;;; GNU Guix --- Functional package management for GNU ;;; Copyright © 2014 Tomáš Čech ;;; Copyright © 2015 Mark H Weaver ;;; Copyright © 2015, 2018, 2021 Ludovic Courtès ;;; Copyright © 2015, 2018 Alex Kost ;;; Copyright © 2015, 2016, 2017 David Thompson ;;; Copyright © 2016, 2017, 2018, 2019, 2020, 2021 Efraim Flashner ;;; Copyright © 2016, 2017, 2020 Kei Kebreau ;;; Copyright © 2016, 2018, 2019 Ricardo Wurmus ;;; Copyright © 2016, 2017, 2018 Julian Graham ;;; Copyright © 2017–2021 Tobias Geerinckx-Rice ;;; Copyright © 2017 Manolis Fragkiskos Ragkousis ;;; Copyright © 2017 Peter Mikkelsen ;;; Copyright © 2017 Arun Isaac ;;; Copyright © 2017, 2019 Rutger Helling ;;; Copyright © 2018 Marius Bakke <
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;;; GNU Guix --- Functional package management for GNU
;;; Copyright © 2013 Nikita Karetnikov <nikita@karetnikov.org>
;;; Copyright © 2014, 2015 Mark H Weaver <mhw@netris.org>
;;;
;;; This file is part of GNU Guix.
;;;
;;; GNU Guix is free software; you can redistribute it and/or modify it
;;; under the terms of the GNU General Public License as published by
;;; the Free Software Foundation; either version 3 of the License, or (at
;;; your option) any later version.
;;;
;;; GNU Guix is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
;;; GNU General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with GNU Guix.  If not, see <http://www.gnu.org/licenses/>.

(define-module (gnu packages apl)
  #:use-module (guix licenses)
  #:use-module (guix packages)
  #:use-module (guix download)
  #:use-module (guix build-system gnu)
  #:use-module (gnu packages gettext)
  #:use-module (gnu packages maths)
  #:use-module (gnu packages databases)
  #:use-module (gnu packages readline))

(define-public apl
  (package
    (name "apl")
    (version "1.6")
    (source
     (origin
      (method url-fetch)
      (uri (string-append "mirror://gnu/apl/apl-" version ".tar.gz"))
      (sha256
       (base32
        "057zwzvvgcrrwsl52a27w86hgy31jqq6avqq629xj7yq90qah3ay"))))
    (build-system gnu-build-system)
    (home-page "http://www.gnu.org/software/apl/")
    (inputs
     `(("gettext" ,gettext-minimal)
       ("lapack" ,lapack)
       ("sqlite" ,sqlite)
       ("readline" ,readline)))
    (arguments
     `(#:configure-flags (list (string-append
                                "--with-sqlite3="
                                (assoc-ref %build-inputs "sqlite")))))
    (synopsis "APL interpreter")
    (description
     "GNU APL is a free interpreter for the programming language APL.  It is
an implementation of the ISO standard 13751.")
    (license gpl3+)))
;; Extras/BulletRoboticsGUI needs files from ;; ThirdPartyLibs "-DBUILD_BULLET_ROBOTICS_GUI_EXTRA=OFF" ;; Extras/BulletRobotics needs files from ;; ThirdPartyLibs "-DBUILD_BULLET_ROBOTICS_EXTRA=OFF" (string-append "-DCMAKE_CXX_FLAGS=-fPIC " (or (getenv "CXXFLAGS") ""))) #:phases (modify-phases %standard-phases (add-after 'unpack 'remove-failing-tests ;; These tests fail specifically after removing 3rd party code. (lambda _ (substitute* "test/SharedMemory/CMakeLists.txt" (("ADD_TEST") "# ADD_TEST")) (substitute* "test/InverseDynamics/CMakeLists.txt" (("ADD_TEST\\(Test_BulletInverseForward") "# ADD_TEST(Test_BulletInverseForward")) #t))))) (inputs (list glu libx11 mesa)) (home-page "https://pybullet.org/wordpress/") (synopsis "3D physics engine library") (description "Bullet is a physics engine library usable for collision detection. It is used in some video games and movies.") (license license:zlib))) (define-public deutex (package (name "deutex") (version "5.2.2") (source (origin (method url-fetch) (uri (string-append "https://github.com/Doom-Utils/deutex" "/releases/download/v" version "/" "deutex-" version ".tar.zst")) (sha256 (base32 "0psb2za6ldrlak7s8pjvli98ij5yiwjx8j1ms2v7rj9yadx0xv8h")))) (build-system gnu-build-system) (inputs (list libpng)) (native-inputs (list asciidoc pkg-config zstd)) (home-page "https://github.com/Doom-Utils/deutex") (synopsis "WAD file composer for Doom and related games") (description "DeuTex is a wad composer for Doom, Heretic, Hexen and Strife. It can be used to extract the lumps of a wad and save them as individual files. Conversely, it can also build a wad from separate files. When extracting a lump to a file, it does not just copy the raw data, it converts it to an appropriate format (such as PPM for graphics, Sun audio for samples, etc.). Conversely, when it reads files for inclusion in pwads, it does the necessary conversions (for example, from PPM to Doom picture format). In addition, DeuTex has functions such as merging wads, etc.") (license license:gpl2+))) (define-public grfcodec (package (name "grfcodec") (version "6.0.6") (source (origin (method url-fetch) (uri (string-append "https://binaries.openttd.org/extra/" name "/" version "/" name "-" version "-source.tar.xz")) (patches (search-patches "grfcodec-gcc-compat.patch")) (sha256 (base32 "08admgnpqcsifpicbm56apgv360fxapqpbbsp10qyk8i22w1ivsk")))) (build-system gnu-build-system) (arguments '(#:tests? #f ;no check target #:phases (modify-phases %standard-phases (delete 'configure) ;no configure script (replace 'install ;no install target (lambda* (#:key outputs #:allow-other-keys) (let* ((out (assoc-ref outputs "out")) (bin (string-append out "/bin")) (doc (string-append out "/share/doc")) (man (string-append out "/share/man/man1"))) (for-each (lambda (file) (install-file file bin)) '("grfcodec" "grfid" "grfstrip" "nforenum")) (install-file "COPYING" doc) (with-directory-excursion "docs" (for-each (lambda (file) (install-file (string-append file ".txt") doc)) '("auto_correct" "commands" "grf" "grfcodec" "grftut" "readme" "readme.rpn")) (for-each (lambda (file) (install-file file man)) (find-files "." "\\.1"))))))))) (inputs (list boost libpng zlib)) (synopsis "GRF development tools") (description "The @dfn{Graphics Resource File} (GRF) development tools are a set of tools for developing (New)GRFs. It includes a number of smaller programs, each with a specific task: @enumerate @item @code{grfcodec} decodes and encodes GRF files for OpenTTD. @item @code{grfid} extracts the so-called \"GRF ID\" from a GRF. @item @code{grfstrip} strips all sprites from a GRF. @item @code{nforenum} checks NFO code for errors, making corrections when necessary. @end enumerate") (home-page "https://dev.openttdcoop.org/projects/grfcodec") ;; GRFCodec, GRFID, and GRFStrip are exclusively under the GPL2. ;; NFORenum is under the GPL2+. ;; The MD5 implementation contained in GRFID is under the zlib license. (license (list license:gpl2 license:gpl2+ license:zlib)))) (define-public catcodec (package (name "catcodec") (version "1.0.5") (source (origin (method url-fetch) (uri (string-append "https://binaries.openttd.org/extra/catcodec/" version "/catcodec-" version "-source.tar.xz")) (sha256 (base32 "1qg0c2i4p29sxj0q6qp2jynlrzm5pphz2xhcjqlxa69ycrnlxzs7")))) (build-system gnu-build-system) (arguments `(#:tests? #f ; no tests #:make-flags (list (string-append "prefix=" %output)) #:phases (modify-phases %standard-phases (delete 'configure)))) (home-page "https://dev.openttdcoop.org/projects/catcodec") (synopsis "Encode/decode OpenTTD sounds") (description "catcodec encodes and decodes sounds for OpenTTD. These sounds are not much more than some metadata (description and filename) and raw PCM data.") (license license:gpl2))) (define-public gzochi (package (name "gzochi") (version "0.13") (source (origin (method url-fetch) (uri (string-append "mirror://savannah/gzochi/gzochi-" version ".tar.gz")) (sha256 (base32 "1vcvf04qqzs3q8kaild2x7qvkwc6bwzfsisb78147b8z747j7hj0")))) (build-system gnu-build-system) (arguments '(#:phases (modify-phases %standard-phases (add-before 'build 'no-Werror (lambda _ ;; Don't abort builds due to things like GLib ;; deprecation warnings. (substitute* (find-files "." "^Makefile\\.in$") (("-Werror") "")) #t))))) (native-inputs `(("pkgconfig" ,pkg-config))) (inputs (list bdb glib guile-3.0 libmicrohttpd ncurses sdl zlib)) (home-page "https://www.nongnu.org/gzochi/") (synopsis "Scalable middleware for multiplayer games") (description "gzochi is a framework for developing massively multiplayer online games. A server container provides services to deployed games, which are written in Guile Scheme, that abstract and simplify some of the most challenging and error-prone aspects of online game development: Concurrency, data persistence, and network communications. A very thin client library can be embedded to provide connectivity for client applications written in any language.") (license license:gpl3+))) (define-public nml (package (name "nml") (version "0.5.3") (source (origin (method url-fetch) (uri (pypi-uri "nml" version)) (sha256 (base32 "0l5pfs8q7jrl3xscqq7pnwh5h5d17fsyjy7xspkc73sa0ayjm9jx")))) (build-system python-build-system) ;; TODO: Fix test that fails with ;; "AttributeError: partially initialized module 'nml.nmlop' has no ;; attribute 'ADD' (most likely due to a circular import)" (arguments '(#:tests? #f)) (propagated-inputs (list python-pillow python-ply)) (home-page "https://github.com/OpenTTD/nml") (synopsis "NML compiler") (description "@dfn{NewGRF Meta Language} (NML) is a python-based compiler, capable of compiling NML files (along with their associated language, sound and graphic files) into @file{.grf} and/or @file{.nfo} files.") (license license:gpl2+))) (define-public python-sge (package (name "python-sge") (version "2.0.post0") (source (origin (method url-fetch) (uri (pypi-uri "sge" version)) (sha256 (base32 "0s5d5qzlzfmqb10iyrqi62n36ll94d99xjaznp5ca6dz1b91qkvr")))) (build-system python-build-system) (propagated-inputs (list python-pygame python-uniseg)) (home-page "https://python-sge.github.io/") (synopsis "2D game engine for Python") (description "The SGE Game Engine (\"SGE\", pronounced like \"Sage\") is a general-purpose 2D game engine. It takes care of several details for you so you can focus on the game itself. This makes more rapid game development possible, and it also makes the SGE easy to learn.") (license license:lgpl3+))) (define-public python-tmx (package (name "python-tmx") (version "1.10") (source (origin (method url-fetch) (uri (string-append "mirror://savannah/python-tmx/" (version-major+minor version) "/tmx-" version ".tar.gz")) (sha256 (base32 "073q0prg1nzlkga2b45vhscz374206qh4x68ccg00mxxwagn64z0")))) (build-system python-build-system) (propagated-inputs (list python-six)) (home-page "http://python-tmx.nongnu.org") (synopsis "Python library for the @code{Tiled} TMX format") (description "Python TMX reads and writes the @code{Tiled} TMX format in a simple way. This is useful for map editors or generic level editors, and it's also useful for using a map editor or generic level editor like Tiled to edit your game's levels.") (license (list license:asl2.0 ;; Documentation (only available in the source tarball) is ;; under the CC0 license. license:cc0)))) (define-public python-xsge (package (name "python-xsge") (version "2020.09.07") (source (origin (method url-fetch) (uri (string-append "https://github.com/python-sge/xsge" "/releases/download/v" version "/xsge-" version ".zip")) (sha256 (base32 "136xgy3f9vw636wxpqbha022avk0wyxw63mm3a2dvwhh90s716f9")))) (build-system python-build-system) (arguments '(#:phases (modify-phases %standard-phases ;; xSGE's setup.py script does not support one of the Python build ;; system's default flags, "--single-version-externally-managed". (replace 'install (lambda* (#:key outputs #:allow-other-keys) (invoke "python" "setup.py" "install" (string-append "--prefix=" (assoc-ref outputs "out")) "--root=/")))) #:tests? #f)) ; no check target (native-inputs (list unzip)) (propagated-inputs (list python-sge)) (home-page "https://python-sge.github.io/") (synopsis "Extensions for the SGE Game Engine") (description "xSGE is a collection of modules that make doing certain tasks with the SGE Game Engine easier. In addition to SGE's conveniences, the user has access to a GUI toolkit, lighting and physics frameworks and @code{Tiled} TMX format support.") (license license:gpl3+))) (define-public slade (package (name "slade") (version "3.1.13") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/sirjuddington/SLADE") (commit version))) (sha256 (base32 "009yc5m6y074wfalvwbrnv2zsmaf9yhbi8hzgs973di0zqnqv011")) (file-name (git-file-name name version)))) (build-system cmake-build-system) (arguments '(#:configure-flags (list "-DWX_GTK3=ON" "-DNO_WEBVIEW=ON" (string-append "-DWITH_WXPATH=" (assoc-ref %build-inputs "wxwidgets") "/bin") (string-append "-DwxWidgets_LIBRARIES=" (assoc-ref %build-inputs "wxwidgets") "/lib")) #:phases (modify-phases %standard-phases (add-before 'build 'reset-slade.pk3-timestamps ;; This is neccessary to make slade reproducible due to ;; . TODO: Remove on next core update ;; cycle. (lambda _ (invoke "find" "../source/dist/res" "-exec" "touch" "--no-dereference" "-t" "197001010000.00" "{}" "+"))) (add-after 'install 'wrap-with-x11-gdk-backend ;; Set GDK_BACKEND to x11 to prevent crash on Wayland. ;; See https://github.com/sirjuddington/SLADE/issues/1097 for details. (lambda* (#:key outputs #:allow-other-keys) (wrap-program (string-append (assoc-ref outputs "out") "/bin/slade") '("GDK_BACKEND" = ("x11")))))) #:tests? #f)) ;; No test suite. (inputs `(("bash" ,bash-minimal) ("curl" ,curl) ("fluidsynth" ,fluidsynth) ("freeimage" ,freeimage) ("ftgl" ,ftgl) ("glew" ,glew) ("gtk+" ,gtk+) ("sfml" ,sfml) ("wxwidgets" ,wxwidgets-3.1))) (native-inputs (list pkg-config which zip)) (home-page "https://slade.mancubus.net") (synopsis "Doom game data editor") (description "SLADE3 is a modern editor for Doom-engine based games and source ports. It has the ability to view, modify, and write many different game- specific formats, and even convert between some of them, or from/to other generic formats such as PNG.") (license license:gpl2+))) (define-public tiled (package (name "tiled") (version "1.8.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/bjorn/tiled") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "05gczsywkk45bh0z1vv8l6cmrlncc2qj8agavj5ryxpnxkzy69r1")))) (build-system gnu-build-system) (inputs (list qtbase-5 qtdeclarative-5 qtsvg-5 zlib)) (native-inputs (list qttools-5)) (arguments '(#:phases (modify-phases %standard-phases (replace 'configure (lambda* (#:key inputs outputs #:allow-other-keys) (substitute* "translations/translations.pro" (("LRELEASE =.*") (string-append "LRELEASE = " (assoc-ref inputs "qttools-5") "/bin/lrelease\n"))) (let ((out (assoc-ref outputs "out"))) (invoke "qmake" (string-append "PREFIX=" out)))))))) (home-page "https://www.mapeditor.org/") (synopsis "Tile map editor") (description "Tiled is a general purpose tile map editor. It is meant to be used for editing maps of any tile-based game, be it an RPG, a platformer or a Breakout clone.") ;; As noted in 'COPYING', part of it is under GPLv2+, while the rest is ;; under BSD-2. (license license:gpl2+))) (define-public tsukundere (package (name "tsukundere") (version "0.4.1") (source (origin (method git-fetch) (uri (git-reference (url "https://gitlab.com/lilyp/tsukundere") (commit version))) (file-name (git-file-name name version)) (sha256 (base32 "11glghnff27rqh2s34g51afg93g3f5ryfz9mkyb7qj35ngl8vw5f")))) (build-system gnu-build-system) (arguments `(#:modules ((ice-9 match) (srfi srfi-1) ((guix build guile-build-system) #:select (target-guile-effective-version)) ,@%gnu-build-system-modules) #:imported-modules ((guix build guile-build-system) ,@%gnu-build-system-modules) #:phases (modify-phases %standard-phases (add-after 'unpack 'patch-command (lambda* (#:key inputs outputs #:allow-other-keys) (let* ((scm (lambda (in) (string-append in "/share/guile/site/" (target-guile-effective-version)))) (ccache (lambda (in) (string-append in "/lib/guile/" (target-guile-effective-version) "/site-ccache"))) (pkgs (cons (assoc-ref outputs "out") (filter-map (match-lambda (("guile" . pkg) pkg) ((label . pkg) (and (string-prefix? "guile-" label) pkg))) inputs)))) (substitute* "tsukundere.scm" (("exec guile (.*)" _ args) (string-append ;; XXX: Prevent Guile-SDL2 from blowing up by not knowing ;; where the SDL2 libaries are. "unset LD_LIBRARY_PATH\n" (format #f "export GUILE_LOAD_PATH=\"~@?\"~%" "~{~a~^:~}" (map scm pkgs)) (format #f "export GUILE_LOAD_COMPILED_PATH=\"~@?\"~%" "~{~a~^:~}" (map ccache pkgs)) "exec " (assoc-ref inputs "guile") "/bin/guile " args))) #t)))))) (native-inputs `(("autoconf" ,autoconf) ("automake" ,automake) ("gettext" ,gettext-minimal) ("guile" ,guile-3.0) ("libtool" ,libtool) ("pkg-config" ,pkg-config) ("texinfo" ,texinfo))) (inputs `(("guile-sdl2" ,guile3.0-sdl2) ("guile" ,guile-3.0) ("pango" ,pango) ("sdl2" ,sdl2))) (home-page "https://gitlab.com/lilyp/tsukundere") (synopsis "Visual novel engine") (description "Tsukundere is a game engine geared heavily towards the development of visual novels, written on top of Guile-SDL2. It is still experimental.") (license license:lgpl3+))) (define-public sfml (package (name "sfml") (version "2.5.1") (source (origin (method git-fetch) ;; Do not fetch the archives from ;; http://mirror0.sfml-dev.org/files/ because files there seem ;; to be changed in place. (uri (git-reference (url "https://github.com/SFML/SFML") (commit version))) (file-name (git-file-name name version)) (sha256 (base32 "0abr8ri2ssfy9ylpgjrr43m6rhrjy03wbj9bn509zqymifvq5pay")) (modules '((guix build utils))) (snippet '(begin ;; Ensure system libraries are used. (delete-file-recursively "extlibs") #t)))) (build-system cmake-build-system) (arguments '(#:configure-flags (list "-DSFML_INSTALL_PKGCONFIG_FILES=TRUE" "-DSFML_OS_PKGCONFIG_DIR=lib/pkgconfig") #:tests? #f)) ; no tests (native-inputs (list pkg-config)) (inputs `(("mesa" ,mesa) ("glew" ,glew) ("libx11" ,libx11) ("xcb-util-image" ,xcb-util-image) ("libxrandr" ,libxrandr) ("eudev" ,eudev) ("libjpeg" ,libjpeg-turbo) ("libsndfile" ,libsndfile) ("stb-image" ,stb-image) ("stb-image-write" ,stb-image-write))) (propagated-inputs ;; In Requires.private of pkg-config files. (list flac freetype libvorbis openal)) (home-page "https://www.sfml-dev.org") (synopsis "Simple and Fast Multimedia Library") (description "SFML provides a simple interface to the various computer components, to ease the development of games and multimedia applications. It is composed of five modules: system, window, graphics, audio and network.") (license license:zlib))) (define-public sfxr (package (name "sfxr") (version "1.2.1") (source (origin (method url-fetch) (uri (string-append "http://www.drpetter.se/files/sfxr-sdl-1.2.1.tar.gz")) (sha256 (base32 "0dfqgid6wzzyyhc0ha94prxax59wx79hqr25r6if6by9cj4vx4ya")))) (build-system gnu-build-system) (arguments `(#:phases (modify-phases %standard-phases (delete 'configure) ; no configure script (add-before 'build 'patch-makefile (lambda* (#:key outputs #:allow-other-keys) (let ((out (assoc-ref outputs "out"))) (substitute* "Makefile" (("\\$\\(DESTDIR\\)/usr") out)) (substitute* "main.cpp" (("/usr/share") (string-append out "/share"))) #t)))) #:tests? #f)) ; no tests (native-inputs (list pkg-config desktop-file-utils)) (inputs (list sdl gtk+)) (synopsis "Simple sound effect generator") (description "Sfxr is a tool for quickly generating simple sound effects. Originally created for use in video game prototypes, it can generate random sounds from presets such as \"explosion\" or \"powerup\".") (home-page "http://www.drpetter.se/project_sfxr.html") (license license:expat))) (define-public surgescript (package (name "surgescript") (version "0.5.5") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/alemart/surgescript") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "0xwd4g7n0b0rxkpbyshkzyl472h1y606ghyvf8gv034n3jz2g4jk")))) (build-system cmake-build-system) (arguments '(#:configure-flags (let ((share (string-append (assoc-ref %outputs "out") "/share"))) (list "-DWANT_STATIC=NO" (string-append "-DICON_PATH=" share "/pixmaps") (string-append "-DMETAINFO_PATH=" share "/metainfo"))) #:tests? #f)) (home-page "https://docs.opensurge2d.org") (synopsis "Scripting language for games") (description "@code{SurgeScript} is a dynamically typed object-oriented scripting language designed for games. Each object is a state machine that can be customized by attaching other objects. The language supports automatic garbage collection and can be extended with plugins.") (license license:asl2.0))) (define-public physfs (package (name "physfs") (version "3.0.2") (source (origin (method url-fetch) (uri (string-append "https://icculus.org/physfs/downloads/physfs-" version ".tar.bz2")) (file-name (string-append name "-" version ".tar.gz")) (sha256 (base32 "0qzqz4r88gvd8m7sh2z5hvqcr0jfr4wb2f77c19xycyn0rigfk9h")))) (build-system cmake-build-system) (arguments '(#:tests? #f ; no check target #:configure-flags '("-DPHYSFS_BUILD_STATIC=OFF") #:phases (modify-phases %standard-phases (add-after 'unpack 'patch-CMakeLists.txt (lambda _ (substitute* "CMakeLists.txt" ;; XXX: For some reason CMakeLists.txt disables ;; RUNPATH manipulation when the compiler is GCC. (("CMAKE_COMPILER_IS_GNUCC") "FALSE")) #t))))) (inputs (list zlib)) (native-inputs (list doxygen)) (home-page "https://icculus.org/physfs") (synopsis "File system abstraction library") (description "PhysicsFS is a library to provide abstract access to various archives. It is intended for use in video games. For security, no file writing done through the PhysicsFS API can leave a defined @emph{write directory}. For file reading, a @emph{search path} with archives and directories is defined, and it becomes a single, transparent hierarchical file system. So archive files can be accessed in the same way as you access files directly on a disk, and it makes it easy to ship a new archive that will override a previous archive on a per-file basis.") (license license:zlib))) (define-public love (package (name "love") (version "11.4") (source (origin (method url-fetch) (uri (string-append "https://github.com/love2d/love/releases/download/" version "/love-" version "-linux-src.tar.gz")) (sha256 (base32 "0sak3zjpzfs3ys315m8qvszi946fz76jcpsb58j11wplyp5fwbz3")))) (build-system gnu-build-system) (native-inputs (list pkg-config)) (inputs (list devil freetype libmodplug libtheora libvorbis luajit mesa mpg123 openal sdl2 zlib)) (synopsis "2D game framework for Lua") (description "LÖVE is a framework for making 2D games in the Lua programming language.") (home-page "https://love2d.org/") (license license:zlib))) (define-public love-nuklear (package (name "love-nuklear") (version "2.6.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/keharriso/love-nuklear/") (commit (string-append "v" version)) (recursive? #t))) ;; NOTE: the HEAD of the Nuklear git-submodule is at commit ;; "adc52d710fe3c87194b99f540c53e82eb75c2521" of Oct 1 2019 (file-name (git-file-name name version)) (sha256 (base32 "090xp5c975155hd1pa7bdssdlawvygs5s6icdkwbyc8il5kg5kgv")))) (build-system cmake-build-system) (arguments `(#:build-type "Release" #:tests? #f #:phases (modify-phases %standard-phases (add-after 'unpack 'patch-cmake (lambda _ (substitute* "CMakeLists.txt" (("DESTINATION .") "DESTINATION lib/love"))))))) (inputs (list luajit)) (synopsis "Lightweight immediate mode GUI for LÖVE games") (description "LÖVE is a Lua framework for making 2D games. Nuklear is a minimal state immediate mode graphical user interface toolkit. This package is the Nuklear bindings for LÖVE created by Kevin Harrison.") (home-page "https://github.com/keharriso/love-nuklear/") (license license:expat))) (define-public allegro-4 (package (name "allegro") (version "4.4.3.1") (source (origin (method url-fetch) (uri (string-append "https://github.com/liballeg/allegro5/" "releases/download/" version "/allegro-" version ".tar.gz")) (sha256 (base32 "1m6lz35nk07dli26kkwz3wa50jsrxs1kb6w1nj14a911l34xn6gc")))) (build-system cmake-build-system) (arguments '(#:phases (modify-phases %standard-phases (add-after 'unpack 'patch-build-system (lambda _ ;; Build addons as shared libraries. Trying to set ADDON_LINKAGE ;; via a command line option doesn't work because it is ;; unconditionally clobbered in the build script. (substitute* '("CMakeLists.txt") (("ADDON_LINKAGE STATIC") "ADDON_LINKAGE SHARED"))))))) (inputs (list glu libpng libvorbis mesa zlib)) (synopsis "Game programming library") (description "Allegro is a library mainly aimed at video game and multimedia programming. It handles common, low-level tasks such as creating windows, accepting user input, loading data, drawing images, playing sounds, etc.") (home-page "https://liballeg.org") (license license:giftware))) (define-public allegro (package (name "allegro") (version "5.2.7.0") (source (origin (method url-fetch) (uri (string-append "https://github.com/liballeg/allegro5/releases" "/download/" version "/allegro-" version ".tar.gz")) (sha256 (base32 "034pmbmbq6jagpp4lhnyjqmf8gcz5fx74d9rknrm7d4wv4cv7qy1")))) (build-system cmake-build-system) (arguments `(#:tests? #f)) ; there are no tests (inputs ;; FIXME: Add the following optional inputs: xinput2, opensl, dumb `(("flac" ,flac) ("freetype" ,freetype) ("glu" ,glu) ("gtk" ,gtk+) ("libjpeg" ,libjpeg-turbo) ("libpng" ,libpng) ("libtheora" ,libtheora) ("libvorbis" ,libvorbis) ("libxcursor" ,libxcursor) ("libxinerama" ,libxinerama) ("libxrandr" ,libxrandr) ("mesa" ,mesa) ("openal" ,openal) ("physfs" ,physfs) ("zlib" ,zlib))) (native-inputs (list pkg-config)) (synopsis "Game programming library") (description "Allegro is a library mainly aimed at video game and multimedia programming. It handles common, low-level tasks such as creating windows, accepting user input, loading data, drawing images, playing sounds, etc.") (home-page "https://liballeg.org") (license license:bsd-3))) (define-public allegro-5.0 (package (inherit allegro) (name "allegro") (version "5.0.11") (source (origin (method url-fetch) (uri (string-append "https://github.com/liballeg/allegro5/releases" "/download/" version "/allegro-" (if (equal? "0" (string-take-right version 1)) (string-drop-right version 2) version) ".tar.gz")) (patches (search-patches "allegro-mesa-18.2.5-and-later.patch")) (sha256 (base32 "0cd51qrh97jrr0xdmnivqgwljpmizg8pixsgvc4blqqlaz4i9zj9")))))) (define-public aseprite (package (name "aseprite") (version "1.1.7") ; After 1.1.7 the source is no longer distributed under the GPL. ;; TODO: Unbundle third party software. (source (origin (method url-fetch/zipbomb) (uri (string-append "https://github.com/aseprite/aseprite" "/releases/download/v" version "/Aseprite-v" version "-Source.zip")) (sha256 (base32 "1plss4i1lfxcznv9p0pip1bkhj7ipw7jlhsh5avd6dzw079l4nvv")))) (build-system cmake-build-system) (arguments '(#:configure-flags ;; Use shared libraries instead of building bundled source. (list "-DWITH_WEBP_SUPPORT=1" "-DUSE_SHARED_CURL=1" "-DUSE_SHARED_GIFLIB=1" "-DUSE_SHARED_JPEGLIB=1" "-DUSE_SHARED_ZLIB=1" "-DUSE_SHARED_LIBPNG=1" "-DUSE_SHARED_LIBLOADPNG=1" "-DUSE_SHARED_LIBWEBP=1" "-DUSE_SHARED_TINYXML=1" "-DUSE_SHARED_PIXMAN=1" "-DUSE_SHARED_FREETYPE=1" "-DUSE_SHARED_ALLEGRO4=1" "-DENABLE_UPDATER=0" ; no auto-updates (string-append "-DFREETYPE_INCLUDE_DIR=" (assoc-ref %build-inputs "freetype") "/include/freetype2")))) (native-inputs (list pkg-config)) ;; TODO: Use a patched Allegro 4 that supports window resizing. This ;; patched version is bundled with Aseprite, but the patches should be ;; extracted and applied on top of a standalone Allegro 4 package. (inputs `(("allegro" ,allegro-4) ("curl" ,curl) ("freetype" ,freetype) ("giflib" ,giflib) ("libjpeg" ,libjpeg-turbo) ("libpng" ,libpng) ("libwebp" ,libwebp) ("libx11" ,libx11) ("libxext" ,libxext) ("libxxf86vm" ,libxxf86vm) ("pixman" ,pixman) ("tinyxml" ,tinyxml) ("zlib" ,zlib))) (synopsis "Animated sprite editor and pixel art tool") (description "Aseprite is a tool for creating 2D pixel art for video games. In addition to basic pixel editing features, Aseprite can assist in the creation of animations, tiled graphics, texture atlases, and more.") (home-page "https://www.aseprite.org/") (license license:gpl2+))) (define-public libresprite (package (name "libresprite") (version "1.0") ;; TODO: Unbundle third party software. ;; - duktape is bundled inside the project but it's hard to unbundle: ;; there are many differences from a version to the next and it is not ;; really designed to work as a shared lib. (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/LibreSprite/LibreSprite") (commit (string-append "v" version)) (recursive? #t))) (file-name (git-file-name name version)) (sha256 (base32 "0djbjjh21ahlxzh0b0jp4mpfycam8h9157i4wbxkd618fraadhbp")))) (build-system cmake-build-system) (arguments '(#:configure-flags (list "-DWITH_WEBP_SUPPORT=1") ;; Tests are unmaintained #:tests? #f)) (native-inputs `(("pkg-config" ,pkg-config))) (inputs `(("curl" ,curl) ("freetype" ,freetype) ("giflib" ,giflib) ("googletest" ,googletest) ("libjpeg" ,libjpeg-turbo) ("libpng" ,libpng) ("libwebp" ,libwebp) ("libx11" ,libx11) ("libxext" ,libxext) ("libxxf86dga" ,libxxf86dga) ("libxxf86vm" ,libxxf86vm) ("lua" ,lua) ; Optional ("pixman" ,pixman) ("sdl2" ,sdl2) ("sdl2-image" ,sdl2-image) ("tinyxml" ,tinyxml) ("zlib" ,zlib))) (synopsis "Animated sprite editor and pixel art tool") (description "LibreSprite is a tool for creating 2D pixel art for video games. In addition to basic pixel editing features, it can assist in the creation of animations, tiled graphics, texture atlases, and more. LibreSprite is a fork of the latest GPLv2 commit of Aseprite.") (home-page "https://libresprite.github.io/") (license license:gpl2+))) (define-public qqwing (package (name "qqwing") (version "1.3.4") (source (origin (method url-fetch) (uri (string-append "https://qqwing.com/" name "-" version ".tar.gz")) (sha256 (base32 "0bw0papyqjg22z6irf36gs54y8236wa37b6gyn2h1spy65n76lqp")))) (build-system gnu-build-system) (native-inputs (list pkg-config)) (home-page "https://qqwing.com/") (synopsis "Sudoku puzzle solver and generator") (description "QQWing is a Sudoku puzzle generator and solver. It offers the following features: @enumerate @item Can solve 1000 puzzles in 1 second and generate 1000 puzzles in 25 seconds. @item Uses logic. Uses as many solve techniques as possible when solving puzzles rather than guessing. @item Rates puzzles. Most generators don't give an indication of the difficulty of a Sudoku puzzle. QQwing does. @item Can print solve instructions for any puzzle. @item Customizable output style, including a CSV style that is easy to import into a database. @end enumerate") (license license:gpl2+))) (define-public quesoglc (package (name "quesoglc") (version "0.7.2") (source (origin (method url-fetch) (uri (string-append "mirror://sourceforge/" name "/" version "/" name "-" version "-free.tar.bz2")) (sha256 (base32 "08ddhywdy2qg17m592ng3yr0p1ih96irg8wg729g75hsxxq9ipks")))) (build-system gnu-build-system) (native-inputs (list pkg-config)) (inputs (list fontconfig freeglut fribidi glew)) (home-page "http://quesoglc.sourceforge.net") (synopsis "Implementation of the OpenGL Character Renderer (GLC)") (description "The OpenGL Character Renderer (GLC) is a state machine that provides OpenGL programs with character rendering services via an application programming interface (API).") (license (list license:expat license:lgpl2.1+)))) (define-public python-pygame (package (name "python-pygame") (version "1.9.4") (source (origin (method url-fetch) (uri (pypi-uri "pygame" version)) (sha256 (base32 "1dn0nb86jl7yr8709cncxdr0yrmviqakw7zx3g8jbbwrr60if3bh")))) (build-system python-build-system) (arguments `(#:tests? #f ; tests require pygame to be installed first #:phases (modify-phases %standard-phases ;; Set the paths to the dependencies manually because ;; the configure script does not allow passing them as ;; parameters. This also means we can skip the configure ;; phase. (add-before 'build 'set-library-paths (lambda* (#:key inputs outputs #:allow-other-keys) (let ((sdl-ref (assoc-ref inputs "sdl")) (font-ref (assoc-ref inputs "sdl-ttf")) (image-ref (assoc-ref inputs "sdl-image")) (mixer-ref (assoc-ref inputs "sdl-mixer")) (smpeg-ref (assoc-ref inputs "libsmpeg")) (png-ref (assoc-ref inputs "libpng")) (jpeg-ref (assoc-ref inputs "libjpeg")) (freetype-ref (assoc-ref inputs "freetype")) (v4l-ref (assoc-ref inputs "v4l-utils")) (out-ref (assoc-ref outputs "out"))) (substitute* "Setup.in" (("SDL = -I/usr/include/SDL") (string-append "SDL = -I" sdl-ref "/include/SDL -I."))) (substitute* "Setup.in" (("FONT = -lSDL_ttf") (string-append "FONT = -I" font-ref "/include/SDL -L" font-ref "/lib -lSDL_ttf"))) (substitute* "Setup.in" (("IMAGE = -lSDL_image") (string-append "IMAGE = -I" image-ref "/include/SDL -L" image-ref "/lib -lSDL_image"))) (substitute* "Setup.in" (("MIXER = -lSDL_mixer") (string-append "MIXER = -I" mixer-ref "/include/SDL -L" mixer-ref "/lib -lSDL_mixer"))) (substitute* "Setup.in" (("SMPEG = -lsmpeg") (string-append "SMPEG = -I" smpeg-ref "/include/smpeg -L" smpeg-ref "/lib -lsmpeg"))) (substitute* "Setup.in" (("PNG = -lpng") (string-append "PNG = -I" png-ref "/include -L" png-ref "/lib -lpng"))) (substitute* "Setup.in" (("JPEG = -ljpeg") (string-append "JPEG = -I" jpeg-ref "/include -L" jpeg-ref "/lib -ljpeg"))) (substitute* "Setup.in" (("FREETYPE = -lfreetype") (string-append "FREETYPE = -I" freetype-ref "/include/freetype2 -L" freetype-ref "/lib -lfreetype"))) (substitute* "Setup.in" (("^pypm") "#pypm")) ;; Create a path to a header file provided by v4l-utils. (system* "mkdir" "linux") (system* "ln" "--symbolic" (string-append v4l-ref "/include/libv4l1-videodev.h") "linux/videodev.h") (system* "ln" "--symbolic" "Setup.in" "Setup"))))))) (inputs `(("freetype" ,freetype) ("sdl" ,sdl) ("sdl-image" ,sdl-image) ("sdl-mixer" ,sdl-mixer) ("sdl-ttf" ,sdl-ttf) ("sdl-gfx" ,sdl-gfx) ("libjpeg" ,libjpeg-turbo) ("libpng" ,libpng) ("libX11" ,libx11) ("libsmpeg" ,libsmpeg) ("portmidi" ,portmidi) ("v4l-utils" ,v4l-utils))) (home-page "https://www.pygame.org") (synopsis "SDL wrapper for Python") (description "Pygame is a set of Python modules designed for writing games. Pygame adds functionality on top of the excellent SDL library. This allows you to create fully featured games and multimedia programs in the python language.") (license (list license:bsd-2 ;; python numeric license as listed by Debian looks like ;; an Expat-style license with a warranty disclaimer for ;; the U.S. government and the University of California. license:expat license:lgpl2.0+ license:lgpl2.1+ license:gpl3+ license:psfl license:public-domain license:lgpl2.1+)))) (define-public python-pygame-sdl2 (let ((real-version "2.1.0") (renpy-version "8.0.0")) (package (inherit python-pygame) (name "python-pygame-sdl2") (version (string-append real-version "-for-renpy-" renpy-version)) (source (origin (method url-fetch) (uri (string-append "https://www.renpy.org/dl/" renpy-version "/pygame_sdl2-" version ".tar.gz")) (sha256 (base32 "0majf64pdfba5byjlv41pgsdmwvy09hw3m7143jz3kc1wjd2gaw8")) (modules '((guix build utils))) (snippet '(begin ;; drop generated sources (delete-file-recursively "gen") (delete-file-recursively "gen3") (delete-file-recursively "gen-static"))))) (build-system python-build-system) (arguments `(#:tests? #f ; tests require pygame to be installed first #:phases (modify-phases %standard-phases (add-after 'set-paths 'set-sdl-vars (lambda* (#:key inputs #:allow-other-keys) (setenv "PYGAME_SDL2_CFLAGS" (string-append "-I" (assoc-ref inputs "sdl-union") "/include/SDL2 -D_REENTRANT")) (setenv "PYGAME_SDL2_LDFLAGS" (string-append "-L" (assoc-ref inputs "sdl-union") "/lib -Wl,-rpath," (assoc-ref inputs "sdl-union") "/lib -Wl,--enable-new-dtags -lSDL2")) #t))))) (inputs (list (sdl-union (list sdl2 sdl2-image sdl2-mixer sdl2-ttf)))) (native-inputs (list python-cython)) (home-page "https://www.renpy.org/") (synopsis "Reimplementation of the Pygame API using SDL2") (description "Pygame_SDL2 reimplements the Pygame API using SDL2, staying close to the original, but also adding some SDL2-specific features. While it aims to be used as a drop-in replacement, it appears to be developed mainly for Ren'py.") (license (list license:lgpl2.1 license:zlib))))) (define-public python-renpy (package (name "python-renpy") (version "8.0.0") (source (origin (method url-fetch) (uri (string-append "https://www.renpy.org/dl/" version "/renpy-" version "-source.tar.bz2")) (sha256 (base32 "09z3r16j4cxddkb50ghmi4xp0s05s15q4pzdmfajy85ignwqhjdi")) (modules '((guix build utils))) (patches (search-patches "renpy-use-system-fribidi.patch")) (snippet '(with-directory-excursion "module" ;; drop fribidi sources (delete-file-recursively "fribidi-src") ;; drop _renpytfd, as there are missing sources (substitute* "setup.py" (("cython\\(\"_renpytfd\"" all) (string-append "pass # " all))))))) (build-system python-build-system) (arguments `(#:tests? #f ; Ren'py doesn't seem to package tests #:phases (modify-phases %standard-phases (add-after 'unpack 'fix-commands (lambda* (#:key inputs #:allow-other-keys) (substitute* "renpy/editor.py" (("xdg-open") (string-append (assoc-ref inputs "xdg-utils") "/bin/xdg-open"))))) (add-after 'unpack 'fix-include-paths (lambda* (#:key inputs #:allow-other-keys) (substitute* "module/setup.py" (("/usr/include/fribidi") (search-input-directory inputs "include/fribidi"))))) (add-after 'set-paths 'set-build-vars (lambda* (#:key inputs native-inputs #:allow-other-keys) (setenv "RENPY_CYTHON" (search-input-file (or native-inputs inputs) "/bin/cython")) (setenv "RENPY_DEPS_INSTALL" (string-join (map cdr inputs) ":")))) (replace 'build (lambda* (#:key inputs outputs #:allow-other-keys #:rest args) ;; The "module" subdirectory contains a python (really cython) ;; project, which is built using a script, that is thankfully ;; named "setup.py". (with-directory-excursion "module" (apply (assoc-ref %standard-phases 'build) args)) ;; The above only builds the cython modules, but nothing else, ;; so we do that here. (invoke "python" "-m" "compileall" "renpy"))) (replace 'install (lambda* (#:key inputs outputs #:allow-other-keys #:rest args) ;; Again, we have to wrap the module installation. ;; Additionally, we want to install the python code ;; (both source and compiled) in the same directory. (let* ((out (assoc-ref outputs "out")) (site (string-append "/lib/python" (python-version (assoc-ref inputs "python")) "/site-packages"))) (with-directory-excursion "module" (apply (assoc-ref %standard-phases 'install) args)) (copy-recursively "renpy" (string-append out site "/renpy")) (delete-file-recursively (string-append out site "/renpy/common")))))))) (native-inputs (list python-cython)) (inputs (list ffmpeg freetype fribidi glew libpng (sdl-union (list sdl2 sdl2-image sdl2-mixer sdl2-ttf)) xdg-utils)) (propagated-inputs (list python-future python-pygame-sdl2)) (home-page "https://www.renpy.org/") (synopsis "Ren'py python module") (description "This package contains the shared libraries and Python modules of Ren'py. While functional, they are not meaningful on their own without the launcher and common Ren'py code provided by the @code{renpy} package and are only used to bootstrap it.") (license license:expat))) (define-public renpy (package (inherit python-renpy) (name "renpy") (build-system python-build-system) (arguments (list #:tests? #f ; see python-renpy #:modules '((srfi srfi-1) (guix build python-build-system) (guix build utils)) #:imported-modules `((srfi srfi-1) ,@%python-build-system-modules) #:phases #~(modify-phases %standard-phases (add-after 'unpack 'fix-commands (lambda* (#:key inputs outputs #:allow-other-keys) (substitute* "launcher/game/choose_directory.rpy" (("/usr/bin/python") (search-input-file inputs "/bin/python3"))) (substitute* "launcher/game/front_page.rpy" (("xdg-open") (search-input-file inputs "/bin/xdg-open"))) (substitute* "launcher/game/project.rpy" (("cmd = \\[ executable, \"-EO\", sys.argv\\[0\\] \\]") (string-append "cmd = [ \"" (assoc-ref outputs "out") "/bin/renpy\" ]")) ;; Projects are still created in the usual style, so we need ;; to adjust the path. (("cmd.append\\(self.path\\)") "cmd.append(self.path + \"/game\")")))) (add-after 'unpack 'drop-game-from-paths (lambda _ (substitute* (list "launcher/game/gui7.rpy" "launcher/game/gui7/images.py") ((", \"game\",") ",")) #t)) (add-before 'build 'start-xserver (lambda* (#:key inputs native-inputs #:allow-other-keys) (let ((Xvfb (search-input-file (or native-inputs inputs) "/bin/Xvfb"))) (setenv "HOME" (getcwd)) (system (format #f "~a :1 &" Xvfb)) (setenv "DISPLAY" ":1")))) (replace 'build (lambda _ (invoke "python" "renpy.py" "launcher" "quit") (invoke "python" "renpy.py" "the_question" "quit") (invoke "python" "renpy.py" "tutorial" "quit"))) (replace 'install (lambda* (#:key inputs outputs #:allow-other-keys) ;; Here we install our custom renpy program. ;; After finishing this step, "out" will have the following: ;; |-- bin/renpy ;; `-- share/renpy ; i.e. path_to_renpy_base() ;; |-- common ;; `-- gui ;; ;; Note that common shares the source files that would be installed ;; by python2-renpy (which are instead deleted from that package), ;; but also contains their byte-compiled versions. ;; On other systems, renpy_base would point to site-packages or ;; even somewhere in /opt. ;; The former approach is not as straightforward as it seems ;; -- it