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 __CYBMEM_H
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#define __CYBMEM_H
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/*
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* $Source: r:/prj/cit/src/inc/RCS/cybmem.h $
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* $Revision: 1.23 $
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* $Author: xemu $
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* $Date: 1994/11/01 09:19:29 $
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*
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*/
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// Defines
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// Typedefs
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// Prototypes
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errtype load_dynamic_memory(int mask);
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errtype free_dynamic_memory(int mask);
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int avail_memory(int debug_src);
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void Memory_Check();
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int slorkatron_memory_check();
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int flush_resource_cache(void);
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// If LZW stuff ever gets lots more efficient, may need to raise this up some.
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#define BIG_BUFFER_SIZE (LZW_BUFF_SIZE + 3)
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#define MINIMUM_GAME_THRESHOLD 540000 // this will be tweaked as appropriate...
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#define BIG_CACHE_THRESHOLD MINIMUM_GAME_THRESHOLD + 1900000
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#define EXTRA_TMAP_THRESHOLD BIG_CACHE_THRESHOLD
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#define BLEND_THRESHOLD EXTRA_TMAP_THRESHOLD + 64000
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#define BIG_HACKCAM_THRESHOLD BLEND_THRESHOLD + 32000
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#define PRELOAD_ANIMATION_THRESHOLD EXTRA_TMAP_THRESHOLD // for simplicity, can be set different if we are psyched
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// Globals
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#ifdef __CYBMEM_SRC
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uchar big_buffer[BIG_BUFFER_SIZE + 16384];
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int start_mem;
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#else
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extern uchar big_buffer[BIG_BUFFER_SIZE + 16384];
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extern int start_mem;
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#endif
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#endif // __CYBMEM_H
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