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063e350c63
Also: * SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in). * Minor oversights in SPR2 support corrected. * Better evaluation, featuring ending assets. * Intro has warping-in blackrock, reusing ending assets. * Cutscene text now supports lowercase (intro and custom). * Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.) * Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column) Bugs: * OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
117 lines
2.5 KiB
C
117 lines
2.5 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) 1999-2018 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(INT32 playernum);
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void ST_ReloadSkinFaceGraphics(void);
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void ST_doPaletteStuff(void);
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// level title draw
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void ST_drawLevelTitle(tic_t titletime);
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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 INT32 st_palette; // 0 is default, any others are special palettes.
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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 *faceprefix[MAXSKINS]; // face status patches
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extern patch_t *superprefix[MAXSKINS]; // super face status patches
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extern patch_t *livesback;
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extern patch_t *ngradeletters[7];
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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, f;
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} hudinfo_t;
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typedef enum
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{
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HUD_LIVES,
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HUD_RINGS,
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HUD_RINGSNUM,
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HUD_RINGSNUMTICS,
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HUD_SCORE,
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HUD_SCORENUM,
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HUD_TIME,
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HUD_MINUTES,
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HUD_TIMECOLON,
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HUD_SECONDS,
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HUD_TIMETICCOLON,
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HUD_TICS,
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HUD_SS_TOTALRINGS,
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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_POWERUPS,
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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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