ref: 7a84cdf9b107510f765bcc8dee496b9ba800b8fe
dir: /src/Fade.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #include "Fade.h" #include <string.h> #include "WindowsWrapper.h" #include "Draw.h" FADE gFade; static unsigned long mask_color; void InitFade(void) { memset(&gFade, 0, sizeof(FADE)); mask_color = GetCortBoxColor(RGB(0, 0, 0x20)); } void SetFadeMask(void) { gFade.bMask = TRUE; } void ClearFade(void) { gFade.bMask = FALSE; gFade.mode = 0; } void StartFadeOut(signed char dir) { int x, y; gFade.mode = 2; gFade.count = 0; gFade.dir = dir; gFade.bMask = FALSE; for (y = 0; y < FADE_HEIGHT; ++y) { for (x = 0; x < FADE_WIDTH; ++x) { gFade.ani_no[y][x] = 0; gFade.flag[y][x] = FALSE; } } } void StartFadeIn(signed char dir) { int x, y; gFade.mode = 1; gFade.count = 0; gFade.dir = dir; gFade.bMask = TRUE; for (y = 0; y < FADE_HEIGHT; ++y) { for (x = 0; x < FADE_WIDTH; ++x) { gFade.ani_no[y][x] = 15; gFade.flag[y][x] = FALSE; } } x = x; // This probably doesn't match the original source code, but it produces the same assembly } void ProcFade(void) { int x, y; switch (gFade.mode) { case 2: switch (gFade.dir) { case 0: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if ((FADE_WIDTH - 1) - gFade.count == x) gFade.flag[y][x] = TRUE; break; case 2: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.count == x) gFade.flag[y][x] = TRUE; break; case 1: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if ((FADE_HEIGHT - 1) - gFade.count == y) gFade.flag[y][x] = TRUE; break; case 3: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.count == y) gFade.flag[y][x] = TRUE; break; case 4: for (y = 0; y < (FADE_HEIGHT / 2); ++y) for (x = 0; x < (FADE_WIDTH / 2); ++x) if (gFade.count == x + y) gFade.flag[y][x] = TRUE; for (y = 0; y < (FADE_HEIGHT / 2); ++y) for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x) if (gFade.count == y + ((FADE_WIDTH - 1) - x)) gFade.flag[y][x] = TRUE; for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y) for (x = 0; x < (FADE_WIDTH / 2); ++x) if (gFade.count == x + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y) for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x) if (gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; break; } for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.ani_no[y][x] < 15 && gFade.flag[y][x]) ++gFade.ani_no[y][x]; if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16) { gFade.bMask = TRUE; gFade.mode = 0; } break; case 1: gFade.bMask = FALSE; switch (gFade.dir) { case 0: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if ((FADE_WIDTH - 1) - gFade.count == x) gFade.flag[y][x] = TRUE; break; case 2: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.count == x) gFade.flag[y][x] = TRUE; break; case 1: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if ((FADE_HEIGHT - 1) - gFade.count == y) gFade.flag[y][x] = TRUE; break; case 3: for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.count == y) gFade.flag[y][x] = TRUE; break; case 4: for (y = 0; y < (FADE_HEIGHT / 2); ++y) for (x = 0; x < (FADE_WIDTH / 2); ++x) if ((FADE_WIDTH - 1) - gFade.count == x + y) gFade.flag[y][x] = TRUE; for (y = 0; y < (FADE_HEIGHT / 2); ++y) for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x) if ((FADE_WIDTH - 1) - gFade.count == y + ((FADE_WIDTH - 1) - x)) gFade.flag[y][x] = TRUE; for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y) for (x = 0; x < (FADE_WIDTH / 2); ++x) if ((FADE_WIDTH - 1) - gFade.count == x + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; ++y) for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; ++x) if ((FADE_WIDTH - 1) - gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; break; } for (y = 0; y < FADE_HEIGHT; ++y) for (x = 0; x < FADE_WIDTH; ++x) if (gFade.ani_no[y][x] > 0 && gFade.flag[y][x]) --gFade.ani_no[y][x]; if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16) gFade.mode = 0; break; } } void PutFade(void) { int x, y; RECT rect; rect.top = 0; rect.bottom = 16; if (gFade.bMask) { CortBox(&grcGame, mask_color); return; } if (gFade.mode == 0) return; for (y = 0; y < FADE_HEIGHT; ++y) { for (x = 0; x < FADE_WIDTH; ++x) { rect.left = gFade.ani_no[y][x] * 16; rect.right = rect.left + 16; PutBitmap3(&grcGame, x * 16, y * 16, &rect, SURFACE_ID_FADE); } } } BOOL GetFadeActive(void) { if (gFade.mode == 0) return FALSE; else return TRUE; }