Remove junk widescreen code

This doesn't belong in here. Also, this code was overhauled in the
enhanced branch, so this version is useless.
This commit is contained in:
Clownacy 2020-04-15 19:59:13 +01:00
parent 210e1f1c25
commit 624adbdab8

View file

@ -14,61 +14,6 @@ void MoveFrame3(void)
short map_w, map_l; short map_w, map_l;
GetMapData(0, &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.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; 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; gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
#endif
// Quake // Quake
if (gFrame.quake2) if (gFrame.quake2)
@ -125,54 +69,6 @@ void SetFramePosition(int fx, int fy)
gFrame.y = fy; gFrame.y = fy;
// Keep in bounds // 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) if (gFrame.x / 0x200 < 0)
gFrame.x = 0; gFrame.x = 0;
if (gFrame.y / 0x200 < 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; gFrame.x = (((map_w - 1) * 16) - WINDOW_WIDTH) * 0x200;
if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200) if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
#endif
} }
void SetFrameMyChar(void) void SetFrameMyChar(void)
@ -199,54 +94,6 @@ void SetFrameMyChar(void)
gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200); gFrame.y = mc_y - ((WINDOW_HEIGHT / 2) * 0x200);
// Keep in bounds // 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) if (gFrame.x / 0x200 < 0)
gFrame.x = 0; gFrame.x = 0;
if (gFrame.y / 0x200 < 0) if (gFrame.y / 0x200 < 0)
@ -256,7 +103,6 @@ void SetFrameMyChar(void)
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) if (gFrame.y > (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200)
gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200; gFrame.y = (((map_l - 1) * 16) - WINDOW_HEIGHT) * 0x200;
#endif
} }
void SetFrameTargetMyChar(int wait) void SetFrameTargetMyChar(int wait)