2020-03-08 19:32:07 +00:00
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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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2021-05-07 15:45:56 +00:00
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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2020-03-08 19:32:07 +00:00
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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 r_skins.h
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/// \brief Skins stuff
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#ifndef __R_SKINS__
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#define __R_SKINS__
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#include "info.h"
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#include "sounds.h"
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2020-03-09 13:54:56 +00:00
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#include "d_player.h" // skinflags
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2020-08-15 23:48:28 +00:00
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#include "r_patch.h"
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2020-05-15 04:34:54 +00:00
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#include "r_picformats.h" // spriteinfo_t
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2020-03-08 19:32:07 +00:00
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#include "r_defs.h" // spritedef_t
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/// Defaults
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#define SKINNAMESIZE 16
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// should be all lowercase!! S_SKIN processing does a strlwr
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#define DEFAULTSKIN "sonic"
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#define DEFAULTSKIN2 "tails" // secondary player
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#define DEFAULTNIGHTSSKIN 0
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/// The skin_t struct
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typedef struct
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{
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char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin
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UINT16 wadnum;
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skinflags_t flags;
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char realname[SKINNAMESIZE+1]; // Display name for level completion.
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char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
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UINT8 ability; // ability definition
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UINT8 ability2; // secondary ability definition
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INT32 thokitem;
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INT32 spinitem;
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INT32 revitem;
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INT32 followitem;
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fixed_t actionspd;
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fixed_t mindash;
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fixed_t maxdash;
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fixed_t normalspeed; // Normal ground
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fixed_t runspeed; // Speed that you break into your run animation
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UINT8 thrustfactor; // Thrust = thrustfactor * acceleration
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UINT8 accelstart; // Acceleration if speed = 0
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UINT8 acceleration; // Acceleration
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fixed_t jumpfactor; // multiple of standard jump height
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fixed_t radius; // Bounding box changes.
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fixed_t height;
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fixed_t spinheight;
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fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size
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fixed_t camerascale;
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// Definable color translation table
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UINT8 starttranscolor;
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2020-05-24 00:29:07 +00:00
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UINT16 prefcolor;
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UINT16 supercolor;
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UINT16 prefoppositecolor; // if 0 use tables instead
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2020-03-08 19:32:07 +00:00
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fixed_t highresscale; // scale of highres, default is 0.5
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UINT8 contspeed; // continue screen animation speed
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UINT8 contangle; // initial angle on continue screen
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// specific sounds per skin
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sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table
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// contains super versions too
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spritedef_t sprites[NUMPLAYERSPRITES*2];
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spriteinfo_t sprinfo[NUMPLAYERSPRITES*2];
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} skin_t;
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/// Externs
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extern INT32 numskins;
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extern skin_t skins[MAXSKINS];
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/// Function prototypes
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void R_InitSkins(void);
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2021-04-25 21:54:47 +00:00
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INT32 GetPlayerDefaultSkin(INT32 playernum);
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2020-03-08 19:32:07 +00:00
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void SetPlayerSkin(INT32 playernum,const char *skinname);
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void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002
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boolean R_SkinUsable(INT32 playernum, INT32 skinnum);
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UINT32 R_GetSkinAvailabilities(void);
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INT32 R_SkinAvailable(const char *name);
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2021-04-25 11:18:32 +00:00
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void R_AddSkins(UINT16 wadnum, boolean mainfile);
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void R_PatchSkins(UINT16 wadnum, boolean mainfile);
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2020-03-08 19:32:07 +00:00
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UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player);
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#endif //__R_SKINS__
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