# Assembles dist/ - a self-contained, runnable copy of System Shock - # from the compiled engine (built via Docker, see build-image.sh/ # run-image.sh) and the game assets extracted from a purchased copy (see # res/assets/extract_assets.sh). Building the engine needs the build-image # (./build-image.sh, once); everything else here is plain file copying. # # `make package` instead builds a redistributable tarball that omits the # proprietary game assets entirely (see res/assets/GET_ASSETS.txt, which # it ships in their place) - this is what CI publishes. DIST_DIR := dist ENGINE_OUT := engine/.build-output ASSETS_DIR := res/assets/ss_ee BUILD_DIR := build ARCH := $(shell uname -m) .PHONY: all dist build-image engine assets package apk android-studio clean all: dist # Builds the Docker build-image itself. Only needed once, or after # build-image/Dockerfile changes. build-image: ./build-image.sh # Compiles engine/ (the vendored Shockolate snapshot) - offline, since # every dependency it needs was already baked into the build-image. # Always re-run so `make dist`/`make package` reflect the current engine/ # source, same as a fresh checkout would. # # If we're already running inside the build-image (QUESTSHOCK_BUILD_IMAGE, # set by its Dockerfile - true for a CI job using it as its container, # which has no nested docker available), compile directly; otherwise # shell out to ./run-image.sh, which docker-runs the image against this # checkout. engine: @if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \ bash build-image/build-engine.sh; \ else \ ./run-image.sh; \ fi # Fails with a pointer to extract_assets.sh if the purchased game assets # haven't been extracted yet. assets: @if [ ! -d "$(ASSETS_DIR)/data" ] || [ ! -d "$(ASSETS_DIR)/sound" ]; then \ echo "PREFLIGHT FAIL: $(ASSETS_DIR) not found - run res/assets/extract_assets.sh first" >&2; \ echo "(see res/assets/extract_assets.sh for how to get the installer from gog.com)" >&2; \ exit 1; \ fi dist: engine assets @echo "== Assembling $(DIST_DIR) ==" rm -rf "$(DIST_DIR)/systemshock" "$(DIST_DIR)/lib" "$(DIST_DIR)/res" \ "$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh" mkdir -p "$(DIST_DIR)/lib" "$(DIST_DIR)/res/data" "$(DIST_DIR)/res/sound" cp "$(ENGINE_OUT)/systemshock" "$(DIST_DIR)/" cp -a "$(ENGINE_OUT)/lib/." "$(DIST_DIR)/lib/" cp "$(ENGINE_OUT)/soundfont.sf2" "$(DIST_DIR)/res/" cp -a engine/shaders "$(DIST_DIR)/shaders" cp -a "$(ASSETS_DIR)/data/." "$(DIST_DIR)/res/data/" cp -a "$(ASSETS_DIR)/sound/." "$(DIST_DIR)/res/sound/" cp res/run.sh "$(DIST_DIR)/run.sh" chmod +x "$(DIST_DIR)/run.sh" @echo "== Done - run $(DIST_DIR)/run.sh to play ==" # Builds a versioned, redistributable Linux release tarball at # dist/shockolate--linux-.tar.gz - everything needed to # run except the proprietary game assets (res/GET_ASSETS.txt explains how # to get those instead of shipping res/data/, res/sound/). Version # defaults to the current git tag (vX.Y.Z, tag prefix stripped) - push a # tag to drive a release. Override with `make package VERSION=1.2.3`, or # just run it untagged for a local dev build (gets a 0.0.0-dev+ # placeholder version, with a warning). package: engine @git config --global --add safe.directory "$$(pwd)" 2>/dev/null || true @V="$$(VERSION="$(VERSION)" ./build-image/version.sh)"; \ PKG_NAME="shockolate-$$V-linux-$(ARCH)"; \ PKG_STAGE="$(BUILD_DIR)/package/$$PKG_NAME"; \ echo "Packaging $$PKG_NAME"; \ rm -rf "$$PKG_STAGE"; \ mkdir -p "$$PKG_STAGE/lib" "$$PKG_STAGE/res"; \ cp "$(ENGINE_OUT)/systemshock" "$$PKG_STAGE/"; \ cp -a "$(ENGINE_OUT)/lib/." "$$PKG_STAGE/lib/"; \ cp -a engine/shaders "$$PKG_STAGE/shaders"; \ cp "$(ENGINE_OUT)/soundfont.sf2" "$$PKG_STAGE/res/"; \ cp res/assets/GET_ASSETS.txt "$$PKG_STAGE/res/GET_ASSETS.txt"; \ cp res/run.sh "$$PKG_STAGE/run.sh"; \ chmod +x "$$PKG_STAGE/run.sh"; \ cp LICENSE "$$PKG_STAGE/LICENSE"; \ cp engine/LICENSE "$$PKG_STAGE/LICENSE.Shockolate"; \ cp NOTICE.txt "$$PKG_STAGE/NOTICE.txt"; \ mkdir -p "$(DIST_DIR)"; \ tar -czf "$(DIST_DIR)/$$PKG_NAME.tar.gz" -C "$(BUILD_DIR)/package" "$$PKG_NAME"; \ rm -rf "$(BUILD_DIR)/package"; \ echo "Wrote $(DIST_DIR)/$$PKG_NAME.tar.gz" # Builds the Quest APK (see build-image/build-apk.sh and # android/engine-patches/ - engine/ itself is never modified; a patch is # applied to a scratch copy at build time instead). Same # QUESTSHOCK_BUILD_IMAGE detection as `engine`. Unlike every other target # here, this needs network access at build time (Gradle/AGP's own # dependency resolution) - see build-image/Dockerfile. apk: @if [ -n "$$QUESTSHOCK_BUILD_IMAGE" ]; then \ bash build-image/build-apk.sh; \ else \ ./run-image.sh bash build-image/build-apk.sh; \ fi # Stages a scratch, patched copy of engine/ and android/gl4es-src/, plus # the Android SDL2/SDL2_mixer/fluidsynth-lite/openxr prebuilts, with # host-resolvable paths (writes android/engine.properties) so Android # Studio can compile and deploy android/ natively - see README's "5.2. # Building natively in Android Studio". `make apk` doesn't need this; it # stages the same things itself inside the build-image. Re-run after # `make clean` (which deletes android/engine.properties) or after # changing engine/, android/engine-patches/, android/gl4es-src/, # android/gl4es-patches/, or the prebuilt-library versions in # build-image/Dockerfile - Android Studio's own Gradle build already # does this automatically via its stageEngine task, so this is mainly # useful for first-time setup or confirming staging succeeded on its own. android-studio: ./run-image.sh bash build-image/prepare-android-project.sh --host-paths clean: rm -rf "$(DIST_DIR)" "$(BUILD_DIR)" "$(ENGINE_OUT)" \ engine/build_ext engine/CMakeCache.txt engine/CMakeFiles \ engine/cmake_install.cmake engine/Makefile engine/systemshock \ engine/src/Libraries/CMakeFiles \ android/engine.properties android/app/src/main/assets android/app/src/main/jniLibs \ android/app/build android/.gradle android/app/.cxx