This commit is contained in:
Paul 2001-08-03 16:15:46 +00:00
parent 314cc34a9b
commit 9087fd50e2
6 changed files with 165 additions and 170 deletions

View File

@ -613,6 +613,11 @@ eng=Snail Race
[STR__BOSS_TEXT_TITLE]
eng=Boss Hints From Mermaid Man and Barnacle Boy's Superhero Handbook
[STR__BOSS__CROSS_BUTTON]
eng=Continue
[STR__BOSS__TRIANGLE_BUTTON]
eng=Next page..
[STR__CHAPTER_1__BOSS_TITLE]
eng=Mother Jellyfish...

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@ -205,7 +205,8 @@ fma_src := fma
fmv_src := fmv
game_src := convo \
game_src := bosstext \
convo \
game \
gamebubs \
gameslot \

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@ -38,6 +38,14 @@
#include "level\level.h"
#endif
#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
#ifndef __GFX_ACTOR__H__
#include "gfx/actor.h"
#endif
/* Std Lib
------- */
@ -80,14 +88,29 @@ const CBossText::BOSS_DATA CBossText::s_bossData[]=
};
// Evil global pointer to the boss character
extern CThing *g_bossThing;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int forcelevel=0;
void CBossText::init()
{
// if(GameScene.GetLevel().getLevelNumer()
m_scalableFontBank=new ("font") ScalableFontBank();
m_scalableFontBank->initialise(&standardFont);
m_scalableFontBank->setPrintArea(20,0,512-40,256);
m_scalableFontBank->setJustification(FontBank::JUST_CENTRE);
m_fontBank=new ("CGameScene::Init") FontBank();
m_fontBank->initialise( &standardFont );
m_fontBank->setPrintArea(20,0,512-40,256);
m_fontBank->setJustification(FontBank::JUST_CENTRE);
}
/*----------------------------------------------------------------------
@ -98,6 +121,8 @@ void CBossText::init()
---------------------------------------------------------------------- */
void CBossText::shutdown()
{
m_fontBank->dump(); delete m_fontBank;
m_scalableFontBank->dump(); delete m_scalableFontBank;
}
/*----------------------------------------------------------------------
@ -108,8 +133,14 @@ void CBossText::shutdown()
---------------------------------------------------------------------- */
void CBossText::select()
{
// CSoundMediator::stopSong();
// CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
// ASSERT if(GameScene.GetLevel().getLevelNumer()
m_readyToExit=false;
m_currentPage=0;
CSoundMediator::stopSong();
CSoundMediator::setSong(s_bossData[forcelevel/*GameScene.GetLevel().getCurrentChapter()-1*/].m_songId);
CFader::setFadingIn();
}
/*----------------------------------------------------------------------
@ -120,6 +151,21 @@ void CBossText::select()
---------------------------------------------------------------------- */
void CBossText::think(int _frames)
{
if(!CFader::isFading())
{
int pad;
pad=PadGetDown(0);
if(pad&PAD_TRIANGLE)
{
exit();
}
if(pad&PAD_CROSS)
{
m_currentPage^=1;
}
}
}
/*----------------------------------------------------------------------
@ -128,13 +174,14 @@ void CBossText::think(int _frames)
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR pos={256,170};
void CBossText::render()
{
SpriteBank *sb;
sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
int x,y;
POLY_F4 *f4;
POLY_G4 *g4;
POLY_FT4 *ft4;
const BOSS_DATA *bd;
// Scroll effect type thingy stuff
@ -144,66 +191,87 @@ void CBossText::render()
fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
// Corners
sb->printFT4(fhCorner, 0, 0,false,false,4);
sb->printFT4(fhCorner,512, 0,true ,false,4);
sb->printFT4(fhCorner, 0,256,false,true ,4);
sb->printFT4(fhCorner,512,256,true ,true ,4);
sb->printFT4(fhCorner, 0, 0,false,false,MAX_OT-2);
sb->printFT4(fhCorner,512, 0,true ,false,MAX_OT-2);
