ref: 8f1bc269f071e2e5eb607ecb26133656fc850527
dir: /src/Back.cpp/
#include "Back.h" #include <stddef.h> #include <stdio.h> #include "WindowsWrapper.h" #include "CommonDefines.h" #include "Draw.h" #include "Frame.h" #include "Game.h" #include "Map.h" #include "Stage.h" #include "Tags.h" BACK gBack; int gWaterY; static unsigned long color_black; // TODO - Another function that has an incorrect stack frame BOOL InitBack(const char *fName, int type) { // Unused, hilariously color_black = GetCortBoxColor(RGB(0, 0, 0x10)); // Get width and height char path[MAX_PATH]; sprintf(path, "%s/%s.pbm", gDataPath, fName); FILE *fp = fopen(path, "rb"); if (fp == NULL) return FALSE; #ifdef NONPORTABLE // This is ridiculously platform-dependant: // It should break on big-endian CPUs, and platforms where short isn't 16-bit and long isn't 32-bit. unsigned short bmp_header_buffer[7]; // These names aren't the original. This ruins the stack frame layout. unsigned long bmp_header_buffer2[10]; fread(bmp_header_buffer, 14, 1, fp); // Check if this is a valid bitmap file if (bmp_header_buffer[0] != 0x4D42) // 'MB' (we use hex to prevent a compiler warning) { #ifdef FIX_BUGS // The original game forgets to close fp fclose(fp); #endif return FALSE; } fread(bmp_header_buffer2, 40, 1, fp); fclose(fp); gBack.partsW = bmp_header_buffer2[1]; gBack.partsH = bmp_header_buffer2[2]; #else if (fgetc(fp) != 'B' || fgetc(fp) != 'M') { fclose(fp); return FALSE; } fseek(fp, 18, SEEK_SET); gBack.partsW = File_ReadLE32(fp); gBack.partsH = File_ReadLE32(fp); fclose(fp); #endif // 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() { switch (gBack.type) { case 5: gBack.fx += 0xC00; break; case 6: case 7: ++gBack.fx; gBack.fx %= 640; break; } } void PutBack(int fx, int fy) { int x; int y; RECT rect = {0, 0, gBack.partsW, gBack.partsH}; switch (gBack.type) { case 0: for (y = 0; y < WINDOW_HEIGHT; y += gBack.partsH) for (x = 0; x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); break; case 1: for (y = -(fy / 2 / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH) for (x = -(fx / 2 / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); break; case 2: for (y = -(fy / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH) for (x = -(fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW) PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND); break; case 5: for (y = -gBack.partsH; y < WINDOW_HEIGHT; y += gBack.partsH) for (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: rect.top = 0; rect.bottom = 88; rect.left = 0; rect.right = 320; PutBitmap4(&grcGame, 0, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND); 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; PutBitmap4(&grcGame, 320 - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND); 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; PutBitmap4(&grcGame, 320 - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND); 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; PutBitmap4(&grcGame, 320 - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND); 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; PutBitmap4(&grcGame, 320 - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND); break; default: return; } } void PutFront(int fx, int fy) { int x; int y; int xpos; int ypos; int x_1; int x_2; int y_1; int y_2; RECT rcWater[2] = {{0, 0, 32, 16}, {0, 16, 32, 48}}; switch (gBack.type) { case 3: x_1 = fx / 0x4000; x_2 = x_1 + (((WINDOW_WIDTH + 31) >> 5) + 1); y_1 = 0; y_2 = y_1 + 32; for (y = y_1; y < y_2; y++) { ypos = (y * 0x20 * 0x200) / 0x200 - fy / 0x200 + gWaterY / 0x200; if (ypos < -32) continue; if (ypos > WINDOW_HEIGHT) break; for (x = x_1; x < x_2; x++) { xpos = (x * 0x20 * 0x200) / 0x200 - fx / 0x200; PutBitmap3(&grcGame, xpos, ypos, &rcWater[1], SURFACE_ID_LEVEL_BACKGROUND); if (!y) PutBitmap3(&grcGame, xpos, ypos, &rcWater[0], 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); } */ }