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dolmexicastoryscreen.h
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dolmexicastoryscreen.h
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#pragma once
#include <prism/stlutil.h>
#include <prism/wrapper.h>
#include <prism/geometry.h>
#include <prism/mugenanimationhandler.h>
#include <prism/mugensoundfilereader.h>
#define DOLMEXICA_STORY_TEXT_BACKGROUND_DEFAULT_Z_DELTA -2
#define DOLMEXICA_STORY_TEXT_FACE_DEFAULT_Z_DELTA -1
#define DOLMEXICA_STORY_TEXT_CONTINUE_DEFAULT_Z_DELTA -1
struct RegisteredMugenStateMachine;
typedef struct {
int mID;
MugenAnimationHandlerElement* mAnimationElement;
int mIsBoundToStage;
int mHasShadow;
double mShadowBasePositionY;
MugenAnimationHandlerElement* mShadowAnimationElement;
int mIsDeleted;
} StoryAnimation;
typedef struct {
int mID;
Position mPosition;
int mHasTextSound;
Vector2DI mTextSound;
int mTextSoundFrequency;
Position2D mTextOffset;
int mTextID;
int mHasBackground;
Position mBackgroundOffset;
int mIsBackgroundAnimationOwned;
MugenAnimation* mBackgroundAnimation;
MugenAnimationHandlerElement* mBackgroundAnimationElement;
int mHasFace;
Position mFaceOffset;
int mIsFaceAnimationOwned;
MugenAnimation* mFaceAnimation;
MugenAnimationHandlerElement* mFaceAnimationElement;
int mHasContinue;
Position mContinueOffset;
int mIsContinueAnimationOwned;
MugenAnimation* mContinueAnimation;
MugenAnimationHandlerElement* mContinueAnimationElement;
int mHasContinueSound;
Vector2DI mContinueSound;
int mHasName;
Position2D mNameOffset;
int mNameID;
int mGoesToNextState;
int mNextState;
int mIsLockedOnToCharacter;
Position2D mLockOffset;
Position* mLockCharacterPositionReference;
int mLockCharacterIsBoundToStage;
int mHasFinished;
int mIsDisabled;
} StoryText;
typedef struct {
StoryAnimation mAnimation;
MugenSpriteFile mSprites;
MugenAnimations mAnimations;
std::string mName;
} StoryCharacter;
struct StoryInstance {
std::map<int, StoryAnimation> mStoryAnimations;
std::map<int, StoryText> mStoryTexts;
std::map<int, StoryCharacter> mStoryCharacters;
std::map<int, int> mIntVars;
std::map<int, double> mFloatVars;
std::map<int, std::string> mStringVars;
std::map<std::string, int> mTextNames;
RegisteredMugenStateMachine* mRegisteredStateMachine;
int mIsScheduledForDeletion;
StoryInstance* mParent;
};
Screen* getDolmexicaStoryScreen();
ActorBlueprint getDolmexicaStoryActor();
void setDolmexicaStoryScreenFileAndPrepareScreen(const char* tPath);
MugenSounds* getDolmexicaStorySounds();
int isStoryCommandActive(const char* tCommand);
void addDolmexicaStoryAnimation(StoryInstance* tInstance, int tID, int tAnimation, const Position2D& tPosition);
void removeDolmexicaStoryAnimation(StoryInstance* tInstance, int tID);
int getDolmexicaStoryAnimationIsLooping(StoryInstance* tInstance, int tID);
void setDolmexicaStoryAnimationLooping(StoryInstance* tInstance, int tID, int tIsLooping);
int getDolmexicaStoryAnimationIsBoundToStage(StoryInstance* tInstance, int tID);
void setDolmexicaStoryAnimationBoundToStage(StoryInstance* tInstance, int tID, int tIsBoundToStage);
int getDolmexicaStoryAnimationHasShadow(StoryInstance* tInstance, int tID);
void setDolmexicaStoryAnimationShadow(StoryInstance* tInstance, int tID, double tBasePositionY);
int getDolmexicaStoryAnimationAnimation(StoryInstance* tInstance, int tID);
void changeDolmexicaStoryAnimation(StoryInstance* tInstance, int tID, int tAnimation);
void setDolmexicaStoryAnimationPositionX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryAnimationPositionY(StoryInstance* tInstance, int tID, double tY);
