovableBrushEntity) entity(Engine/Classes/MovableEntity) entity(Engine/Classes/MovableModelEntity) entity(Engine/Classes/PlayerEntity) set(ENGINE_ENTITIES_CPP ${ENTITIES_CPP}) set(ENTITIES_CPP "") if(TFE) entity(Entities/Acid) entity(Entities/AirWave) entity(Entities/AmmoItem) entity(Entities/AmmoPack) entity(Entities/AnimationChanger) entity(Entities/AnimationHub) entity(Entities/ArmorItem) entity(Entities/BackgroundViewer) entity(Entities/BasicEffects) entity(Entities/Beast) entity(Entities/BigHead) entity(Entities/BlendController) entity(Entities/BloodSpray) entity(Entities/Boneman) entity(Entities/Bouncer) entity(Entities/Bullet) entity(Entities/Camera) entity(Entities/CameraMarker) entity(Entities/CannonBall) entity(Entities/Catman) entity(Entities/Copier) entity(Entities/Counter) entity(Entities/CrateRider) entity(Entities/CyborgBike) entity(Entities/Cyborg) entity(Entities/Damager) entity(Entities/Debris) entity(Entities/DestroyableArchitecture) entity(Entities/Devil) entity(Entities/DevilMarker) entity(Entities/DevilProjectile) entity(Entities/DoorController) entity(Entities/Dragonman) entity(Entities/EffectMarker) entity(Entities/Effector) entity(Entities/Elemental) entity(Entities/EnemyBase) entity(Entities/EnemyCounter) entity(Entities/EnemyDive) entity(Entities/EnemyFly) entity(Entities/EnemyMarker) entity(Entities/EnemyRunInto) entity(Entities/EnemySpawner) entity(Entities/EnvironmentBase) entity(Entities/EnvironmentMarker) entity(Entities/Eruptor) entity(Entities/Eyeman) entity(Entities/Fish) entity(Entities/Fishman) entity(Entities/Flame) entity(Entities/FogMarker) #entity(Entities/GhostBusterRay) entity(Entities/Gizmo) entity(Entities/Global) entity(Entities/GradientMarker) entity(Entities/GravityMarker) entity(Entities/GravityRouter) entity(Entities/HazeMarker) entity(Entities/Headman) entity(Entities/HealthItem) entity(Entities/Huanman) entity(Entities/Item) entity(Entities/KeyItem) entity(Entities/Light) entity(Entities/Lightning) entity(Entities/LightStyle) entity(Entities/Mamut) entity(Entities/Mamutman) entity(Entities/Mantaman) entity(Entities/Marker) entity(Entities/MessageHolder) entity(Entities/MessageItem) entity(Entities/MirrorMarker) entity(Entities/ModelDestruction) entity(Entities/ModelHolder2) entity(Entities/ModelHolder) entity(Entities/MovingBrush) entity(Entities/MovingBrushMarker) entity(Entities/MusicChanger) entity(Entities/MusicHolder) entity(Entities/NavigationMarker) entity(Entities/ParticlesHolder) entity(Entities/Pendulum) entity(Entities/Pipebomb) entity(Entities/PlayerActionMarker) entity(Entities/PlayerAnimator) entity(Entities/Player) entity(Entities/PlayerMarker) entity(Entities/PlayerView) entity(Entities/PlayerWeaponsEffects) entity(Entities/PlayerWeapons) entity(Entities/Projectile) entity(Entities/PyramidSpaceShip) entity(Entities/PyramidSpaceShipMarker) entity(Entities/Reminder) entity(Entities/RobotDriving) entity(Entities/RobotFixed) entity(Entities/RobotFlying) entity(Entities/RollingStone) entity(Entities/Scorpman) entity(Entities/Ship) entity(Entities/ShipMarker) entity(Entities/SoundHolder) entity(Entities/StormController) entity(Entities/Switch) entity(Entities/Teleport) entity(Entities/TouchField) entity(Entities/Trigger) entity(Entities/Twister) entity(Entities/VoiceHolder) entity(Entities/Walker) entity(Entities/Watcher) entity(Entities/WatchPlayers) entity(Entities/Water) entity(Entities/WeaponItem) entity(Entities/Werebull) entity(Entities/Woman) entity(Entities/WorldBase) entity(Entities/WorldLink) entity(Entities/WorldSettingsController) else() entity(EntitiesMP/AirElemental) entity(EntitiesMP/AirShockwave) entity(EntitiesMP/AmmoItem) entity(EntitiesMP/AmmoPack) entity(EntitiesMP/AnimationChanger) entity(EntitiesMP/AnimationHub) entity(EntitiesMP/AreaMarker) entity(EntitiesMP/ArmorItem) entity(EntitiesMP/BackgroundViewer) entity(EntitiesMP/BasicEffects) entity(EntitiesMP/Beast) entity(EntitiesMP/BigHead) entity(EntitiesMP/BlendController) entity(EntitiesMP/BloodSpray) entity(EntitiesMP/Boneman) entity(EntitiesMP/Bouncer) entity(EntitiesMP/Bullet) entity(EntitiesMP/Camera) entity(EntitiesMP/CameraMarker) entity(EntitiesMP/CannonBall) entity(EntitiesMP/CannonRotating) entity(EntitiesMP/CannonStatic) entity(EntitiesMP/ChainsawFreak) entity(EntitiesMP/Copier) entity(EntitiesMP/Counter) entity(EntitiesMP/CrateBus) entity(EntitiesMP/CrateRider) entity(EntitiesMP/CreditsHolder) entity(EntitiesMP/Damager) entity(EntitiesMP/Debris) entity(EntitiesMP/DebugEntityStatesDisplay) entity(EntitiesMP/Demon) entity(EntitiesMP/DestroyableArchitecture) entity(EntitiesMP/Devil) entity(EntitiesMP/DevilMarker) entity(EntitiesMP/DevilProjectile) entity(EntitiesMP/DoorController) entity(EntitiesMP/Dragonman) entity(EntitiesMP/EffectMarker) entity(EntitiesMP/Effector) entity(EntitiesMP/Elemental) entity(EntitiesMP/EnemyBase) entity(EntitiesMP/EnemyCounter) entity(EntitiesMP/EnemyDive) entity(EntitiesMP/EnemyFly) entity(EntitiesMP/EnemyMarker) entity(EntitiesMP/EnemyRunInto) entity(EntitiesMP/EnemySpawner) entity(EntitiesMP/EnvironmentBase) entity(EntitiesMP/EnvironmentMarker) entity(EntitiesMP/EnvironmentParticlesHolder) entity(EntitiesMP/Eruptor) entity(EntitiesMP/ExotechLarva) entity(EntitiesMP/ExotechLarvaBattery) entity(EntitiesMP/ExotechLarvaCharger) entity(EntitiesMP/Eyeman) entity(EntitiesMP/Fireworks) entity(EntitiesMP/Fish) entity(EntitiesMP/Flame) entity(EntitiesMP/FogMarker) entity(EntitiesMP/Gizmo) entity(EntitiesMP/Global) entity(EntitiesMP/GradientMarker) entity(EntitiesMP/GravityMarker) entity(EntitiesMP/GravityRouter) entity(EntitiesMP/Grunt) entity(EntitiesMP/GruntSka) entity(EntitiesMP/Guffy) entity(EntitiesMP/HazeMarker) entity(EntitiesMP/Headman) entity(EntitiesMP/HealthItem) entity(EntitiesMP/HudPicHolder) entity(EntitiesMP/Item) entity(EntitiesMP/KeyItem) entity(EntitiesMP/LarvaOffspring) entity(EntitiesMP/Light) entity(EntitiesMP/Lightning) entity(EntitiesMP/Marker) entity(EntitiesMP/MessageHolder) entity(EntitiesMP/MessageItem) entity(EntitiesMP/MeteorShower) entity(EntitiesMP/MirrorMarker) entity(EntitiesMP/ModelDestruction) entity(EntitiesMP/ModelHolder) entity(EntitiesMP/ModelHolder2) entity(EntitiesMP/ModelHolder3) entity(EntitiesMP/MovingBrush) entity(EntitiesMP/MovingBrushMarker) entity(EntitiesMP/MusicChanger) entity(EntitiesMP/MusicHolder) entity(EntitiesMP/NavigationMarker) entity(EntitiesMP/ParticlesHolder) entity(EntitiesMP/Pendulum) entity(EntitiesMP/PhotoAlbum) entity(EntitiesMP/Pipebomb) entity(EntitiesMP/Player) entity(EntitiesMP/PlayerActionMarker) entity(EntitiesMP/PlayerAnimator) entity(EntitiesMP/PlayerMarker) entity(EntitiesMP/PlayerView) entity(EntitiesMP/PlayerWeapons) entity(EntitiesMP/PlayerWeaponsEffects) entity(EntitiesMP/PowerUpItem) entity(EntitiesMP/Projectile) entity(EntitiesMP/PyramidSpaceShip) entity(EntitiesMP/PyramidSpaceShipMarker) entity(EntitiesMP/Reminder) entity(EntitiesMP/RollingStone) entity(EntitiesMP/Santa) entity(EntitiesMP/Scorpman) entity(EntitiesMP/ScrollHolder) entity(EntitiesMP/SeriousBomb) entity(EntitiesMP/Ship) entity(EntitiesMP/ShipMarker) entity(EntitiesMP/Shooter) entity(EntitiesMP/SoundHolder) entity(EntitiesMP/SpawnerProjectile) entity(EntitiesMP/Spinner) entity(EntitiesMP/StormController) entity(EntitiesMP/Summoner) entity(EntitiesMP/SummonerMarker) entity(EntitiesMP/Switch) entity(EntitiesMP/TacticsChanger) entity(EntitiesMP/TacticsHolder) entity(EntitiesMP/Teleport) entity(EntitiesMP/Terrain) entity(EntitiesMP/TextFXHolder) entity(EntitiesMP/TimeController) entity(EntitiesMP/TouchField) entity(EntitiesMP/Trigger) entity(EntitiesMP/Twister) entity(EntitiesMP/VoiceHolder) entity(EntitiesMP/Walker) entity(EntitiesMP/WatchPlayers) entity(EntitiesMP/Watcher) entity(EntitiesMP/Water) entity(EntitiesMP/WeaponItem) entity(EntitiesMP/Werebull) entity(EntitiesMP/Woman) entity(EntitiesMP/WorldBase) entity(EntitiesMP/WorldLink) entity(EntitiesMP/WorldSettingsController) endif() add_custom_target(ParseEntities DEPENDS ${ENTITIES_H}) set(ENTITIESMPLIB "Entities${MP}${DEBUGSUFFIX}") if(TFE) add_library(${ENTITIESMPLIB} SHARED ${ENTITIES_CPP} Entities/Common/Common.cpp Entities/Common/Debris.cpp Entities/Common/Particles.cpp Entities/Common/Stats.cpp Entities/Common/PathFinding.cpp Entities/Common/HUD.cpp ) else() add_library(${ENTITIESMPLIB} SHARED ${ENTITIES_CPP} EntitiesMP/Common/Common.cpp EntitiesMP/Common/Particles.cpp EntitiesMP/Common/EmanatingParticles.cpp EntitiesMP/Common/PathFinding.cpp EntitiesMP/Common/HUD.cpp ) endif() if(MACOSX) target_link_libraries(${ENTITIESMPLIB} "-undefined dynamic_lookup") endif() add_dependencies(${ENTITIESMPLIB} ParseEntities) set(GAMEMPLIB "Game${MP}${DEBUGSUFFIX}") add_library(${GAMEMPLIB} SHARED GameMP/Camera.cpp GameMP/CompMessage.cpp GameMP/CompModels.cpp GameMP/Computer.cpp GameMP/Console.cpp GameMP/Controls.cpp GameMP/Game.cpp GameMP/LCDDrawing.cpp GameMP/LoadingHook.cpp GameMP/Map.cpp GameMP/SessionProperties.cpp GameMP/WEDInterface.cpp ) if(MACOSX) target_link_libraries(${GAMEMPLIB} "-undefined dynamic_lookup") endif() add_dependencies(${GAMEMPLIB} ParseEntities) set(SHADERSLIB "Shaders${DEBUGSUFFIX}") add_library(${SHADERSLIB} SHARED Shaders/AddShader.cpp Shaders/AddShaderDS.cpp Shaders/BaseShader.cpp Shaders/BaseShaderDS.cpp