ref: af837edda43873c1435e3ca1a54034ad7ee11893
dir: /src/Frame.cpp/
// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK. // // The original code belongs to Daisuke "Pixel" Amaya. // // Modifications and custom code are under the MIT licence. // See LICENCE.txt for details. #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); 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 / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 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; // 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 / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 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 (gFrame.x / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 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; } 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 (gFrame.x / 0x200 < 0) gFrame.x = 0; if (gFrame.y / 0x200 < 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; } 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; }