#!/bin/bash # Slackware build script for jfsw # Written by B. Watson (urchlay@slackware.uk) # Updated for Slackware 14.2 with the help of orbea # Licensed under the WTFPL. See http://www.wtfpl.net/txt/copying/ for details. # 20211103 bkw: # - updated for 20210725_716e1e3 (latest git). # - combine all the source tarballs into one (see git2tarxz.sh). # - get rid of options for building with SDL1 and without fluidsynth. # - get rid of fixsegfault.diff, upstream fixed the bug. # - rebase the remaining patches (dont_use_jack.diff, twin_dragon_grp.diff) # on this version. can't build the old versions any more, sorry. # - install the binary only as 'jfsw' (not 'sw'). this is because # eduke32 now supports Shadow Warrior, and its binary is also 'sw'. # which will be renamed to eduke32-sw or edsw or something like that. # - optionally (TOOLS=yes) install the tools (kextract, kgroup, etc). # - new-style icons. # 20180710 bkw: BUILD=2 # - updated for 20180424_8fc2d54 (latest git). # - finally fix long-standing segfault bug. # - document new optional deps in README. # - make slack-desc show runtime library deps. # - remove freepats from REQUIRES. I've never been able to get # jfsw to play music using them anyway. # - expand the section on the full-version sw.grp, move to # separate README_game_data.txt. Found out about Wanton Destruction, # it's now documented there too. # - add README_music.txt, explaining how to get the music working. # turned out to be quite a lengthy project... # - expand README a bit, mention gog.com free download. # - allow fluidsynth builds to work even if fluidsynth built with JACK. # - add SDL2=no and FLUID=no build options. cd $(dirname $0) ; CWD=$(pwd) PRGNAM=jfsw VERSION=${VERSION:-20210725_716e1e3} BUILD=${BUILD:-1} TAG=${TAG:-_SBo} PKGTYPE=${PKGTYPE:-tgz} if [ -z "$ARCH" ]; then case "$( uname -m )" in i?86) ARCH=i586 ;; arm*) ARCH=arm ;; *) ARCH=$( uname -m ) ;; esac fi if [ ! -z "${PRINT_PACKAGE_NAME}" ]; then echo "$PRGNAM-$VERSION-$ARCH-$BUILD$TAG.$PKGTYPE" exit 0 fi TMP=${TMP:-/tmp/SBo} PKG=$TMP/package-$PRGNAM OUTPUT=${OUTPUT:-/tmp} if [ "$ARCH" = "i586" ]; then SLKCFLAGS="-O2 -march=i586 -mtune=i686" LIBDIRSUFFIX="" elif [ "$ARCH" = "i686" ]; then SLKCFLAGS="-O2 -march=i686 -mtune=i686" LIBDIRSUFFIX="" elif [ "$ARCH" = "x86_64" ]; then SLKCFLAGS="-O2 -fPIC" LIBDIRSUFFIX="64" else SLKCFLAGS="-O2" LIBDIRSUFFIX="" fi set -e rm -rf $PKG mkdir -p $TMP $PKG $OUTPUT cd $TMP rm -rf $PRGNAM-$VERSION tar xvf $CWD/$PRGNAM-$VERSION.tar.xz cd $PRGNAM-$VERSION chown -R root:root . find -L . -perm /111 -a \! -perm 755 -a -exec chmod 755 {} \+ -o \ \! -perm /111 -a \! -perm 644 -a -exec chmod 644 {} \+ # 20180712 bkw: if fluidsynth happens to have been built with optional # JACK support, it'll be the default driver and jfsw will try to use it. # This doesn't actually work. # 20211029 bkw: Slackware has fluidsynth now, it isn't built # with jack. But I'm leaving this in, because there might be a # fluidsynth-jack build after 15.0 releases. patch -p1 < $CWD/patches/dont_use_jack.diff # 20200428 bkw: add Twin Dragon td.grp to the list of supported GRP # files. Need this for the jfsw_twin_dragon build. patch -p1 < $CWD/patches/twin_dragon_grp.diff # 20211030 bkw: make the default video mode 24bpp, in the absence of a # config file. This is needed to make the HRP work OOTB. Specifically, # the launcher (on my system anyway) doesn't offer any 24bpp modes by # default, only 8 and 32. And the HRP *has to have* 24 (no, 32 won't # work). It's 2021, I don't think anyone's still using anything that # doesn't support 24bpp (at least not in a desktop/laptop PC running # Slackware). Thanks again to orbea for figuring this out. sed -i '/ScreenBPP *= *8/s,8,24,' src/config.c install_exe() { install -s -m0755 -oroot -groot "$@" } runmake() { echo "===> running: make " $@ make "$@" \ RELEASE=1 \ DATADIR=/usr/share/games/$PRGNAM \ CFLAGS="$SLKCFLAGS" \ CXXFLAGS="$SLKCFLAGS" } runmake # no 'make install' target mkdir -p $PKG/usr/games install_exe sw $PKG/usr/games/$PRGNAM install_exe build $PKG/usr/games/$PRGNAM-build # just for shiggles, include kenbuild in the package: make -C jfbuild mkdir -p $PKG/usr/libexec/$PRGNAM $PKG/usr/share/games/kenbuild install_exe jfbuild/kenbuild-data/game $PKG/usr/libexec/$PRGNAM/kenbuild install -m0755 -oroot -groot $CWD/kenbuild.sh $PKG/usr/games/kenbuild cp jfbuild/kenbuild-data/*.{map,h,dat} $PKG/usr/share/games/kenbuild if [ "${TOOLS:-no}" = "yes" ]; then runmake -C jfbuild utils # the set of available tools changes sometimes, don't let the build # fail because one tool is gone in a new release. for i in arttool kextract kgroup transpal wad2art wad2map; do if [ -x jfbuild/$i ]; then install_exe jfbuild/$i $PKG/usr/games/$i else echo "!!! $i didn't get built, investigate!" fi done fi # Data directory included in package, even though we don't include # data files. Why? Because the user might be grabbing sw.grp from # a retail CD-ROM, and if this dir doesn't exist, he might get # confused... mkdir -p $PKG/usr/share/games/$PRGNAM # There's an .ico icon, but it maxes out at 48x48. # This icon made from highres/screen/menu/2324.png in the highres pack, # by copying just the yinyang logo. for px in 16 32 48 64 128; do size=${px}x${px} dir=$PKG/usr/share/icons/hicolor/$size/apps mkdir -p $dir convert -resize $size $CWD/$PRGNAM.png $dir/$PRGNAM.png done mkdir -p $PKG/usr/share/pixmaps ln -s ../icons/hicolor/48x48/apps/$PRGNAM.png $PKG/usr/share/pixmaps/$PRGNAM.png DESKTOPDIR=$PKG/usr/share/applications mkdir -p $DESKTOPDIR for i in $CWD/desktop/*.desktop; do cat $i > $DESKTOPDIR/$( basename $i ) done mkdir -p $PKG/usr/doc/$PRGNAM-$VERSION cp -a GPL.TXT README.md releasenotes.html $PKG/usr/doc/$PRGNAM-$VERSION cat $CWD/$PRGNAM.SlackBuild > $PKG/usr/doc/$PRGNAM-$VERSION/$PRGNAM.SlackBuild cat $CWD/README > $PKG/usr/doc/$PRGNAM-$VERSION/README_SBo.txt mkdir -p $PKG/install cat $CWD/slack-desc > $PKG/install/slack-desc cat $CWD/doinst.sh > $PKG/install/doinst.sh cd $PKG /sbin/makepkg -l y -c n $OUTPUT/$PRGNAM-$VERSION-$ARCH-$BUILD$TAG.$PKGTYPE