causes renpy to load files twice for some weird reason -- ;; and the latter is impossible on Guix. Hence the detour through ;; share/renpy and the custom renpy program. ;; ;; As a convention, other games should be installed as ;; subdirectories of share/renpy in their respective outputs as ;; well. This differs from the traditional layout, which is ;; roughly the following: ;; `-- Super Awesome Game ;; |-- game ; <- the folder we actually want ;; |-- lib ; compiled renpy module and dependencies ;; |-- renpy ; yet another copy of Ren'py's code ;; | |-- common ; the common folder from above ;; | `-- ... ; Python code (source + compiled) ;; |-- Super Awesome Game.py ;; `-- Super Awesome Game.sh (let* ((out (assoc-ref outputs "out")) (bin/renpy (string-append out "/bin/renpy"))) (copy-recursively "renpy/common" (string-append out "/share/renpy/common")) (copy-recursively "gui" (string-append out "/share/renpy/gui")) (copy-recursively "sdk-fonts" (string-append out "/share/renpy/sdk-fonts")) (mkdir-p (string-append out "/bin")) (copy-file #$(local-file (search-auxiliary-file "renpy/renpy.in")) bin/renpy) (substitute* bin/renpy (("@PYTHON@") (search-input-file inputs "bin/python3")) (("@RENPY_BASE@") (string-append out "/share/renpy"))) (chmod bin/renpy #o755)))) (add-after 'install 'install-games (lambda* (#:key inputs outputs #:allow-other-keys) (define renpy (assoc-ref outputs "out")) ;; TODO: We should offer a renpy-build-system to make the ;; installation of Ren'py games easier. (define* (install-renpy-game #:key output game name (renpy renpy) #:allow-other-keys) (let* ((name (or name (basename game))) (launcher (string-append output "/bin/renpy-" name)) (share (string-append output "/share/renpy/" name))) (copy-recursively (string-append game "/game") share) (mkdir-p (string-append output "/bin")) (with-output-to-file launcher (lambda () (format #t "#!~a~%~a ~a \"$@\"" (search-input-file inputs "/bin/bash") (string-append renpy "/bin/renpy") share))) (chmod launcher #o755))) (install-renpy-game #:output (assoc-ref outputs "out") #:game "launcher") (install-renpy-game #:output (assoc-ref outputs "the-question") #:game "the_question" #:name "the-question") (install-renpy-game #:output (assoc-ref outputs "tutorial") #:game "tutorial"))) (replace 'wrap (lambda* (#:key inputs outputs #:allow-other-keys) (let ((out (assoc-ref outputs "out")) (site (string-append "/lib/python" (python-version (assoc-ref inputs "python")) "/site-packages"))) (wrap-program (string-append out "/bin/renpy") `("GUIX_PYTHONPATH" = (,@(delete-duplicates (map (lambda (store-path) (string-append store-path site)) (cons (assoc-ref outputs "out") (map cdr (filter (lambda (input) (string-prefix? "python" (car input))) inputs)))))))))))))) (inputs (list bash-minimal python python-pefile python-requests python-renpy python-six `(,python "tk") xdg-utils)) (propagated-inputs '()) (native-inputs (list xorg-server-for-tests)) (outputs (list "out" "tutorial" "the-question")) (home-page "https://www.renpy.org/") (synopsis "Visual Novel Engine") (description "Ren'Py is a visual novel engine that helps you use words, images, and sounds to tell interactive stories that run on computers and mobile devices. These can be both visual novels and life simulation games. The easy to learn script language allows anyone to efficiently write large visual novels, while its Python scripting is enough for complex simulation games.") (license license:expat))) (define-public python-pyxel (package (name "python-pyxel") (version "1.4.3") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/kitao/pyxel") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "0bwsgb5yq5s479cnf046v379zsn5ybp5195kbfvzr9l11qbaicm9")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "pyxel/core/bin"))))) (build-system python-build-system) (arguments `(#:tests? #f ; "Tests" are actually example programs that never halt. #:phases (modify-phases %standard-phases (add-after 'unpack 'patch-build-files (lambda* (#:key inputs #:allow-other-keys) (substitute* "setup.py" (("\"pyxel\\.core\\.bin\\.(.*)\"," all arch) (if (string=? arch "linux") all ""))) (substitute* "pyxel/core/Makefile" (("`sdl2-config") (string-append "`sdl2-config --prefix=" (assoc-ref inputs "sdl2")))))) (add-before 'build 'prebuild (lambda _ (invoke "make" "-C" "pyxel/core")))))) (inputs `(("gifsicle" ,gifsicle) ("sdl2" ,(sdl-union (list sdl2 sdl2-image))))) (home-page "https://github.com/kitao/pyxel") (synopsis "Retro game engine for Python") (description "Pyxel is a game engine inspired by retro gaming consoles. It has a fixed 16-color palette, can hold up to 3 image banks and 8 tilemaps (256x256 pixels each) and 4 sound channels with 64 definable sounds. It also comes with a built-in image and sound editor.") (license license:expat))) (define-public grafx2 (package (name "grafx2") (version "2.4") (source (origin (method url-fetch) ;; XXX: There is no URL that contains the version. :( (uri "http://pulkomandy.tk/projects/GrafX2/downloads/21") (file-name (string-append "grafx2-" version ".tgz")) (sha256 (base32 "0svsy6rqmdj11b400c242i2ixihyz0hds0dgicqz6g6dcgmcl62q")))) (build-system gnu-build-system) (arguments '(#:phases (modify-phases %standard-phases (delete 'configure) ; no configure script (add-before 'build 'change-to-src-directory (lambda _ (chdir "src") #t))) #:make-flags ;; SDL header files are referenced without the preceeding "SDL/". (list (string-append "CFLAGS=-I" (assoc-ref %build-inputs "sdl-union") "/include/SDL" " -fcommon") (string-append "prefix=" (assoc-ref %outputs "out"))) #:tests? #f)) ; no check target (native-inputs (list pkg-config)) (inputs (list libpng lua-5.1 (sdl-union (list sdl sdl-image sdl-ttf)))) (synopsis "Bitmap paint program") (description "GrafX2 is a bitmap paint program inspired by the Amiga programs Deluxe Paint and Brilliance. Specializing in 256-color drawing, it includes a very large number of tools and effects that make it particularly suitable for pixel art, game graphics, and generally any detailed graphics painted with a mouse.") (home-page "http://pulkomandy.tk/projects/GrafX2") (license license:gpl2))) ; GPLv2 only (define-public ois (package (name "ois") (version "1.5.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/wgois/OIS") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "0nkh0zrsbyv47c0i0vhdna3jsnvs69pb1svg75avxw6z7kwskgla")))) (build-system cmake-build-system) (arguments `(#:tests? #f)) ; no test suite (inputs (list libx11)) (synopsis "Object Oriented Input System") (description "Cross Platform Object Oriented Input Lib System is a cross platform, simple solution for using all kinds of Input Devices (Keyboards, Mice, Joysticks, etc) and feedback devices (e.g. force feedback). Meant to be very robust and compatible with many systems and operating systems.") (home-page "https://github.com/wgois/OIS") (license license:zlib))) (define-public mygui (package (name "mygui") (version "3.2.2") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/MyGUI/mygui") (commit (string-append "MyGUI" version)))) (file-name (git-file-name name version)) (sha256 (base32 "1wk7jmwm55rhlqqcyvqsxdmwvl70bysl9azh4kd9n57qlmgk3zmw")))) (build-system cmake-build-system) (arguments '(#:tests? #f ; No test target #:configure-flags (list "-DMYGUI_INSTALL_DOCS=TRUE" (string-append "-DOGRE_INCLUDE_DIR=" (assoc-ref %build-inputs "ogre") "/include/OGRE") ;; Demos and tools are Windows-specific: ;; https://github.com/MyGUI/mygui/issues/24. "-DMYGUI_BUILD_DEMOS=FALSE" "-DMYGUI_BUILD_TOOLS=FALSE"))) (native-inputs (list boost doxygen pkg-config)) (inputs (list font-dejavu freetype graphviz libx11 ogre ois)) (synopsis "Fast, flexible and simple GUI") (description "MyGUI is a library for creating Graphical User Interfaces (GUIs) for games and 3D applications. The main goals of mygui are: speed, flexibility and ease of use.") (home-page "http://mygui.info/") (license license:expat))) (define-public mygui-gl ;; Closure size is reduced by some 800 MiB. (package (inherit mygui) (name "mygui-gl") (version "3.2.2") (arguments (substitute-keyword-arguments (package-arguments mygui) ((#:configure-flags _) `(cons* "-DMYGUI_RENDERSYSTEM=4" ; 3 is Ogre, 4 is OpenGL. ;; We can't reuse the flags because of the mention to Ogre. (list "-DMYGUI_INSTALL_DOCS=TRUE" ;; Demos and tools are Windows-specific: ;; https://github.com/MyGUI/mygui/issues/24. "-DMYGUI_BUILD_DEMOS=FALSE" "-DMYGUI_BUILD_TOOLS=FALSE"))))) (inputs (modify-inputs (package-inputs mygui) (delete "ogre") (prepend mesa glu))) (synopsis "Fast, flexible and simple GUI (OpenGL backend)"))) (define-public openmw (package (name "openmw") (version "0.47.0") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/OpenMW/openmw") (commit (string-append "openmw-" version)))) (file-name (git-file-name name version)) (sha256 (base32 "19mcbnjl4279qalb97msf965bjax48mx1r1qczyvwhn28h6n3bsy")))) (build-system cmake-build-system) (arguments `(#:tests? #f ; No test target #:configure-flags (list "-DDESIRED_QT_VERSION=5" "-DOPENMW_USE_SYSTEM_RECASTNAVIGATION=ON"))) (native-inputs (list boost doxygen pkg-config)) (inputs (list bullet ffmpeg libxt lz4 mygui-gl ; OpenMW does not need Ogre. openal openmw-openscenegraph qtbase-5 recastnavigation sdl2 unshield)) (synopsis "Re-implementation of the RPG Morrowind engine") (description "OpenMW is a game engine which reimplements and extends the one that runs the 2002 open-world RPG Morrowind. The engine comes with its own editor, called OpenMW-CS which allows the user to edit or create their own original games.") (home-page "https://openmw.org") (license license:gpl3))) (define-public godot (package (name "godot") (version "3.4.2") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/godotengine/godot") (commit (string-append version "-stable")))) (file-name (git-file-name name version)) (sha256 (base32 "1bm9yl995chvx6jwkdia12yjrgwcpzb1r9bmj606q8z264aw2ma5")) (modules '((guix build utils) (ice-9 ftw) (srfi srfi-1))) (snippet '(begin ;; Keep only those bundled files we have not (yet) replaced ;; with Guix versions. Note that some of these may be ;; modified; see "thirdparty/README.md". (with-directory-excursion "thirdparty" (let* ((preserved-files '("README.md" "assimp" "certs" "cvtt" "embree" "enet" "etc2comp" "fonts" "glad" "jpeg-compressor" "libsimplewebm" "minimp3" "miniupnpc" "minizip" "misc" "nanosvg" "oidn" "pvrtccompressor" "recastnavigation" "squish" "stb_rect_pack" "tinyexr" "vhacd" "xatlas"))) (for-each delete-file-recursively (lset-difference string=? (scandir ".") (cons* "." ".." preserved-files))))))))) (build-system scons-build-system) (arguments `(#:scons ,scons-python2 #:scons-flags (list "platform=x11" "target=release_debug" ;; Avoid using many of the bundled libs. ;; Note: These options can be found in the SConstruct file. "builtin_bullet=no" "builtin_freetype=no" "builtin_glew=no" "builtin_libmpdec=no" "builtin_libogg=no" "builtin_libpng=no" "builtin_libtheora=no" "builtin_libvorbis=no" "builtin_libvpx=no" "builtin_libwebp=no" "builtin_mbedtls=no" "builtin_opus=no" "builtin_pcre2=no" "builtin_wslay=no" "builtin_zlib=no" "builtin_zstd=no") #:tests? #f ; There are no tests #:phases (modify-phases %standard-phases (add-after 'unpack 'scons-use-env (lambda _ ;; Scons does not use the environment variables by default, ;; but this substitution makes it do so. (substitute* "SConstruct" (("env_base = Environment\\(tools=custom_tools\\)") (string-append "env_base = Environment(tools=custom_tools)\n" "env_base = Environment(ENV=os.environ)"))))) ;; Build headless tools, used for packaging games without depending on X. (add-after 'build 'build-headless (lambda* (#:key scons-flags #:allow-other-keys) (apply invoke "scons" `(,(string-append "-j" (number->string (parallel-job-count))) "platform=server" ,@(delete "platform=x11" scons-flags))))) (replace 'install (lambda* (#:key inputs outputs #:allow-other-keys) (let* ((out (assoc-ref outputs "out")) (headless (assoc-ref outputs "headless")) (zenity (assoc-ref inputs "zenity"))) ;; Strip build info from filenames. (with-directory-excursion "bin" (for-each (lambda (file) (let ((dest (car (string-split (basename file) #\.)))) (rename-file file dest))) (find-files "." "godot.*\\.x11\\.opt\\.tools.*")) (install-file "godot" (string-append out "/bin")) (install-file "godot_server" (string-append headless "/bin"))) ;; Tell the editor where to find zenity for OS.alert(). (wrap-program (string-append out "/bin/godot") `("PATH" ":" prefix (,(string-append zenity "/bin"))))))) (add-after 'install 'wrap (lambda* (#:key inputs outputs #:allow-other-keys) ;; FIXME: Mesa tries to dlopen libudev.so.0 and fails. Pending a ;; fix of the mesa package we wrap the pcb executable such that ;; Mesa can find libudev.so.0 through LD_LIBRARY_PATH. ;; also append ld path for pulseaudio and alsa-lib (let* ((out (assoc-ref outputs "out")) (udev_path (string-append (assoc-ref inputs "eudev") "/lib")) (pulseaudio_path (string-append (assoc-ref inputs "pulseaudio") "/lib")) (alas_lib_path (string-append (assoc-ref inputs "alsa-lib") "/lib"))) (wrap-program (string-append out "/bin/godot") `("LD_LIBRARY_PATH" ":" prefix (,udev_path ,pulseaudio_path ,alas_lib_path)))))) (add-after 'install 'install-godot-desktop (lambda* (#:key outputs #:allow-other-keys) (let* ((out (assoc-ref outputs "out")) (applications (string-append out "/share/applications")) (icons (string-append out "/share/icons/hicolor"))) (mkdir-p applications) (copy-file "misc/dist/linux/org.godotengine.Godot.desktop" (string-append applications "/godot.desktop")) (for-each (lambda (icon dest) (mkdir-p (dirname dest)) (copy-file icon dest)) '("icon.png" "icon.svg") `(,(string-append icons "/256x256/apps/godot.png") ,(string-append icons "/scalable/apps/godot.svg"))))))))) (outputs '("out" "headless")) (native-inputs (list pkg-config)) (inputs (list alsa-lib bullet freetype glew glu libtheora libvorbis libvpx libwebp libx11 libxcursor libxi libxinerama libxrandr mbedtls-apache mesa opusfile pcre2 pulseaudio eudev ; FIXME: required by mesa wslay zenity `(,zstd "lib"))) (home-page "https://godotengine.org/") (synopsis "Advanced 2D and 3D game engine") (description "Godot is an advanced multi-platform game engine written in C++. If features design tools such as a visual editor, can import 3D models and provide high-quality 3D rendering, it contains an animation editor, and can be scripted in a Python-like language.") (license license:expat))) (define-public entt (package (name "entt") (version "3.7.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/skypjack/entt") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "151jg3m262xwaywl2rqnc90yr6p48rhmgi5mxyv6bwqvmfli2m5p")))) (build-system cmake-build-system) (arguments `(#:configure-flags (list "-DENTT_BUILD_TESTING=ON" "-DENTT_FIND_GTEST_PACKAGE=ON" "-DENTT_BUILD_DOCS=ON") ;; Only tests are compiled, and they need assertions to work correctly. #:build-type "Debug")) (native-inputs (list ;; for testing googletest ;; for documentation doxygen graphviz)) (synopsis "Entity component system") (description "EnTT is a header-only library, containing (among other things) @itemize @item an entity component system based on sparse sets, @item a configuration system using the monostate pattern, @item a static reflection system, @item and a cooperative scheduler. @end itemize") (home-page "https://github.com/skypjack/entt") (license (list license:expat ; code license:cc-by4.0)))) ; documentation (define-public eureka (package (name "eureka") (version "1.24") (source (origin (method url-fetch) (uri (string-append "mirror://sourceforge/eureka-editor/Eureka/" version "/eureka-" ;; version without dots e.g 1.21 => 121 (string-join (string-split version #\.) "") "-source.tar.gz")) (sha256 (base32 "1x4idjniz9sma3j9ss6ni7fafmz22zs2jnpsqw4my9rsnmra5d9v")))) (build-system gnu-build-system) (arguments '(#:tests? #f #:make-flags (let ((out (assoc-ref %outputs "out"))) (list (string-append "PREFIX=" out))) #:phases (modify-phases %standard-phases (delete 'configure) (add-before 'build 'prepare-install-directories (lambda* (#:key outputs #:allow-other-keys) (let ((out (assoc-ref outputs "out"))) (mkdir-p (string-append out "/bin")) (mkdir-p (string-append out "/share")) (with-fluids ((%default-port-encoding #f)) (substitute* "./src/main.cc" (("/usr/local") out))) (substitute* "Makefile" (("-o root") "")))))))) (inputs `(("mesa" ,mesa) ("libxft" ,libxft) ("libxinerama" ,libxinerama) ("libfontconfig" ,fontconfig) ("libjpeg" ,libjpeg-turbo) ("libpng" ,libpng) ("fltk" ,fltk) ("zlib" ,zlib))) (native-inputs (list pkg-config xdg-utils)) (synopsis "Doom map editor") (description "Eureka is a map editor for the classic DOOM games, and a few related games such as Heretic and Hexen. It comes with a 3d preview mode and a 2D editor view.") (home-page "http://eureka-editor.sourceforge.net/") (license license:gpl2+))) (define-public guile-chickadee (package (name "guile-chickadee") (version "0.8.0") (source (origin (method url-fetch) (uri (string-append "https://files.dthompson.us/chickadee/" "chickadee-" version ".tar.gz")) (sha256 (base32 "1k2dml2z57lnc36wrmwhh7avnpczxgxnshlfhpbk174vg6v609n0")))) (build-system gnu-build-system) (arguments '(#:make-flags '("GUILE_AUTO_COMPILE=0"))) (propagated-inputs `(("guile-opengl" ,guile3.0-opengl) ("guile-sdl2" ,guile-sdl2))) (inputs (list freetype guile-3.0-latest libvorbis mpg123 openal readline)) (native-inputs (list guile-3.0-latest pkg-config texinfo)) (home-page "https://dthompson.us/projects/chickadee.html") (synopsis "Game development toolkit for Guile Scheme with SDL2 and OpenGL") (description "Chickadee is a game development toolkit for Guile Scheme built on top of SDL2 and OpenGL. Chickadee aims to provide all the features that parenthetically inclined game developers need to make 2D (and eventually 3D) games in Scheme, such as: @enumerate @item extensible, fixed-timestep game loop @item OpenGL-based rendering engine @item keyboard, mouse, controller input @item REPL-driven development model @end enumerate\n") (license license:gpl3+))) (define-public bennu-game-development (package (name "bennu-game-development") (version "353") (source (origin (method svn-fetch) (uri (svn-reference (url "http://svn.code.sf.net/p/bennugd/code") (revision (string->number version)))) (file-name (string-append name "-" version)) (sha256 (base32 "1iri58ryk9lbqn585cbccnvrfkj8qxlbcsk8rpih40jhvs1j101l")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "3rdparty") #t)))) (build-system gnu-build-system) (arguments '(#:phases (modify-phases %standard-phases (add-after 'unpack 'patch-configure-to-use-openssl (lambda* (#:key outputs #:allow-other-keys) (chdir "core") (delete-file "configure") (substitute* "configure.in" (("i\\*86\\)") "*) COMMON_CFLAGS=\"$COMMON_CFLAGS -DUSE_OPENSSL\" COMMON_LDFLAGS=\"$COMMON_LDFLAGS\" LIBSSL=\"crypto\" USE_OPENSSL=yes ;; i*86)")) #t))))) (inputs (list openssl zlib)) (native-inputs (list pkg-config autoconf automake libtool)) (synopsis "Programming language to create games") (description "Bennu Game Development, also known as bennudg, is a programming language tailored at game development. It is the successor of Fenix.") (home-page "https://sourceforge.net/projects/bennugd/") (license license:zlib))) (define-public bennu-game-development-modules (package (inherit bennu-game-development) (name "bennu-game-development-modules") (arguments '(#:phases (modify-phases %standard-phases (add-after 'unpack 'patch-conflicting-definitions (lambda _ (with-fluids ((%default-port-encoding #f)) (substitute* "core/include/fmath.h" (("extern fixed fmul\\( int x, int y \\);") "") (("extern fixed fdiv\\( int x, int y \\);") ""))) (chdir "modules")))))) (inputs (list zlib libpng openssl sdl-mixer bennu-game-development)) (synopsis "Modules for the Bennu Game Development programming language") (description "This package contains a collection of modules for the Bennu Game Development programming language, from CD handling through SDL to joystick support."))) (define-public plib (package (name "plib") (version "1.8.5") (source (origin (method url-fetch) (uri (string-append "http://plib.sourceforge.net/dist/" "plib-" version ".tar.gz")) (sha256 (base32 "0cha71mflpa10vh2l7ipyqk67dq2y0k5xbafwdks03fwdyzj4ns8")) (patches (search-patches "plib-CVE-2011-4620.patch" "plib-CVE-2012-4552.patch")))) (build-system gnu-build-system) (inputs (list mesa libxi libxmu)) (native-inputs (list pkg-config)) (home-page "http://plib.sourceforge.net/") (synopsis "Suite of portable game libraries") (description "PLIB is a set of libraries that will permit programmers to write games and other realtime interactive