slackbuilds/games/jfsw/jfsw.SlackBuild

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#!/bin/bash
# Slackware build script for jfsw
# Written by B. Watson (yalhcru@gmail.com)
# Updated for Slackware 14.2 with the help of orbea <ovariegata@yahoo.com>
# 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