void addDolmexicaStoryAnimationPositionX(StoryInstance* tInstance, int tID, double tX);
void addDolmexicaStoryAnimationPositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryAnimationStagePositionX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryAnimationStagePositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryAnimationScaleX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryAnimationScaleY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryAnimationIsFacingRight(StoryInstance* tInstance, int tID, int tIsFacingRight);
void setDolmexicaStoryAnimationAngle(StoryInstance* tInstance, int tID, double tAngle);
void addDolmexicaStoryAnimationAngle(StoryInstance* tInstance, int tID, double tAngle);
void setDolmexicaStoryAnimationColor(StoryInstance* tInstance, int tID, const Vector3D& tColor);
void setDolmexicaStoryAnimationOpacity(StoryInstance* tInstance, int tID, double tOpacity);
void addDolmexicaStoryText(StoryInstance* tInstance, int tID, const char* tText, const Vector3DI& tFont, double tScale, const Position2D& tBasePosition, const Position2D& tTextOffset, double tTextBoxWidth);
void removeDolmexicaStoryText(StoryInstance* tInstance, int tID);
const char* getDolmexicaStoryTextText(StoryInstance* tInstance, int tID);
const char* getDolmexicaStoryTextDisplayedText(StoryInstance* tInstance, int tID);
const char* getDolmexicaStoryTextNameText(StoryInstance* tInstance, int tID);
int isDolmexicaStoryTextVisible(StoryInstance* tInstance, int tID);
void setDolmexicaStoryTextBackground(StoryInstance* tInstance, int tID, const Vector2DI& tSprite, const Position& tOffset, const Vector2D& tScale);
void setDolmexicaStoryTextBackground(StoryInstance* tInstance, int tID, int tAnimation, const Position& tOffset, const Vector2D& tScale);
void setDolmexicaStoryTextFace(StoryInstance* tInstance, int tID, const Vector2DI& tSprite, const Position& tOffset, const Vector2D& tScale);
void setDolmexicaStoryTextFace(StoryInstance* tInstance, int tID, int tAnimation, const Position& tOffset, const Vector2D& tScale);
void setDolmexicaStoryTextName(StoryInstance* tInstance, int tID, const char* tText, const Vector3DI& tFont, const Position2D& tOffset, double tScale);
void setDolmexicaStoryTextContinue(StoryInstance* tInstance, int tID, const Vector2DI& tSprite, const Position& tOffset, const Vector2D& tScale);
void setDolmexicaStoryTextContinue(StoryInstance* tInstance, int tID, int tAnimation, const Position& tOffset, const Vector2D& tScale);
double getDolmexicaStoryTextBasePositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryTextBasePositionY(StoryInstance* tInstance, int tID);
void setDolmexicaStoryTextBasePosition(StoryInstance* tInstance, int tID, const Position2D& tPosition);
void setDolmexicaStoryTextText(StoryInstance* tInstance, int tID, const char* tText);
void setDolmexicaStoryTextFont(StoryInstance* tInstance, int tID, const Vector3DI& tFont);
void setDolmexicaStoryTextScale(StoryInstance* tInstance, int tID, double tScale);
void setDolmexicaStoryTextSound(StoryInstance* tInstance, int tID, const Vector2DI& tSound);
void setDolmexicaStoryTextSoundFrequency(StoryInstance* tInstance, int tID, int tSoundFrequency);
void setDolmexicaStoryTextTextOffset(StoryInstance* tInstance, int tID, const Position2D& tOffset);
void setDolmexicaStoryTextBackgroundSprite(StoryInstance* tInstance, int tID, const Vector2DI& tSprite);
void setDolmexicaStoryTextBackgroundOffset(StoryInstance* tInstance, int tID, const Position& tOffset);
void setDolmexicaStoryTextBackgroundScale(StoryInstance* tInstance, int tID, const Vector2D& tScale);
