This commit is contained in:
Paul 2001-07-02 19:12:27 +00:00
parent d6da2f7b31
commit a98f9544a1
2 changed files with 99 additions and 11 deletions

View File

@ -363,6 +363,8 @@ Chapter 2 - Level 1 - 02
eng=I ain't telling you again lad! Wear your boots and you'll go far! Argh! eng=I ain't telling you again lad! Wear your boots and you'll go far! Argh!
; --------------------------------------------------------------- ; ---------------------------------------------------------------
; Pause menu ; Pause menu
; --------------------------------------------------------------- ; ---------------------------------------------------------------
@ -518,6 +520,37 @@ eng=Tunnel of Love
; ---------------------------------------------------------------
; Boss texts
; ---------------------------------------------------------------
[STR__CHAPTER_1__BOSS_TITLE]
eng=JellyFish Revenge
[STR__CHAPTER_1__BOSS_INSTRUCTIONS]
eng=Take one Mother Jellyfish\n\nTake one net and add some small jellyfish\n\nApply the small jelly fish to the Mother\n\nMix altogether\n\nTurn up heat with a few butt bounces until Mother reduced by half
[STR__CHAPTER_2__BOSS_TITLE]
eng=Shark Sub
[STR__CHAPTER_2__BOSS_INSTRUCTIONS]
eng=Take one Plankton Free Range Shark Sub\n\nServe with Jellyfish launcher\n\nEnsure distance is maintained and launch jelly fish\n\nRapid launch until well done. Season and serve
[STR__CHAPTER_3__BOSS_TITLE]
eng=Parasitic Feast
[STR__CHAPTER_3__BOSS_INSTRUCTIONS]
eng=Take One Parasitic Worm with indigestion\n\nSimmer with a few Butt Bounces until reduced\n\nToss everything together and garnish with the off Karate move
[STR__CHAPTER_4__BOSS_TITLE]
eng=Ghoulish Goulash
[STR__CHAPTER_4__BOSS_INSTRUCTIONS]
eng=Take one ex-Pirate and a crumbling cavern\n\nstir in on jelly launcher and a lot of bubbles\n\nBeat the ghoul until weak Fold in a few butt bounces for a final touch
[STR__CHAPTER_5__BOSS_TITLE]
eng=Steamed Metal Dog Fish
[STR__CHAPTER_5__BOSS_INSTRUCTIONS]
eng=Take one dog\n\nAnd a fish\n\nAnd also some metal\n\nMix them up into an Metal Dog Fish\n\nCarefully apply steam until rustily cooked
; --------------------------------------------------------------- ; ---------------------------------------------------------------
; Game credits ; Game credits
; --------------------------------------------------------------- ; ---------------------------------------------------------------

View File

@ -95,6 +95,10 @@
#include "game\healthman.h" #include "game\healthman.h"
#endif #endif
#ifndef __LOCALE_TEXTDBASE_H__
#include "locale\textdbase.h"
#endif
#include "gfx\actor.h" #include "gfx\actor.h"
@ -166,15 +170,23 @@ int CGameScene::s_justHitBossArenaTrigger;
DVECTOR CGameScene::s_CamShake={0,0}; DVECTOR CGameScene::s_CamShake={0,0};
/*****************************************************************************/ /*****************************************************************************/
static const CSoundMediator::SONGID s_bossMusicIds[]= typedef struct
{ {
CSoundMediator::SONG_CHAPTER1_BOSS, u16 m_titleTextId;
CSoundMediator::SONG_CHAPTER2_BOSS, u16 m_instructionsTextId;
CSoundMediator::SONG_CHAPTER3_BOSS_ALSEEP, CSoundMediator::SONGID m_songId;
CSoundMediator::SONG_CHAPTER4_BOSS, } BOSS_DATA;
CSoundMediator::SONG_CHAPTER5_BOSS,
static const BOSS_DATA s_bossData[]=
{
{ STR__CHAPTER_1__BOSS_TITLE, STR__CHAPTER_1__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER1_BOSS },
{ STR__CHAPTER_2__BOSS_TITLE, STR__CHAPTER_2__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER2_BOSS },
{ STR__CHAPTER_3__BOSS_TITLE, STR__CHAPTER_3__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER3_BOSS_ALSEEP },
{ STR__CHAPTER_4__BOSS_TITLE, STR__CHAPTER_4__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER4_BOSS },
{ STR__CHAPTER_5__BOSS_TITLE, STR__CHAPTER_5__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER5_BOSS },
}; };
/*****************************************************************************/ /*****************************************************************************/
@ -351,9 +363,46 @@ void CGameScene::render_playing()
/*****************************************************************************/ /*****************************************************************************/
void CGameScene::render_boss_intro() void CGameScene::render_boss_intro()
{ {
SpriteBank *sb;
sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
int x,y;
POLY_F4 *f4;
POLY_G4 *g4; POLY_G4 *g4;
const BOSS_DATA *bd;
// Black background // 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(); g4=GetPrimG4();
setXYWH(g4,0,0,512,256); setXYWH(g4,0,0,512,256);
setRGB0(g4,70,50,60); setRGB0(g4,70,50,60);
@ -363,17 +412,23 @@ void CGameScene::render_boss_intro()
AddPrimToList(g4,5); AddPrimToList(g4,5);
// Instructions.. // Instructions..
bd=&s_bossData[Level.getCurrentChapter()-1];
m_scalableFont->setColour(255,255,255); m_scalableFont->setColour(255,255,255);
m_scalableFont->setTrans(0); m_scalableFont->setTrans(0);
m_scalableFont->setSMode(0); m_scalableFont->setSMode(0);
m_scalableFont->setScale(300); m_scalableFont->setScale(300);
m_scalableFont->setJustification(FontBank::JUST_CENTRE); m_scalableFont->setJustification(FontBank::JUST_CENTRE);
m_scalableFont->print(256,30,"HOW TO BEAT THE BOSS..."); m_scalableFont->setPrintArea(30,0,512-60,256);
m_scalableFont->print(256-30,25,bd->m_titleTextId);
m_scalableFont->setPrintArea(0,0,256,512);
s_genericFont->setColour(255,255,255); s_genericFont->setColour(255,255,255);
s_genericFont->setTrans(0); s_genericFont->setTrans(0);
s_genericFont->setSMode(0); s_genericFont->setSMode(0);
s_genericFont->print(256,70,"Blah\nBlah\nBlah"); s_genericFont->setJustification(FontBank::JUST_CENTRE);
s_genericFont->setPrintArea(30,0,512-60,256);
s_genericFont->print(256-30,60,bd->m_instructionsTextId);
s_genericFont->setPrintArea(0,0,256,512);
} }
/*****************************************************************************/ /*****************************************************************************/
@ -392,7 +447,7 @@ void CGameScene::think(int _frames)
{ {
// Swap to the boss tune whilst it's all quiet! :) // Swap to the boss tune whilst it's all quiet! :)
CSoundMediator::stopSong(); CSoundMediator::stopSong();
CSoundMediator::setSong(s_bossMusicIds[Level.getCurrentChapter()-1]); CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
m_gamestate=GAMESTATE_BOSS_INTRO; m_gamestate=GAMESTATE_BOSS_INTRO;
CFader::setFadingIn(); CFader::setFadingIn();
} }