
Storytime: Cucky's original SDL2 port work involved using SDL2's threading API to emulate the original WinAPI threading. I can't be assed with that stuff, so I used the same trick Cucky did for the Wii port, and hooked Organya up to the SDL2 audio callback. This actually opens up the possibility for perfectly-synchronised Organya playback. By that I mean, instead of needing a super low-latency audio callback, I can have the callback synchronise its audio mixing with Organya itself. I haven't done it yet, I plan to soon.
276 lines
6.3 KiB
C++
276 lines
6.3 KiB
C++
#include "Back.h"
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#include <stddef.h>
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#include <stdio.h>
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#include "WindowsWrapper.h"
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#include "CommonDefines.h"
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#include "Draw.h"
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#include "File.h"
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#include "Frame.h"
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#include "Game.h"
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#include "Map.h"
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#include "Stage.h"
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#include "Tags.h"
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BACK gBack;
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int gWaterY;
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static unsigned long color_black;
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// TODO - Another function that has an incorrect stack frame
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BOOL InitBack(const char *fName, int type)
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{
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// Unused, hilariously
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color_black = GetCortBoxColor(RGB(0, 0, 0x10));
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// Get width and height
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char path[MAX_PATH];
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sprintf(path, "%s/%s.pbm", gDataPath, fName);
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FILE *fp = fopen(path, "rb");
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if (fp == NULL)
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return FALSE;
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#ifdef NONPORTABLE
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// This is ridiculously platform-dependant:
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// It should break on big-endian CPUs, and platforms where short isn't 16-bit and long isn't 32-bit.
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unsigned short bmp_header_buffer[7]; // These names aren't the original. This ruins the stack frame layout.
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unsigned long bmp_header_buffer2[10];
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fread(bmp_header_buffer, 14, 1, fp);
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// Check if this is a valid bitmap file
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if (bmp_header_buffer[0] != 0x4D42) // 'MB' (we use hex to prevent a compiler warning)
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{
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#ifdef FIX_BUGS
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// The original game forgets to close fp
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fclose(fp);
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#endif
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return FALSE;
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}
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fread(bmp_header_buffer2, 40, 1, fp);
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fclose(fp);
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gBack.partsW = bmp_header_buffer2[1];
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gBack.partsH = bmp_header_buffer2[2];
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#else
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if (fgetc(fp) != 'B' || fgetc(fp) != 'M')
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{
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fclose(fp);
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return FALSE;
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}
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fseek(fp, 18, SEEK_SET);
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gBack.partsW = File_ReadLE32(fp);
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gBack.partsH = File_ReadLE32(fp);
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fclose(fp);
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#endif
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// Set background stuff and load texture
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gBack.flag = 1;
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if (!ReloadBitmap_File(fName, SURFACE_ID_LEVEL_BACKGROUND))
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return FALSE;
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gBack.type = type;
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gWaterY = 0x1E0000;
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return TRUE;
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}
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void ActBack()
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{
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switch (gBack.type)
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{
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case 5:
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gBack.fx += 0xC00;
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break;
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case 6:
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case 7:
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++gBack.fx;
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gBack.fx %= 640;
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break;
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}
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}
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void PutBack(int fx, int fy)
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{
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int x;
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int y;
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RECT rect = {0, 0, gBack.partsW, gBack.partsH};
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switch (gBack.type)
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{
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case 0:
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for (y = 0; y < WINDOW_HEIGHT; y += gBack.partsH)
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for (x = 0; x < WINDOW_WIDTH; x += gBack.partsW)
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PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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case 1:
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for (y = -(fy / 2 / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
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for (x = -(fx / 2 / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
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PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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case 2:
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for (y = -(fy / 0x200 % gBack.partsH); y < WINDOW_HEIGHT; y += gBack.partsH)
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for (x = -(fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
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PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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case 5:
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for (y = -gBack.partsH; y < WINDOW_HEIGHT; y += gBack.partsH)
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for (x = -(gBack.fx / 0x200 % gBack.partsW); x < WINDOW_WIDTH; x += gBack.partsW)
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PutBitmap4(&grcGame, x, y, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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case 6:
