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a9b4a56d23
* Do that thing where the character icons are ALWAYS 1x sized, through having two seperate lumps. * Revamp the S_SKIN parameters to be `facerank` (rankings - equivalent of half-scale old face), `facewant` (WANTED - equivalent of old face), and `facemmap` (equivalent of old iconprefix). * Do that thing Oni wanted where it shows two postions above and two positions below your current ranking (and you) to the left of the screen, instead of always the top 4, with some limits to avoid drawing outside of everything. * Replace the last few shitty Mario numbers (for the left rankings) with cool, new Oni numbers. * Change a bunch of offsets and things so the tab rankings and the intermission work nicer with 9+ players.
128 lines
2.7 KiB
C
128 lines
2.7 KiB
C
// 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) 1999-2016 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 st_stuff.h
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/// \brief Status bar header
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#ifndef __STSTUFF_H__
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#define __STSTUFF_H__
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#include "doomtype.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "r_defs.h"
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//
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// STATUS BAR
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//
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// Called by main loop.
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void ST_Ticker(void);
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// Called by main loop.
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void ST_Drawer(void);
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// Called when the console player is spawned on each level.
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void ST_Start(void);
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// Called by startup code.
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void ST_Init(void);
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// Called by G_Responder() when pressing F12 while viewing a demo.
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void ST_changeDemoView(void);
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void ST_UnloadGraphics(void);
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void ST_LoadGraphics(void);
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// face load graphics, called when skin changes
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void ST_LoadFaceGraphics(char *rankstr, char *wantstr, char *mmapstr, INT32 playernum);
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void ST_ReloadSkinFaceGraphics(void);
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#ifdef DELFILE
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void ST_UnLoadFaceGraphics(INT32 skinnum);
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#endif
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void ST_doPaletteStuff(void);
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// return if player a is in the same team as player b
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boolean ST_SameTeam(player_t *a, player_t *b);
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//--------------------
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// status bar overlay
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//--------------------
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extern boolean st_overlay; // sb overlay on or off when fullscreen
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extern lumpnum_t st_borderpatchnum;
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// patches, also used in intermission
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extern patch_t *tallnum[10];
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extern patch_t *sboscore;
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extern patch_t *sbotime;
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extern patch_t *sbocolon;
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extern patch_t *sboperiod;
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extern patch_t *facerankprefix[MAXSKINS]; // ranking
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extern patch_t *facewantprefix[MAXSKINS]; // wanted
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extern patch_t *facemmapprefix[MAXSKINS]; // minimap
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extern patch_t *livesback;
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extern patch_t *ngradeletters[7];
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extern boolean iconfreed[MAXPLAYERS];
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/** HUD location information (don't move this comment)
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*/
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typedef struct
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{
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INT32 x, y;
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} hudinfo_t;
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typedef enum
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{
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HUD_LIVESNAME,
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HUD_LIVESPIC,
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HUD_LIVESNUM,
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HUD_LIVESX,
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HUD_RINGS,
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HUD_RINGSSPLIT,
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HUD_RINGSNUM,
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HUD_RINGSNUMSPLIT,
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HUD_SCORE,
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HUD_SCORENUM,
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HUD_TIME,
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HUD_TIMESPLIT,
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HUD_MINUTES,
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HUD_MINUTESSPLIT,
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HUD_TIMECOLON,
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HUD_TIMECOLONSPLIT,
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HUD_SECONDS,
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HUD_SECONDSSPLIT,
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HUD_TIMETICCOLON,
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HUD_TICS,
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HUD_SS_TOTALRINGS,
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HUD_SS_TOTALRINGS_SPLIT,
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HUD_GETRINGS,
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HUD_GETRINGSNUM,
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HUD_TIMELEFT,
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HUD_TIMELEFTNUM,
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HUD_TIMEUP,
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HUD_HUNTPICS,
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HUD_GRAVBOOTSICO,
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HUD_LAP,
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NUMHUDITEMS
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} hudnum_t;
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extern hudinfo_t hudinfo[NUMHUDITEMS];
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extern UINT16 objectsdrawn;
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#endif
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