From 624adbdab89dc121d22dc784ebdf1cc760055885 Mon Sep 17 00:00:00 2001 From: Clownacy Date: Wed, 15 Apr 2020 19:59:13 +0100 Subject: [PATCH] Remove junk widescreen code This doesn't belong in here. Also, this code was overhauled in the enhanced branch, so this version is useless. --- src/Frame.cpp | 154 -------------------------------------------------- 1 file changed, 154 deletions(-) diff --git a/src/Frame.cpp b/src/Frame.cpp index cafd1927..920e6230 100644 --- a/src/Frame.cpp +++ b/src/Frame.cpp @@ -14,61 +14,6 @@ void MoveFrame3(void) short map_w, map_l; GetMapData(0, &map_w, &map_l); -#if WINDOW_WIDTH != 320 || WINDOW_HEIGHT != 240 // TODO - Really need to make this a compiler flag (also, should probably move this stuff to the enhanced branch) - if (g_GameFlags & 8) - { - // Use the original camera boundaries during the credits - gFrame.x += (*gFrame.tgt_x - (320 * 0x200 / 2) - gFrame.x) / gFrame.wait; - gFrame.y += (*gFrame.tgt_y - (240 * 0x200 / 2) - gFrame.y) / gFrame.wait; - - if (gFrame.x / 0x200 < 0) - gFrame.x = 0; - if (gFrame.y / 0x200 < 0) - gFrame.y = 0; - - if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200) - gFrame.x = (((map_w - 1) * 16) - 320) * 0x200; - if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200) - gFrame.y = (((map_l - 1) * 16) - 240) * 0x200; - - gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200; - gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 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 / 0x200 < 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 / 0x200 < 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; @@ -81,7 +26,6 @@ void MoveFrame3(void) 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) @@ -125,54 +69,6 @@ void SetFramePosition(int fx, int fy) 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 - if (gFrame.x / 0x200 < 0) - gFrame.x = 0; - if (gFrame.y / 0x200 < 0) - gFrame.y = 0; - - if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200) - gFrame.x = (((map_w - 1) * 16) - 320) * 0x200; - if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200) - gFrame.y = (((map_l - 1) * 16) - 240) * 0x200; - - gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200; - gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 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 / 0x200 < 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 / 0x200 < 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 / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 0) @@ -182,7 +78,6 @@ void SetFramePosition(int fx, int fy) 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) @@ -199,54 +94,6 @@ void SetFrameMyChar(void) 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 - if (gFrame.x / 0x200 < 0) - gFrame.x = 0; - if (gFrame.y / 0x200 < 0) - gFrame.y = 0; - - if (gFrame.x > (((map_w - 1) * 16) - 320) * 0x200) - gFrame.x = (((map_w - 1) * 16) - 320) * 0x200; - if (gFrame.y > (((map_l - 1) * 16) - 240) * 0x200) - gFrame.y = (((map_l - 1) * 16) - 240) * 0x200; - - gFrame.x -= ((WINDOW_WIDTH - 320) / 2) * 0x200; - gFrame.y -= ((WINDOW_HEIGHT - 240) / 2) * 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 / 0x200 < 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 / 0x200 < 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 / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 0) @@ -256,7 +103,6 @@ void SetFrameMyChar(void) 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)