applications that are 100% portable across a wide range of hardware and operating systems. PLIB includes sound effects, music, a complete 3D engine, font rendering, a simple Windowing library, a game scripting language, a GUI, networking, 3D math library and a collection of handy utility functions. All are 100% portable across nearly all modern computing platforms. Each library component is fairly independent of the others") (license license:lgpl2.0+))) (define-public ioquake3 ;; We follow master since it seems that there won't be releases after 1.3.6. (let ((commit "95b9cab4d644fa3bf757cfff821cc4f7d76e38b0")) (package (name "ioquake3") (version (git-version "1.3.6" "1" commit)) (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/ioquake/ioq3") (commit commit))) (file-name (git-file-name name version)) (sha256 (base32 "1vflk028z9gccg5yfi5451y1k5wxjdh3qbhjf4x6r7w2pzlxh16z")))) (build-system gnu-build-system) (inputs `(("sdl2" ,sdl2) ("libjpeg" ,libjpeg-turbo) ("openal" ,openal) ("curl" ,curl) ("opusfile" ,opusfile) ("opus" ,opus) ("libvorbis" ,libvorbis) ("freetype" ,freetype) ("libogg" ,libogg))) (native-inputs (list which ; Else SDL_version.h won't be found. pkg-config)) (arguments '(#:tests? #f ; No tests. #:make-flags '("CC=gcc" "USE_INTERNAL_LIBS=0" "USE_FREETYPE=1" "USE_RENDERER_DLOPEN=0" "USE_OPENAL_DLOPEN=0" "USE_CURL_DLOPEN=0") #:phases (modify-phases %standard-phases (delete 'configure) (replace 'install (lambda* (#:key outputs #:allow-other-keys) (invoke "make" "copyfiles" "CC=gcc" "USE_INTERNAL_LIBS=0" (string-append "COPYDIR=" (assoc-ref outputs "out") "/bin"))))))) (home-page "https://ioquake3.org/") (synopsis "FPS game engine based on Quake 3") (description "ioquake3 is a free software first person shooter engine based on the Quake 3: Arena and Quake 3: Team Arena source code. Compared to the original, ioquake3 has been cleaned up, bugs have been fixed and features added. The permanent goal is to create the open source Quake 3 distribution upon which people base their games, ports to new platforms, and other projects.") (license license:gpl2)))) (define-public instead (package (name "instead") (version "3.3.5") (build-system cmake-build-system) (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/instead-hub/instead") (commit version))) (file-name (git-file-name name version)) (sha256 (base32 "02j8cw623j51qmr4991i5hsbrzmnp0qfzds8m6nwwr15sjv3hv1g")) (patches (search-patches "instead-use-games-path.patch")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "src/zlib"))))) (arguments '(#:configure-flags (list (string-append "-DLUA_INCLUDE_DIR=" (assoc-ref %build-inputs "luajit") "/include/luajit-2.1/") "-DWITH_LUAJIT=1" "-DWITH_GTK3=1") #:tests? #f)) (inputs `(("gtk+",gtk+) ("lua" ,lua) ("luajit" ,luajit) ("pkg-config" ,pkg-config) ("sdl2-images" ,sdl2-image) ("sdl2-ttf" ,sdl2-ttf) ("sdl2-mixer" ,sdl2-mixer) ("zlib" ,zlib))) (home-page "https://instead3.syscall.ru/") (synopsis "Text adventure interpreter") (description "The STEAD (Simple TExt ADventures) interpreter provides functionality to play games that mix elements of visual novels, interactive fiction and classic point-and-click adventures.") (native-search-paths (list (search-path-specification (variable "INSTEAD_GAMES_PATH") (separator #f) ;single entry (files '("share/instead/games"))))) (license license:expat))) (define-public openvr (package (name "openvr") (version "1.8.19") (home-page "https://github.com/ValveSoftware/openvr/") (source (origin (method git-fetch) (uri (git-reference (url home-page) (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "1b8cppvw6ib0kvx0vjq7jsk3plg1vh171w8xr230vjn05381wp52")))) (build-system cmake-build-system) (arguments ;; No tests. '(#:tests? #f #:configure-flags (list "-DBUILD_SHARED=1"))) (synopsis "Virtual reality software development kit") (description "OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting.") (license license:bsd-3))) (define-public flatzebra (package (name "flatzebra") (version "0.1.7") (source (origin (method url-fetch) (uri (string-append "http://perso.b2b2c.ca/~sarrazip/dev/" "flatzebra-" version ".tar.gz")) (sha256 (base32 "1x2dy41c8vrq62bn03b82fpmk7x4rzd7qqiwvq0mgcl5rmasc2c8")))) (build-system gnu-build-system) (arguments `(#:phases (modify-phases %standard-phases (add-after 'unpack 'fix-sdl-config (lambda* (#:key inputs #:allow-other-keys) ;; XXX: sdl-config in sdl-union is a link to sdl-config from ;; plain sdl package. As a consequence, the prefix is wrong. ;; Force correct one with "--prefix" argument. (let ((sdl-union (assoc-ref inputs "sdl"))) (setenv "SDL_CONFIG" (string-append sdl-union "/bin/sdl-config --prefix=" sdl-union))) #t))))) (native-inputs (list pkg-config)) (inputs `(("sdl" ,(sdl-union (list sdl sdl-image sdl-mixer))))) (home-page "http://perso.b2b2c.ca/~sarrazip/dev/burgerspace.html") (synopsis "Generic game engine for 2D double-buffering animation") (description "Flatzebra is a simple, generic C++ game engine library supporting 2D double-buffering.") (license license:gpl2+))) (define-public fna (package (name "fna") (version "19.12.01") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/FNA-XNA/FNA") (commit version))) (file-name (git-file-name name version)) (sha256 (base32 "1vdyi9hac24fqcs8kpj6yk36bf5rrl4dvlvdd9fc701fawcf6lrr")))) (build-system gnu-build-system) (arguments '(#:tests? #f ; No tests. #:phases (modify-phases %standard-phases (add-after 'unpack 'link-dep-src (lambda* (#:key inputs #:allow-other-keys) (let ((sdl2 (assoc-ref inputs "sdl2-cs-src")) (mojoshader (assoc-ref inputs "mojoshader-src")) (faudio (assoc-ref inputs "faudio-src")) (theorafile (assoc-ref inputs "theorafile-src"))) (symlink (string-append sdl2 "/src") "lib/SDL2-CS/src") (symlink (string-append mojoshader "/csharp") "lib/MojoShader/csharp") (symlink (string-append faudio "/csharp") "lib/FAudio/csharp") (symlink (string-append theorafile "/csharp") "lib/Theorafile/csharp")))) (delete 'configure) (replace 'build (lambda _ (invoke "make" "release"))) (replace 'install (lambda* (#:key outputs #:allow-other-keys) (let ((out (assoc-ref outputs "out"))) (install-file "bin/Release/FNA.dll" (string-append out "/lib")) #t)))))) (native-inputs (list mono)) (inputs `(("sdl2-cs-src" ,(package-source sdl2-cs)) ("mojoshader-src" ,(package-source mojoshader-cs)) ("faudio-src" ,(package-source faudio)) ("theorafile-src" ,(package-source theorafile)))) (home-page "https://fna-xna.github.io/") (synopsis "Accuracy-focused XNA4 reimplementation") (description "FNA is a Microsoft XNA Game Studio 4.0 reimplementation that focuses solely on developing a fully accurate XNA4 runtime for the desktop.") (license (list license:ms-pl ; FNA license:lgpl2.1 ; LzxDecoder.cs ;; Mono.Xna: license:expat)))) (define-public libccd (package (name "libccd") (version "2.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/danfis/libccd") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "0sfmn5pd7k5kyhbxnd689xmsa5v843r7sska96dlysqpljd691jc")))) (build-system cmake-build-system) (arguments `(#:configure-flags '("-DBUILD_DOCUMENTATION=ON" "-DBUILD_TESTING=ON" "-DENABLE_DOUBLE_PRECISION=ON"))) (native-inputs (list python-sphinx)) (home-page "https://github.com/danfis/libccd") (synopsis "Library for collision detection between two convex shapes") (description "@code{libccd} is library for a collision detection between two convex shapes. @code{libccd} implements variation on Gilbert–Johnson–Keerthi algorithm plus Expand Polytope Algorithm (EPA) and also implements algorithm Minkowski Portal Refinement (MPR, a.k.a. XenoCollide) as described in Game Programming Gems 7.") (license license:expat))) (define-public ode (package (name "ode") (version "0.16.2") (source (origin (method url-fetch) (uri (string-append "https://bitbucket.org/odedevs/ode/downloads/" "ode-" version ".tar.gz")) (sha256 (base32 "08hgh4gqdk77jcw8b7gq2mwsfg4a5v5y0j7g42bxiqhmn3ffnsmj")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "libccd") #t)))) (build-system cmake-build-system) (arguments `(#:configure-flags '("-DODE_WITH_LIBCCD_SYSTEM=ON") #:phases (modify-phases %standard-phases (add-after 'unpack 'unbundle-libccd (lambda _ (substitute* "CMakeLists.txt" (("configure_file\\(libccd/.*") "")) #t))))) (inputs (list glu libccd mesa)) (home-page "https://www.ode.org/") (synopsis "High performance library for simulating rigid body dynamics") (description "ODE is a high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It is currently used in many computer games, 3D authoring tools and simulation tools.") ;; Software is dual-licensed. (license (list license:lgpl2.1+ license:expat)))) (define-public chipmunk (package (name "chipmunk") (version "7.0.3") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/slembcke/Chipmunk2D") (commit (string-append "Chipmunk-" version)))) (file-name (git-file-name name version)) (sha256 (base32 "1qmkn01g06p3rnhmbyffmjns6wj5vhgf9cscigk3wzxcpwv1hyxb")))) (build-system cmake-build-system) (arguments `(#:tests? #f ;no test #:configure-flags '("-DBUILD_STATIC=OFF" "-DBUILD_DEMOS=OFF"))) (inputs (list freeglut libxmu libxrandr)) (home-page "https://chipmunk-physics.net/") (synopsis "Fast and lightweight 2D game physics library") (description "Chipmunk is a simple, lightweight, fast and portable 2D rigid body physics library written in C.") (license license:expat))) (define-public box2d (package (name "box2d") (version "2.4.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/erincatto/box2d") (commit (string-append "v" version)))) (file-name (git-file-name name version)) (sha256 (base32 "1ja9cahf3z9zzrdaqcw44lpjmqf2ir2g4chwz0iwqwlkckwhpgvh")) (modules '((guix build utils))) (snippet '(begin ;; Bundled code only used for the testbed. (delete-file-recursively "extern"))))) (build-system cmake-build-system) (arguments `(#:test-target "unit_test" #:configure-flags '("-DBUILD_SHARED_LIBS=ON" "-DBOX2D_BUILD_TESTBED=OFF"))) (inputs (list libx11)) (home-page "https://box2d.org/") (synopsis "2D physics engine for games") (description "Box2D is a 2D rigid body simulation library for games. Programmers can use it in their games to make objects move in realistic ways and make the game world more interactive. From the game engine's point of view, a physics engine is just a system for procedural animation.") (license license:expat))) (define-public libtcod (package (name "libtcod") (version "1.15.1") (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/libtcod/libtcod") (commit version))) (file-name (git-file-name name version)) (sha256 (base32 "0pzr8ajmbqvh43ldjajx962xirj3rf8ayh344p6mqlrmb8gxrfr5")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "src/vendor/utf8proc") (delete-file-recursively "src/vendor/zlib") (delete-file "src/vendor/stb_truetype.h") (delete-file "src/vendor/stb_sprintf.h") (delete-file "src/vendor/lodepng.cpp") (delete-file "src/vendor/lodepng.h") (substitute* "buildsys/autotools/sources.am" (("\\.