* implement player spellcard declarations on bomb * stagedraw: move "bottom text" to a separate (higher) layer * update boss spell declaration effect * import afensorm's character portrait art * improve dialog visuals * acknowledge afensorm in credits and COPYING * 'alphamap' functionality; effects for wriggle and youmu portraits * update afens art * add cirno alphamap * dialog: draw active speaker above other other * charselect: use r_draw_sprite
78 lines
1.7 KiB
C
78 lines
1.7 KiB
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2019, Andrei Alexeyev <akari@alienslab.net>.
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*/
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#ifndef IGUARD_dialog_h
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#define IGUARD_dialog_h
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#include "taisei.h"
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#include "resource/sprite.h"
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struct DialogMessage;
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typedef enum {
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Right,
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Left,
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BGM
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} Side;
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typedef struct DialogMessage {
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Side side;
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char *msg;
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int timeout;
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} DialogMessage;
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typedef struct Dialog {
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DialogMessage *messages;
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Sprite *images[2];
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int count;
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int pos;
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int page_time;
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int birthtime;
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float opacity;
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} Dialog;
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Dialog *create_dialog(const char *left, const char *right)
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attr_returns_nonnull attr_nodiscard;
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void dset_image(Dialog *d, Side side, const char *name)
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attr_nonnull(1, 3);
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DialogMessage* dadd_msg(Dialog *d, Side side, const char *msg)
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attr_nonnull(1, 3);
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void delete_dialog(Dialog *d)
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attr_nonnull(1);
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void draw_dialog(Dialog *dialog);
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bool page_dialog(Dialog **d) attr_nonnull(1);
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void process_dialog(Dialog **d) attr_nonnull(1);
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bool dialog_is_active(Dialog *d);
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// FIXME: might not be the best place for this
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typedef struct PlayerDialogProcs {
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void (*stage1_pre_boss)(Dialog *d);
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void (*stage1_post_boss)(Dialog *d);
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void (*stage2_pre_boss)(Dialog *d);
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void (*stage2_post_boss)(Dialog *d);
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void (*stage3_pre_boss)(Dialog *d);
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void (*stage3_post_boss)(Dialog *d);
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void (*stage4_pre_boss)(Dialog *d);
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void (*stage4_post_boss)(Dialog *d);
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void (*stage5_post_midboss)(Dialog *d);
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void (*stage5_pre_boss)(Dialog *d);
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void (*stage5_post_boss)(Dialog *d);
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void (*stage6_pre_boss)(Dialog *d);
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void (*stage6_pre_final)(Dialog *d);
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} PlayerDialogProcs;
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#endif // IGUARD_dialog_h
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