Move global constants from mglobal.cpp to cglobal.cpp
These constants can be useful in unit tests, so move them out to their own file.
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@ -4546,6 +4546,7 @@ class DXXArchive(DXXCommon):
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'common/arch/sdl/mouse.cpp',
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'common/arch/sdl/timer.cpp',
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'common/arch/sdl/window.cpp',
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'common/main/cglobal.cpp',
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'common/main/cli.cpp',
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'common/main/cmd.cpp',
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'common/main/cvar.cpp',
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46
common/main/cglobal.cpp
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46
common/main/cglobal.cpp
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@ -0,0 +1,46 @@
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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* Global constants for main directory
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*/
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#include "segment.h"
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namespace dcx {
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// Translate table to get opposite side of a face on a segment.
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constexpr per_side_array<sidenum_t> Side_opposite{{{
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sidenum_t::WRIGHT,
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sidenum_t::WBOTTOM,
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sidenum_t::WLEFT,
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sidenum_t::WTOP,
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sidenum_t::WFRONT,
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sidenum_t::WBACK
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}}};
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const per_side_array<enumerated_array<segment_relative_vertnum, 4, side_relative_vertnum>> Side_to_verts{{{
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{{{segment_relative_vertnum::_7, segment_relative_vertnum::_6, segment_relative_vertnum::_2, segment_relative_vertnum::_3}}}, // left
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{{{segment_relative_vertnum::_0, segment_relative_vertnum::_4, segment_relative_vertnum::_7, segment_relative_vertnum::_3}}}, // top
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{{{segment_relative_vertnum::_0, segment_relative_vertnum::_1, segment_relative_vertnum::_5, segment_relative_vertnum::_4}}}, // right
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{{{segment_relative_vertnum::_2, segment_relative_vertnum::_6, segment_relative_vertnum::_5, segment_relative_vertnum::_1}}}, // bottom
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{{{segment_relative_vertnum::_4, segment_relative_vertnum::_5, segment_relative_vertnum::_6, segment_relative_vertnum::_7}}}, // back
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{{{segment_relative_vertnum::_3, segment_relative_vertnum::_2, segment_relative_vertnum::_1, segment_relative_vertnum::_0}}}, // front
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}}};
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}
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@ -60,7 +60,6 @@ d_level_unique_automap_state LevelUniqueAutomapState;
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d_level_unique_fuelcenter_state LevelUniqueFuelcenterState;
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d_level_unique_robot_awareness_state LevelUniqueRobotAwarenessState;
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d_level_unique_segment_state LevelUniqueSegmentState;
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// Global array of vertices, common to one mine.
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valptridx<player>::array_managed_type Players;
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valptridx<segment>::array_managed_type Segments;
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}
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@ -73,37 +72,6 @@ fix64 GameTime64 = 0; // Time in game, in seconds
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int d_tick_count = 0; // increments every 33.33ms
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int d_tick_step = 0; // true once every 33.33ms
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// This is the global mine which create_new_mine returns.
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//lsegment Lsegments[MAX_SEGMENTS];
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// Number of vertices in current mine (ie, Vertices, pointed to by Vp)
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// Translate table to get opposite side of a face on a segment.
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constexpr per_side_array<sidenum_t> Side_opposite{{{
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sidenum_t::WRIGHT,
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sidenum_t::WBOTTOM,
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sidenum_t::WLEFT,
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sidenum_t::WTOP,
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sidenum_t::WFRONT,
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sidenum_t::WBACK
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}}};
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#define TOLOWER(c) ((((c)>='A') && ((c)<='Z'))?((c)+('a'-'A')):(c))
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const per_side_array<enumerated_array<segment_relative_vertnum, 4, side_relative_vertnum>> Side_to_verts{{{
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{{{segment_relative_vertnum::_7, segment_relative_vertnum::_6, segment_relative_vertnum::_2, segment_relative_vertnum::_3}}}, // left
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{{{segment_relative_vertnum::_0, segment_relative_vertnum::_4, segment_relative_vertnum::_7, segment_relative_vertnum::_3}}}, // top
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{{{segment_relative_vertnum::_0, segment_relative_vertnum::_1, segment_relative_vertnum::_5, segment_relative_vertnum::_4}}}, // right
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{{{segment_relative_vertnum::_2, segment_relative_vertnum::_6, segment_relative_vertnum::_5, segment_relative_vertnum::_1}}}, // bottom
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{{{segment_relative_vertnum::_4, segment_relative_vertnum::_5, segment_relative_vertnum::_6, segment_relative_vertnum::_7}}}, // back
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{{{segment_relative_vertnum::_3, segment_relative_vertnum::_2, segment_relative_vertnum::_1, segment_relative_vertnum::_0}}}, // front
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}}};
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// Texture map stuff
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//--unused-- fix Laser_delay_time = F1_0/6; // Delay between laser fires.
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static void reset_globals_for_new_game()
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{
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reconstruct_global_variable(LevelSharedBossState);
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