# questshock An open source project to play the classic 1994 System Shock on a VR headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock), a cross-platform port of the original game. ## Layout - `engine/` - a vendored snapshot of the Shockolate engine source. Built via Docker; see below. - `build-image/` - the Dockerfile (and supporting scripts) for the engine build environment. Every third-party dependency the engine needs to compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI soundfont) is fetched and built once into this image - compiling `engine/` itself needs no network access. - `build-image.sh` / `run-image.sh` / `upload-image.sh` - build the image, run it to compile the engine, and push it to a registry, respectively. - `res/assets/` - where you place your own purchased copy of the game (see below); `res/assets/extract_assets.sh` extracts it into `ss_ee/`. - `res/run.sh` - the launcher script, copied into `dist/` on build. - `Makefile` - assembles `dist/`, a self-contained runnable copy of the game, out of the compiled engine and the extracted assets. Also builds `dist/questshock--linux-.tar.gz`, a redistributable package that omits the proprietary game assets (`make package`). ## Building ```sh # 1. Build the engine build-image (once, or after build-image/ changes) ./build-image.sh # 2. Get your own copy of the game data (see "Game assets" below), then: res/assets/extract_assets.sh # 3. Compile the engine and assemble dist/ make dist # 4. Play dist/run.sh ``` `make dist` always recompiles the engine from the current `engine/` source (via `run-image.sh`), so a fresh build-image plus a re-run of `make dist` is all that's needed after pulling engine changes. ## Game assets System Shock's game data is not included in this repository and cannot be redistributed - you need to own a copy. Buy **System Shock: Enhanced Edition** on [gog.com](https://www.gog.com/), download the offline installer (a `.exe`), and drop it into `res/assets/`. Then run `res/assets/extract_assets.sh`, which pulls the classic game's data and sound files out of the installer (it's an Inno Setup package; the actual game data lives inside it in a zip-format `sshock.kpf`) into `res/assets/ss_ee/`. That script needs `innoextract` and `unzip`; if they aren't installed locally it falls back to running the extraction in a throwaway Docker container instead. ## Packaging `make package` builds `dist/questshock--linux-.tar.gz`: the compiled binary, its runtime libraries, shaders, a default MIDI soundfont, license information, and `res/GET_ASSETS.txt` in place of the actual game data (which the tarball never includes). Version comes from the current git tag (push a `vX.Y.Z` tag to drive a release); without one it builds an untagged `0.0.0-dev+` placeholder. A Gitea Actions workflow (`.gitea/workflows/build.yml`) builds this package on every push, using the build-image as its container (so no extra setup is needed in CI beyond the image itself), and publishes the resulting tarball to dl.ladkau.de. ## License The original tooling in this repository (the Docker build image, build scripts, Makefile, and asset extraction script) is licensed under the [MIT License](LICENSE). The vendored engine snapshot in `engine/` is [Shockolate](https://github.com/Interrupt/systemshock), which is licensed under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged and is *not* relicensed by this project's MIT license. Any build or distribution of the compiled engine must comply with the GPLv3. The game assets extracted into `res/assets/ss_ee/` are proprietary, copyrighted game data owned by their respective rightsholders - they are never committed to this repository (see `.gitignore`) and must be supplied by each user from their own legitimate purchase.