SBSPSS/source/game/bosstext.cpp
2001-08-03 14:35:24 +00:00

227 lines
5.6 KiB
C++

/*=========================================================================
bosstext.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "game\bosstext.h"
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad/pads.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __STRING_ENUMS__
#include <trans.h>
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
const CBossText::BOSS_DATA CBossText::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 },
};
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::init()
{
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::shutdown()
{
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::select()
{
// CSoundMediator::stopSong();
// CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::think(int _frames)
{
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBossText::render()
{
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=GameScene.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[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);
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->setPrintArea(0,0,256,512);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CBossText::isReadyToExit()
{
return false;
}
m_gamestate=GAMESTATE_FADING_OUT_OF_BOSS_INTRO;
CFader::setFadingOut();
/*===========================================================================
end */