Shaders/BaseTransparent.cpp Shaders/BaseTransparentDS.cpp Shaders/ColorShader.cpp Shaders/Common.cpp Shaders/DetailShader.cpp Shaders/DisplaceShader.cpp Shaders/InvisibleShader.cpp Shaders/MultiLayerShader.cpp Shaders/Reflection.cpp Shaders/ReflectionDS.cpp Shaders/ReftectionAndSpecular.cpp Shaders/ReftectionAndSpecularDS.cpp Shaders/Specular.cpp Shaders/SpecularDS.cpp Shaders/StdH.cpp Shaders/Translucent.cpp ) if(MACOSX) target_link_libraries(${SHADERSLIB} "-undefined dynamic_lookup") endif() add_dependencies(${SHADERSLIB} ParseEntities) add_parser_and_scanner("Engine/Base/Parser" "Engine/Base/Scanner") add_parser_and_scanner("Engine/Ska/smcPars" "Engine/Ska/smcScan") if (USE_I386_NASM_ASM) add_custom_command( OUTPUT "SoundMixer386.o" MAIN_DEPENDENCY "${CMAKE_CURRENT_SOURCE_DIR}/Engine/Sound/SoundMixer386.asm" COMMAND nasm ARGS ${ASMFLAGS} -f ${ASMOBJFMT} -o SoundMixer386.o ${CMAKE_CURRENT_SOURCE_DIR}/Engine/Sound/SoundMixer386.asm ) list(APPEND ADDITIONAL_ENGINE_SRCS SoundMixer386.o) endif() if(USE_SINGLE_THREAD) set(SYNCHRO_SRCS Engine/Base/NullSynchronization.cpp # single threaded. ) else() #!! TODO Win32/Linux case set(SYNCHRO_SRCS Engine/Base/Unix/UnixSynchronization.cpp # multithreaded Unix. #Engine/Base/SDL/SDLSynchronization.cpp #Engine/Base/SDL/SDLThreadLocalStorage.cpp # multithreaded Unix. ) #Engine/Base/Registry.cpp # Windows only. #Engine/Base/StackDump.cpp # Windows only. #Engine/Base/Win32/Win32Synchronization.cpp # Windows only. endif() set(ZLIB_SRCS "") if(NOT USE_SYSTEM_ZLIB) set(ZLIB_SRCS Engine/zlib/inflate.c Engine/zlib/adler32.c Engine/zlib/infblock.c Engine/zlib/inffast.c Engine/zlib/inftrees.c Engine/zlib/trees.c Engine/zlib/compress.c Engine/zlib/zutil.c Engine/zlib/deflate.c Engine/zlib/infcodes.c Engine/zlib/infutil.c Engine/zlib/uncompr.c) endif() set(ENGINE_SAFEMATH_SRCS Engine/Brushes/Brush.cpp Engine/Brushes/BrushPolygon.cpp Engine/Brushes/BrushSector.cpp Engine/Entities/Entity.cpp Engine/Entities/EntityClass.cpp Engine/Entities/EntityCollision.cpp Engine/Entities/PlayerCharacter.cpp Engine/Terrain/TerrainMisc.cpp Engine/Terrain/TerrainRayCasting.cpp Engine/World/WorldCSG.cpp Engine/World/WorldRayCasting.cpp Engine/World/WorldCollision.cpp Engine/World/WorldCollisionGrid.cpp Engine/Math/Projection_Simple_DOUBLE.cpp Engine/Math/Geometry_DOUBLE.cpp ) add_library(engine_safemath STATIC ${ENGINE_SAFEMATH_SRCS} ) target_compile_options(engine_safemath PRIVATE "-fno-unsafe-math-optimizations") if(PANDORA) target_compile_options(engine_safemath PRIVATE "-mfpu=vfpv3") endif() add_dependencies(engine_safemath ParseEntities) set(ENGINE_SRCS ${ENGINE_ENTITIES_CPP} Engine/Engine.cpp Engine/Base/Anim.cpp Engine/Base/CRC.cpp Engine/Base/CRCTable.cpp Engine/Base/Changeable.cpp Engine/Base/Console.cpp Engine/Base/Directory.cpp Engine/Base/ErrorReporting.cpp Engine/Base/FileName.cpp Engine/Base/Input.cpp Engine/Base/Lists.cpp Engine/Base/Memory.cpp Engine/Base/Profiling.cpp Engine/Base/ProgressHook.cpp Engine/Base/Protection.cpp Engine/Base/Relations.cpp Engine/Base/ReplaceFile.cpp Engine/Base/Serial.cpp