sb->printFT4(fhCorner, 0,256,false,true ,MAX_OT-2);
sb->printFT4(fhCorner,512,256,true ,true ,MAX_OT-2);
// Top/bottom
for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
{
sb->printFT4(fhTopBorder,x, 0,false,false,4);
sb->printFT4(fhTopBorder,x,256,false,true ,4);
sb->printFT4(fhTopBorder,x, 0,false,false,MAX_OT-2);
sb->printFT4(fhTopBorder,x,256,false,true ,MAX_OT-2);
}
// Left/right
for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
{
sb->printFT4(fhSideBorder, 0,y,false,false,4);
sb->printFT4(fhSideBorder,512,y,true ,false,4);
sb->printFT4(fhSideBorder, 0,y,false,false,MAX_OT-2);
sb->printFT4(fhSideBorder,512,y,true ,false,MAX_OT-2);
}
// Middle
f4=GetPrimF4();
setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
setRGB0(f4,224,184,107);
AddPrimToList(f4,5);
AddPrimToList(f4,MAX_OT-1);
// Background
g4=GetPrimG4();
setXYWH(g4,0,0,512,256);
setRGB0(g4,70,50,60);
setRGB1(g4,70,50,60);
setRGB2(g4,50,60,70);
setRGB3(g4,50,60,70);
AddPrimToList(g4,5);
// Instructions..
bd=&s_bossData[GameScene.GetLevel().getCurrentChapter()-1];
m_scalableFontBank->setTrans(0);
m_scalableFontBank->setSMode(0);
m_scalableFontBank->setPrintArea(20,0,512-40,256);
m_scalableFontBank->setJustification(FontBank::JUST_CENTRE);
m_scalableFontBank->setColour(128,128,128);
m_fontBank->setTrans(0);
m_fontBank->setSMode(0);
m_fontBank->setPrintArea(20,0,512-40,256);
m_fontBank->setJustification(FontBank::JUST_CENTRE);
f4=GetPrimF4();
setXYWH(f4,0,0,512,256);
setRGB0(f4,0,0,0);
AddPrimToList(f4,MAX_OT-1);
// Text
bd=&s_bossData[forcelevel/*GameScene.GetLevel().getCurrentChapter()-1*/];
m_fontBank->setColour(118,118,118);
m_fontBank->print(256-20,25,STR__BOSS_TEXT_TITLE);
m_scalableFontBank->setScale(300);
m_fontBank->setColour(128,128,128);
m_scalableFontBank->print(256-20,60,bd->m_titleTextId);
m_fontBank->setColour(118,118,118);
m_fontBank->print(256-20,80,bd->m_subTitleTextId);
m_fontBank->setColour(118,118,118);
m_fontBank->print(256-20,105,bd->m_instructionsTextId);
m_fontBank->print(256-20,30,STR__BOSS_TEXT_TITLE);
if(m_currentPage==0)
{
// Intro
m_scalableFontBank->setScale(400);
m_scalableFontBank->setColour(128,128,128);
m_scalableFontBank->print(256-20,80,bd->m_titleTextId);
m_fontBank->setColour(118,118,118);
m_fontBank->print(256-20,190,bd->m_subTitleTextId);
// Boss gfx
DVECTOR bossPoss;
bossPoss=pos;
// g_bossThing;
}
else
{
// Instructions
m_fontBank->setColour(118,118,118);
m_fontBank->print(256-20,80,bd->m_instructionsTextId);
}
m_fontBank->setPrintArea(0,0,256,512);
// Button texts..
sFrameHdr *fh1,*fh2;
int width;
y=210;
y+=13;
fh1=sb->getFrameHeader(FRM__BUTX);
width=fh1->W+10+m_fontBank->getStringWidth(STR__BOSS__CROSS_BUTTON);
x=256-(width/2);
sb->printFT4(fh1,x,y+3,0,0,0);
x+=fh1->W+10;
m_fontBank->print(x,y,STR__BOSS__CROSS_BUTTON);
y+=13;
fh1=sb->getFrameHeader(FRM__BUTT);
width=fh1->W+10+m_fontBank->getStringWidth(STR__BOSS__TRIANGLE_BUTTON);
x=256-(width/2);
sb->printFT4(fh1,x,y+3,0,0,0);
x+=fh1->W+10;
m_fontBank->print(x,y,STR__BOSS__TRIANGLE_BUTTON);
}
/*----------------------------------------------------------------------
@ -214,13 +282,21 @@ void CBossText::render()
---------------------------------------------------------------------- */
int CBossText::isReadyToExit()
{
return false;
return m_readyToExit&&!CFader::isFading();
}
m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
CFader::setFadingOut();
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::exit()
{
CFader::setFadingOut();
m_readyToExit=true;
}
/*===========================================================================
end */

