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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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wolf3d/code/env/mymath.h
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wolf3d/code/env/mymath.h
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/*
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Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* mymath.h: Math routines.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#ifndef __MYMATH_H__
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#define __MYMATH_H__
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typedef int fixed4_t;
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typedef int fixed8_t;
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typedef int fixed16_t;
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#define PITCH 0 /* up / down */
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#define YAW 1 /* left / right */
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#define ROLL 2 /* fall over */
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#ifndef M_PI
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#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
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#endif
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#ifndef ABS
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#define ABS( x ) ( (x) < 0 ? -(x) : (x) )
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#endif
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#define nanmask ( 255 << 23 )
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#define IS_NAN( x ) ( ( (*(int *) &x ) & nanmask ) == nanmask )
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/* Use RINT() instead of rint() */
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#ifdef __GNUC__
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#define RINT( x ) rint( x )
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#else
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#define RINT( x ) floor( (x) + 0.5 )
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#endif
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extern void MathLib_Init( void );
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extern int my_log2( int val );
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extern float (*pfSqrt)( float x );
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extern float CalcFov( float fov_x, float width, float height );
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#endif /* __MYMATH_H__ */
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