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Source/diablo.h

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/**
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* @file diablo.h
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*
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* Interface of the main game initialization functions.
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*/
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#pragma once
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#include <cstdint>
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#ifdef USE_SDL3
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#else
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#include <SDL.h>
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#ifdef USE_SDL1
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#include "utils/sdl2_to_1_2_backports.h"
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#endif
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#endif
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#ifdef _DEBUG
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#include "tables/monstdat.h"
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#endif
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#include "levels/gendung.h"
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#include "utils/attributes.h"
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#include "utils/endian_read.hpp"
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namespace devilution {
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constexpr uint32_t GameIdDiabloFull = LoadBE32("DRTL");
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constexpr uint32_t GameIdDiabloSpawn = LoadBE32("DSHR");
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constexpr uint32_t GameIdHellfireFull = LoadBE32("HRTL");
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constexpr uint32_t GameIdHellfireSpawn = LoadBE32("HSHR");
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#define GAME_ID (gbIsHellfire ? (gbIsSpawn ? GameIdHellfireSpawn : GameIdHellfireFull) : (gbIsSpawn ? GameIdDiabloSpawn : GameIdDiabloFull))
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#define NUMLEVELS 25
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enum clicktype : int8_t {
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CLICK_NONE,
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CLICK_LEFT,
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CLICK_RIGHT,
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};
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/**
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* @brief Specifies what game logic step is currently executed
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*/
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enum class GameLogicStep : uint8_t {
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None,
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ProcessPlayers,
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ProcessMonsters,
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ProcessObjects,
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ProcessMissiles,
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ProcessItems,
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ProcessTowners,
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ProcessItemsTown,
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ProcessMissilesTown,
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};
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enum class PlayerActionType : uint8_t {
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None,
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Walk,
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Spell,
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SpellMonsterTarget,
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SpellPlayerTarget,
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Attack,
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AttackMonsterTarget,
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AttackPlayerTarget,
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OperateObject,
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};
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extern uint32_t DungeonSeeds[NUMLEVELS];
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extern DVL_API_FOR_TEST std::optional<uint32_t> LevelSeeds[NUMLEVELS];
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extern DVL_API_FOR_TEST Point MousePosition;
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extern bool gbRunGameResult;
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extern bool ReturnToMainMenu;
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extern bool gbProcessPlayers;
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extern DVL_API_FOR_TEST bool gbLoadGame;
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extern bool cineflag;
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/* These are defined in fonts.h */
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extern void FontsCleanup();
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extern DVL_API_FOR_TEST int PauseMode;
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extern clicktype sgbMouseDown;
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extern uint16_t gnTickDelay;
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extern char gszProductName[64];
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extern PlayerActionType LastPlayerAction;
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void InitKeymapActions();
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void SetCursorPos(Point position);
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void FreeGameMem();
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bool StartGame(bool bNewGame, bool bSinglePlayer);
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[[noreturn]] void diablo_quit(int exitStatus);
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int DiabloMain(int argc, char **argv);
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bool TryIconCurs();
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void diablo_pause_game();
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bool diablo_is_focused();
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void diablo_focus_pause();
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void diablo_focus_unpause();
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bool PressEscKey();
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void DisableInputEventHandler(const SDL_Event &event, uint16_t modState);
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tl::expected<void, std::string> LoadGameLevel(bool firstflag, lvl_entry lvldir);
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bool IsDiabloAlive(bool playSFX);
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void PrintScreen(SDL_Keycode vkey);
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/**
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* @param bStartup Process additional ticks before returning
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*/
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bool game_loop(bool bStartup);
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void diablo_color_cyc_logic();
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/* rdata */
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#ifdef _DEBUG
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extern bool DebugDisableNetworkTimeout;
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#endif
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/**
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* @brief Specifies what game logic step is currently executed
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*/
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extern GameLogicStep gGameLogicStep;
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#ifdef __UWP__
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void setOnInitialized(void (*)());
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#endif
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} // namespace devilution
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/**
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* @file diablo.h
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*
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* Interface of the main game initialization functions.
