raze-gles/source/exhumed/CMakeLists.txt
Christoph Oelckers e3084cd1b1 - ported Exhumed sound to OpenAL.
The regular sounds are not a big deal, but this game contains two special effects that were problematic to port. We'll have to wait and see if they work as intended - the original panning effect is not 3D compatible so I had to redo it.
2019-12-25 23:37:16 +01:00

118 lines
2.9 KiB
CMake

cmake_minimum_required( VERSION 3.1.0 )
if (MSVC)
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /J" )
endif()
include_directories( "${CMAKE_CURRENT_SOURCE_DIR}/../../build/include" )
if (WIN32)
include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/vpx" "${CMAKE_CURRENT_SOURCE_DIR}/../../platform/windows/include/sdl2" )
else ()
include_directories( "${ZLIB_INCLUDE_DIR}" "${ZMUSIC_INCLUDE_DIR}" "${BZIP2_INCLUDE_DIR}" "${LZMA_INCLUDE_DIR}" "${JPEG_INCLUDE_DIR}" "${GDTOA_INCLUDE_DIR}")
endif()
include_directories(
${CMAKE_CURRENT_SOURCE_DIR}/../build/include
${CMAKE_CURRENT_SOURCE_DIR}/../libsmackerdec/include
${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/include
${CMAKE_CURRENT_SOURCE_DIR}/../common
${CMAKE_CURRENT_SOURCE_DIR}/../common/utility
${CMAKE_CURRENT_SOURCE_DIR}/../common/console
${CMAKE_CURRENT_SOURCE_DIR}/../common/textures
${CMAKE_CURRENT_SOURCE_DIR}/../common/fonts
${CMAKE_CURRENT_SOURCE_DIR}/../common/2d
${CMAKE_CURRENT_SOURCE_DIR}/../common/music
${CMAKE_CURRENT_SOURCE_DIR}/../common/input
${CMAKE_CURRENT_SOURCE_DIR}/../platform )
#set( NOT_COMPILED_SOURCE_FILES
# src/gamestructures.cpp
#)
#set_source_files_properties( ${NOT_COMPILED_SOURCE_FILES} PROPERTIES HEADER_FILE_ONLY TRUE )
set( PCH_SOURCES
src/aistuff.cpp
src/anims.cpp
src/anubis.cpp
src/bubbles.cpp
src/bullet.cpp
src/cd.cpp
src/cdaudio.cpp
src/cdrom.cpp
src/config.cpp
src/enginesubs.cpp
src/exhumed.cpp
src/exscript.cpp
src/fish.cpp
src/grenade.cpp
src/gun.cpp
src/init.cpp
src/input.cpp
src/items.cpp
src/lavadude.cpp
src/light.cpp
src/lighting.cpp
src/lion.cpp
src/main.cpp
src/map.cpp
src/menu.cpp
src/mono.cpp
src/move.cpp
src/movie.cpp
src/mummy.cpp
src/network.cpp
src/object.cpp
src/osdcmds.cpp
src/paul.cpp
src/player.cpp
src/queen.cpp
src/ra.cpp
src/random.cpp
src/rat.cpp
src/record.cpp
src/rex.cpp
src/roach.cpp
src/runlist.cpp
src/save.cpp
src/scorp.cpp
src/sequence.cpp
src/serial.cpp
src/set.cpp
src/snake.cpp
src/sound.cpp
src/spider.cpp
src/status.cpp
src/stream.cpp
src/switch.cpp
src/text2.cpp
src/timer.cpp
src/trigdat.cpp
src/view.cpp
src/wasp.cpp
src/d_menu.cpp
)
if( MSVC )
enable_precompiled_headers( ../g_pch.h PCH_SOURCES )
# The original Build code was written with unsigned chars and unfortunately they still haven't been eliminated entirely.
# All other code should stay with signed chars. What a mess... :(
#set_source_files_properties( ${PCH_SOURCES} PROPERTIES COMPILE_FLAGS "/J" )
else()
# Temporary solution for compilers other than MSVC
set_source_files_properties( ${PCH_SOURCES} PROPERTIES COMPILE_FLAGS "-include g_pch.h" )
endif()
file( GLOB HEADER_FILES
src/*.h
)
add_library( exhumed STATIC
${HEADER_FILES}
${PCH_SOURCES}
#${NOT_COMPILED_SOURCE_FILES}
)