ref: a18be9c450ad1ed61b396c0026310284580bc0da
parent: b016b22a1e8fc341e0786869ceb5f99ea9cbf258
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Aug 5 15:30:13 EDT 2020
Document background stuff a little more
--- a/src/Back.cpp
+++ b/src/Back.cpp
@@ -16,10 +16,9 @@
// TODO - Another function that has an incorrect stack frame
BOOL InitBack(const char *fName, int type)
{
- // Unused
- color_black = GetCortBoxColor(RGB(0, 0, 0x10));
+ color_black = GetCortBoxColor(RGB(0, 0, 0x10)); // Unused. This may have once been used by background type 4 (the solid black background)
- // Get width and height
+ // We're not actually loading the bitmap here - we're just reading its width/height and making sure it's really a BMP file
char path[MAX_PATH];
sprintf(path, "%s\\%s.pbm", gDataPath, fName);
@@ -27,15 +26,15 @@
if (fp == NULL)
return FALSE;
- // This is ridiculously platform-dependant:
+ // This code 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.
- unsigned short bmp_header_buffer[7]; // These names aren't the original. This ruins the stack frame layout.
+ unsigned short bmp_header_buffer[7]; // The original names for these variables are unknown. This ruins the stack frame layout.
unsigned 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)
+ if (bmp_header_buffer[0] != 0x4D42) // 'MB' (we use hex here to prevent a compiler warning)
{
#ifdef FIX_BUGS
// The original game forgets to close fp
@@ -47,11 +46,13 @@
fread(bmp_header_buffer2, 40, 1, fp);
fclose(fp);
+ // Get bitmap width and height
gBack.partsW = bmp_header_buffer2[1];
gBack.partsH = bmp_header_buffer2[2];
- // Set background stuff and load texture
- gBack.flag = TRUE;
+ gBack.flag = TRUE; // This variable is otherwise unused
+
+ // *Now* we actually load the bitmap
if (!ReloadBitmap_File(fName, SURFACE_ID_LEVEL_BACKGROUND))
return FALSE;
@@ -64,12 +65,12 @@
{
switch (gBack.type)
{
- case 5:
+ case BACKGROUND_TYPE_AUTOSCROLL:
gBack.fx += 6 * 0x200;
break;
- case 6:
- case 7:
+ case BACKGROUND_TYPE_OUTSIDE_WITH_WIND:
+ case BACKGROUND_TYPE_OUTSIDE:
++gBack.fx;
gBack.fx %= 640;
break;
@@ -83,7 +84,7 @@
switch (gBack.type)
{
- case 0:
+ 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);
@@ -90,7 +91,7 @@
break;
- case 1:
+ 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);
@@ -97,7 +98,7 @@
break;
- case 2:
+ 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);
@@ -104,7 +105,7 @@
break;
- case 5:
+ 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);
@@ -111,8 +112,8 @@
break;
- case 6:
- case 7:
+ case BACKGROUND_TYPE_OUTSIDE_WITH_WIND:
+ case BACKGROUND_TYPE_OUTSIDE:
rect.top = 0;
rect.bottom = 88;
rect.left = 0;
@@ -171,7 +172,7 @@
switch (gBack.type)
{
- case 3:
+ case BACKGROUND_TYPE_WATER:
x_1 = fx / (32 * 0x200);
x_2 = x_1 + (((WINDOW_WIDTH + (32 - 1)) / 32) + 1);
y_1 = 0;
--- a/src/Back.h
+++ b/src/Back.h
@@ -2,9 +2,21 @@
#include "WindowsWrapper.h"
+enum
+{
+ BACKGROUND_TYPE_STATIONARY = 0, // Doesn't move at all
+ BACKGROUND_TYPE_MOVE_DISTANT = 1, // Moves at half the speed of the foreground
+ BACKGROUND_TYPE_MOVE_NEAR = 2, // Moves at the same speed as the foreground
+ BACKGROUND_TYPE_WATER = 3, // No background - draws a water foreground layer instead
+ BACKGROUND_TYPE_BLACK = 4, // No background - just black
+ BACKGROUND_TYPE_AUTOSCROLL = 5, // Constantly scrolls to the left (used by Ironhead)
+ BACKGROUND_TYPE_OUTSIDE_WITH_WIND = 6, // Fancy parallax scrolling, items are blown to the left (used by bkMoon)
+ BACKGROUND_TYPE_OUTSIDE = 7, // Fancy parallax scrolling (used by bkFog)
+};
+
typedef struct BACK
{
- BOOL flag; // Basically unused
+ BOOL flag; // Unused - purpose unknown
int partsW;
int partsH;
int numX;
--- a/src/NpcAct000.cpp
+++ b/src/NpcAct000.cpp
@@ -34,7 +34,7 @@
void ActNpc001(NPCHAR *npc)
{
// In wind
- if (gBack.type == 5 || gBack.type == 6)
+ if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_OUTSIDE_WITH_WIND)
{
if (npc->act_no == 0)
{
--- a/src/NpcAct080.cpp
+++ b/src/NpcAct080.cpp
@@ -737,7 +737,7 @@
npc->ani_no = 0;
}
- if (gBack.type == 5 || gBack.type == 6)
+ if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_OUTSIDE_WITH_WIND)
{
if (npc->act_no == 0)
{
@@ -818,7 +818,7 @@
npc->ani_no = 0;
}
- if (gBack.type == 5 || gBack.type == 6)
+ if (gBack.type == BACKGROUND_TYPE_AUTOSCROLL || gBack.type == BACKGROUND_TYPE_OUTSIDE_WITH_WIND)
{
if (npc->act_no == 0)
{