Reverse-engineered reimplementation of 3D Pinball for Windows - Space Cadet from k4zmu2a/SpaceCadetPinball (MIT), upstream cb9b7b8, vendored rather than submoduled so local patches are just edits. - CMakeLists: stop hard-setting CMAKE_OSX_ARCHITECTURES so the documented -D override works; brew's SDL2 is arm64-only and universal linking failed. - gitignore original .DAT/.MID assets, which are not ours to redistribute. - CLAUDE.md: build line, upstream deviation, and where game data goes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
38 lines
778 B
C++
38 lines
778 B
C++
#pragma once
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#include "gdrv.h"
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struct scoreStruct
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{
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int Score;
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bool DirtyFlag;
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gdrv_bitmap8* BackgroundBmp;
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int OffsetX;
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int OffsetY;
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int Width;
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int Height;
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gdrv_bitmap8* CharBmp[10];
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};
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struct score_msg_font_type
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{
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int GapWidth;
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int Height;
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gdrv_bitmap8* Chars[128]{};
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};
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class score
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{
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public:
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static score_msg_font_type* msg_fontp;
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static int init();
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static scoreStruct* create(LPCSTR fieldName, gdrv_bitmap8* renderBgBmp);
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static scoreStruct* dup(scoreStruct* score, int scoreIndex);
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static void load_msg_font(LPCSTR lpName);
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static void unload_msg_font();
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static void erase(scoreStruct* score, int blitFlag);
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static void set(scoreStruct* score, int value);
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static void update(scoreStruct* score);
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static void string_format(int score, char* str);
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};
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