ref: 0f1b1ba5cde71429f3404dd28d87488052573ec5
dir: /src/Back.cpp/
#include <SDL_rwops.h> #include "WindowsWrapper.h" #include "Tags.h" #include "Back.h" #include "Frame.h" #include "Game.h" #include "Draw.h" #include "Stage.h" #include "Map.h" BACK gBack; int gWaterY; bool InitBack(char *fName, int type) { //Get width and height char path[PATH_LENGTH]; sprintf(path, "%s/%s.pbm", gDataPath, fName); SDL_Surface *temp = SDL_LoadBMP(path); if (!temp) return false; gBack.partsW = temp->w; gBack.partsH = temp->h; SDL_FreeSurface(temp); //Set background stuff and load texture gBack.flag = 1; if (!ReloadBitmap_File(fName, SURFACE_ID_LEVEL_BACKGROUND)) return false; gBack.type = type; gWaterY = 0x1E0000; return true; } void ActBack() { if (gBack.type == 5) { gBack.fx += 0xC00; } else if (gBack.type >= 5 && gBack.type <= 7) { ++gBack.fx; gBack.fx %= 640; } } void PutBack(int fx, int fy) { RECT rect = {0, 0, gBack.partsW, gBack.partsH}; switch (gBack.type) { case 0: for (int y = 0; y < WINDOW_HEIGHT; y += gBack.partsH) { for (int x = 0; x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); } break; case 1: for (int y = -(fy / 0x400 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH) { for (int x = -(fx / 0x400 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); } break; case 2: for (int y = -(fy / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH) { for (int x = -(fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); } break; case 5: for (int y = -gBack.partsH; y < WINDOW_HEIGHT; y += gBack.partsH) { for (int x = -(gBack.fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); } break; case 6: case 7: //Sky rect.top = 0; rect.bottom = 88; rect.left = 0; rect.right = 320; PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 106; rect.right = 255; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320); i++) { PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 - (149 * (i + 1)), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2 + 320 + (149 * i), 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); } //Cloud layer 1 rect.top = 88; rect.bottom = 123; rect.left = gBack.fx / 2; rect.right = 320; PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 2 rect.top = 123; rect.bottom = 146; rect.left = gBack.fx % 320; rect.right = 320; PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 3 rect.top = 146; rect.bottom = 176; rect.left = 2 * gBack.fx % 320; rect.right = 320; PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND); //Cloud layer 4 rect.top = 176; rect.bottom = 240; rect.left = 4 * gBack.fx % 320; rect.right = 320; PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND); rect.left = 0; for (int i = 0; i < ((WINDOW_WIDTH + 329) / 320) + 1; i++) PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND); break; default: return; } } void PutFront(int fx, int fy) { RECT rcWater[2]; rcWater[0] = {0, 0, 32, 16}; rcWater[1] = {0, 16, 32, 48}; if (gBack.type == 3) { int x_1 = fx / 0x4000; int x_2 = fx / 0x4000 + (((WINDOW_WIDTH + 31) >> 5) + 1); int y_1 = 0; int y_2 = 32; for (int y = 0; y < y_2; y++) { int ypos = (y << 14) / 0x200 - fy / 0x200 + gWaterY / 0x200; if (ypos >= -32) { if (ypos > WINDOW_HEIGHT) break; for (int x = x_1; x < x_2; x++) { int xpos = (x << 14) / 0x200 - fx / 0x200; PutBitmap3(&grcGame, xpos, ypos, &rcWater[1], SURFACE_ID_LEVEL_BACKGROUND); if (!y) PutBitmap3(&grcGame, xpos, ypos, rcWater, SURFACE_ID_LEVEL_BACKGROUND); } } } } //Draw black bars if (!(g_GameFlags & 8)) //Detect if credits are running { const bool fromFocus = (gStageNo == 31); //Get if we should only draw around a 320x240 area of the focus point //Get focus rect int focusX = gFrame.x + (WINDOW_WIDTH << 8) - (320 << 8); int focusY = gFrame.y + (WINDOW_HEIGHT << 8) - (240 << 8); int focusR = focusX + (320 << 9); int focusB = focusY + (240 << 9); //Get borders const int barLeft = fromFocus ? focusX : -0x1000; const int barTop = fromFocus ? focusY : -0x1000; const int barRight = fromFocus ? focusR : (gMap.width << 13) - 0x1000; const int barBottom = fromFocus ? focusB : (gMap.length << 13) - 0x1000; //Draw bars RECT barRect; //Left barRect.left = 0; barRect.top = 0; barRect.right = (barLeft - gFrame.x) >> 9; barRect.bottom = WINDOW_HEIGHT; CortBox(&barRect, 0x000000); //Top barRect.left = 0; barRect.top = 0; barRect.right = WINDOW_WIDTH; barRect.bottom = (barTop - gFrame.y) >> 9; CortBox(&barRect, 0x000000); //Right barRect.left = (barRight - gFrame.x) >> 9; barRect.top = 0; barRect.right = WINDOW_WIDTH; barRect.bottom = WINDOW_HEIGHT; CortBox(&barRect, 0x000000); //Bottom barRect.left = 0; barRect.top = (barBottom - gFrame.y) >> 9; barRect.right = WINDOW_WIDTH; barRect.bottom = WINDOW_HEIGHT; CortBox(&barRect, 0x000000); } }