View File

@ -47,6 +47,8 @@ public:
private:
void exit();
typedef struct
{
u16 m_titleTextId;
@ -57,10 +59,12 @@ private:
static const BOSS_DATA s_bossData[];
class FontBank *m_fontBank;
class ScalableFontBank *m_scalableFontBank;
int m_readyToExit;
int m_currentPage;
};

View File

@ -107,6 +107,10 @@
#include "save\save.h"
#endif
#ifndef __GAME_BOSSTEXT_H__
#include "game\bosstext.h"
#endif
#include "gfx\actor.h"
static const int RenderZ=378;//256; Increased to make depth less, and SB more visible
@ -176,23 +180,9 @@ int CGameScene::s_bossHasBeenKilled;
int CGameScene::s_justHitBossArenaTrigger;
DVECTOR CGameScene::s_CamShake={0,0};
/*****************************************************************************/
typedef struct
{
u16 m_titleTextId;
u16 m_subTitleTextId;
u16 m_instructionsTextId;
CSoundMediator::SONGID m_songId;
} BOSS_DATA;
static const BOSS_DATA s_bossData[]=
{
{ STR__CHAPTER_1__BOSS_TITLE, STR__CHAPTER_1__BOSS_SUB_TITLE, STR__CHAPTER_1__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER1_BOSS },
{ STR__CHAPTER_2__BOSS_TITLE, STR__CHAPTER_2__BOSS_SUB_TITLE, STR__CHAPTER_2__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER2_BOSS },
{ STR__CHAPTER_3__BOSS_TITLE, STR__CHAPTER_3__BOSS_SUB_TITLE, STR__CHAPTER_3__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER3_BOSS_AWAKE },
{ STR__CHAPTER_4__BOSS_TITLE, STR__CHAPTER_4__BOSS_SUB_TITLE, STR__CHAPTER_4__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER4_BOSS },
{ STR__CHAPTER_5__BOSS_TITLE, STR__CHAPTER_5__BOSS_SUB_TITLE, STR__CHAPTER_5__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER5_BOSS },
};
// Evil global pointer to the boss character
CThing *g_bossThing;
/*****************************************************************************/
@ -222,15 +212,20 @@ void CGameScene::init()
m_HealthManager= new ("Health Manager") CHealthManager();
m_HealthManager->init();
m_bossText->init();
s_readyToExit=false;
s_restartLevel=false;
m_bossText=new ("BossText") CBossText();
CFader::setFadingIn();
CLevel::setIsBossRespawn(false);
initLevel();
m_gamestate=GAMESTATE_SHOWING_LIVES;
m_showingLivesTimer=0;
}
/*****************************************************************************/
// This is a seperate funtion ( and virtual ) so that we can overload it for
@ -253,6 +248,8 @@ int CGameScene::canPause()
void CGameScene::shutdown()
{
m_bossText->shutdown(); delete m_bossText;
shutdownLevel();
m_pauseMenu->shutdown(); delete m_pauseMenu;
@ -275,8 +272,7 @@ void CGameScene::render()
render_playing();
break;
case GAMESTATE_BOSS_INTRO:
case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
render_boss_intro();
m_bossText->render();
break;
}
}
@ -371,85 +367,6 @@ void CGameScene::render_playing()
CActorPool::CleanUpCache();
}
/*****************************************************************************/
void CGameScene::render_boss_intro()
{
SpriteBank *sb;
sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
int x,y;
POLY_F4 *f4;
POLY_G4 *g4;
const BOSS_DATA *bd;
// Scroll effect type thingy stuff
sb=getSpriteBank();
fhCorner=sb->getFrameHeader(FRM__HELPBOX1);
fhSideBorder=sb->getFrameHeader(FRM__HELPBOX2);
fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
// Corners
sb->printFT4(fhCorner, 0, 0,false,false,4);
sb->printFT4(fhCorner,512, 0,true ,false,4);
sb->printFT4(fhCorner, 0,256,false,true ,4);
sb->printFT4(fhCorner,512,256,true ,true ,4);
// Top/bottom
for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
{
sb->printFT4(fhTopBorder,x, 0,false,false,4);
sb->printFT4(fhTopBorder,x,256,false,true ,4);
}
