Files
questshock/engine/src/Libraries/2D/Source/GR/grd.c
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

84 lines
2.2 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/>.
*/
/*
* $Source: r:/prj/lib/src/2d/RCS/grd.c $
* $Revision: 1.10 $
* $Author: kevin $
* $Date: 1994/12/05 21:07:24 $
*
* Global stuff.
*
* This file is part of the 2d library.
*/
#include "grs.h"
/* pointer to the currently set screen. */
grs_screen *grd_screen=NULL;
/* pointer to palette */
uchar grd_default_pal[768];
uchar *grd_pal=grd_default_pal;
/* pointer to blend palette */
grs_rgb grd_default_bpal[1024];
grs_rgb *grd_bpal=grd_default_bpal;
/* pointer to inverse palette */
uchar *grd_ipal=NULL;
/* pointer to a canvas for the current virtual screen. */
grs_canvas *grd_screen_canvas;
/* pointer to a canvas for the visible sub-region of the virtual screen. */
grs_canvas *grd_visible_canvas;
/* pointer to currently set canvas. */
grs_canvas *grd_canvas;
/* info for current graphics setup. */
grs_sys_info grd_info;
grs_drvcap grd_mode_cap;
/* capability info for currently set driver. */
grs_drvcap *grd_cap = &grd_mode_cap;
/* pointer to start of current device driver's function table. */
void (**grd_device_table)();
void (**grd_pixel_table)();
/* pointer to start of current bitmap driver's function table for clipped
primitives. */
void (**grd_canvas_table)();
/* currently active graphics mode. -1 means unrecognized mode */
int grd_mode=-1;
/* flag for whether we are executing in an interrupt. */
uchar grd_interrupt=0;
/* Function chaining globals. Set during gr_set_canvas; that's why I moved them here. */
short grd_pixel_index, grd_canvas_index;
uchar chn_flags;
/* Graphics capability detection function pointer. */
int (*grd_detect_func)(grs_sys_info *info);