cave-story-solaris/src/Back.cpp
2019-02-18 21:30:22 +00:00

278 lines
7.1 KiB
C++

#include "Back.h"
#include <stdio.h>
#include "WindowsWrapper.h"
#include "Draw.h"
#include "File.h"
#include "Frame.h"
#include "Game.h"
#include "Map.h"
#include "Stage.h"
#include "Tags.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);
FILE *fp = fopen(path, "rb");
if (fp == NULL)
{
sprintf(path, "%s/%s.bmp", gDataPath, fName);
fp = fopen(path, "rb");
if (fp == NULL)
return false;
}
#ifdef FIX_BUGS // TODO: Maybe we need a 'BETTER_PORTABILITY' flag
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);
#else
// 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.
short bmp_header_buffer[7];
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)
return false; // The original game forgets to close fp
fread(bmp_header_buffer2, 40, 1, fp);
fclose(fp);
gBack.partsW = bmp_header_buffer2[1];
gBack.partsH = bmp_header_buffer2[2];
#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()
{
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};
RECT rcSkyFiller = {106, 0, 255, 88};
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
static unsigned int fillNext;
fillNext = 0;
for (int y = 0; y < WINDOW_HEIGHT - 240 + 88; y += 88)
{
fillNext = ((fillNext) * 214013 + 2531011);
for (int x = -(fillNext % 149); x < WINDOW_WIDTH; x += 149)
{
PutBitmap4(&grcGame, x, y, &rcSkyFiller, SURFACE_ID_LEVEL_BACKGROUND);
}
}
rect.top = 0;
rect.bottom = 88;
rect.left = 0;
rect.right = 320;
PutBitmap4(&grcGame, (WINDOW_WIDTH - 320) / 2, WINDOW_HEIGHT - 240, &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 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx / 2 % 320, 88 + (WINDOW_HEIGHT - 240), &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 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
PutBitmap4(&grcGame, (320 * (i + 1)) - gBack.fx % 320, 123 + (WINDOW_HEIGHT - 240), &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 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
PutBitmap4(&grcGame, (320 * (i + 1)) - 2 * gBack.fx % 320, 146 + (WINDOW_HEIGHT - 240), &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 + (WINDOW_HEIGHT - 240), &rect, SURFACE_ID_LEVEL_BACKGROUND);
rect.left = 0;
for (int i = 0; i < ((WINDOW_WIDTH - 1) / 320) + 1; i++)
PutBitmap4(&grcGame, (320 * (i + 1)) - 4 * gBack.fx % 320, 176 + (WINDOW_HEIGHT - 240), &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 = x_1 + (((WINDOW_WIDTH + 31) >> 5) + 1);
int y_1 = 0;
int y_2 = y_1 + 32;
for (int y = y_1; 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);
}
}