\\./\\.\\./src/vendor/lodepng\\.cpp \\\\\n") "") (("\\.\\./\\.\\./src/vendor/stb\\.c \\\\") "../../src/vendor/stb.c") (("\\.\\./\\.\\./src/vendor/utf8proc/utf8proc\\.c") "")) (substitute* "src/libtcod/sys_sdl_img_png.cpp" (("\\.\\./vendor/") "")) (substitute* '("src/libtcod/color/canvas.cpp" "src/libtcod/sys_sdl_img_png.cpp" "src/libtcod/tileset/truetype.cpp" "src/libtcod/tileset/tilesheet.cpp") (("\\.\\./\\.\\./vendor/") "")) (substitute* "src/libtcod/console/printing.cpp" (("\\.\\./\\.\\./vendor/utf8proc/") "")) #t)))) (build-system gnu-build-system) (arguments `(#:configure-flags '("--with-gnu-ld" "LIBS=-lutf8proc -llodepng") #:phases (modify-phases %standard-phases (add-after 'unpack 'change-to-build-dir (lambda _ (chdir "buildsys/autotools") (patch-shebang "get_version.py")))))) (native-inputs (list autoconf automake libtool python pkg-config stb-sprintf stb-truetype)) (inputs (list lodepng sdl2 utf8proc zlib)) (home-page "https://github.com/libtcod/libtcod") (synopsis "Library specifically designed for writing roguelikes") (description "libtcod is a fast, portable and uncomplicated API for roguelike developers providing an advanced true color console, input, and lots of other utilities frequently used in roguelikes.") (license license:bsd-3))) (define-public warsow-qfusion ;; As of 2020-04-09, the latest stable version 2.1.0 is deprecated. ;; The 2.5 beta as published on the homepage is commit ;; c4de15df559410aff0ca6643724e24cddb0ecbbd (let ((commit "c4de15df559410aff0ca6643724e24cddb0ecbbd")) (package (name "warsow-qfusion") (version (git-version "2.5" "1" commit)) ; 2.5-beta (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/Warsow/qfusion/") (commit commit) (recursive? #t))) (file-name (git-file-name name version)) (sha256 (base32 "0xv2yycr43p3xmq7lm6j6zb3cpcr6w00x7qg918faq0mw9j7v48g")) ;; Issue reported here: https://github.com/Warsow/qfusion/issues/46 (patches (search-patches "warsow-qfusion-fix-bool-return-type.patch")) (modules '((guix build utils))) (snippet '(begin (delete-file-recursively "platforms") (delete-file-recursively "debian") (delete-file-recursively "libsrcs") #t)))) (build-system cmake-build-system) (arguments `(#:tests? #f ; No tests. #:configure-flags '("-DQFUSION_GAME=Warsow") #:modules ((guix build utils) (guix build cmake-build-system) (ice-9 match)) #:phases (modify-phases %standard-phases (add-after 'unpack 'change-to-build-dir (lambda _ (chdir "source") #t)) (add-after 'install 'really-install (lambda* (#:key outputs system #:allow-other-keys) (let ((arch (match system ("x86_64-linux" "x86_64") ("i686-linux" "i386"))) (out (assoc-ref outputs "out"))) (install-file (string-append "../source/build/basewsw/libgame_" arch ".so") (string-append out "/lib/")) (install-file (string-append "../source/build/libui_" arch ".so") (string-append out "/lib/")) (for-each (lambda (file) (install-file file (string-append out "/bin/"))) (append (find-files "../source/build" "warsow") (find-files "../source/build" "wsw_server.")))) #t))))) (inputs `(("alsa-lib" ,alsa-lib) ("curl" ,curl) ("freetype" ,freetype) ("ffmpeg" ,ffmpeg) ("libjpeg" ,libjpeg-turbo) ("libogg" ,libogg) ("libpng" ,libpng) ("libtheora" ,libtheora) ("libvorbis" ,libvorbis) ("mesa" ,mesa) ("openal" ,openal) ("pulseaudio" ,pulseaudio) ("qtbase" ,qtbase-5) ("qtdeclarative-5" ,qtdeclarative-5) ("sdl2" ,sdl2) ("uuid.h" ,util-linux "lib") ("zlib" ,zlib))) (native-inputs (list pkg-config)) (home-page "https://github.com/Warsow/qfusion") (supported-systems '("i686-linux" "x86_64-linux")) (synopsis "Warsow's fork of qfusion, the id Tech 2 derived game engine") (description "This package contains the game engine of Warsow, a first-person shooter video game. The engine is based on qfusion, the id Tech 2 derived game engine. id Tech 2 is the engine originally behind Quake 2.") (license license:gpl2+)))) (define-public dhewm3 (package (name "dhewm3") (version "1.5.1") (source (origin (method url-fetch) (uri (string-append "https://github.com/dhewm/dhewm3/releases/download/" version "/dhewm3-" version "-src.tar.xz")) (sha256 (base32 "0s2brx6wyljhjbpli97iy4lc4fqqsvdc09raz8njg0vgzcsiyrri")))) (build-system cmake-build-system) (arguments `(#:tests? #f ; No tests. #:phases (modify-phases %standard-phases (add-after 'unpack 'change-to-build-dir (lambda _ (chdir "neo") #t))))) (inputs `(("curl" ,curl) ("libjpeg" ,libjpeg-turbo) ("libogg" ,libogg) ("libvorbis" ,libvorbis) ("libx11" ,libx11) ("openal" ,openal) ("sdl2" ,sdl2) ("zlib" ,zlib))) (home-page "https://dhewm3.org/") (synopsis "Port of the original Doom 3 engine") (description "@command{dhewm3} is a source port of the original Doom 3 engine (not Doom 3: BFG Edition), also known as id Tech 4. Compared to the original version of the Doom 3 engine, dhewm3 has many bugfixes, supports EAX-like sound effects on all operating systems and hardware (via OpenAL Softs EFX support), has much better support for widescreen resolutions and has 64bit support.") (license license:gpl3))) (define-public tesseract-engine (let ((svn-revision 2411)) (package (name "tesseract-engine") (version (string-append "20200615-" (number->string svn-revision))) (source (origin (method svn-fetch) (uri (svn-reference (url "svn://svn.tuxfamily.org/svnroot/tesseract/main") (revision svn-revision))) (file-name (git-file-name name version)) (sha256 (base32 "1av9jhl2ivbl7wfszyhyna84llvh1z2d8khkmadm8d105addj10q")) (modules '((guix build utils))) (snippet '(begin (for-each delete-file-recursively '("bin" "bin64" ;; Remove "media" since some files such as ;; media/sound/game/soundsnap/info.txt refer to a ;; non-commercial license. "media" "server.bat" "tesseract.bat" "src/lib" "src/lib64")) #t)))) (build-system gnu-build-system) (arguments `(#:make-flags (list "CC=gcc") #:tests? #f ; No tests. #:phases (modify-phases %standard-phases (delete 'configure) (add-after 'unpack 'cd-src (lambda _ (chdir "src") #t)) (add-before 'build 'fix-env (lambda* (#:key inputs #:allow-other-keys) (setenv "CPATH" (string-append (search-input-directory inputs "include/SDL2") ":" (or (getenv "CPATH") ""))))) (add-after 'install 'really-install (lambda* (#:key outputs #:allow-other-keys) (let* ((out (assoc-ref outputs "out")) (share (string-append out "/share/tesseract")) (bin (string-append out "/bin/tesseract")) (client (string-append out "/bin/tesseract-client"))) (chdir "..") ; Back to root. (for-each (lambda (dir) (mkdir-p (string-append share "/" dir)) (copy-recursively dir (string-append share "/" dir))) '("config")) (mkdir-p (string-append out "/bin/")) (copy-file "bin_unix/native_client" client) (copy-file "bin_unix/native_server" (string-append out "/bin/tesseract-server")) (call-with-output-file bin (lambda (p) (format p "#!~a TESS_DATA=~a TESS_BIN=~a TESS_OPTIONS=\"-u$HOME/.tesseract\" cd \"$TESS_DATA\" exec \"$TESS_BIN\" \"$TESS_OPTIONS\" \"$@\"" (which "bash") share client))) (chmod bin #o755) (install-file "src/readme_tesseract.txt" (string-append out "/share/licenses/tesseract/LICENSE"))) #t))))) (inputs `(("sdl2-union" ,(sdl-union (list sdl2 sdl2-mixer sdl2-image))) ("zlib" ,zlib) ("libpng" ,libpng) ("libgl" ,mesa))) (home-page "http://tesseract.gg/") (synopsis "First-person shooter engine with map editing, instagib, DM and CTF") (description "This package contains the game engine of Tesseract, a first-person shooter focused on cooperative in-game map editing. The engine is derived from @emph{Cube 2: Sauerbraten} technology but with upgraded modern rendering techniques. The new rendering features include fully dynamic omnidirectional shadows, global illumination, HDR lighting, deferred shading, morphological / temporal / multisample anti-aliasing, and much more.") (license license:zlib)))) (define-public recastnavigation ;; We follow master since there hasn't been a release since 1.5.1 in 2016. (let ((commit "c5cbd53024c8a9d8d097a4371215e3342d2fdc87") (revision "1")) (package (name "recastnavigation") (version (git-version "1.5.1" revision commit)) (source (origin (method git-fetch) (uri (git-reference (url "https://github.com/recastnavigation/recastnavigation") (commit commit))) (file-name (git-file-name name version)) (sha256 (base32 "034bm47gc3r285w1pnvkhmm74zz99d204b1r865gisaiq4qfbza0")))) (build-system cmake-build-system) (arguments `(#:configure-flags (list "-DBUILD_SHARED_LIBS=ON" "-DRECASTNAVIGATION_DEMO=OFF" "-DRECASTNAVIGATION_TESTS=ON" "-DRECASTNAVIGATION_EXAMPLES=OFF"))) (synopsis "Navigation system for games") (description "Recast is state of the art navigation mesh construction toolset for games. @itemize @item It is automatic, which means that you can throw any level geometry at it and you will get robust mesh out. @item It is fast which means swift turnaround times for level designers. @item It is open source so it comes with full source and you can customize it to your heart's content. @end itemize The Recast process starts with constructing a voxel mold from a level geometry and then casting a navigation mesh over it. The process consists of three steps, building the voxel mold, partitioning the mold into simple regions, peeling off the regions as simple polygons. Recast is accompanied with Detour, path-finding and spatial reasoning toolkit. You can use any navigation mesh with Detour, but of course the data generated with Recast fits perfectly. Detour offers simple static navigation mesh which is suitable for many simple cases, as well as tiled navigation mesh which allows you to plug in and out pieces of the mesh. The tiled mesh allows you to create systems where you stream new navigation data in and out as the player progresses the level, or you may regenerate tiles as the world changes.") (home-page "https://github.com/recastnavigation/recastnavigation") (license license:zlib))))