Files
DevilutionX/Source/game_mode.cpp
T
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

25 lines
525 B
C++

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