yquake2remaster/CMakeLists.txt
Bradley Clemetson 2d20c5c801 Compiles on Linux with OpenAL support, SDL1/2 support.
Added build options for Zip/Ogg/OpenAL (On if available)
2015-08-10 22:55:01 -07:00

322 lines
10 KiB
CMake

cmake_minimum_required(VERSION 3.0)
#yquake cmake configuration
project (yquake2)
set(YQUAKE2_MAJOR_VERSION 5)
set(YQUAKE2_MINOR_VERSION 3)
set(YQUAKE2_PATCH_VERSION 0)
# Cmake module search path
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/cmake/modules
${CMAKE_MODULE_PATH})
#Add Homebrew for OSX
list(APPEND CMAKE_PREFIX_PATH /usr/local)
#yquake2 compilation options
option(ZIP_SUPPORT "ZIP support" ON)
option(OGG_SUPPORT "OGG Vorbis playback support (Music)" ON)
option(OPENAL_SUPPORT "3D Sound support" ON)
#TODO Remove the X11 Gamma from the code
#TODO Remove SDL 1.X all together.
#These variables will act as our list of include folders and linker flags
set(yquake2LinkerFlags)
set(yquake2IncludeDirectories)
set(yquake2LinkerDirectories)
#Set directory locations (allowing us to move directories easily)
set(SOURCE_DIR ${CMAKE_CURRENT_LIST_DIR}/src)
set(BACKENDS_SRC_DIR ${SOURCE_DIR}/backends)
set(COMMON_SRC_DIR ${SOURCE_DIR}/common)
set(GAME_SRC_DIR ${SOURCE_DIR}/game)
set(SERVER_SRC_DIR ${SOURCE_DIR}/server)
set(CLIENT_SRC_DIR ${SOURCE_DIR}/client)
#Required libraries to build the different
#components of the tutorials. Find them and add the include/linker
#directories and flags(In case the package manager find it in a weird place)
find_package(SDL2)
if(${SDL2_FOUND})
add_definitions(-DSDL2)
list(APPEND yquake2IncludeDirectories "${SDL2_INCLUDE_DIR}/..")
list(APPEND yquake2LinkerFlags ${SDL2_LIBRARY})
else()
#If we can't get SDL2 at least get SDL 1.X
find_package(SDL REQUIRED)
add_definitions(-DWITH_CDA)
list(APPEND yquake2IncludeDirectories "${SDL_INCLUDE_DIR}/..")
list(APPEND yquake2LinkerFlags ${SDL_LIBRARY})
endif()
find_package(OpenGL REQUIRED)
list(APPEND yquake2IncludeDirectories ${OPENGL_INCLUDE_DIR})
list(APPEND yquake2LinkerFlags ${OPENGL_LIBRARIES})
if(${ZIP_SUPPORT})
find_package(ZLIB REQUIRED)
list(APPEND yquake2IncludeDirectories ${ZLIB_INCLUDE_DIRS})
list(APPEND yquake2LinkerFlags ${ZLIB_LIBRARIES})
add_definitions(-DZIP -DNOUNCRYPT)
endif()
if(${OGG_SUPPORT})
find_package(OggVorbis)
if(${OGGVORBIS_FOUND})
add_definitions(-DOGG=1)
list(APPEND yquake2IncludeDirectories ${OGGVORBIS_INCLUDE_DIR})
list(APPEND yquake2LinkerFlags ${OGG_LIBRARY} ${VORBIS_LIBRARY} ${VORBISFILE_LIBRARY})
endif()
endif()
if(${OPENAL_SUPPORT})
find_package(OpenAL)
#TODO Enable OSX OpenAL support
if(${OPENAL_FOUND} AND NOT(${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
list(APPEND yquake2IncludeDirectories "${OPENAL_INCLUDE_DIR}")
list(APPEND yquake2LinkerFlags ${OPENAL_LIBRARY})
#TODO This should be done in the source with a #ifdef PLATFORM_X
#We found the library but we must also give it the right dynamic library
#to open.
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="openal32.dll")
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.dylib")
elseif((${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD") OR (${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so")
else()
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so.1")
endif()
endif()
endif()
list(APPEND yquake2LinkerFlags "-lm -rdynamic")
list(APPEND yquake2LinkerFlags ${CMAKE_DL_LIBS})
#With all of those libraries and user defined paths added,
#lets give them to the compiler and linker.
