Vendor the Shockolate engine and build it via a Docker image with every
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.
This commit is contained in:
ml
2026-07-19 15:43:38 +02:00
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/*
Copyright (C) 2015-2018 Night Dive Studios, LLC.
This program 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.
This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __INVENT_H
#define __INVENT_H
/*
* $Source: r:/prj/cit/src/inc/RCS/invent.h $
* $Revision: 1.14 $
* $Author: xemu $
* $Date: 1994/07/18 21:31:31 $
*
*/
// Includes
#include "invdims.h"
// C Library Includes
// System Library Includes
#include "objects.h"
// Master Game Includes
// Game Library Includes
// Game Object Includes
#define MAX_GENERAL_INVENTORY 12
// Prototypes
// creates and initializes the inventory region
LGRegion *create_invent_region(LGRegion *parent, LGRegion **pbuttons, LGRegion **pinvent);
// Draw the inventory area. Keeps information on most recent draw so only does
// incremental updates.
errtype inventory_draw(void);
// Force the inventory panel to draw, no matter what
errtype inventory_full_redraw(void);
// switch the inventory page to pgnum and redraw
errtype inventory_draw_new_page(int pgnum);
// clears the inventory region
errtype inventory_clear(void);
// Add the appropriate kind of object to the player's inventory. Returns whether
// or not the action succeded (typical failure reason being not enough inventory
// slots remaining).
uchar inventory_add_object(ObjID new_object, uchar select);
// Removes the specified object from the player's inventory. Does not do any
// correlation with the rest of the Universe -- this needs to be handed by
// the dropping/consuming/destroying code.
errtype inventory_remove_object(ObjID new_object);
void draw_page_buttons(uchar full);
void inv_change_fullscreen(uchar on);
void inv_update_fullscreen(uchar full);
errtype inventory_update_screen_mode();
void push_inventory_cursors(LGCursor *newcurs);
void pop_inventory_cursors(void);
void super_drop_func(int dispnum, int row);
void super_use_func(int dispnum, int row);
void absorb_object_on_cursor(ushort keycode, uint32_t context, intptr_t data);
uchar cycle_weapons_func(ushort keycode, uint32_t context, intptr_t data);
void push_live_grenade_cursor(ObjID obj);
void set_current_active(int activenum);
void remove_general_item(ObjID obj);
void add_email_datamunge(short mung, uchar select);
void invent_language_change(void);
// Globals
extern short inventory_page;
extern short inv_last_page;
#endif // __INVENT_H