Made Frame.cpp ASM-accurate
I'll re-add widescreen support next
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7eae431e3a
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1 changed files with 44 additions and 64 deletions
108
src/Frame.cpp
108
src/Frame.cpp
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@ -15,60 +15,39 @@ void MoveFrame3()
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{
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int16_t map_w, map_l;
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GetMapData(0, &map_w, &map_l);
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH << 8) - gFrame.x) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT << 8) - gFrame.y) / gFrame.wait;
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//Keep in bounds
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const int num_x = ((WINDOW_WIDTH + 0xF) >> 4) + 1;
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const int num_y = ((WINDOW_HEIGHT + 0xF) >> 4) + 1;
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if (map_w >= num_x)
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{
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if (gFrame.x <= -0x200)
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gFrame.x = 0;
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if (gFrame.x > ((((map_w - 1) << 4) - ((g_GameFlags & 8) ? 320 : WINDOW_WIDTH))) << 9)
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gFrame.x = (((map_w - 1) << 4) - ((g_GameFlags & 8) ? 320 : WINDOW_WIDTH)) << 9;
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}
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else
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{
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gFrame.x = (((map_w - 1) << 4) - WINDOW_WIDTH) << 8;
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}
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if (map_l >= num_y)
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{
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if (gFrame.y <= -0x200)
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gFrame.y = 0;
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if (gFrame.y > ((((map_l - 1) << 4) - ((g_GameFlags & 8) ? 240 : WINDOW_HEIGHT))) << 9)
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gFrame.y = (((map_l - 1) << 4) - ((g_GameFlags & 8) ? 240 : WINDOW_HEIGHT)) << 9;
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}
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else
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{
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gFrame.y = (((map_l - 1) << 4) - WINDOW_HEIGHT) << 8;
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}
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gFrame.x += (*gFrame.tgt_x - (WINDOW_WIDTH * 0x100) - gFrame.x) / gFrame.wait;
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gFrame.y += (*gFrame.tgt_y - (WINDOW_HEIGHT * 0x100) - gFrame.y) / gFrame.wait;
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200)
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gFrame.x = ((map_w - 1) * 0x10 - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200)
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gFrame.y = ((map_l - 1) * 0x10 - WINDOW_HEIGHT) * 0x200;
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//Quake
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if (gFrame.quake2)
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{
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gFrame.x += (Random(-5, 5) << 9);
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gFrame.y += (Random(-3, 3) << 9);
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gFrame.x += (Random(-5, 5) * 0x200);
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gFrame.y += (Random(-3, 3) * 0x200);
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--gFrame.quake2;
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}
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else if (gFrame.quake)
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{
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gFrame.x += (Random(-1, 1) << 9);
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gFrame.y += (Random(-1, 1) << 9);
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gFrame.x += (Random(-1, 1) * 0x200);
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gFrame.y += (Random(-1, 1) * 0x200);
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--gFrame.quake;
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}
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//Keep in bounds
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if (map_w >= num_x && map_l >= num_y)
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{
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if (gFrame.x <= -0x200)
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gFrame.x = 0;
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if (gFrame.y <= -0x200)
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gFrame.y = 0;
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}
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// This code exists in the Linux port, but not the Windows version
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/* if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;*/
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}
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void GetFramePosition(int *fx, int *fy)
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@ -91,15 +70,15 @@ void SetFramePosition(int fx, int fy)
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gFrame.y = fy;
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//Keep in bounds
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if (gFrame.x <= -0x200)
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y <= -0x200)
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > ((((map_w - 1) << 4) - WINDOW_WIDTH)) << 9)
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gFrame.x = (((map_w - 1) << 4) - WINDOW_WIDTH) << 9;
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if (gFrame.y > ((((map_l - 1) << 4) - WINDOW_HEIGHT)) << 9)
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gFrame.y = (((map_l - 1) << 4) - WINDOW_HEIGHT) << 9;
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if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
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gFrame.x = (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
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gFrame.y = (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200;
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}
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void SetFrameMyChar()
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@ -115,15 +94,15 @@ void SetFrameMyChar()
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gFrame.y = mc_y - (WINDOW_HEIGHT << 8);
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//Keep in bounds
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if (gFrame.x <= -0x200)
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if (gFrame.x / 0x200 < 0)
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gFrame.x = 0;
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if (gFrame.y <= -0x200)
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if (gFrame.y / 0x200 < 0)
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gFrame.y = 0;
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if (gFrame.x > ((((map_w - 1) << 4) - WINDOW_WIDTH)) << 9)
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gFrame.x = (((map_w - 1) << 4) - WINDOW_WIDTH) << 9;
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if (gFrame.y > ((((map_l - 1) << 4) - WINDOW_HEIGHT)) << 9)
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gFrame.y = (((map_l - 1) << 4) - WINDOW_HEIGHT) << 9;
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if (gFrame.x > ((((map_w - 1) * 0x10) - WINDOW_WIDTH)) * 0x200)
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gFrame.x = (((map_w - 1) * 0x10) - WINDOW_WIDTH) * 0x200;
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if (gFrame.y > ((((map_l - 1) * 0x10) - WINDOW_HEIGHT)) * 0x200)
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gFrame.y = (((map_l - 1) * 0x10) - WINDOW_HEIGHT) * 0x200;
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}
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void SetFrameTargetMyChar(int wait)
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@ -135,16 +114,17 @@ void SetFrameTargetMyChar(int wait)
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void SetFrameTargetNpChar(int event, int wait)
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{
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for (int i = 0; i < NPC_MAX; i++)
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{
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int i;
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for (i = 0; i < NPC_MAX; i++)
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if (gNPC[i].code_event == event)
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{
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gFrame.tgt_x = &gNPC[i].x;
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gFrame.tgt_y = &gNPC[i].y;
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gFrame.wait = wait;
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break;
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}
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}
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if (i == NPC_MAX)
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return;
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gFrame.tgt_x = &gNPC[i].x;
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gFrame.tgt_y = &gNPC[i].y;
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gFrame.wait = wait;
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}
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void SetFrameTargetBoss(int no, int wait)
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