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*/
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#pragma once
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#include <cstdint>
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#ifdef USE_SDL3
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#else
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#include <SDL.h>
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#ifdef USE_SDL1
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#include "utils/sdl2_to_1_2_backports.h"
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#endif
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#endif
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#ifdef _DEBUG
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#include "tables/monstdat.h"
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#endif
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#include "levels/gendung.h"
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#include "utils/attributes.h"
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#include "utils/endian_read.hpp"
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namespace devilution {
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constexpr uint32_t GameIdDiabloFull = LoadBE32("DRTL");
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constexpr uint32_t GameIdDiabloSpawn = LoadBE32("DSHR");
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constexpr uint32_t GameIdHellfireFull = LoadBE32("HRTL");
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constexpr uint32_t GameIdHellfireSpawn = LoadBE32("HSHR");
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#define GAME_ID (gbIsHellfire ? (gbIsSpawn ? GameIdHellfireSpawn : GameIdHellfireFull) : (gbIsSpawn ? GameIdDiabloSpawn : GameIdDiabloFull))
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#define NUMLEVELS 25
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enum clicktype : int8_t {
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CLICK_NONE,
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CLICK_LEFT,
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CLICK_RIGHT,
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};
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/**
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* @brief Specifies what game logic step is currently executed
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*/
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enum class GameLogicStep : uint8_t {
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None,
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ProcessPlayers,
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ProcessMonsters,
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ProcessObjects,
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ProcessMissiles,
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ProcessItems,
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ProcessTowners,
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ProcessItemsTown,
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ProcessMissilesTown,
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};
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enum class PlayerActionType : uint8_t {
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None,
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Walk,
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Spell,
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SpellMonsterTarget,
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SpellPlayerTarget,
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Attack,
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AttackMonsterTarget,
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AttackPlayerTarget,
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OperateObject,
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};
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extern uint32_t DungeonSeeds[NUMLEVELS];
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extern DVL_API_FOR_TEST std::optional<uint32_t> LevelSeeds[NUMLEVELS];
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extern DVL_API_FOR_TEST Point MousePosition;
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extern bool gbRunGameResult;
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extern bool ReturnToMainMenu;
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extern bool gbProcessPlayers;
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extern DVL_API_FOR_TEST bool gbLoadGame;
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extern bool cineflag;
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/* These are defined in fonts.h */
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extern void FontsCleanup();
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extern DVL_API_FOR_TEST int PauseMode;
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extern clicktype sgbMouseDown;
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extern uint16_t gnTickDelay;
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extern char gszProductName[64];
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extern PlayerActionType LastPlayerAction;
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void InitKeymapActions();
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void SetCursorPos(Point position);
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void FreeGameMem();
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bool StartGame(bool bNewGame, bool bSinglePlayer);
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[[noreturn]] void diablo_quit(int exitStatus);
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int DiabloMain(int argc, char **argv);
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bool TryIconCurs();
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void diablo_pause_game();
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bool diablo_is_focused();
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void diablo_focus_pause();
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void diablo_focus_unpause();
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bool PressEscKey();
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void DisableInputEventHandler(const SDL_Event &event, uint16_t modState);
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tl::expected<void, std::string> LoadGameLevel(bool firstflag, lvl_entry lvldir);
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bool IsDiabloAlive(bool playSFX);
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void PrintScreen(SDL_Keycode vkey);
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/**
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* @param bStartup Process additional ticks before returning
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*/
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bool game_loop(bool bStartup);
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void diablo_color_cyc_logic();
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/* rdata */
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#ifdef _DEBUG
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extern bool DebugDisableNetworkTimeout;
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#endif
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/**
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* @brief Specifies what game logic step is currently executed
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*/
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extern GameLogicStep gGameLogicStep;
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#ifdef __UWP__
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void setOnInitialized(void (*)());
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#endif
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} // namespace devilution

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