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.
60 lines
1.6 KiB
C
60 lines
1.6 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: n:/project/lib/src/2d/RCS/fl8gfl8.c $
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* $Revision: 1.3 $
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* $Author: kaboom $
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* $Date: 1993/10/19 09:50:23 $
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*
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* Routines for reading flat 8 bitmaps 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: fl8gfl8.c $
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* Revision 1.3 1993/10/19 09:50:23 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 1993/10/08 01:15:14 kaboom
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* Changed quotes in #include lines to angle brackets for Watcom.
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*
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* Revision 1.1 1993/02/16 14:15:10 kaboom
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* Initial revision
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*/
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#include "cnvdat.h"
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#include "lg.h"
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#include <string.h>
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void flat8_get_flat8_ubitmap(grs_bitmap *bm, short x, short y) {
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uchar *src;
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uchar *dst;
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short h = bm->h;
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short w = bm->w;
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ushort brow = bm->row;
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ushort grow = grd_bm.row;
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src = grd_bm.bits + grow * y + x;
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dst = bm->bits;
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while (h--) {
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LG_memmove(dst, src, w);
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src += grow;
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dst += brow;
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}
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}
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