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VVVVVV/desktop_version/src/Script.h
AllyTally 76ea4488af Initial implementation of textbox sprites
This commit adds a system for displaying sprites in textboxes, meant to
replace the hardcoded system in the main game. This does not support
levelcomplete.png and gamecomplete.png yet, which will most likely just
be special cases.
2023-11-19 15:07:25 -08:00

141 lines
3.2 KiB
C++

#ifndef SCRIPT_H
#define SCRIPT_H
#include <map>
#include <SDL.h>
#include <string>
#include <vector>
#include "Textbox.h"
#define filllines(lines) commands.insert(commands.end(), lines, lines + SDL_arraysize(lines))
#ifdef SCRIPT_DEFINITION
#define TEXT_COLOUR(a) textbox_colours[a]
#else
#define TEXT_COLOUR(a) script.textbox_colours[a]
#endif
struct Script
{
std::string name;
std::vector<std::string> contents;
};
#define NUM_SCRIPT_ARGS 40
enum StartMode
{
Start_MAINGAME,
Start_MAINGAME_TELESAVE,
Start_MAINGAME_QUICKSAVE,
Start_TIMETRIAL_SPACESTATION1,
Start_TIMETRIAL_LABORATORY,
Start_TIMETRIAL_TOWER,
Start_TIMETRIAL_SPACESTATION2,
Start_TIMETRIAL_WARPZONE,
Start_TIMETRIAL_FINALLEVEL,
Start_NODEATHMODE_WITHCUTSCENES,
Start_NODEATHMODE_NOCUTSCENES,
Start_SECRETLAB,
Start_INTERMISSION1_VITELLARY,
Start_INTERMISSION1_VERMILION,
Start_INTERMISSION1_VERDIGRIS,
Start_INTERMISSION1_VICTORIA,
Start_INTERMISSION2_VITELLARY,
Start_INTERMISSION2_VERMILION,
Start_INTERMISSION2_VERDIGRIS,
Start_INTERMISSION2_VICTORIA,
Start_EDITOR,
Start_EDITORPLAYTESTING,
Start_CUSTOM,
Start_CUSTOM_QUICKSAVE,
Start_QUIT,
Start_CUTSCENETEST,
Start_FIRST_NODEATHMODE = Start_NODEATHMODE_WITHCUTSCENES,
Start_LAST_NODEATHMODE = Start_NODEATHMODE_NOCUTSCENES,
Start_FIRST_INTERMISSION1 = Start_INTERMISSION1_VITELLARY,
Start_LAST_INTERMISSION1 = Start_INTERMISSION1_VICTORIA,
Start_FIRST_INTERMISSION2 = Start_INTERMISSION2_VITELLARY,
Start_LAST_INTERMISSION2 = Start_INTERMISSION2_VICTORIA,
Start_FIRST_TIMETRIAL = Start_TIMETRIAL_SPACESTATION1
};
class scriptclass
{
public:
scriptclass(void);
bool load(const std::string& name);
void loadother(const char* t);
bool loadcustom(const std::string& t);
void loadalts(const std::string& processed, const std::string& raw);
void add_test_line(const std::string& speaker, const std::string& english, char textcase, bool textbuttons);
void loadtest(const std::string& name);
void inline add(const std::string& t)
{
commands.push_back(t);
}
void add_default_colours(void);
void clearcustom(void);
void tokenize(const std::string& t);
void run(void);
void translate_dialogue(void);
void startgamemode(enum StartMode mode);
void teleport(void);
void hardreset(void);
//Script contents
std::vector<std::string> commands;
std::string words[NUM_SCRIPT_ARGS];
std::vector<std::string> txt;
std::string scriptname;
int position;
int looppoint, loopcount;
int scriptdelay;
bool running;
// Textbox stuff
std::map<std::string, SDL_Color> textbox_colours;
int textx;
int texty;
int r,g,b;
bool textflipme;
bool textcentertext;
size_t textpad_left;
size_t textpad_right;
size_t textpadtowidth;
char textcase;
bool textbuttons;
bool textlarge;
int textboxtimer;
std::vector<TextboxSprite> textbox_sprites;
//Misc
int i, j, k;
//Custom level stuff
std::vector<Script> customscripts;
};
#ifndef SCRIPT_DEFINITION
extern scriptclass script;
#endif
#endif /* SCRIPT_H */