cave-story-solaris/src/Back.cpp
2020-01-08 13:16:21 +00:00

195 lines
4.2 KiB
C++

#include "Back.h"
#include <stddef.h>
#include <stdio.h>
#include "WindowsWrapper.h"
#include "CommonDefines.h"
#include "Draw.h"
#include "File.h"
#include "Frame.h"
#include "Game.h"
#include "Main.h"
#include "Map.h"
#include "Stage.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
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;
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);
// Set background stuff and load texture
gBack.flag = TRUE;
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 5:
gBack.fx += 6 * 0x200;
break;
case 6:
case 7:
++gBack.fx;
gBack.fx %= 640;
break;
}
}
void PutBack(int fx, int fy)
{
int x, 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 - ((gBack.fx * 2) % 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 - ((gBack.fx * 4) % 320), 176, &rect, SURFACE_ID_LEVEL_BACKGROUND);
break;
}
}
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 3:
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;
}
}