Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s
build / build (push) Failing after 5s
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) prebuilt, so compiling the engine needs no network access - just the image and the engine source. Add res/assets/extract_assets.sh to pull the game's data files out of a purchased GOG installer, and a Makefile that assembles a runnable dist/ from the two. Also add `make package`, which builds a redistributable tarball that omits the proprietary game assets (shipping res/GET_ASSETS.txt instead) plus license information for both the MIT tooling and the GPLv3 engine, and a Gitea Actions workflow that builds and publishes it to dl.ladkau.de on every push.
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/*
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Copyright (C) 2015-2018 Night Dive Studios, LLC.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __AMAP_H
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#define __AMAP_H
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// header for the real infernal automap
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// defines
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#define AMAP_PURE_MODE 0x0000
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#define AMAP_INT_WALLS 0x0001
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#define AMAP_SHOW_CRIT 0x0002
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#define AMAP_SHOW_ROB 0x0004
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#define AMAP_SHOW_HAZ 0x0008
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#define AMAP_SHOW_FLR 0x0010
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#define AMAP_SHOW_MSG 0x0020
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#define AMAP_SHOW_HGT 0x0040
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#define AMAP_TRACK_OBJ 0x0080
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#define AMAP_SHOW_SEC 0x0100
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#define AMAP_FULL_MSG 0x0200
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#define AMAP_SHOW_ALL 0x0400
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#define AMAP_SHOW_SENS 0x0800
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#define AMAP_AVAIL_ALWAYS (AMAP_SHOW_SENS | AMAP_SHOW_FLR | AMAP_FULL_MSG)
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#define AMAP_SET 1
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#define AMAP_UNSET 0
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#define AMAP_TOGGLE -1
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#define AMAP_PAN_N 1
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#define AMAP_PAN_E 2
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#define AMAP_PAN_S 3
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#define AMAP_PAN_W 4
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#define AMAP_DEF_DST 0x40000
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#define AMAP_MAX_ZOOM 6
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#define AMAP_MIN_ZOOM 1
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#define AMAP_OFF_MAP 0
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#define AMAP_HAVE_NOTE 1
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#define AMAP_NO_NOTE 2
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// really should live in the player structure....
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typedef struct {
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uchar init;
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uchar zoom;
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int xf, yf;
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ushort lw, lh;
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ushort obj_to_follow, sensor_obj;
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ushort note_obj;
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ushort flags;
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ushort avail_flags;
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uchar version_id;
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ushort sensor_rad; // in obj coords
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} curAMap;
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// prototypes
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uchar amap_kb_callback(curAMap *amptr, int code);
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void amap_draw(curAMap *amptr, int expose);
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void amap_version_set(int id, int new_ver);
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void automap_init(int version, int id);
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void amap_invalidate(int id);
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uchar amap_flags(curAMap *amptr, int flags, int set); // set -1 to toggle
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uchar amap_zoom(curAMap *amptr, uchar set, int zoom_delta);
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void amap_pan(curAMap *amptr, int dir, int *dist);
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uchar amap_get_note(curAMap *amptr, char *buf);
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void amap_pixratio_set(fix ratio);
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void amap_settings_copy(curAMap *from, curAMap *to);
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grs_bitmap *screen_automap_bitmap(char which_amap);
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// this is a mess
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// it modifies x and y to be map location of click
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// returns null if off map, (void*)mapelemptr if within map
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// sets amptr->note_obj to the note if found, else OBJ_NULL
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void *amap_deal_with_map_click(curAMap *amptr, int *x, int *y);
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// strings
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void amap_str_init(void);
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char *amap_str_next(void);
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void amap_str_grab(char *str);
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int amap_str_deref(char *str);
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char *amap_str_reref(int offs);
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void amap_str_delete(char *toast_str);
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void amap_str_startup(int magic_num);
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#define MFD_FULLSCR_MAP 2
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#define NUM_O_AMAP MFD_FULLSCR_MAP + 1
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// globals
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// for now
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#define oAMap(mid) (&(level_gamedata.auto_maps[mid]))
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//#define oAMap(mid) (auto_maps[mid])
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#define amap_reset() \
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do { \
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int i; \
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for (i = 0; i < NUM_O_AMAP; i++) \
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amap_invalidate(i); \
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} while (0)
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#define amap_note_value(objid) (objTraps[objs[objid].specID].p4)
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#define amap_note_string(objid) (amap_str_reref(amap_note_value(objid)))
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#define AMAP_STRING_SIZE 2048
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#endif
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