/* $Id: gamepal.h,v 1.1.1.1 2006/03/17 19:57:46 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for gamepal.c * */ #ifndef _GAMEPAL_H #define _GAMEPAL_H #include "inferno.h" #define D2_DEFAULT_PALETTE "default.256" #define MENU_PALETTE "default.256" extern char Current_level_palette[FILENAME_LEN]; // load a palette by name. returns 1 if new palette loaded, else 0 // if used_for_level is set, load pig, etc. // if no_change_screen is set, the current screen does not get // remapped, and the hardware palette does not get changed int load_palette(char *name, int used_for_level, int no_change_screen); #endif /* _GAMEPAL_H */