Merge pull request #46 from RobertBColton/master

Removes polygone's dumbshit "Let's do the OS's job and prefix the Working Directory to all file paths" hack.
Merge pull request #47 from RobertBColton/master
Implemented part_type_color_{mix,rgb,hsv}.
Implemented remaining particle type functions.
Merge branch 'master' of https://github.com/enigma-dev/enigma-dev
Fixed bug in particle type color mixing.
Removes `using namespace std;' directive from main headers.
Merge branch 'master' of https://github.com/enigma-dev/enigma-dev
Implemented particle systems functions.

All the part_system_* functions have been implemented.
All part_emitter_* functions are fully or partially implemented.
Implements the remaining functionality in part_emitter_*.
Implemented part_attractor_* functions.
Implemented part_destroyer_* functions. Added missing attractor files.
Fixes view "jittering" with float coordinates

Fixes views for games with small scales, wherein integer view coordinates cause the camera to appear to jitter while the player moves around.
Implemented part_deflector_* functions.
Implemented part_changer_* functions.

Two ill-defined settings were ignored for changers,
namely ps_change_motion and ps_change_shape.
Refactoring of the particle systems system.

PS_particle_system.cpp has been reduced in size
by delegating its responsibility to existing
and new files.

Guards and interfaces have been cleaned up.

Preliminary files for effects have been added.
Implements most of the particle effects.

Most of the system for particles and effects are done.
Only two effects are missing, namely ef_rain and ef_snow.
The remaining tasks before the particle systems system
is considered fully done are as follows:

Remaining effects: Implementing ef_rain and ef_snow.
Of interest is that their behaviour are dependent
on the width and height of the room they are in.

Optimization: The current implementation is focused
on being correct, and thus could be optimized
considerably. The plan for optimization is to profile,
and focus optimization efforts on the slowest parts.

Architecture: The current implementation is dependent on
the OpenGL graphics implementation, which is not great,
given that over 90% of the code of the implementation is
independent of any specific graphics system. It should be possible
to properly isolate the particle systems system, such that
the implementation can be used with several different
graphics systems. Furthermore, it should be possible to
turn it into an Extension, which would be useful to those games
that do not use particle systems or effects.
The architectural changes should also enable fixing a
current bug in how room changes are handled by the
particle systems system.
Profiled, optimized drawing for particles.

Also fixed the implementation of part_particles_count.
#include "file_manip.h"
Fixed stupid no room shit, jesus fuck.