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8278e621fb
Locked skins now are a specific unlockable type, instead of being tied to the skin's properties. This has plagued custom gamedata since 2.2 launch. It's extremely obnoxious having to set aside random numbers as dummy unlockables just to ensure that Amy Fang & Metal are unlocked from the start in a custom map pack. Other changes made to accommodate this: - R_GetSkinAvailabilities is now created from the list of unlockables set to skin type. (1st skin unlockable defined is (1), 2nd skin unlockable defined is (1 << 1), etc...) - The "Added skin x" print shows up when loading addons but not at all for the base game, because the previous behavior of hiding based on if the skin was locked would now require iterating unlockables, which felt wrong to do during that stage of the loading process - I noticed in my test wad that Sonic&Tails would give you Sonic&Sonic out if Tails was locked. I fixed that by making both skins required to show the character select option. Mods that reserved empty dummy unlockables for Amy Fang and Metal won't have to do anything. Mods that wanted to re-lock them behind different requirements will have to update, but in the future they will not have to be in specific slots. Additionally, now Sonic Tails and Knuckles can also be locked for mods.
102 lines
3 KiB
C
102 lines
3 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) 1999-2020 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 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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#include "d_player.h" // skinflags
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#include "r_patch.h"
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#include "r_picformats.h" // spriteinfo_t
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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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UINT16 prefcolor;
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UINT16 supercolor;
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UINT16 prefoppositecolor; // if 0 use tables instead
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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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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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void R_AddSkins(UINT16 wadnum, boolean mainfile);
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void R_PatchSkins(UINT16 wadnum, boolean mainfile);
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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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