mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- made the game interfaces classes instead of function pointer lists because that is far better at error catching.
- fixed: Blood's monster flag is a 'have_monsters', not 'nomonsters' flag. As a result none were spawned.
This commit is contained in:
parent
d7e7c516a0
commit
3c7151810f
12 changed files with 91 additions and 72 deletions
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@ -1229,10 +1229,10 @@ static int32_t check_filename_casing(void)
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}
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#endif
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int app_main()
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int GameInterface::app_main()
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{
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memcpy(&gGameOptions, &gSingleGameOptions, sizeof(GAMEOPTIONS));
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gGameOptions.nMonsterSettings = userConfig.nomonsters;
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gGameOptions.nMonsterSettings = !userConfig.nomonsters;
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bQuickStart = userConfig.nologo;
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ParseOptions();
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@ -2139,19 +2139,10 @@ void sndPlaySpecialMusicOrNothing(int nMusic)
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}
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}
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extern void faketimerhandler();
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extern int app_main();
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bool validate_hud(int layout);
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void set_hud_layout(int layout);
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void set_hud_scale(int scale);
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int32_t GetTime();
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GameInterface Interface = {
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faketimerhandler,
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app_main,
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validate_hud,
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set_hud_layout,
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set_hud_scale,
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};
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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END_BLD_NS
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@ -83,4 +83,13 @@ bool fileExistsRFF(int id, const char* ext);
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int sndTryPlaySpecialMusic(int nMusic);
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void sndPlaySpecialMusicOrNothing(int nMusic);
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struct GameInterface : ::GameInterface
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{
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void faketimerhandler() override;
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int app_main() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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};
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END_BLD_NS
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@ -84,12 +84,12 @@ int32_t mouseyaxismode = -1;
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// This is mainly here to account for the different implementation between Blood and the other games
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// and to allow unified handling and the same value range in the CVAR code.
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// Unlike EDuke's version, NBlood's was actually fine, it just had a too small value range to be chosen as the unified version.
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bool validate_hud(int layout)
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bool GameInterface::validate_hud(int layout)
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{
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return layout > 3 && layout != 8; // 8 is the status bar overlay which NBlood did not implement.
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}
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void set_hud_layout(int layout)
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void GameInterface::set_hud_layout(int layout)
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{
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static const uint8_t screen_size_vals[] = { 7, 7, 7, 7, 6, 5, 4, 3, 3, 2, 1, 0 };
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@ -99,7 +99,7 @@ void set_hud_layout(int layout)
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}
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}
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void set_hud_scale(int scale)
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void GameInterface::set_hud_scale(int scale)
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{
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// Not implemented, only needed as a placeholder. Maybe implement it after all? The hud is a bit large at its default size.
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}
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@ -1392,6 +1392,11 @@ void faketimerhandler(void)
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// enet_host_service(gNetMode == NETWORK_SERVER ? gNetENetServer : gNetENetClient, NULL, 0);
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}
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void GameInterface::faketimerhandler()
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{
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::Blood::faketimerhandler();
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}
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void netPlayerQuit(int nPlayer)
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{
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char buffer[128];
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@ -228,13 +228,15 @@ int32_t baselayer_init();
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struct GameInterface
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{
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void (*faketimerhandler)();
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int (*app_main)();
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bool (*validate_hud)(int);
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void (*set_hud_layout)(int size);
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void (*set_hud_scale)(int size);
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virtual ~GameInterface() {}
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virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
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virtual int app_main() = 0;
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virtual bool validate_hud(int) = 0;
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virtual void set_hud_layout(int size) = 0;
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virtual void set_hud_scale(int size) = 0;
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};
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extern GameInterface* gi;
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#endif // baselayer_h_
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@ -301,46 +301,46 @@ void UserConfig::ProcessOptions()
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namespace Duke
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{
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extern GameInterface Interface;
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::GameInterface* CreateInterface();
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}
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namespace Redneck
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{
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extern GameInterface Interface;
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::GameInterface* CreateInterface();
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}
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namespace Blood
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{
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extern GameInterface Interface;
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::GameInterface* CreateInterface();
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}
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namespace ShadowWarrior
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{
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extern GameInterface Interface;
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::GameInterface* CreateInterface();
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}
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void CheckFrontend(int flags)
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{
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if (flags & GAMEFLAG_BLOOD)
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{
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gi = &Blood::Interface;
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gi = Blood::CreateInterface();
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globalShadeDiv = 62;
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}
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else if (flags & GAMEFLAG_RR)
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{
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gi = &Redneck::Interface;
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gi = Redneck::CreateInterface();
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globalShadeDiv = 30;
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}
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else if (flags & GAMEFLAG_FURY)
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{
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gi = &Duke::Interface;
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gi = Duke::CreateInterface();
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globalShadeDiv = 26; // This is different from all other games which need a value two less than the amount of shades.
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}
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else if (flags & GAMEFLAG_SW)
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{
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gi = &ShadowWarrior::Interface;
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gi = ShadowWarrior::CreateInterface();
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globalShadeDiv = 30;
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}
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else
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{
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gi = &Duke::Interface;
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gi = Duke::CreateInterface();
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globalShadeDiv = 30;
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}
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}
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@ -144,6 +144,15 @@ static inline int32_t G_DefaultActorHealth(int spriteNum)
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return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
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}
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struct GameInterface : ::GameInterface
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{
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int app_main() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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};
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END_DUKE_NS
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#endif
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@ -4454,7 +4454,7 @@ void G_PrintCurrentMusic(void)
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// Trying to sanitize the mess of options and the mess of variables the mess was stored in. (Did I say this was a total mess before...? >) )
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// Hopefully this is more comprehensible, at least it neatly stores everything useful in a single linear value...