include_directories(${yquake2IncludeDirectories})
link_directories(${yquake2LinkerDirectories})
set(Backends-Generic-Source
${BACKENDS_SRC_DIR}/generic/qal.c
${BACKENDS_SRC_DIR}/generic/vid.c
${BACKENDS_SRC_DIR}/generic/qgl.c
${BACKENDS_SRC_DIR}/generic/misc.c
${BACKENDS_SRC_DIR}/sdl/cd.c
${BACKENDS_SRC_DIR}/sdl/input.c
${BACKENDS_SRC_DIR}/sdl/refresh.c
${BACKENDS_SRC_DIR}/sdl/sound.c
)
set(Backends-Unix-Source
${BACKENDS_SRC_DIR}/unix/network.c
${BACKENDS_SRC_DIR}/unix/system.c
${BACKENDS_SRC_DIR}/generic/misc.c
${BACKENDS_SRC_DIR}/unix/main.c
${BACKENDS_SRC_DIR}/unix/signalhandler.c
${BACKENDS_SRC_DIR}/unix/shared/hunk.c
)
set(Backends-Windows-Source
${BACKENDS_SRC_DIR}/windows/network.c
${BACKENDS_SRC_DIR}/windows/system.c
${BACKENDS_SRC_DIR}/windows/shared/mem.c
)
#Set the nessesary platform specific source
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_definitions(-DPLATFORM_WINDOWS=1)
set(Platform-Specific-Source ${Backends-Windows-Source})
else()
if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_definitions(-DPLATFORM_MAC_OSX=1)
endif()
add_definitions(-DPLATFORM_UNIX=1)
set(Platform-Specific-Source ${Backends-Unix-Source})
endif()
set(Game-Source
${COMMON_SRC_DIR}/shared/flash.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${GAME_SRC_DIR}/g_ai.c
${GAME_SRC_DIR}/g_chase.c
${GAME_SRC_DIR}/g_cmds.c
${GAME_SRC_DIR}/g_combat.c
${GAME_SRC_DIR}/g_func.c
${GAME_SRC_DIR}/g_items.c
${GAME_SRC_DIR}/g_main.c
${GAME_SRC_DIR}/g_misc.c
${GAME_SRC_DIR}/g_monster.c
${GAME_SRC_DIR}/g_phys.c
${GAME_SRC_DIR}/g_spawn.c
${GAME_SRC_DIR}/g_svcmds.c
${GAME_SRC_DIR}/g_target.c
${GAME_SRC_DIR}/g_trigger.c
${GAME_SRC_DIR}/g_turret.c
${GAME_SRC_DIR}/g_utils.c
${GAME_SRC_DIR}/g_weapon.c
${GAME_SRC_DIR}/monster/berserker/berserker.c
${GAME_SRC_DIR}/monster/boss2/boss2.c
${GAME_SRC_DIR}/monster/boss3/boss3.c
${GAME_SRC_DIR}/monster/boss3/boss31.c
${GAME_SRC_DIR}/monster/boss3/boss32.c
${GAME_SRC_DIR}/monster/brain/brain.c
${GAME_SRC_DIR}/monster/chick/chick.c
${GAME_SRC_DIR}/monster/flipper/flipper.c
${GAME_SRC_DIR}/monster/float/float.c
${GAME_SRC_DIR}/monster/flyer/flyer.c
${GAME_SRC_DIR}/monster/gladiator/gladiator.c
${GAME_SRC_DIR}/monster/gunner/gunner.c
${GAME_SRC_DIR}/monster/hover/hover.c
${GAME_SRC_DIR}/monster/infantry/infantry.c
${GAME_SRC_DIR}/monster/insane/insane.c
${GAME_SRC_DIR}/monster/medic/medic.c
${GAME_SRC_DIR}/monster/misc/move.c
${GAME_SRC_DIR}/monster/mutant/mutant.c
${GAME_SRC_DIR}/monster/parasite/parasite.c
${GAME_SRC_DIR}/monster/soldier/soldier.c
${GAME_SRC_DIR}/monster/supertank/supertank.c
${GAME_SRC_DIR}/monster/tank/tank.c
${GAME_SRC_DIR}/player/client.c
${GAME_SRC_DIR}/player/hud.c
${GAME_SRC_DIR}/player/trail.c
${GAME_SRC_DIR}/player/view.c
${GAME_SRC_DIR}/player/weapon.c
${GAME_SRC_DIR}/savegame/savegame.c
)
set(Client-Source
${CLIENT_SRC_DIR}/cl_cin.c
${CLIENT_SRC_DIR}/cl_console.c
${CLIENT_SRC_DIR}/cl_download.c
${CLIENT_SRC_DIR}/cl_effects.c
${CLIENT_SRC_DIR}/cl_entities.c
${CLIENT_SRC_DIR}/cl_input.c
${CLIENT_SRC_DIR}/cl_inventory.c
${CLIENT_SRC_DIR}/cl_keyboard.c
${CLIENT_SRC_DIR}/cl_lights.c
${CLIENT_SRC_DIR}/cl_main.c
${CLIENT_SRC_DIR}/cl_network.c
${CLIENT_SRC_DIR}/cl_parse.c
${CLIENT_SRC_DIR}/cl_particles.c
${CLIENT_SRC_DIR}/cl_prediction.c
${CLIENT_SRC_DIR}/cl_screen.c
${CLIENT_SRC_DIR}/cl_tempentities.c
${CLIENT_SRC_DIR}/cl_view.c
${CLIENT_SRC_DIR}/refresh/r_draw.c
${CLIENT_SRC_DIR}/refresh/r_image.c
