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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]>
25 lines
525 B
C++
25 lines
525 B
C++
#include "game_mode.hpp"
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#include <function_ref.hpp>
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#include "options.h"
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namespace devilution {
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namespace {
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void OptionSharewareChanged()
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{
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gbIsSpawn = *GetOptions().GameMode.shareware;
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}
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const auto OptionChangeHandlerShareware = (GetOptions().GameMode.shareware.SetValueChangedCallback(OptionSharewareChanged), true);
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} // namespace
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GameData sgGameInitInfo;
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bool gbRunGame;
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bool gbIsMultiplayer;
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bool gbIsSpawn;
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bool gbIsHellfire;
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bool gbVanilla;
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bool forceHellfire;
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} // namespace devilution
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