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 __INVENT_H
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#define __INVENT_H
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/*
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* $Source: r:/prj/cit/src/inc/RCS/invent.h $
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* $Revision: 1.14 $
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* $Author: xemu $
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* $Date: 1994/07/18 21:31:31 $
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*
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*/
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// Includes
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#include "invdims.h"
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// C Library Includes
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// System Library Includes
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#include "objects.h"
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// Master Game Includes
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// Game Library Includes
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// Game Object Includes
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#define MAX_GENERAL_INVENTORY 12
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// Prototypes
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// creates and initializes the inventory region
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LGRegion *create_invent_region(LGRegion *parent, LGRegion **pbuttons, LGRegion **pinvent);
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// Draw the inventory area. Keeps information on most recent draw so only does
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// incremental updates.
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errtype inventory_draw(void);
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// Force the inventory panel to draw, no matter what
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errtype inventory_full_redraw(void);
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// switch the inventory page to pgnum and redraw
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errtype inventory_draw_new_page(int pgnum);
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// clears the inventory region
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errtype inventory_clear(void);
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// Add the appropriate kind of object to the player's inventory. Returns whether
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// or not the action succeded (typical failure reason being not enough inventory
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// slots remaining).
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uchar inventory_add_object(ObjID new_object, uchar select);
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// Removes the specified object from the player's inventory. Does not do any
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// correlation with the rest of the Universe -- this needs to be handed by
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// the dropping/consuming/destroying code.
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errtype inventory_remove_object(ObjID new_object);
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void draw_page_buttons(uchar full);
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void inv_change_fullscreen(uchar on);
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void inv_update_fullscreen(uchar full);
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errtype inventory_update_screen_mode();
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void push_inventory_cursors(LGCursor *newcurs);
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void pop_inventory_cursors(void);
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void super_drop_func(int dispnum, int row);
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void super_use_func(int dispnum, int row);
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void absorb_object_on_cursor(ushort keycode, uint32_t context, intptr_t data);
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uchar cycle_weapons_func(ushort keycode, uint32_t context, intptr_t data);
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void push_live_grenade_cursor(ObjID obj);
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void set_current_active(int activenum);
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void remove_general_item(ObjID obj);
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void add_email_datamunge(short mung, uchar select);
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void invent_language_change(void);
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// Globals
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extern short inventory_page;
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extern short inv_last_page;
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#endif // __INVENT_H
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