cave-story-solaris/src/Ending.h
Clownacy 5ea356a3bd Weed out a lot of the Windows dependency
Storytime: Cucky's original SDL2 port work involved using SDL2's
threading API to emulate the original WinAPI threading.

I can't be assed with that stuff, so I used the same trick Cucky did
for the Wii port, and hooked Organya up to the SDL2 audio callback.
This actually opens up the possibility for perfectly-synchronised
Organya playback. By that I mean, instead of needing a super
low-latency audio callback, I can have the callback synchronise its
audio mixing with Organya itself. I haven't done it yet, I plan to
soon.
2019-09-04 00:28:23 +01:00

55 lines
817 B
C

#pragma once
#include "WindowsWrapper.h"
#include "CommonDefines.h"
struct CREDIT
{
int size;
char *pData;
int offset;
int wait;
int mode;
int start_x;
};
struct STRIP
{
int flag;
int x;
int y;
int cast;
char str[0x40];
};
struct ILLUSTRATION
{
int act_no;
int x;
};
struct ISLAND_SPRITE
{
int x;
int y;
};
#define MAX_STRIP ((WINDOW_HEIGHT / 16) + 1)
void ActionStripper();
void PutStripper();
void SetStripper(int x, int y, const char *text, int cast);
void RestoreStripper();
void ActionIllust();
void PutIllust();
void ReloadIllust(int a);
void InitCreditScript();
void ReleaseCreditScript();
BOOL StartCreditScript();
void ActionCredit();
void ActionCredit_Read();
int GetScriptNumber(const char *text);
void SetCreditIllust(int a);
void CutCreditIllust();
int Scene_DownIsland(int mode);