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case 7:
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rect.top = 0;
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rect.bottom = 88;
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rect.left = 0;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 0, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.top = 88;
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rect.bottom = 123;
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rect.left = gBack.fx / 2;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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PutBitmap4(&grcGame, 320 - gBack.fx / 2 % 320, 88, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.top = 123;
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rect.bottom = 146;
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rect.left = gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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PutBitmap4(&grcGame, 320 - gBack.fx % 320, 123, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.top = 146;
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rect.bottom = 176;
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rect.left = 2 * gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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PutBitmap4(&grcGame, 320 - 2 * gBack.fx % 320, 146, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.top = 176;
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rect.bottom = 240;
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rect.left = 4 * gBack.fx % 320;
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rect.right = 320;
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PutBitmap4(&grcGame, 0, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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rect.left = 0;
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PutBitmap4(&grcGame, 320 - 4 * gBack.fx % 320, 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
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break;
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default:
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return;
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}
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}
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void PutFront(int fx, int fy)
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{
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int x;
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int y;
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int xpos;
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int ypos;
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int x_1;
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int x_2;
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int y_1;
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int y_2;
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RECT rcWater[2] = {{0, 0, 32, 16}, {0, 16, 32, 48}};
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switch (gBack.type)
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{
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case 3:
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x_1 = fx / 0x4000;
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x_2 = x_1 + (((WINDOW_WIDTH + 31) >> 5) + 1);
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y_1 = 0;
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y_2 = y_1 + 32;
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for (y = y_1; y < y_2; y++)
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{
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ypos = (y * 0x20 * 0x200) / 0x200 - fy / 0x200 + gWaterY / 0x200;
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if (ypos < -32)
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continue;
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if (ypos > WINDOW_HEIGHT)
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break;
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for (x = x_1; x < x_2; x++)
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{
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xpos = (x * 0x20 * 0x200) / 0x200 - fx / 0x200;
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PutBitmap3(&grcGame, xpos, ypos, &rcWater[1], SURFACE_ID_LEVEL_BACKGROUND);
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if (!y)
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PutBitmap3(&grcGame, xpos, ypos, &rcWater[0], SURFACE_ID_LEVEL_BACKGROUND);
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}
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}
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}
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/*
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// Draw black bars
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if (!(g_GameFlags & 8)) // Detect if credits are running
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{
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const BOOL fromFocus = (gStageNo == 31); // Get if we should only draw around a 320x240 area of the focus point
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// Get focus rect
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int focusX = gFrame.x + (WINDOW_WIDTH << 8) - (320 << 8);
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int focusY = gFrame.y + (WINDOW_HEIGHT << 8) - (240 << 8);
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int focusR = focusX + (320 << 9);
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int focusB = focusY + (240 << 9);
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// Get borders
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const int barLeft = fromFocus ? focusX : -0x1000;
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const int barTop = fromFocus ? focusY : -0x1000;
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const int barRight = fromFocus ? focusR : (gMap.width << 13) - 0x1000;
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const int barBottom = fromFocus ? focusB : (gMap.length << 13) - 0x1000;
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// Draw bars
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RECT barRect;
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// Left
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barRect.left = 0;
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barRect.top = 0;
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barRect.right = (barLeft - gFrame.x) >> 9;
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barRect.bottom = WINDOW_HEIGHT;
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CortBox(&barRect, 0x000000);
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// Top
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barRect.left = 0;
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barRect.top = 0;
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barRect.right = WINDOW_WIDTH;
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barRect.bottom = (barTop - gFrame.y) >> 9;
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CortBox(&barRect, 0x000000);
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// Right
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barRect.left = (barRight - gFrame.x) >> 9;
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barRect.top = 0;
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barRect.right = WINDOW_WIDTH;
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barRect.bottom = WINDOW_HEIGHT;
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CortBox(&barRect, 0x000000);
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// Bottom
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barRect.left = 0;
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barRect.top = (barBottom - gFrame.y) >> 9;
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barRect.right = WINDOW_WIDTH;
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barRect.bottom = WINDOW_HEIGHT;
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CortBox(&barRect, 0x000000);
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}
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*/
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}
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