taisei/src/dialog/reimu.c

258 lines
4.9 KiB
C
Raw Normal View History

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
2019-07-03 20:00:56 +02:00
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "dialog_macros.h"
/*
* Stage 1
*/
DIALOG_TASK(reimu, Stage1PreBoss) {
// Initialization, must be at the very top.
DIALOG_BEGIN(Stage1PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(cirno);
// Hide cirno for now, to be revealed later.
HIDE(cirno);
// "normal" is the default face.
// FACE(reimu, normal);
// FOCUS() to make an actor stand out.
// Focused actors are fully bright and appear in front of the rest.
// Only one actor can be focused at a time.
FOCUS(reimu);
// Let's wait a bit, then change Reimu's expression.
// All timings are in frames (60 = 1 sec).
WAIT_SKIPPABLE(60);
FACE(reimu, unamused);
// MSG() makes the actor say a line, and then waits an unspecified amount of time (skippable).
// The timeout is determined by the dialog_util_estimate_wait_timeout_from_text() function in dialog.c
// MSG() also implies FOCUS()
MSG(reimu, "yikes");
MSG(cirno, "I'm saying something, yet I'm invisible! So dramatic!");
// EVENT()s are handled by stage code.
// You can find the list of events per dialogue in dialog_interface.h
// All of them should be signaled eventually.
EVENT(boss_appears);
// Reveal Cirno's portrait, while she appears in the game viewport.
SHOW(cirno);
// Wait until the boss slides in.
// WAIT() can not be skipped.
WAIT(30);
MSG(cirno, "9");
// Titles are not yet implemented, but this should work once they are.
// Right now this does nothing.
TITLE(cirno, "Cirno", "Ice Fairy of Big Dum Dum");
WAIT_SKIPPABLE(30);
// MSG_UNSKIPPABLE() is like MSG(), but can't be skipped and takes an explicit timeout.
MSG_UNSKIPPABLE(cirno, 300, "You can't skip this one!");
EVENT(music_changes);
MSG(reimu, "omg");
FACE(reimu, surprised);
MSG(reimu, "wtf");
// Teardown, must be at the very bottom.
DIALOG_END();
}
DIALOG_TASK(reimu, Stage1PostBoss) {
DIALOG_BEGIN(Stage1PostBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(cirno);
// VARIANT() changes the base body sprite.
// Bosses currently only have a "defeated" variant with some clothing damage, to be used in post-battle scenes.
// Elly's is called "beaten" and is slightly subdued.
VARIANT(cirno, defeated);
// Bosses also have a "defeated" face to go along with the variant, but all the other faces can be used as well.
// It's best to set the face to "defeated" in the beginning of a post-battle dialogue, and change it later if needed.
FACE(cirno, defeated);
SHOW(cirno);
FACE(reimu, happy);
MSG(reimu, "git rekt skrub :^)");
MSG(cirno, "fugg");
HIDE(cirno);
MSG(reimu, "lalala~");
DIALOG_END();
}
/*
* Stage 2
*/
DIALOG_TASK(reimu, Stage2PreBoss) {
DIALOG_BEGIN(Stage2PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(hina);
EVENT(boss_appears);
EVENT(music_changes);
DIALOG_END();
}
DIALOG_TASK(reimu, Stage2PostBoss) {
DIALOG_BEGIN(Stage2PostBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(hina);
VARIANT(hina, defeated);
FACE(hina, defeated);
DIALOG_END();
}
/*
* Stage 3
*/
DIALOG_TASK(reimu, Stage3PreBoss) {
DIALOG_BEGIN(Stage3PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(wriggle);
EVENT(boss_appears);
EVENT(music_changes);
DIALOG_END();
}
DIALOG_TASK(reimu, Stage3PostBoss) {
DIALOG_BEGIN(Stage3PostBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(wriggle);
VARIANT(wriggle, defeated);
FACE(wriggle, defeated);
DIALOG_END();
}
/*
* Stage 4
*/
DIALOG_TASK(reimu, Stage4PreBoss) {
DIALOG_BEGIN(Stage4PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(kurumi);
EVENT(boss_appears);
EVENT(music_changes);
DIALOG_END();
}
DIALOG_TASK(reimu, Stage4PostBoss) {
DIALOG_BEGIN(Stage4PostBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(kurumi);
VARIANT(kurumi, defeated);
FACE(kurumi, defeated);
DIALOG_END();
}
/*
* Stage 5
*/
DIALOG_TASK(reimu, Stage5PreBoss) {
DIALOG_BEGIN(Stage5PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(iku);
EVENT(boss_appears);
EVENT(music_changes);
DIALOG_END();
}
DIALOG_TASK(reimu, Stage5PostMidBoss) {
DIALOG_BEGIN(Stage5PostMidBoss);
ACTOR_LEFT(reimu);
FACE(reimu, surprised);
// should be only one message with a fixed 120-frames timeout
MSG_UNSKIPPABLE(reimu, 120, "changeme");
DIALOG_END();
}
DIALOG_TASK(reimu, Stage5PostBoss) {
DIALOG_BEGIN(Stage5PostBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(iku);
VARIANT(iku, defeated);
FACE(iku, defeated);
DIALOG_END();
}
/*
* Stage 6
*/
DIALOG_TASK(reimu, Stage6PreBoss) {
DIALOG_BEGIN(Stage6PreBoss);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(elly);
EVENT(boss_appears);
EVENT(music_changes);
DIALOG_END();
}
DIALOG_TASK(reimu, Stage6PreFinal) {
DIALOG_BEGIN(Stage6PreFinal);
ACTOR_LEFT(reimu);
ACTOR_RIGHT(elly);
VARIANT(elly, beaten);
FACE(elly, angry);
DIALOG_END();
}
/*
* Register the tasks
*/
#define EXPORT_DIALOG_TASKS_CHARACTER reimu
#include "export_dialog_tasks.inc.h"