${CLIENT_SRC_DIR}/refresh/r_light.c
${CLIENT_SRC_DIR}/refresh/r_lightmap.c
${CLIENT_SRC_DIR}/refresh/r_main.c
${CLIENT_SRC_DIR}/refresh/r_mesh.c
${CLIENT_SRC_DIR}/refresh/r_misc.c
${CLIENT_SRC_DIR}/refresh/r_model.c
${CLIENT_SRC_DIR}/refresh/r_scrap.c
${CLIENT_SRC_DIR}/refresh/r_surf.c
${CLIENT_SRC_DIR}/refresh/r_warp.c
${CLIENT_SRC_DIR}/refresh/files/md2.c
${CLIENT_SRC_DIR}/refresh/files/pcx.c
${CLIENT_SRC_DIR}/refresh/files/sp2.c
${CLIENT_SRC_DIR}/refresh/files/stb.c
${CLIENT_SRC_DIR}/refresh/files/wal.c
${CLIENT_SRC_DIR}/menu/menu.c
${CLIENT_SRC_DIR}/menu/qmenu.c
${CLIENT_SRC_DIR}/menu/videomenu.c
${CLIENT_SRC_DIR}/sound/ogg.c
${CLIENT_SRC_DIR}/sound/openal.c
${CLIENT_SRC_DIR}/sound/sound.c
${CLIENT_SRC_DIR}/sound/wave.c
${COMMON_SRC_DIR}/argproc.c
${COMMON_SRC_DIR}/clientserver.c
${COMMON_SRC_DIR}/collision.c
${COMMON_SRC_DIR}/crc.c
${COMMON_SRC_DIR}/cmdparser.c
${COMMON_SRC_DIR}/cvar.c
${COMMON_SRC_DIR}/filesystem.c
${COMMON_SRC_DIR}/glob.c
${COMMON_SRC_DIR}/md4.c
${COMMON_SRC_DIR}/movemsg.c
${COMMON_SRC_DIR}/misc.c
${COMMON_SRC_DIR}/netchan.c
${COMMON_SRC_DIR}/pmove.c
${COMMON_SRC_DIR}/szone.c
${COMMON_SRC_DIR}/zone.c
${COMMON_SRC_DIR}/shared/flash.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/unzip/ioapi.c
${COMMON_SRC_DIR}/unzip/unzip.c
${SERVER_SRC_DIR}/sv_cmd.c
${SERVER_SRC_DIR}/sv_conless.c
${SERVER_SRC_DIR}/sv_entities.c
${SERVER_SRC_DIR}/sv_game.c
${SERVER_SRC_DIR}/sv_init.c
${SERVER_SRC_DIR}/sv_main.c
${SERVER_SRC_DIR}/sv_save.c
${SERVER_SRC_DIR}/sv_send.c
${SERVER_SRC_DIR}/sv_user.c
${SERVER_SRC_DIR}/sv_world.c
)
set(Server-Source
${COMMON_SRC_DIR}/argproc.c
${COMMON_SRC_DIR}/clientserver.c
${COMMON_SRC_DIR}/collision.c
${COMMON_SRC_DIR}/crc.c
${COMMON_SRC_DIR}/cmdparser.c
${COMMON_SRC_DIR}/cvar.c
${COMMON_SRC_DIR}/filesystem.c
${COMMON_SRC_DIR}/glob.c
${COMMON_SRC_DIR}/md4.c
${COMMON_SRC_DIR}/misc.c
${COMMON_SRC_DIR}/movemsg.c
${COMMON_SRC_DIR}/netchan.c
${COMMON_SRC_DIR}/pmove.c
${COMMON_SRC_DIR}/szone.c
${COMMON_SRC_DIR}/zone.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/unzip/ioapi.c
${COMMON_SRC_DIR}/unzip/unzip.c
${SERVER_SRC_DIR}/sv_cmd.c
${SERVER_SRC_DIR}/sv_conless.c
${SERVER_SRC_DIR}/sv_entities.c
${SERVER_SRC_DIR}/sv_game.c
${SERVER_SRC_DIR}/sv_init.c
${SERVER_SRC_DIR}/sv_main.c
${SERVER_SRC_DIR}/sv_save.c
${SERVER_SRC_DIR}/sv_send.c
${SERVER_SRC_DIR}/sv_user.c
${SERVER_SRC_DIR}/sv_world.c
)
#Build the game dynamic library
add_library(game SHARED ${Game-Source})
set_target_properties(game PROPERTIES
PREFIX ""
LIBRARY_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/Debug/baseq2
LIBRARY_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/Release/baseq2
)
target_link_libraries(game ${yquake2LinkerFlags})
#Main Quake 2 executable
add_executable(quake2 ${Client-Source} ${Platform-Specific-Source} ${Backends-Generic-Source})
set_target_properties(quake2 PROPERTIES
PREFIX ""
RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/Debug
RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/Release
)
target_link_libraries(quake2 game ${yquake2LinkerFlags})
#Quake 2 Dedicated Server
add_executable(q2ded ${Server-Source} ${Platform-Specific-Source})
set_target_properties(q2ded PROPERTIES
PREFIX ""
COMPILE_DEFINITIONS "DEDICATED_ONLY"
RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_BINARY_DIR}/Debug
RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_BINARY_DIR}/Release
)
target_link_libraries(q2ded game ${yquake2LinkerFlags})