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https://github.com/DarkflameUniverse/DarkflameServer.git
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38 lines
1.6 KiB
CMake
38 lines
1.6 KiB
CMake
set(DGAME_DINVENTORY_SOURCES
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"EquippedItem.cpp"
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"Inventory.cpp"
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"Item.cpp"
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"ItemSet.cpp"
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"ItemSetPassiveAbility.cpp")
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add_library(dInventory OBJECT ${DGAME_DINVENTORY_SOURCES})
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target_include_directories(dInventory PUBLIC "."
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"${PROJECT_SOURCE_DIR}/dGame/dUtilities" # Item.h uses Preconditions.h
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"${PROJECT_SOURCE_DIR}/dCommon/eEnums" # Item.h uses dCommonVars.h
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PRIVATE
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"${PROJECT_SOURCE_DIR}/dCommon"
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"${PROJECT_SOURCE_DIR}/dCommon/dEnums"
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"${PROJECT_SOURCE_DIR}/dCommon/dClient" # Item.cpp uses AssetManager
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase"
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"${PROJECT_SOURCE_DIR}/dDatabase/CDClientDatabase/CDClientTables"
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"${PROJECT_SOURCE_DIR}/dGame/dGameMessages" # direct
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"${PROJECT_SOURCE_DIR}/dGame/dComponents" # direct InventoryComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dBehaviors" # via InventoryComponent.h
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"${PROJECT_SOURCE_DIR}/dGame/dEntity" # via dZoneManager/Spawner.h
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"${PROJECT_SOURCE_DIR}/dGame/dMission" # via MissionComponent.h
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"${PROJECT_SOURCE_DIR}/dZoneManager" # via Item.cpp
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)
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target_link_libraries(dInventory PUBLIC magic_enum tinyxml2)
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target_precompile_headers(dInventory REUSE_FROM dGameBase)
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# Workaround for compiler bug where the optimized code could result in a memcpy of 0 bytes, even though that isnt possible.
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# https://gcc.gnu.org/bugzilla/show_bug.cgi?id=97185
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if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
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set_source_files_properties("Item.cpp" PROPERTIES COMPILE_FLAGS "-Wno-stringop-overflow")
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endif()
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# INTERFACE link w/o dependency
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#set_property(TARGET dInventory APPEND PROPERTY INTERFACE_LINK_LIBRARIES
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# dNet dDatabaseCDClient
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#)
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