CSE2-tweaks/src/Fade.cpp

263 lines
5.4 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 "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, PixelToScreenCoord(x * 16), PixelToScreenCoord(y * 16), &rect, SURFACE_ID_FADE);
}
}
}
BOOL GetFadeActive(void)
{
if (gFade.mode == 0)
return FALSE;
else
return TRUE;
}