// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_skins.h /// \brief Skins stuff #ifndef __R_SKINS__ #define __R_SKINS__ #include "info.h" #include "sounds.h" #include "d_player.h" // skinflags #include "r_patch.h" #include "r_picformats.h" // spriteinfo_t #include "r_defs.h" // spritedef_t /// Defaults #define SKINRIVALS 3 // should be all lowercase!! S_SKIN processing does a strlwr #define DEFAULTSKIN "eggman" #define DEFAULTSKIN2 "tails" // secondary player #define DEFAULTSKIN3 "sonic" // third player #define DEFAULTSKIN4 "knuckles" // fourth player /// The skin_t struct typedef struct { char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin UINT16 wadnum; skinflags_t flags; char realname[SKINNAMESIZE+1]; // Display name for level completion. // SRB2kart UINT8 kartspeed; UINT8 kartweight; // INT32 followitem; // Definable color translation table UINT8 starttranscolor; UINT16 prefcolor; UINT16 supercolor; UINT16 prefoppositecolor; // if 0 use tables instead fixed_t highresscale; // scale of highres, default is 0.5 char rivals[SKINRIVALS][SKINNAMESIZE+1]; // Your top 3 rivals for GP mode. Uses names so that you can reference skins that aren't added // specific sounds per skin sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table // contains super versions too spritedef_t sprites[NUMPLAYERSPRITES*2]; spriteinfo_t sprinfo[NUMPLAYERSPRITES*2]; } skin_t; enum facepatches { FACE_RANK = 0, FACE_WANTED, FACE_MINIMAP, NUMFACES }; /// Externs extern INT32 numskins; extern skin_t skins[MAXSKINS]; extern CV_PossibleValue_t Forceskin_cons_t[]; /// Function prototypes void R_InitSkins(void); void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 boolean R_SkinUsable(INT32 playernum, INT32 skinnum); UINT32 R_GetSkinAvailabilities(void); INT32 R_SkinAvailable(const char *name); void R_PatchSkins(UINT16 wadnum); void R_AddSkins(UINT16 wadnum); UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); #endif //__R_SKINS__