// SONIC ROBO BLAST 2 KART ~ ZarroTsu //----------------------------------------------------------------------------- /// \file k_kart.h /// \brief SRB2kart stuff. #ifndef __K_KART__ #define __K_KART__ #include "doomdef.h" #include "d_player.h" // Need for player_t #define KART_FULLTURN 800 extern UINT8 colortranslations[MAXTRANSLATIONS][16]; extern const char *KartColor_Names[MAXSKINCOLORS]; extern const UINT8 KartColor_Opposite[MAXSKINCOLORS*2]; void K_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor); void K_GenerateKartColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color); UINT8 K_GetKartColorByName(const char *name); void K_RegisterKartStuff(void); boolean K_IsPlayerLosing(player_t *player); boolean K_IsPlayerWanted(player_t *player); void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid); void K_FlipFromObject(mobj_t *mo, mobj_t *master); void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master); void K_RespawnChecker(player_t *player); void K_KartMoveAnimation(player_t *player); void K_KartPlayerHUDUpdate(player_t *player); void K_KartPlayerThink(player_t *player, ticcmd_t *cmd); void K_KartPlayerAfterThink(player_t *player); void K_DoInstashield(player_t *player); void K_SpawnBattlePoints(player_t *source, player_t *victim, UINT8 amount); void K_SpinPlayer(player_t *player, mobj_t *source, INT32 type, mobj_t *inflictor, boolean trapitem); void K_SquishPlayer(player_t *player, mobj_t *source, mobj_t *inflictor); void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor); void K_StealBumper(player_t *player, player_t *victim, boolean force); void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source); void K_SpawnMineExplosion(mobj_t *source, UINT8 color); void K_SpawnBoostTrail(player_t *player); void K_SpawnSparkleTrail(mobj_t *mo); void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent); void K_DriftDustHandling(mobj_t *spawner); void K_PuntMine(mobj_t *mine, mobj_t *punter); void K_DoSneaker(player_t *player, INT32 type); void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound); void K_KillBananaChain(mobj_t *banana, mobj_t *inflictor, mobj_t *source); void K_UpdateHnextList(player_t *player, boolean clean); void K_DropHnextList(player_t *player); void K_RepairOrbitChain(mobj_t *orbit); player_t *K_FindJawzTarget(mobj_t *actor, player_t *source); boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y); INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue); INT32 K_GetKartDriftSparkValue(player_t *player); void K_KartUpdatePosition(player_t *player); void K_DropItems(player_t *player); void K_StripItems(player_t *player); void K_StripOther(player_t *player); void K_MomentumToFacing(player_t *player); fixed_t K_GetKartSpeed(player_t *player, boolean doboostpower); fixed_t K_GetKartAccel(player_t *player); UINT16 K_GetKartFlashing(player_t *player); fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove); void K_MoveKartPlayer(player_t *player, boolean onground); void K_CalculateBattleWanted(void); void K_CheckBumpers(void); void K_CheckSpectateStatus(void); // sound stuff for lua void K_PlayAttackTaunt(mobj_t *source); void K_PlayBoostTaunt(mobj_t *source); void K_PlayOvertakeSound(mobj_t *source); void K_PlayHitEmSound(mobj_t *source); void K_PlayPowerGloatSound(mobj_t *source); const char *K_GetItemPatch(UINT8 item, boolean tiny); INT32 K_calcSplitFlags(INT32 snapflags); void K_LoadKartHUDGraphics(void); void K_drawKartHUD(void); void K_drawKartFreePlay(UINT32 flashtime); void K_drawKartTimestamp(tic_t drawtime, INT32 TX, INT32 TY, INT16 emblemmap, UINT8 mode); // ========================================================================= #endif // __K_KART__