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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/*
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* $Source: r:/prj/lib/src/2d/RCS/fl8g24.c $
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* $Revision: 1.4 $
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* $Author: kevin $
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* $Date: 1994/10/17 14:59:58 $
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*
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* Routines for reading 24-bit pixels from a flat 8 canvas.
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*
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* This file is part of the 2d library.
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*
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* $Log: fl8g24.c $
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* Revision 1.4 1994/10/17 14:59:58 kevin
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* Use palette macros in preparation for switch to palette globals.
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*
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* Revision 1.3 1993/10/19 09:50:22 kaboom
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* Replaced #include <grd.h" with new headers split from grd.h.
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*
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* Revision 1.2 1993/10/01 15:44:52 kaboom
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* Converted to include clpcon.h instead of clip.h.
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*
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* Revision 1.1 1993/09/02 20:03:41 kaboom
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* Initial revision
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*/
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#include "clpcon.h"
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#include "cnvdat.h"
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#include "scrdat.h"
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/* set an unclipped pixel in bank-switched memory. */
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long flat8_get_upixel24(short x, short y) {
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uchar *p;
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long *r;
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int i;
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p = grd_canvas->bm.bits + grd_canvas->bm.row * y + x;
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i = *p;
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r = (long *)(grd_pal + 3 * i);
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return *r & 0x00ffffff;
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}
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/* set a clipped pixel in bank-switched memory. return the clip code. */
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long flat8_get_pixel24(short x, short y) {
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uchar *p;
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long *r;
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int i;
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if (x < grd_clip.left || x >= grd_clip.right || y < grd_clip.top || y >= grd_clip.bot)
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return CLIP_ALL;
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p = grd_canvas->bm.bits + grd_canvas->bm.row * y + x;
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i = *p;
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r = (long *)(grd_pal + 3 * i);
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return *r & 0x00ffffff;
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}
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