Kart-Public/src/m_misc.h
Monster Iestyn 69f556d40a Split AA trees code from m_misc.c/.h into m_aatree.c/.h
Also updated any relevant project files that I can think of to include the new files, as well as the makefile of course. Some of the other project files haven't been touched in years so I'll leave those alone ...unless someone objects
2016-06-05 21:29:40 +01:00

103 lines
2.7 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_misc.h
/// \brief Commonly used routines
/// Default config file, PCX screenshots, file i/o
#ifndef __M_MISC__
#define __M_MISC__
#include "doomtype.h"
#include "tables.h"
#include "d_event.h" // Screenshot responder
typedef enum {
MM_OFF = 0,
MM_APNG,
MM_GIF,
MM_SCREENSHOT
} moviemode_t;
extern moviemode_t moviemode;
void M_StartMovie(void);
void M_SaveFrame(void);
void M_StopMovie(void);
// the file where game vars and settings are saved
#ifdef DC
#define CONFIGFILENAME "srb2dc.cfg"
#elif defined (PSP)
#define CONFIGFILENAME "srb2psp.cfg"
#else
#define CONFIGFILENAME "config.cfg"
#endif
INT32 M_MapNumber(char first, char second);
boolean FIL_WriteFile(char const *name, const void *source, size_t length);
size_t FIL_ReadFileTag(char const *name, UINT8 **buffer, INT32 tag);
#define FIL_ReadFile(n, b) FIL_ReadFileTag(n, b, PU_STATIC)
boolean FIL_FileExists(const char *name);
boolean FIL_WriteFileOK(char const *name);
boolean FIL_ReadFileOK(char const *name);
boolean FIL_FileOK(char const *name);
void FIL_DefaultExtension (char *path, const char *extension);
void FIL_ForceExtension(char *path, const char *extension);
boolean FIL_CheckExtension(const char *in);
#ifdef HAVE_PNG
boolean M_SavePNG(const char *filename, void *data, int width, int height, const UINT8 *palette);
#endif
extern boolean takescreenshot;
void M_ScreenShot(void);
void M_DoScreenShot(void);
boolean M_ScreenshotResponder(event_t *ev);
void Command_SaveConfig_f(void);
void Command_LoadConfig_f(void);
void Command_ChangeConfig_f(void);
void M_FirstLoadConfig(void);
// save game config: cvars, aliases..
void M_SaveConfig(const char *filename);
INT32 axtoi(const char *hexStg);
const char *GetRevisionString(void);
// Vector/matrix math
typedef fixed_t TVector[4];
typedef fixed_t TMatrix[4][4];
TVector *VectorMatrixMultiply(TVector v, TMatrix m);
TMatrix *RotateXMatrix(angle_t rad);
#if 0
TMatrix *RotateYMatrix(angle_t rad);
#endif
TMatrix *RotateZMatrix(angle_t rad);
// s1 = s2+s3+s1 (1024 lenghtmax)
void strcatbf(char *s1, const char *s2, const char *s3);
void M_SetupMemcpy(void);
// counting bits, for weapon ammo code, usually
FUNCMATH UINT8 M_CountBits(UINT32 num, UINT8 size);
#include "w_wad.h"
extern char configfile[MAX_WADPATH];
#endif