Files
questshock/engine/src/GameSrc/Headers/drugs.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

105 lines
2.3 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 __DRUGS_H
#define __DRUGS_H
/*
* $Source: n:/project/cit/src/inc/RCS/drugs.h $
* $Revision: 1.11 $
* $Author: xemu $
* $Date: 1994/05/13 21:11:25 $
*
* $Log: drugs.h $
* Revision 1.11 1994/05/13 21:11:25 xemu
* reflex
*
* Revision 1.10 1994/02/01 04:37:07 mahk
* DRUGS !
*
* Revision 1.9 1993/09/02 23:07:28 xemu
* angle me baby
*
* Revision 1.8 1993/08/11 20:53:43 spaz
* Changed drug identifying #define's
*
* Revision 1.7 1993/07/28 16:57:02 mahk
* Added drug2triple & triple2drug
*
* Revision 1.6 1993/07/26 21:24:47 spaz
* moved drug id's to #define's here
*
* Revision 1.5 1993/07/19 11:39:48 mahk
* Added inventory stuff
*
* Revision 1.4 1993/07/08 13:29:35 spaz
* Moved some #define's around.
*
* Revision 1.3 1993/07/01 19:16:38 spaz
* Added constants and prototypes for generic drug.c funcs.
*
* Revision 1.2 1993/07/01 17:19:37 spaz
* Added NUM_DRUGZ #define, and drugs_time[] static array.
*
* Revision 1.1 1993/07/01 16:26:23 mahk
* Initial revision
*
*
*/
// Defines
#define DRUG_STAMINUP 0
#define DRUG_SIGHT 1
#define DRUG_LSD 2
#define DRUG_MEDIC 3
#define DRUG_REFLEX 4
#define DRUG_GENIUS 5
#define DRUG_DETOX 6
// Includes
// C Library Includes
// System Library Includes
// Master Game Includes
// Game Library Includes
// Game Object Includes
// Defines
// Prototypes
char *get_drug_name(int type, char *buf);
void drug_use(int type);
void drug_wear_off(int type);
void drug_effect(int type);
void drugs_update();
void drugs_init();
void drug_startup(bool visible);
void drug_closedown(bool visible);
int drug2triple(int type);
int triple2drug(int triple);
// Globals
#endif // __DRUGS_H