/* stb_image - v2.02 - public domain image loader - http://nothings.org/stb_image.h no warranty implied; use at your own risk Do this: #define STB_IMAGE_IMPLEMENTATION before you include this file in *one* C or C++ file to create the implementation. // i.e. it should look like this: #include ... #include ... #include ... #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" You can #define STBI_ASSERT(x) before the #include to avoid using assert.h. And #define STBI_MALLOC, STBI_REALLOC, and STBI_FREE to avoid using malloc,realloc,free QUICK NOTES: Primarily of interest to game developers and other people who can avoid problematic images and only need the trivial interface JPEG baseline & progressive (12 bpc/arithmetic not supported, same as stock IJG lib) PNG 1/2/4/8-bit-per-channel (16 bpc not supported) TGA (not sure what subset, if a subset) BMP non-1bpp, non-RLE PSD (composited view only, no extra channels) GIF (*comp always reports as 4-channel) HDR (radiance rgbE format) PIC (Softimage PIC) PNM (PPM and PGM binary only) - decode from memory or through FILE (define STBI_NO_STDIO to remove code) - decode from arbitrary I/O callbacks - SIMD acceleration on x86/x64 (SSE2) and ARM (NEON) Full documentation under "DOCUMENTATION" below. Revision 2.00 release notes: - Progressive JPEG is now supported. - PPM and PGM binary formats are now supported, thanks to Ken Miller. - x86 platforms now make use of SSE2 SIMD instructions for JPEG decoding, and ARM platforms can use NEON SIMD if requested. This work was done by Fabian "ryg" Giesen. SSE2 is used by default, but NEON must be enabled explicitly; see docs. With other JPEG optimizations included in this version, we see 2x speedup on a JPEG on an x86 machine, and a 1.5x speedup on a JPEG on an ARM machine, relative to previous versions of this library. The same results will not obtain for all JPGs and for all x86/ARM machines. (Note that progressive JPEGs are significantly slower to decode than regular JPEGs.) This doesn't mean that this is the fastest JPEG decoder in the land; rather, it brings it closer to parity with standard libraries. If you want the fastest decode, look elsewhere. (See "Philosophy" section of docs below.) See final bullet items below for more info on SIMD. - Added STBI_MALLOC, STBI_REALLOC, and STBI_FREE macros for replacing the memory allocator. Unlike other STBI libraries, these macros don't support a context parameter, so if you need to pass a context in to the allocator, you'll have to store it in a global or a thread-local variable. - Split existing STBI_NO_HDR flag into two flags, STBI_NO_HDR and STBI_NO_LINEAR. STBI_NO_HDR: suppress implementation of .hdr reader format STBI_NO_LINEAR: suppress high-dynamic-range light-linear float API - You can suppress implementation of any of the decoders to reduce your code footprint by #defining one or more of the following symbols before creating the implementation. STBI_NO_JPEG STBI_NO_PNG STBI_NO_BMP STBI_NO_PSD STBI_NO_TGA STBI_NO_GIF STBI_NO_HDR STBI_NO_PIC STBI_NO_PNM (.ppm and .pgm) - You can request *only* certain decoders and suppress all other ones (this will be more forward-compatible, as addition of new decoders doesn't require you to disable them explicitly): STBI_ONLY_JPEG STBI_ONLY_PNG STBI_ONLY_BMP STBI_ONLY_PSD STBI_ONLY_TGA STBI_ONLY_GIF STBI_ONLY_HDR STBI_ONLY_PIC STBI_ONLY_PNM (.ppm and .pgm) Note that you can define multiples of these, and you will get all of them ("only x" and "only y" is interpreted to mean "only x&y"). - If you use STBI_NO_PNG (or _ONLY_ without PNG), and you still want the zlib decoder to be available, #define STBI_SUPPORT_ZLIB - Compilation of all SIMD code can be suppressed with #define STBI_NO_SIMD It should not be necessary to disable SIMD unless you have issues compiling (e.g. using an x86 compiler which doesn't support SSE intrinsics or that doesn't support the method used to detect SSE2 support at run-time), and even those can be reported as bugs so I can refine the built-in compile-time checking to be smarter. - The old STBI_SIMD system which allowed installing a user-defined IDCT etc. has been removed. If you need this, don't upgrade. My assumption is that almost nobody was doing this, and those who were will find the built-in SIMD more satisfactory anyw
name: "Eye Room"
display_name: "Eye Room"
panels {
name: "I"
path: "Panels/Entry/eyes_1"
clue: "i"
answer: "eyes"
symbols: ZERO
symbols: PLANET
}
paintings {
name: "ENTER"
path: "Components/Paintings/eyes2"
orientation: "south"
display_name: "Black Wall Painting"
}
paintings {
name: "EXIT"
path: "Components/Paintings/eyes4"
orientation: "west"
display_name: "Beige Wall Painting"
}
paintings {
name: "GALLERY"
path: "Components/Paintings/eyes5"
orientation: "east"
move: true
enter_only: true
required_door { name: "Third Eye Painting" }
display_name: "Painting Beside Panel"
}
ports {
name: "LIONIZED"
path: "Components/Warps/worldport10"
orientation: "north"
}