#include "Frame.h" #include "Boss.h" #include "CommonDefines.h" #include "Game.h" #include "Map.h" #include "MyChar.h" #include "NpChar.h" FRAME gFrame; void MoveFrame3(void) { short map_w, map_l; GetMapData(0, &map_w, &map_l); #if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 if (g_GameFlags & 8) { // Use the original camera boundaries during the credits const int x_delta = -((WINDOW_WIDTH - 320) / 2) * 0x200; const int y_delta = -((WINDOW_HEIGHT - 240) / 2) * 0x200; gFrame.x += (x_delta + *gFrame.tgt_x - (320 * 0x200 / 2) - gFrame.x) / gFrame.wait; gFrame.y += (y_delta + *gFrame.tgt_y - (240 * 0x200 / 2) - gFrame.y) / gFrame.wait; if (gFrame.x < x_delta) gFrame.x = x_delta; if (gFrame.y < y_delta) gFrame.y = y_delta; if (gFrame.x > x_delta + (((map_w - 1) * 16) - 320) * 0x200) gFrame.x = x_delta + (((map_w - 1) * 16) - 320) * 0x200; if (gFrame.y > y_delta + (((map_l - 1) * 16) - 240) * 0x200) gFrame.y = y_delta + (((map_l - 1) * 16) - 240) * 0x200; } else { // Widescreen/tallscreen-safe behaviour if ((map_w - 1) * 16 < WINDOW_WIDTH) { gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2); } else { gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait; if (gFrame.x < 0) gFrame.x = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; } if ((map_l - 1) * 16 < WINDOW_HEIGHT) { gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2); } else { gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait; if (gFrame.y < 0) gFrame.y = 0; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; } } #else // Vanilla behaviour gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x200 / 2) - gFrame.x) / gFrame.wait; gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x200 / 2) - gFrame.y) / gFrame.wait; if (gFrame.x < 0) gFrame.x = 0; if (gFrame.y < 0) gFrame.y = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; #endif // Quake if (gFrame.quake2) { gFrame.x += (Random(-5, 5) * 0x200); gFrame.y += (Random(-3, 3) * 0x200); --gFrame.quake2; } else if (gFrame.quake) { gFrame.x += (Random(-1, 1) * 0x200); gFrame.y += (Random(-1, 1) * 0x200); --gFrame.quake; } // This code exists in the Linux port (v1.0.0.4), but not the Windows version (v1.0.0.6) or the Mac port /* if (gFrame.x < 0) gFrame.x = 0; if (gFrame.y < 0) gFrame.y = 0;*/ } void GetFramePosition(int *fx, int *fy) { *fx = gFrame.x; *fy = gFrame.y; } void SetFramePosition(int fx, int fy) { short map_w, map_l; // End quake gFrame.quake = 0; gFrame.quake2 = 0; // Move frame position GetMapData(0, &map_w, &map_l); gFrame.x = fx; gFrame.y = fy; // Keep in bounds #if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 if (g_GameFlags & 8) { // Use the original camera boundaries during the credits const int x_delta = -((WINDOW_WIDTH - 320) / 2) * 0x200; const int y_delta = -((WINDOW_HEIGHT - 240) / 2) * 0x200; if (gFrame.x < x_delta) gFrame.x = x_delta; if (gFrame.y < y_delta) gFrame.y = y_delta; if (gFrame.x > x_delta + (((map_w - 1) * 16) - 320) * 0x200) gFrame.x = x_delta + (((map_w - 1) * 16) - 320) * 0x200; if (gFrame.y > y_delta + (((map_l - 1) * 16) - 240) * 0x200) gFrame.y = y_delta + (((map_l - 1) * 16) - 240) * 0x200; } else { // Widescreen/tallscreen-safe behaviour if ((map_w - 1) * 16 < WINDOW_WIDTH) { gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2); } else { if (gFrame.x < 0) gFrame.x = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; } if ((map_l - 1) * 16 < WINDOW_HEIGHT) { gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2); } else { if (gFrame.y < 0) gFrame.y = 0; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; } } #else // Vanilla behaviour if (gFrame.x < 0) gFrame.x = 0; if (gFrame.y < 0) gFrame.y = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; #endif } void SetFrameMyChar(void) { int mc_x, mc_y; short map_w, map_l; // Move frame position GetMyCharPosition(&mc_x, &mc_y); GetMapData(0, &map_w, &map_l); gFrame.x = mc_x - ((WINDOW_WIDTH / 2) * 0x200); gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200); // Keep in bounds #if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 if (g_GameFlags & 8) { // Use the original camera boundaries during the credits const int x_delta = -((WINDOW_WIDTH - 320) / 2) * 0x200; const int y_delta = -((WINDOW_HEIGHT - 240) / 2) * 0x200; if (gFrame.x < x_delta) gFrame.x = x_delta; if (gFrame.y < y_delta) gFrame.y = y_delta; if (gFrame.x > x_delta + (((map_w - 1) * 16) - 320) * 0x200) gFrame.x = x_delta + (((map_w - 1) * 16) - 320) * 0x200; if (gFrame.y > y_delta + (((map_l - 1) * 16) - 240) * 0x200) gFrame.y = y_delta + (((map_l - 1) * 16) - 240) * 0x200; } else { // Widescreen/tallscreen-safe behaviour if ((map_w - 1) * 16 < WINDOW_WIDTH) { gFrame.x = -(((WINDOW_WIDTH - ((map_w - 1) * 16)) * 0x200) / 2); } else { if (gFrame.x < 0) gFrame.x = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; } if ((map_l - 1) * 16 < WINDOW_HEIGHT) { gFrame.y = -(((WINDOW_HEIGHT - ((map_l - 1) * 16)) * 0x200) / 2); } else { if (gFrame.y < 0) gFrame.y = 0; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; } } #else // Vanilla behaviour if (gFrame.x < 0) gFrame.x = 0; if (gFrame.y < 0) gFrame.y = 0; if (gFrame.x > (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200) gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200; if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; #endif } void SetFrameTargetMyChar(int wait) { gFrame.tgt_x = &gMC.tgt_x; gFrame.tgt_y = &gMC.tgt_y; gFrame.wait = wait; } void SetFrameTargetNpChar(int event, int wait) { int i; for (i = 0; i < NPC_MAX; ++i) if (gNPC[i].code_event == event) break; if (i == NPC_MAX) return; gFrame.tgt_x = &gNPC[i].x; gFrame.tgt_y = &gNPC[i].y; gFrame.wait = wait; } void SetFrameTargetBoss(int no, int wait) { gFrame.tgt_x = &gBoss[no].x; gFrame.tgt_y = &gBoss[no].y; gFrame.wait = wait; } void SetQuake(int time) { gFrame.quake = time; } void SetQuake2(int time) { gFrame.quake2 = time; } void ResetQuake(void) { gFrame.quake = 0; gFrame.quake2 = 0; }