SRB2/src/m_misc.h
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00

115 lines
3.2 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);
// Flags for AA trees.
#define AATREE_ZUSER 1 // Treat values as z_zone-allocated blocks and set their user fields
typedef struct aatree_s aatree_t;
typedef void (*aatree_iter_t)(INT32 key, void *value);
aatree_t *M_AATreeAlloc(UINT32 flags);
void M_AATreeFree(aatree_t *aatree);
void M_AATreeSet(aatree_t *aatree, INT32 key, void* value);
void *M_AATreeGet(aatree_t *aatree, INT32 key);
void M_AATreeIterate(aatree_t *aatree, aatree_iter_t callback);
// Nasty cyclic dependency workaround. This must come after aatree stuff.
#include "w_wad.h"
extern char configfile[MAX_WADPATH];
#endif