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bool validate_hud(int layout)
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bool GameInterface::validate_hud(int layout)
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{
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if (layout <= 6) // Status bar with border
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{
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@ -4483,7 +4483,7 @@ bool validate_hud(int layout)
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return false;
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}
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void set_hud_layout(int layout)
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void GameInterface::set_hud_layout(int layout)
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{
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static const uint8_t screen_size_vals[] = { 60, 54, 48, 40, 32, 24, 16, 8, 8, 4, 4, 0 };
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if (validate_hud(layout))
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@ -4495,7 +4495,7 @@ void set_hud_layout(int layout)
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}
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}
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void set_hud_scale(int scale)
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void GameInterface::set_hud_scale(int scale)
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{
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G_UpdateScreenArea();
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}
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EDUKE32_STATIC_ASSERT(sizeof(actor_t)%4 == 0);
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EDUKE32_STATIC_ASSERT(sizeof(DukePlayer_t)%4 == 0);
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int app_main()
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int GameInterface::app_main()
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{
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g_skillCnt = 4;
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ud.multimode = 1;
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@ -6908,14 +6908,9 @@ void A_SpawnRandomGlass(int spriteNum, int wallNum, int glassCnt)
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}
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#endif
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extern void faketimerhandler();
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GameInterface Interface = {
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faketimerhandler,
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app_main,
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validate_hud,
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set_hud_layout,
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set_hud_scale,
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};
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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END_DUKE_NS
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@ -148,6 +148,15 @@ static inline int32_t G_DefaultActorHealth(int spriteNum)
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return G_HaveActor(spriteNum) ? g_tile[spriteNum].execPtr[0] : 0;
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}
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struct GameInterface : ::GameInterface
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{
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int app_main() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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};
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END_RR_NS
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#endif
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@ -5975,7 +5975,7 @@ void G_PrintCurrentMusic(void)
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// Trying to sanitize the mess of options and the mess of variables the mess was stored in. (Did I say this was a total mess before...? >) )
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// Hopefully this is more comprehensible, at least it neatly stores everything useful in a single linear value...
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bool validate_hud(int layout)
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bool GameInterface::validate_hud(int layout)
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{
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if (layout <= (RR? 5: 6)) // Status bar with border
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{
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return false;
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}
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void set_hud_layout(int layout)
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void GameInterface::set_hud_layout(int layout)
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{
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static const uint8_t screen_size_vals[] = { 60, 54, 48, 40, 32, 24, 16, 8, 8, 4, 4, 0 };
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static const uint8_t screen_size_vals_rr[] = { 56, 48, 40, 32, 24, 16, 12, 8, 8, 4, 4, 0 };
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}
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}
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void set_hud_scale(int scale)
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void GameInterface::set_hud_scale(int scale)
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{
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G_UpdateScreenArea();
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}
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EDUKE32_STATIC_ASSERT(sizeof(actor_t)%4 == 0);
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EDUKE32_STATIC_ASSERT(sizeof(DukePlayer_t)%4 == 0);
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int app_main()
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int GameInterface::app_main()
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{
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playing_rr = 1;
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g_skillCnt = 4;
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@ -8388,16 +8388,9 @@ void A_SpawnRandomGlass(int spriteNum, int wallNum, int glassCnt)
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}
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}
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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extern void faketimerhandler();
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extern int app_main();
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GameInterface Interface = {
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faketimerhandler,
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app_main,
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validate_hud,
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set_hud_layout,
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set_hud_scale,
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};
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END_RR_NS
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@ -3288,7 +3288,7 @@ void CommandLineHelp(char const * const * argv)
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#endif
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}
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int32_t app_main()
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int32_t GameInterface::app_main()
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{
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int i;
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int stat, nexti;
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NUM_SAVEABLE_ITEMS(saveable_build_data)
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};
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extern void faketimerhandler();
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extern int app_main();
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/*extern*/ bool validate_hud(int requested_size) { return requested_size; }
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/*extern*/ void set_hud(int requested_size) { /* the relevant setting is gs.BorderNum */}
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/*extern*/ bool GameInterface::validate_hud(int requested_size) { return requested_size; }
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/*extern*/ void GameInterface::set_hud_layout(int requested_size) { /* the relevant setting is gs.BorderNum */}
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/*extern*/ void GameInterface::set_hud_scale(int requested_size) { /* the relevant setting is gs.BorderNum */ }
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::GameInterface* CreateInterface()
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{
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return new GameInterface;
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}
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GameInterface Interface = {
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faketimerhandler,
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app_main,
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validate_hud,
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set_hud,
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set_hud,
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};
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// vim:ts=4:sw=4:expandtab:
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END_SW_NS
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@ -2374,6 +2374,15 @@ int COVERinsertsprite(short sectnum, short statnum); //returns (short)spritenu
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void AudioUpdate(void); // stupid
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struct GameInterface : ::GameInterface
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{
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int app_main() override;
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bool validate_hud(int) override;
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void set_hud_layout(int size) override;
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void set_hud_scale(int size) override;
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};
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END_SW_NS
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#endif
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