find_package(Jthread REQUIRED)
find_package(Sqlite3 REQUIRED)
+# TODO: Create proper find script for Lua
+set(LUA_INCLUDE_DIR "${PROJECT_SOURCE_DIR}/lua/src")
+set(LUA_LIBRARY "lua")
+
configure_file(
"${PROJECT_SOURCE_DIR}/cmake_config.h.in"
"${PROJECT_BINARY_DIR}/cmake_config.h"
)
set(common_SRCS
+ content_tool.cpp
+ tooldef.cpp
+ nodedef.cpp
+ luaentity_common.cpp
+ scriptapi.cpp
+ script.cpp
+ log.cpp
content_sao.cpp
mapgen.cpp
content_inventory.cpp
content_nodemeta.cpp
content_craft.cpp
- content_mapblock.cpp
content_mapnode.cpp
auth.cpp
collision.cpp
defaultsettings.cpp
mapnode.cpp
voxel.cpp
- mapblockobject.cpp
inventory.cpp
debug.cpp
serialization.cpp
)
# This gives us the icon
-if(WIN32 AND MSVC)
- set(common_SRCS ${common_SRCS} winresource.rc)
+if(WIN32)
+ if(MINGW)
+ ADD_CUSTOM_COMMAND(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/winresource_rc.o
+ COMMAND windres.exe -I${CMAKE_CURRENT_SOURCE_DIR}
+ -i${CMAKE_CURRENT_SOURCE_DIR}/winresource.rc
+ -o ${CMAKE_CURRENT_BINARY_DIR}/winresource_rc.o)
+ SET(common_SRCS ${common_SRCS} ${CMAKE_CURRENT_BINARY_DIR}/winresource_rc.o)
+ else(MINGW) # Probably MSVC
+ set(common_SRCS ${common_SRCS} winresource.rc)
+ endif(MINGW)
endif()
# Client sources
set(minetest_SRCS
${common_SRCS}
+ MyBillboardSceneNode.cpp
+ content_mapblock.cpp
content_cao.cpp
mapblock_mesh.cpp
farmesh.cpp
keycode.cpp
+ camera.cpp
clouds.cpp
clientobject.cpp
guiMainMenu.cpp
guiInventoryMenu.cpp
guiPauseMenu.cpp
guiPasswordChange.cpp
+ guiDeathScreen.cpp
client.cpp
tile.cpp
game.cpp
${GETTEXT_INCLUDE_DIR}
${JTHREAD_INCLUDE_DIR}
${SQLITE3_INCLUDE_DIR}
+ ${LUA_INCLUDE_DIR}
)
set(EXECUTABLE_OUTPUT_PATH "${CMAKE_SOURCE_DIR}/bin")
${PNG_LIBRARIES}
${X11_LIBRARIES}
${GETTEXT_LIBRARY}
- ${PLATFORM_LIBS}
- ${CLIENT_PLATFORM_LIBS}
${JTHREAD_LIBRARY}
${SQLITE3_LIBRARY}
+ ${LUA_LIBRARY}
+ ${PLATFORM_LIBS}
+ ${CLIENT_PLATFORM_LIBS}
)
endif(BUILD_CLIENT)
target_link_libraries(
${PROJECT_NAME}server
${ZLIB_LIBRARIES}
- ${PLATFORM_LIBS}
${JTHREAD_LIBRARY}
${SQLITE3_LIBRARY}
+ ${LUA_LIBRARY}
+ ${PLATFORM_LIBS}
)
endif(BUILD_SERVER)
# Visual Studio
# EHa enables SEH exceptions (used for catching segfaults)
- set(CMAKE_CXX_FLAGS_RELEASE "/EHa /MD /O2 /Ob2 /Oi /Ot /Oy /GL /FD /MT /GS- /arch:SSE /fp:fast /D NDEBUG /D _HAS_ITERATOR_DEBUGGING=0 /TP")
+ set(CMAKE_CXX_FLAGS_RELEASE "/EHa /O2 /Ob2 /Oi /Ot /Oy /GL /FD /MT /GS- /arch:SSE /fp:fast /D NDEBUG /D _HAS_ITERATOR_DEBUGGING=0 /TP")
#set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/LTCG /NODEFAULTLIB:\"libcmtd.lib\" /NODEFAULTLIB:\"libcmt.lib\"")
set(CMAKE_EXE_LINKER_FLAGS_RELEASE "/LTCG")
# Debug build doesn't catch exceptions by itself
# Add some optimizations because otherwise it's VERY slow
set(CMAKE_CXX_FLAGS_DEBUG "/MDd /Zi /Ob0 /Od /RTC1")
+
+ # Flags for C files (sqlite)
+ # /MT = Link statically with standard library stuff
+ set(CMAKE_C_FLAGS_RELEASE "/O2 /Ob2 /MT")
if(BUILD_SERVER)
set_target_properties(${PROJECT_NAME}server PROPERTIES
if(BUILD_CLIENT)
install(TARGETS ${PROJECT_NAME} DESTINATION ${BINDIR})
- file(GLOB images "${CMAKE_CURRENT_SOURCE_DIR}/../data/*.png")
-
- install(FILES ${images} DESTINATION ${DATADIR})
+ file(GLOB images "${CMAKE_CURRENT_SOURCE_DIR}/../data/textures/*.png")
+ install(FILES ${images} DESTINATION ${DATADIR}/textures)
if(USE_GETTEXT)
foreach(LOCALE ${GETTEXT_AVAILABLE_LOCALES})
if (SQLITE3_FOUND)
else (SQLITE3_FOUND)
-add_subdirectory(sqlite)
+ add_subdirectory(sqlite)
endif (SQLITE3_FOUND)
+if (LUA_FOUND)
+else (LUA_FOUND)
+ add_subdirectory(lua)
+endif (LUA_FOUND)
+
#end