Engine/Base/Shell.cpp Engine/Base/ShellTypes.cpp Engine/Base/Statistics.cpp Engine/Base/Stream.cpp Engine/Base/Timer.cpp Engine/Base/Translation.cpp Engine/Base/Unzip.cpp Engine/Base/Updateable.cpp Engine/Base/CTString.cpp Engine/Base/Scanner.cpp Engine/Base/Parser.cpp Engine/Base/Parser.h Engine/Base/IFeel.cpp Engine/Base/Unix/UnixFileSystem.cpp Engine/Base/Unix/UnixDynamicLoader.cpp Engine/Base/SDL/SDLTimer.cpp Engine/Base/SDL/SDLInput.cpp Engine/Base/SDL/SDLEvents.cpp ${SYNCHRO_SRCS} Engine/Brushes/BrushIO.cpp Engine/Brushes/BrushShadows.cpp Engine/Brushes/BrushTriangularize.cpp Engine/Brushes/BrushArchive.cpp Engine/Brushes/BrushImport.cpp Engine/Brushes/BrushMip.cpp Engine/Brushes/BrushExport.cpp Engine/Entities/NearestPolygon.cpp Engine/Entities/EntityProperties.cpp Engine/Entities/FieldBSPTesting.cpp Engine/Entities/EntityCopying.cpp Engine/Entities/LastPositions.cpp Engine/Math/Projection_Isometric.cpp Engine/Math/Object3D.cpp Engine/Math/Projection_Parallel.cpp Engine/Math/Projection_Perspective.cpp Engine/Math/Float.cpp Engine/Math/Object3D_CSG.cpp Engine/Math/Projection_Simple.cpp Engine/Math/Functions.cpp Engine/Math/ObjectSector.cpp Engine/Math/Placement.cpp Engine/Math/TextureMapping.cpp Engine/Math/Geometry.cpp Engine/Math/Projection.cpp #Engine/Math/Object3D_IO.cpp # Exploration 3D support. #Engine/Models/EditModel.cpp Engine/Models/Model.cpp Engine/Models/RenderModel_View.cpp Engine/Models/Normals.cpp Engine/Models/VertexGetting.cpp Engine/Models/RenderModel.cpp Engine/Models/MipMaker.cpp Engine/Models/ModelProfile.cpp Engine/Models/RenderModel_Mask.cpp Engine/Light/LayerMaker.cpp Engine/Light/LayerMixer.cpp Engine/Light/LightSource.cpp Engine/Graphics/Adapter.cpp Engine/Graphics/Raster.cpp Engine/Graphics/GfxLibrary.cpp Engine/Graphics/Benchmark.cpp Engine/Graphics/GfxProfile.cpp Engine/Graphics/Color.cpp Engine/Graphics/ShadowMap.cpp Engine/Graphics/DepthCheck.cpp Engine/Graphics/Texture.cpp Engine/Graphics/DisplayMode.cpp Engine/Graphics/Gfx_OpenGL.cpp Engine/Graphics/Gfx_OpenGL_Textures.cpp Engine/Graphics/TextureEffects.cpp Engine/Graphics/DrawPort.cpp Engine/Graphics/Gfx_wrapper.cpp Engine/Graphics/DrawPort_Particles.cpp Engine/Graphics/Graphics.cpp Engine/Graphics/ViewPort.cpp Engine/Graphics/DrawPort_RenderScene.cpp Engine/Graphics/ImageInfo.cpp Engine/Graphics/Fog.cpp Engine/Graphics/MultiMonitor.cpp Engine/Graphics/Font.cpp Engine/Graphics/Shader.cpp Engine/Graphics/Stereo.cpp Engine/Graphics/SDL/SDLOpenGL.cpp Engine/Graphics/SDL/SDLAdapter.cpp Engine/Network/ActionBuffer.cpp Engine/Network/NetworkMessage.cpp Engine/Network/Server.cpp Engine/Network/Buffer.cpp Engine/Network/NetworkProfile.cpp Engine/Network/SessionState.cpp Engine/Network/PlayerBuffer.cpp Engine/Network/MessageDispatcher.cpp Engine/Network/PlayerSource.cpp Engine/Network/Compression.cpp Engine/Network/Network.cpp Engine/Network/PlayerTarget.cpp Engine/Network/CPacket.cpp Engine/Network/ClientInterface.cpp Engine/Network/CommunicationInterface.cpp Engine/Network/Diff.cpp Engine/GameAgent/GameAgent.cpp Engine/Terrain/ArrayHolder.cpp