Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s

dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont)
prebuilt, so compiling the engine needs no network access - just the
image and the engine source. Add res/assets/extract_assets.sh to pull
the game's data files out of a purchased GOG installer, and a Makefile
that assembles a runnable dist/ from the two.

Also add `make package`, which builds a redistributable tarball that
omits the proprietary game assets (shipping res/GET_ASSETS.txt instead)
plus license information for both the MIT tooling and the GPLv3 engine,
and a Gitea Actions workflow that builds and publishes it to
dl.ladkau.de on every push.
This commit is contained in:
ml
2026-07-19 15:43:38 +02:00
parent 3ed6400466
commit a5ec8db5f7
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#!/bin/bash
set -e
SDL_version=2.0.10
SDL2_mixer_version=2.0.4
GLEW_version=2.1.0
CMAKE_target=Unix\ Makefiles
# Removing the mwindows linker option lets us get console output
function remove_mwindows {
sed -i -e "s/ \-mwindows//g" Makefile
}
function build_sdl {
curl -O https://www.libsdl.org/release/SDL2-${SDL_version}.tar.gz
tar xvf SDL2-${SDL_version}.tar.gz
pushd SDL2-${SDL_version}
./configure --host=x86_64-w64-mingw32 --prefix=${install_dir}/built_sdl
remove_mwindows
make
make install
popd
}
function build_sdl_mixer {
curl -O https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-${SDL2_mixer_version}.tar.gz
# Do not extract the Xcode subdirectory because it contains symlinks.
# They cannot be extracted on Windows because the files in the archive are in the wrong order so
# the target of the link cannot be found at the time of the extraction.
tar xf SDL2_mixer-${SDL2_mixer_version}.tar.gz --exclude=Xcode
pushd SDL2_mixer-${SDL2_mixer_version}
./configure --host=x86_64-w64-mingw32 --disable-sdltest --with-sdl-prefix=${install_dir}/built_sdl --prefix=${install_dir}/built_sdl_mixer
remove_mwindows
make
make install
popd
}
function build_glew {
curl -O https://netcologne.dl.sourceforge.net/project/glew/glew/${GLEW_version}/glew-${GLEW_version}.tgz
tar xvf glew-${GLEW_version}.tgz
mv glew-${GLEW_version}/ built_glew/
pushd built_glew
mingw32-make glew.lib
popd
}
function build_fluidsynth {
git clone https://github.com/EtherTyper/fluidsynth-lite.git
pushd fluidsynth-lite
sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt
# if building fluidsynth fails, move on without it
set +e
cmake -G "${CMAKE_target}" .
cmake --build .
# download a soundfont that's close to the Windows default everyone knows
curl -o music.sf2 http://rancid.kapsi.fi/windows.sf2
set -e
popd
}
## Actual building starts here
if [ -d ./build_ext/ ]; then
echo A directory named build_ext already exists.
echo Please remove it if you want to recompile.
exit
fi
if ! [ -x "$(command -v cmake)" ]; then
echo CMake is needed to install Shockolate.
echo Please download CMake from https://cmake.org/download/,
echo install it and try again in a new Git Bash window.
exit
fi
rm -rf CMakeFiles/
rm -rf CMakeCache.txt
cp windows/make.exe /usr/bin/
if [ ! -d ./res/ ]; then
mkdir ./res/
fi
mkdir ./build_ext/
cd ./build_ext/
install_dir=`pwd -W`
build_sdl
build_sdl_mixer
build_glew
build_fluidsynth
# Back to the root directory, copy required DLL files for the executable
cd ..
cp build_ext/built_sdl/bin/SDL*.dll .
cp build_ext/built_sdl_mixer/bin/SDL*.dll .
cp build_ext/built_glew/lib/*.dll .
cp build_ext/fluidsynth-lite/src/*.dll .
# move the soundfont to the correct place if we successfully built fluidsynth
mv build_ext/fluidsynth-lite/*.sf2 ./res
# Set up build.bat
if [[ -z "${APPVEYOR}" ]]; then
echo "Normal build"
echo "@echo off
cmake -G \"${CMAKE_target}\" .
mingw32-make systemshock" >build.bat
else
echo "Appveyor"
echo "cmake -G \"${CMAKE_target}\" .
make systemshock" >build.bat
fi
echo "Our work here is done. Run BUILD.BAT in a Windows shell to build the actual source."