CSE2-archive/src/Back.cpp

216 lines
5.5 KiB
C++

// 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 "Back.h"
#include <stddef.h>
#include <stdio.h>
#include "WindowsWrapper.h"
#include "CommonDefines.h"
#include "Draw.h"
#include "Main.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)
{
char path[MAX_PATH];
FILE *fp;
BITMAPFILEHEADER file_header; // The original names for these two variables are unknown. This ruins the stack frame layout.
BITMAPINFOHEADER info_header;
color_black = GetCortBoxColor(RGB(0, 0, 0x10)); // Unused. This may have once been used by background type 4 (the solid black background)
// We're not actually loading the bitmap here - we're just reading its width/height and making sure it's really a BMP file
sprintf(path, "%s\\%s.pbm", gDataPath, fName);
fp = fopen(path, "rb");
if (fp == NULL)
return FALSE;
fread(&file_header, sizeof(file_header), 1, fp);
// Check if this is a valid bitmap file
if (file_header.bfType != 0x4D42) // 'MB' (we use hex here to prevent a compiler warning)
{
#ifdef FIX_MAJOR_BUGS
// The original game forgets to close fp
fclose(fp);
#endif
return FALSE;
}
fread(&info_header, sizeof(info_header), 1, fp);
fclose(fp);
// Get bitmap width and height
gBack.partsW = info_header.biWidth;
gBack.partsH = info_header.biHeight;
gBack.flag = TRUE; // This variable is otherwise unused
// *Now* we actually load the bitmap
if (!ReloadBitmap_File(fName, SURFACE_ID_LEVEL_BACKGROUND))
return FALSE;
gBack.type = type;
gWaterY = 240 * 0x10 * 0x200;
return TRUE;
}
void ActBack(void)
{
switch (gBack.type)
{
case BACKGROUND_TYPE_AUTOSCROLL:
gBack.fx += 6 * 0x200;
break;
case BACKGROUND_TYPE_CLOUDS_WINDY:
case BACKGROUND_TYPE_CLOUDS:
++gBack.fx;
gBack.fx %= 640;
break;
}
}
/// Draw background background elements
void PutBack(int fx, int fy)
{
int x, y;
RECT rect = {0, 0, gBack.partsW, gBack.partsH};
switch (gBack.type)
{
case BACKGROUND_TYPE_STATIONARY:
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 BACKGROUND_TYPE_MOVE_DISTANT:
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 BACKGROUND_TYPE_MOVE_NEAR:
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 BACKGROUND_TYPE_AUTOSCROLL:
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 BACKGROUND_TYPE_CLOUDS_WINDY:
case BACKGROUND_TYPE_CLOUDS:
// Draw sky
rect.top = 0;
rect.bottom = 88;
rect.left = 0;
rect.right = 320;
PutBitmap4(&grcGame, 0, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
// Draw first cloud layer
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);
// Draw second cloud layer
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);
// Draw third cloud layer
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 - ((gBack.fx * 2) % 320), 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
// Draw fourth cloud layer
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 - ((gBack.fx * 4) % 320), 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
break;
}
}
/// Draw background foreground elements - only the water background type makes use of this
void PutFront(int fx, int fy)
{
int xpos, ypos;
RECT rcWater[2] = {{0, 0, 32, 16}, {0, 16, 32, 48}};
int x, y;
int x_1, x_2;
int y_1, y_2;
switch (gBack.type)
{
case BACKGROUND_TYPE_WATER:
x_1 = fx / (32 * 0x200);
x_2 = x_1 + (((WINDOW_WIDTH + (32 - 1)) / 32) + 1);
y_1 = 0;
y_2 = y_1 + 32;
for (y = y_1; y < y_2; ++y)
{
ypos = ((y * 32 * 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 * 32 * 0x200) / 0x200) - (fx / 0x200);
PutBitmap3(&grcGame, xpos, ypos, &rcWater[1], SURFACE_ID_LEVEL_BACKGROUND);
if (y == 0)
PutBitmap3(&grcGame, xpos, ypos, &rcWater[0], SURFACE_ID_LEVEL_BACKGROUND);
}
}
break;
}
}