Engine/Terrain/Terrain.cpp Engine/Terrain/TerrainArchive.cpp Engine/Terrain/TerrainEditing.cpp Engine/Terrain/TerrainLayer.cpp Engine/Terrain/TerrainRender.cpp Engine/Terrain/TerrainTile.cpp Engine/Rendering/Render.cpp Engine/Rendering/RenderProfile.cpp Engine/Rendering/SelectOnRender.cpp Engine/Ska/AnimSet.cpp Engine/Ska/RMRender.cpp Engine/Ska/Skeleton.cpp Engine/Ska/ModelInstance.cpp Engine/Ska/StringTable.cpp Engine/Ska/Mesh.cpp Engine/Ska/RMRenderMask.cpp Engine/Ska/smcPars.cpp Engine/Ska/smcPars.h Engine/Ska/smcScan.cpp Engine/Sound/SoundDecoder.cpp Engine/Sound/SoundObject.cpp Engine/Sound/SoundLibrary.cpp Engine/Sound/SoundProfile.cpp Engine/Sound/SoundData.cpp Engine/Sound/Wave.cpp Engine/Sound/SoundMixer.cpp Engine/Templates/Stock_CAnimData.cpp Engine/Templates/Stock_CAnimSet.cpp Engine/Templates/Stock_CEntityClass.cpp Engine/Templates/Stock_CMesh.cpp Engine/Templates/Stock_CModelData.cpp Engine/Templates/Stock_CSkeleton.cpp Engine/Templates/Stock_CSoundData.cpp Engine/Templates/Stock_CTextureData.cpp Engine/Templates/Stock_CShader.cpp Engine/Templates/NameTable_CTFileName.cpp Engine/Templates/NameTable_CTranslationPair.cpp Engine/Templates/BSP.cpp Engine/World/PhysicsProfile.cpp Engine/World/World.cpp Engine/World/WorldEditingProfile.cpp Engine/World/WorldIO.cpp ${ADDITIONAL_ENGINE_SRCS} ${ZLIB_SRCS} ) add_executable(ssam ${ENGINE_SRCS} SeriousSam/LevelInfo.cpp SeriousSam/CmdLine.cpp SeriousSam/SeriousSam.cpp SeriousSam/VarList.cpp SeriousSam/Credits.cpp SeriousSam/GLSettings.cpp SeriousSam/LCDDrawing.cpp SeriousSam/SplashScreen.cpp SeriousSam/MainWindow.cpp SeriousSam/Menu.cpp SeriousSam/MenuGadgets.cpp SeriousSam/MenuPrinting.cpp ) target_link_libraries(ssam engine_safemath) add_dependencies(ssam ParseEntities) # Make symbols in the main executable available to dynamic objects set_target_properties(ssam PROPERTIES ENABLE_EXPORTS ON) # !!! FIXME: this is an option because you have to recompile the entire engine twice. # !!! FIXME: If we can put the engine in a static library and not lose symbols, # !!! FIXME: that's a better plan and we can remove the toggle here. option(BUILD_DEDICATED_SERVER "Compile the dedicated server, too" FALSE) if(BUILD_DEDICATED_SERVER) add_executable(SeriousSamDedicated ${ENGINE_SRCS} DedicatedServer/DedicatedServer.cpp) add_dependencies(SeriousSamDedicated ParseEntities) # Make symbols in the main executable available to dynamic objects set_target_properties(SeriousSamDedicated PROPERTIES ENABLE_EXPORTS ON) endif() if(MACOSX) target_link_libraries(ssam ${ZLIB_LIBRARIES}) if(USE_SYSTEM_SDL2) # use sdl2 framework on system target_link_libraries(ssam ${SDL2_LIBRARY}) else() # use local libsdl2 find_library(COCOA_FRAMEWORK Cocoa) target_link_libraries(ssam "${COCOA_FRAMEWORK}") target_link_libraries(ssam "${CMAKE_CURRENT_SOURCE_DIR}/lib/macosx/libSDL2-2.0.0.dylib") endif() if(BUILD_DEDICATED_SERVER) target_link_libraries(SeriousSamDedicated ${ZLIB_LIBRARIES}) if(USE_SYSTEM_SDL2) target_link_libraries(SeriousSamDedicated ${SDL2_LIBRARY}) else() target_link_libraries(SeriousSamDedicated "${COCOA_FRAMEWORK}") target_link_libraries(SeriousSamDedicated "${CMAKE_CURRENT_SOURCE_DIR}/lib/macosx/libSDL2-2.0.0.dylib") endif() endif() endif() if(LINUX) set_target_properties(ssam PROPERTIES LINK_FLAGS "-Wl,-rpath,$ORIGIN") target_link_libraries(ssam "m") target_link_libraries(ssam "dl") target_link_libraries(ssam "pthread") target_link_libraries(ssam ${SDL2_LIBRARY}) target_link_libraries(ssam ${ZLIB_LIBRARIES}) if(PANDORA) target_link_libraries(ssam "rt") endif() if(BUILD_DEDICATED_SERVER) set_target_properties(SeriousSamDedicated PROPERTIES LINK_FLAGS "-Wl,-rpath,$ORIGIN") target_link_libraries(SeriousSamDedicated "m") target_link_libraries(SeriousSamDedicated "dl") target_link_libraries(SeriousSamDedicated "pthread") target_link_libraries(SeriousSamDedicated ${SDL2_LIBRARY}) target_link_libraries(SeriousSamDedicated ${ZLIB_LIBRARIES}) endif() endif() if(FREEBSD) set_target_properties(ssam PROPERTIES LINK_FLAGS "-Wl,-rpath,$ORIGIN") target_link_libraries(ssam "m") target_link_libraries(ssam "pthread") target_link_libraries(ssam ${SDL2_LIBRARY}) target_link_libraries(ssam ${ZLIB_LIBRARIES}) if(BUILD_DEDICATED_SERVER) set_target_properties(SeriousSamDedicated PROPERTIES LINK_FLAGS "-Wl,-rpath,$ORIGIN") target_link_libraries(SeriousSamDedicated "m") target_link_libraries(SeriousSamDedicated "pthread") target_link_libraries(SeriousSamDedicated ${SDL2_LIBRARY}) target_link_libraries(SeriousSamDedicated ${ZLIB_LIBRARIES}) endif() endif() if(TFE) set_target_properties(ssam PROPERTIES OUTPUT_NAME "ssam-tfe") endif() # RAKE! Install Section. if(DEBUG) # RAKE! Will this work with TFE? install(TARGETS ssam ${SHADERSLIB} ${GAMEMPLIB} ${ENTITIESMPLIB} RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}/Bin" LIBRARY DESTINATION "${CMAKE_INSTALL_PREFIX}/Bin/Debug" PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_WRITE GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) if(BUILD_DEDICATED_SERVER) install(TARGETS SeriousSamDedicated RUNTIME DESTINATION ${CMAKE_INSTALL_PREFIX}/Bin PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_WRITE GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) endif() else() install(TARGETS ssam ${SHADERSLIB} ${GAMEMPLIB} ${ENTITIESMPLIB} RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}/Bin" LIBRARY DESTINATION "${CMAKE_INSTALL_PREFIX}/Bin" PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_WRITE GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) if(BUILD_DEDICATED_SERVER) install(TARGETS SeriousSamDedicated RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}/Bin" PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_WRITE GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) endif() endif() # RAKE! If CMAKE_INSTALL_PREFIX was set during config then its not a local install # and SE1_10.gro needs to be installed to Games root dir. if(NOT LOCAL_INSTALL) install(FILES ${CMAKE_SOURCE_DIR}/../SE1_10.gro DESTINATION ${CMAKE_INSTALL_PREFIX} PERMISSIONS OWNER_READ OWNER_WRITE OWNER_EXECUTE GROUP_READ GROUP_WRITE GROUP_EXECUTE WORLD_READ WORLD_EXECUTE) endif() # end of CMakeLists.txt ...