void setDolmexicaStoryTextFaceSprite(StoryInstance* tInstance, int tID, const Vector2DI& tSprite);
void setDolmexicaStoryTextFaceOffset(StoryInstance* tInstance, int tID, const Position& tOffset);
void setDolmexicaStoryTextFaceScale(StoryInstance* tInstance, int tID, const Vector2D& tScale);
void setDolmexicaStoryTextContinueAnimation(StoryInstance* tInstance, int tID, int tAnimation);
void setDolmexicaStoryTextContinueSound(StoryInstance* tInstance, int tID, const Vector2DI& tSound);
void setDolmexicaStoryTextContinueOffset(StoryInstance* tInstance, int tID, const Position& tOffset);
void setDolmexicaStoryTextContinueScale(StoryInstance* tInstance, int tID, const Vector2D& tScale);
void setDolmexicaStoryTextNameText(StoryInstance* tInstance, int tID, const char* tText);
void setDolmexicaStoryTextNameFont(StoryInstance* tInstance, int tID, const Vector3DI& tFont);
void setDolmexicaStoryTextNameOffset(StoryInstance* tInstance, int tID, const Position2D& tOffset);
void setDolmexicaStoryTextNameScale(StoryInstance* tInstance, int tID, double tScale);
int getDolmexicaStoryTextNextState(StoryInstance* tInstance, int tID);
void setDolmexicaStoryTextNextState(StoryInstance* tInstance, int tID, int tNextState);
void setDolmexicaStoryTextLockToCharacter(StoryInstance* tInstance, int tID, int tCharacterID, const Position2D& tOffset);
void setDolmexicaStoryTextLockToCharacter(StoryInstance* tInstance, int tID, int tCharacterID, const Position2D& tOffset, int tHelperID);
void setDolmexicaStoryTextInactive(StoryInstance* tInstance, int tID);
int isDolmexicaStoryTextBuiltUp(StoryInstance* tInstance, int tID);
void setDolmexicaStoryTextBuiltUp(StoryInstance* tInstance, int tID);
void setDolmexicaStoryTextPositionX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryTextPositionY(StoryInstance* tInstance, int tID, double tY);
void addDolmexicaStoryTextPositionX(StoryInstance* tInstance, int tID, double tX);
void addDolmexicaStoryTextPositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryIDName(StoryInstance* tInstance, int tID, const std::string& tName);
int getDolmexicaStoryTextIDFromName(StoryInstance* tInstance, const std::string& tName);
void changeDolmexicaStoryState(StoryInstance* tInstance, int tNextState);
void changeDolmexicaStoryStateOutsideStateHandler(StoryInstance* tInstance, int tNextState);
void endDolmexicaStoryboard(StoryInstance* tInstance, int tNextStoryState);
int getDolmexicaStoryTimeInState(StoryInstance* tInstance);
int getDolmexicaStoryStateNumber(StoryInstance* tInstance);
int getDolmexicaStoryAnimationTimeLeft(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationPositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationPositionY(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationScreenPositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationScreenPositionY(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationStagePositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryAnimationStagePositionY(StoryInstance* tInstance, int tID);
void addDolmexicaStoryCharacter(StoryInstance* tInstance, int tID, const char* tName, int tPreferredPalette, int tAnimation, const Position2D& tPosition);
void removeDolmexicaStoryCharacter(StoryInstance* tInstance, int tID);
int getDolmexicaStoryCharacterIsBoundToStage(StoryInstance* tInstance, int tID);
void setDolmexicaStoryCharacterBoundToStage(StoryInstance* tInstance, int tID, int tIsBoundToStage);
int getDolmexicaStoryCharacterHasShadow(StoryInstance* tInstance, int tID);
void setDolmexicaStoryCharacterShadow(StoryInstance* tInstance, int tID, double tBasePositionY);
