a5ec8db5f7
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.
106 lines
3.1 KiB
C
106 lines
3.1 KiB
C
/*
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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/fl8clin.c $
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* $Revision: 1.7 $
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* $Author: kevin $
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* $Date: 1994/10/17 14:59:57 $
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*
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* Routine to draw an rgb shaded line to 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: fl8clin.c $
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* Revision 1.7 1994/10/17 14:59:57 kevin
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* Use palette macros in preparation for switch to palette globals.
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*
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* Revision 1.6 1994/06/11 01:24:08 lmfeeney
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* guts of the routine moved to fl8{c,s}lin.h, per fill type
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* line drawers are created by defining macros and including
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* this file
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*
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* Revision 1.5 1994/05/06 18:18:38 lmfeeney
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* rewritten for greater accuracy and speed
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*
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* Revision 1.4 1994/05/01 05:34:38 lmfeeney
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* rewritten using simple dda algorithm (+ bit twiddle hack) for greater
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* speed (20/30%) and improvement for e.g. diagonal lines
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*
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* Revision 1.3 1993/10/19 09:50:19 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 15:43:46 kaboom
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* Pared down include files to reduce dependencies.
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*
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* Revision 1.1 1993/07/01 22:11:55 spaz
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* Initial revision
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*/
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#include "cnvdat.h"
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#include "fix.h"
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#include "plytyp.h"
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#include "scrdat.h"
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#include <stdlib.h>
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// MLA #pragma off (unreferenced)
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#define fix_make_nof(x) fix_make(x, 0x0000)
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#define macro_get_ipal(r, g, b) (long)((r >> 19) & 0x1f) | ((g >> 14) & 0x3e0) | ((b >> 9) & 0x7c00)
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#undef macro_plot_rgb
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#define macro_plot_rgb(x, p, i) \
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do { \
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p[x] = grd_ipal[i]; \
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} while (0)
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void gri_flat8_ucline_norm(long c, long parm, grs_vertex *v0, grs_vertex *v1) {
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#include "fl8clin.h"
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}
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#undef macro_plot_rgb
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#define macro_plot_rgb(x, p, i) \
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do { \
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p[x] = (long)(((uchar *)parm)[(grd_ipal[i])]); \
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} while (0)
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void gri_flat8_ucline_clut(long c, long parm, grs_vertex *v0, grs_vertex *v1) {
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#include "fl8clin.h"
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}
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#undef macro_plot_rgb
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#define macro_plot_rgb(x, p, i) \
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do { \
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p[x] = p[x] ^ (grd_ipal[i]); \
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} while (0)
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void gri_flat8_ucline_xor(long c, long parm, grs_vertex *v0, grs_vertex *v1) {
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#include "fl8clin.h"
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}
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/* punt */
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#undef macro_plot_rgb
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#define macro_plot_rgb(x, p, i) \
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do { \
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p[x] = (long)(((uchar *)parm)[(grd_ipal[i])]); \
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} while (0)
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void gri_flat8_ucline_blend(long c, long parm, grs_vertex *v0, grs_vertex *v1) {
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#include "fl8clin.h"
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}
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