Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s
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.
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@@ -0,0 +1,107 @@
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#!/bin/bash
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set -e
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SDL_version=2.0.10
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SDL2_mixer_version=2.0.4
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GLEW_version=2.1.0
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CMAKE_target=Unix\ Makefiles
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# Removing the mwindows linker option lets us get console output
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function remove_mwindows {
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sed -i -e "s/ \-mwindows//g" Makefile
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}
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function build_sdl {
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curl -O https://www.libsdl.org/release/SDL2-devel-${SDL_version}-mingw.tar.gz
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tar xvf SDL2-devel-${SDL_version}-mingw.tar.gz
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cp -r SDL2-${SDL_version}/x86_64-w64-mingw32/ built_sdl/
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}
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function build_sdl_mixer {
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curl -O https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-devel-${SDL2_mixer_version}-mingw.tar.gz
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tar xf SDL2_mixer-devel-${SDL2_mixer_version}-mingw.tar.gz --exclude=Xcode
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cp -r SDL2_mixer-${SDL2_mixer_version}/x86_64-w64-mingw32/ built_sdl_mixer/
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}
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function build_glew {
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curl -O https://netcologne.dl.sourceforge.net/project/glew/glew/${GLEW_version}/glew-${GLEW_version}.tgz
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tar xvf glew-${GLEW_version}.tgz
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mv glew-${GLEW_version}/ built_glew/
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pushd built_glew
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mingw32-make glew.lib
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popd
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}
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function build_fluidsynth {
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git clone https://github.com/EtherTyper/fluidsynth-lite.git
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pushd fluidsynth-lite
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sed -i 's/DLL"\ off/DLL"\ on/' CMakeLists.txt
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# if building fluidsynth fails, move on without it
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set +e
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cmake -G "${CMAKE_target}" .
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cmake --build .
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# download a soundfont that's close to the Windows default everyone knows
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curl -o music.sf2 http://rancid.kapsi.fi/windows.sf2
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set -e
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popd
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}
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## Actual building starts here
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if [ -d ./build_ext/ ]; then
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echo A directory named build_ext already exists.
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echo Please remove it if you want to recompile.
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exit
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fi
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if ! [ -x "$(command -v cmake)" ]; then
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echo CMake is needed to install Shockolate.
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echo Please download CMake from https://cmake.org/download/,
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echo install it and try again in a new Git Bash window.
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exit
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fi
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rm -rf CMakeFiles/
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rm -rf CMakeCache.txt
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cp windows/make.exe /usr/bin/
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if [ ! -d ./res/ ]; then
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mkdir ./res/
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fi
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mkdir ./build_ext/
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cd ./build_ext/
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install_dir=`pwd -W`
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build_sdl
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build_sdl_mixer
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build_glew
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build_fluidsynth
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# Back to the root directory, copy required DLL files for the executable
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cd ..
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cp build_ext/built_sdl/bin/SDL*.dll .
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cp build_ext/built_sdl_mixer/bin/SDL*.dll .
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cp build_ext/built_glew/lib/*.dll .
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cp build_ext/fluidsynth-lite/src/*.dll .
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# move the soundfont to the correct place if we successfully built fluidsynth
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mv build_ext/fluidsynth-lite/*.sf2 ./res
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# Set up build.bat
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if [[ -z "${APPVEYOR}" ]]; then
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echo "Normal build"
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echo "@echo off
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cmake -G \"${CMAKE_target}\" .
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mingw32-make systemshock" >build.bat
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else
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echo "Appveyor"
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echo "cmake -G \"${CMAKE_target}\" .
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make systemshock" >build.bat
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fi
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echo "Our work here is done. Run BUILD.BAT in a Windows shell to build the actual source."
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