int getDolmexicaStoryCharacterAnimation(StoryInstance* tInstance, int tID);
void changeDolmexicaStoryCharacterAnimation(StoryInstance* tInstance, int tID, int tAnimation);
double getDolmexicaStoryCharacterPositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryCharacterPositionY(StoryInstance* tInstance, int tID);
double getDolmexicaStoryCharacterScreenPositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryCharacterScreenPositionY(StoryInstance* tInstance, int tID);
double getDolmexicaStoryCharacterStagePositionX(StoryInstance* tInstance, int tID);
double getDolmexicaStoryCharacterStagePositionY(StoryInstance* tInstance, int tID);
void setDolmexicaStoryCharacterPositionX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryCharacterPositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryCharacterPositionZ(StoryInstance* tInstance, int tID, double tZ);
void addDolmexicaStoryCharacterPositionX(StoryInstance* tInstance, int tID, double tX);
void addDolmexicaStoryCharacterPositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryCharacterStagePositionX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryCharacterStagePositionY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryCharacterScaleX(StoryInstance* tInstance, int tID, double tX);
void setDolmexicaStoryCharacterScaleY(StoryInstance* tInstance, int tID, double tY);
void setDolmexicaStoryCharacterIsFacingRight(StoryInstance* tInstance, int tID, int tIsFacingRight);
void setDolmexicaStoryCharacterColor(StoryInstance* tInstance, int tID, const Vector3D& tColor);
void setDolmexicaStoryCharacterOpacity(StoryInstance* tInstance, int tID, double tOpacity);
void setDolmexicaStoryCharacterAngle(StoryInstance* tInstance, int tID, double tAngle);
void addDolmexicaStoryCharacterAngle(StoryInstance* tInstance, int tID, double tAngle);
int getDolmexicaStoryCharacterTimeLeft(StoryInstance* tInstance, int tID);
int getDolmexicaStoryIntegerVariable(StoryInstance* tInstance, int tID);
void setDolmexicaStoryIntegerVariable(StoryInstance* tInstance, int tID, int tValue);
void addDolmexicaStoryIntegerVariable(StoryInstance* tInstance, int tID, int tValue);
double getDolmexicaStoryFloatVariable(StoryInstance* tInstance, int tID);
void setDolmexicaStoryFloatVariable(StoryInstance* tInstance, int tID, double tValue);
void addDolmexicaStoryFloatVariable(StoryInstance* tInstance, int tID, double tValue);
std::string getDolmexicaStoryStringVariable(StoryInstance* tInstance, int tID);
void setDolmexicaStoryStringVariable(StoryInstance* tInstance, int tID, const std::string& tValue);
void addDolmexicaStoryStringVariable(StoryInstance* tInstance, int tID, const std::string& tValue);
void addDolmexicaStoryStringVariable(StoryInstance* tInstance, int tID, int tValue);
StoryInstance* getDolmexicaStoryRootInstance();
StoryInstance* getDolmexicaStoryInstanceParent(StoryInstance* tInstance);
StoryInstance* getDolmexicaStoryHelperInstance(int tID);
void addDolmexicaStoryHelper(int tID, int tState, StoryInstance* tParent);
int getDolmexicaStoryGetHelperAmount(int tID);
void removeDolmexicaStoryHelper(int tID);
void destroyDolmexicaStoryHelper(StoryInstance* tInstance);
int getDolmexicaStoryIDFromString(const char* tString, StoryInstance* tInstance);
void playDolmexicaStoryMusic(const std::string& tPath);
void stopDolmexicaStoryMusic();
void pauseDolmexicaStoryMusic();
void resumeDolmexicaStoryMusic();
void setDolmexicaStoryCameraFocusX(double x);
void setDolmexicaStoryCameraFocusY(double y);
void setDolmexicaStoryCameraZoom(double tScale);
int getDolmexicaStoryCoordinateP();