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.
195 lines
4.5 KiB
C
195 lines
4.5 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/fl8lin.h $
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* $Revision: 1.1 $
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* $Author: lmfeeney $
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* $Date: 1994/06/11 00:51:50 $
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*/
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/* this was originally the guts of flat8_fix_uline */
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fix x0, y0, x1, y1;
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fix dx, dy; /* deltas in x and y */
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fix t; /* temporary fix */
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uchar *p; /* pointer into canvas */
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x0 = v0->x;
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y0 = v0->y;
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x1 = v1->x;
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y1 = v1->y;
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/* set endpoints
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note that this cannot go negative or change octant, since the ==
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case is excluded */
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if (x0 < x1) {
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x1 -= 1; /* e.g. - epsilon */
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} else if (x0 > x1) {
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x0 -= 1;
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}
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if (y0 < y1) {
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y1 -= 1;
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} else if (y0 > y1) {
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y0 -= 1;
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}
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dx = fix_trunc(x1) - fix_trunc(x0); /* x extent in pixels, (macro is flakey) */
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dx = fix_abs(dx);
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dy = fix_trunc(y1) - fix_trunc(y0); /* y extent in pixels */
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dy = fix_abs(dy);
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if (dx == 0 && dy == 0)
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return;
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flat8_pixel_fill_init;
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/* three cases: absolute value dx < = > dy
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along the longer dimension, the fixpoint x0 (or y0) is treated
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as an int
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the points are swapped if needed and the rgb initial and deltas
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are calculated accordingly
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there are two or three sub-cases - a horizontal or vertical line,
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and the dx or dy being added or subtracted. dx and dy
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are kept as absolute values and +/- is managed in
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two separate inner loops if it is a y change, since you need to
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manage the canvas pointer
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if y is being changed by 'dy' and x is being incremented, do a
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FunkyBitCheck (TM) to see whether the integer part of y has changed
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and if it has, resetting the the canvas pointer to the next row
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if x is being changed by 'dx' and y is being incremented, just
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add or subtract row to increment y in the canvas
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the endpoints are walked inclusively in all cases, see above
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45' degree lines are explicitly special cased -- because it
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all runs as integers, but it's probably not frequent enough
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to justify the check
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*/
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if (dx > dy) {
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x0 = fix_int(x0);
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x1 = fix_int(x1);
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if (x0 > x1) {
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t = x0;
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x0 = x1;
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x1 = t;
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t = y0;
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y0 = y1;
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y1 = t;
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}
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p = grd_bm.bits + grd_bm.row * (fix_int(y0));
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if ((fix_int(y0)) == (fix_int(y1))) {
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flat8_pixel_fill_row;
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} else if (y0 < y1) {
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dy = fix_div((y1 - y0), dx);
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while (x0 <= x1) {
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flat8_pixel_fill_xi;
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x0++;
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y0 += dy;
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p += (grd_bm.row & (-(fix_frac(y0) < dy)));
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}
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} else {
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dy = fix_div((y0 - y1), dx);
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while (x0 <= x1) {
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flat8_pixel_fill_xi;
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x0++;
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p -= (grd_bm.row & (-(fix_frac(y0) < dy)));
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y0 -= dy;
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}
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}
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}
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else if (dy > dx) {
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y0 = fix_int(y0);
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y1 = fix_int(y1);
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if (y0 > y1) {
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t = x0;
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x0 = x1;
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x1 = t;
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t = y0;
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y0 = y1;
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y1 = t;
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}
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p = grd_bm.bits + grd_bm.row * y0;
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if ((fix_int(x0)) == (fix_int(x1))) {
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x0 = fix_int(x0);
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while (y0 <= y1) {
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flat8_pixel_fill_xi;
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y0++;
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p += grd_bm.row;
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}
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} else {
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dx = fix_div((x1 - x0), dy);
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while (y0 <= y1) {
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flat8_pixel_fill_xf;
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x0 += dx;
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y0++;
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p += grd_bm.row;
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}
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}
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} else { /* dy == dx, walk the x axis, all integers */
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x0 = fix_int(x0);
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x1 = fix_int(x1);
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y0 = fix_int(y0);
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y1 = fix_int(y1);
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if (x0 > x1) {
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t = x0;
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x0 = x1;
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x1 = t;
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t = y0;
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y0 = y1;
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y1 = t;
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}
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p = grd_bm.bits + grd_bm.row * y0;
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if (y0 < y1) {
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while (y0 <= y1) {
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flat8_pixel_fill_xi;
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x0++;
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y0++;
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p += grd_bm.row;
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}
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} else {
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while (y0 >= y1) {
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flat8_pixel_fill_xi;
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x0++;
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y0--;
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p -= grd_bm.row;
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}
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}
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}
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