Files
questshock/engine/src/GameSrc/Headers/cybmem.h
T
ml a5ec8db5f7
build / build (push) Failing after 5s
Vendor the Shockolate engine and build it via a Docker image with every
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.
2026-07-19 15:43:38 +02:00

65 lines
1.8 KiB
C

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