Remove unused headers
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src/k_menu.h
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src/k_menu.h
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src/k_profiles.h
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src/k_profiles.h
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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 2011-2016 by Matthew "Inuyasha" Walsh.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file k_profiles.h
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/// \brief Control profiles definition
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#ifndef __PROFILES_H__
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#define __PROFILES_H__
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#include "doomdef.h" // MAXPLAYERNAME
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//#include "r_skins.h" // SKINNAMESIZE // This cuases stupid issues.
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#include "g_input.h" // Input related stuff
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#include "string.h" // strcpy etc
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#include "g_game.h" // game CVs
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#include "k_follower.h" // followers
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// We have to redefine this because somehow including r_skins.h causes a redefinition of node_t since that's used for both net nodes and BSP nodes too......
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// And honestly I don't wanna refactor that.
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#define SKINNAMESIZE 16
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#define PROFILENAMELEN 6
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#define PROFILEVER 2
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#define MAXPROFILES 16
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#define PROFILESFILE "ringprofiles.prf"
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#define PROFILE_GUEST 0
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#define PROFILEDEFAULTNAME "GUEST"
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#define PROFILEDEFAULTPNAME "Guest"
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#define PROFILEDEFAULTSKIN "eggman"
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#define PROFILEDEFAULTCOLOR SKINCOLOR_NONE
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#define PROFILEDEFAULTFOLLOWER "none"
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#define PROFILEDEFAULTFOLLOWERCOLOR FOLLOWERCOLOR_MATCH
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#define PROFILEHEADER "Doctor Robotnik's Ring Racers Profiles"
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// Man I wish I had more than 16 friends!!
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// profile_t definition (WIP)
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// If you edit, see PR_SaveProfiles and PR_LoadProfiles
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struct profile_t
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{
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// Versionning
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UINT8 version; // Version of the profile, this can be useful for backwards compatibility reading if we ever update the profile structure/format after release.
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// A version of 0 can easily be checked to identify an unitialized profile.
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// Profile header
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char profilename[PROFILENAMELEN+1]; // Profile name (not to be confused with player name)
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// Player data
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char playername[MAXPLAYERNAME+1]; // Player name
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char skinname[SKINNAMESIZE+1]; // Default Skin
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UINT16 color; // Default player coloUr. ...But for consistency we'll name it color.
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char follower[SKINNAMESIZE+1]; // Follower
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UINT16 followercolor; // Follower color
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UINT16 powerlevels[PWRLV_NUMTYPES]; // PWRLV for each gametype.
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// Player-specific consvars.
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// @TODO: List all of those
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boolean kickstartaccel; // cv_kickstartaccel
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// Finally, control data itself
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INT32 controls[num_gamecontrols][MAXINPUTMAPPING]; // Lists of all the controls, defined the same way as default inputs in g_input.c
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};
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// Functions
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// returns how many profiles there are
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INT32 PR_GetNumProfiles(void);
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// PR_MakeProfile
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// Makes a profile from the supplied profile name, player name, colour, follower, followercolour and controls.
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// The consvar values are left untouched.
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profile_t* PR_MakeProfile(
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const char *prname,
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const char *pname,
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const char *sname, const UINT16 col,
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const char *fname, const UINT16 fcol,
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INT32 controlarray[num_gamecontrols][MAXINPUTMAPPING],
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boolean guest
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);
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// PR_MakeProfileFromPlayer
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// Makes a profile_t from the supplied profile name, player name, colour, follower and followercolour.
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// The last argument is a player number to read cvars from; as for convenience, cvars will be set directly when making a profile (since loading another one will overwrite them, this will be inconsequential)
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profile_t* PR_MakeProfileFromPlayer(const char *prname, const char *pname, const char *sname, const UINT16 col, const char *fname, UINT16 fcol, UINT8 pnum);
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// PR_AddProfile(profile_t p)
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// Adds a profile to profilesList and increments numprofiles.
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// Returns true if succesful, false if not.
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boolean PR_AddProfile(profile_t *p);
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// PR_GetProfile(INT32 num)
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// Returns a pointer to the profile you're asking for or NULL if the profile is uninitialized.
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profile_t* PR_GetProfile(INT32 num);
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// PR_DeleteProfile(INT32 n)
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// Deletes the specified profile. n cannot be 0. Returns false if the profile couldn't be deleted, true otherwise.
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// This will also move every profile back accordingly to ensure the table has no empty profiles inbetween two valid profiles.
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boolean PR_DeleteProfile(INT32 n);
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// PR_InitNewProfile(void)
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// Initializes the first new profile
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void PR_InitNewProfile(void);
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// PR_SaveProfiles(void)
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// Saves all the profiles in profiles.cfg
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// This does not save profilesList[0] since that's always going to be the default profile.
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void PR_SaveProfiles(void);
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// PR_LoadProfiles(void)
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// Loads all the profiles saved in profiles.cfg.
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// This also loads
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void PR_LoadProfiles(void);
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// PR_GetProfileColor(profile_t *p)
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// Returns the profile's color, or the skin's prefcolor if set to none.
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skincolornum_t PR_GetProfileColor(profile_t *p);
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// PR_ApplyProfile(UINT8 profilenum, UINT8 playernum)
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// Applies the given profile's settings to the given player.
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void PR_ApplyProfile(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum)
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// Similar to PR_ApplyProfile but only applies skin and follower values.
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// Controls, kickstartaccel and "current profile" data is *not* modified.
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void PR_ApplyProfileLight(UINT8 profilenum, UINT8 playernum);
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// PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum)
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// ONLY modifies "current profile" data.
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// Exists because any other option inteferes with rapid testing.
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void PR_ApplyProfilePretend(UINT8 profilenum, UINT8 playernum);
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// PR_GetProfileNum(profile_t *p)
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// Gets the profile's index # in profilesList
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UINT8 PR_GetProfileNum(profile_t *p);
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// PR_ProfileUsedBy(profile_t *p)
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// Returns the player # this profile is used by (if any)
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// If the profile belongs to no player, then this returns -1
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SINT8 PR_ProfileUsedBy(profile_t *p);
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profile_t *PR_GetPlayerProfile(player_t *player);
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#endif
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