// Left/right
for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
{
sb->printFT4(fhSideBorder, 0,y,false,false,4);
sb->printFT4(fhSideBorder,512,y,true ,false,4);
}
// Middle
f4=GetPrimF4();
setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
setRGB0(f4,224,184,107);
AddPrimToList(f4,5);
// Background
g4=GetPrimG4();
setXYWH(g4,0,0,512,256);
setRGB0(g4,70,50,60);
setRGB1(g4,70,50,60);
setRGB2(g4,50,60,70);
setRGB3(g4,50,60,70);
AddPrimToList(g4,5);
// Instructions..
bd=&s_bossData[Level.getCurrentChapter()-1];
m_scalableFont->setTrans(0);
m_scalableFont->setSMode(0);
m_scalableFont->setPrintArea(20,0,512-40,256);
m_scalableFont->setJustification(FontBank::JUST_CENTRE);
m_scalableFont->setColour(128,128,128);
s_genericFont->setTrans(0);
s_genericFont->setSMode(0);
s_genericFont->setPrintArea(20,0,512-40,256);
s_genericFont->setJustification(FontBank::JUST_CENTRE);
s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,25,STR__BOSS_TEXT_TITLE);
m_scalableFont->setScale(300);
s_genericFont->setColour(128,128,128);
m_scalableFont->print(256-20,60,bd->m_titleTextId);
s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,80,bd->m_subTitleTextId);
s_genericFont->setColour(118,118,118);
s_genericFont->print(256-20,105,bd->m_instructionsTextId);
s_genericFont->setPrintArea(0,0,256,512);
}
/*****************************************************************************/
void CGameScene::think(int _frames)
{
@ -473,26 +390,32 @@ void CGameScene::think(int _frames)
case GAMESTATE_FADING_INTO_BOSS_INTRO:
if(!CFader::isFading())
{
// Swap to the boss tune whilst it's all quiet! :)
CSoundMediator::stopSong();
CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
m_bossText->select();
m_gamestate=GAMESTATE_BOSS_INTRO;
CFader::setFadingIn();
}
break;
case GAMESTATE_BOSS_INTRO:
think_boss_intro(_frames);
break;
case GAMESTATE_FADING_OUT_OF_BOSS_INTRO:
if(!CFader::isFading())
m_bossText->think(_frames);
if(m_bossText->isReadyToExit())
{
m_gamestate=GAMESTATE_PLAYING;
CSoundMediator::playSong();
sendEvent( BOSS_FOUND_EVENT, NULL );
CFader::setFadingIn();
}
break;
}
//
#if defined (__USER_paul__) || defined (__USER_charles__)
if(PadGetDown(0)&PAD_UP)
{
s_justHitBossArenaTrigger=true;
}
#endif
//
#ifdef __VERSION_DEBUG__
#if defined (__USER_paul__) || defined (__USER_daveo__) || defined (__USER_charles__)
@ -715,21 +638,6 @@ void CGameScene::think_playing(int _frames)
}
/*****************************************************************************/
void CGameScene::think_boss_intro(int _frames)
{
if(!CFader::isFading())
{
if(PadGetDown(0)&PAD_CROSS)
{
m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
CFader::setFadingOut();
sendEvent( BOSS_FOUND_EVENT, NULL );
}
}
}
/*****************************************************************************/
int CGameScene::readyToShutdown()
{
@ -794,6 +702,8 @@ void CGameScene::hitBossArenaTrigger()
/*****************************************************************************/
void CGameScene::initLevel()
{
g_bossThing=NULL;
CSoundMediator::setCanPlaySfx(false);
Level.DisplayLoadingScreen(s_globalLevelSelectThing);

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@ -77,7 +77,6 @@ private:
GAMESTATE_PLAYING,
GAMESTATE_FADING_INTO_BOSS_INTRO,
GAMESTATE_BOSS_INTRO,
GAMESTATE_FADING_OUT_OF_BOSS_INTRO,
}GAMESTATE;
enum
@ -92,10 +91,10 @@ private:
void think_showing_lives(int _frames);
void think_playing(int _frames);
void think_boss_intro(int _frames);
void render_showing_lives();
void render_playing();
void render_boss_intro();
class CBossText *m_bossText;
protected: