Files
Gleb MazovetskiyandClaude Sonnet 4.6 53b91fd7a2 Untangle more dependencies
Split several monolithic files to reduce transitive dependencies and
enable the dun_render_benchmark to link without bringing in all of
DevilutionX:

- Extract dungeon tile globals and loading functions from `gendung` into
  `dun_tile_data.{hpp,cpp}`
- Extract light table data and MakeLightTable from lighting into
  `engine/light_tables.{hpp,cpp}`
- Move cursor_id and SelectionRegion to cursor_defs.hpp
- Extract quest log rendering to `panels/quest_log.{hpp,cpp}`
- Extract drlg quest setpiece logic to `levels/drlg_quests.{hpp,cpp}`
- Extract quest data loading to `tables/questdat.{hpp,cpp}`
- Move `GameData` and `gbIsMultiplayer` into `game_mode.{hpp,cpp}`
- Add `parse_sfx_id.{hpp,cpp}`
- Update CMake libraries accordingly

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-08-23 06:08:15 +01:00

52 lines
1.5 KiB
C++

#pragma once
#include <cstdint>
#include "levels/gendung_defs.hpp"
#include "utils/attributes.h"
namespace devilution {
struct GameData {
int32_t size;
/**
* Whether this is the shareware (spawn) edition. Part of the join-compatibility identity
* (edition + version + mod config), unlike `programid` which is now cosmetic branding.
*/
uint8_t isSpawn;
uint8_t reserved[3];
/** Branding id (e.g. "DRTL"/"HRTL"/"DXMD") for display only. A mod may change it via its manifest. */
uint32_t programid;
uint8_t versionMajor;
uint8_t versionMinor;
uint8_t versionPatch;
_difficulty nDifficulty;
uint8_t nTickRate;
uint8_t bRunInTown;
uint8_t bTheoQuest;
uint8_t bCowQuest;
uint8_t bFriendlyFire;
uint8_t fullQuests;
/** Used to initialise the seed table for dungeon levels so players in multiplayer games generate the same layout */
uint32_t gameSeed[4];
void swapLE();
};
extern DVL_API_FOR_TEST GameData sgGameInitInfo;
/* Are we in-game? If false, we're in the main menu. */
extern DVL_API_FOR_TEST bool gbRunGame;
/** Indicate if we are in a multiplayer game */
extern DVL_API_FOR_TEST bool gbIsMultiplayer;
/** Indicate if we only have access to demo data */
extern DVL_API_FOR_TEST bool gbIsSpawn;
/** Indicate if we have loaded the Hellfire expansion data */
extern DVL_API_FOR_TEST bool gbIsHellfire;
/** Indicate if we want vanilla savefiles */
extern DVL_API_FOR_TEST bool gbVanilla;
/** Whether the Hellfire mode is required (forced). */
extern bool forceHellfire;
} // namespace devilution