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scene.c
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scene.c
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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2009-2011, Wei Mingzhi <[email protected]>.
// Copyright (c) 2011-2024, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
//
// Portions based on PALx Project by palxex.
// Copyright (c) 2006, Pal Lockheart <[email protected]>.
//
#include "main.h"
#define MAX_SPRITE_TO_DRAW 2048
typedef struct tagSPRITE_TO_DRAW
{
LPCBITMAPRLE lpSpriteFrame; // pointer to the frame bitmap
PAL_POS pos; // position on the scene
int iLayer; // logical layer
} SPRITE_TO_DRAW;
static SPRITE_TO_DRAW g_rgSpriteToDraw[MAX_SPRITE_TO_DRAW];
static int g_nSpriteToDraw;
static VOID
PAL_AddSpriteToDraw(
LPCBITMAPRLE lpSpriteFrame,
int x,
int y,
int iLayer
)
/*++
Purpose:
Add a sprite to our list of drawing.
Parameters:
[IN] lpSpriteFrame - the bitmap of the sprite frame.
[IN] x - the X coordinate on the screen.
[IN] y - the Y coordinate on the screen.
[IN] iLayer - the layer of the sprite.
Return value:
None.
--*/
{
assert(g_nSpriteToDraw < MAX_SPRITE_TO_DRAW);
g_rgSpriteToDraw[g_nSpriteToDraw].lpSpriteFrame = lpSpriteFrame;
g_rgSpriteToDraw[g_nSpriteToDraw].pos = PAL_XY(x, y);
g_rgSpriteToDraw[g_nSpriteToDraw].iLayer = iLayer;
g_nSpriteToDraw++;
}
static VOID
PAL_CalcCoverTiles(
SPRITE_TO_DRAW *lpSpriteToDraw
)
/*++
Purpose:
Calculate all the tiles which may cover the specified sprite. Add the tiles
into our list as well.
Parameters:
[IN] lpSpriteToDraw - pointer to SPRITE_TO_DRAW struct.
Return value:
None.
--*/
{
int x, y, i, l, iTileHeight;
LPCBITMAPRLE lpTile;
const int sx = PAL_X(gpGlobals->viewport) + PAL_X(lpSpriteToDraw->pos) - lpSpriteToDraw->iLayer/2;
const int sy = PAL_Y(gpGlobals->viewport) + PAL_Y(lpSpriteToDraw->pos) - lpSpriteToDraw->iLayer;
const int sh = ((sx % 32) ? 1 : 0);
const int width = PAL_RLEGetWidth(lpSpriteToDraw->lpSpriteFrame);
const int height = PAL_RLEGetHeight(lpSpriteToDraw->lpSpriteFrame);
int dx = 0;
int dy = 0;
int dh = 0;
//
// Loop through all the tiles in the area of the sprite.
//
for (y = (sy - height - 15) / 16; y <= sy / 16; y++)
{
for (x = (sx - width / 2) / 32; x <= (sx + width / 2) / 32; x++)
{
for (i = ((x == (sx - width / 2) / 32) ? 0 : 3); i < 5; i++)
{
//
// Scan tiles in the following form (* = to scan):
//
// . . . * * * . . .
// . . . * * . . . .
//
switch (i)
{
case 0:
dx = x;
dy = y;
dh = sh;
break;
case 1:
dx = x - 1;
break;
case 2:
dx = (sh ? x : (x - 1));
dy = (sh ? (y + 1) : y);
dh = 1 - sh;
break;
case 3:
dx = x + 1;
dy = y;
dh = sh;
break;
case 4:
dx = (sh ? (x + 1) : x);
dy = (sh ? (y + 1) : y);
dh = 1 - sh;
break;
}
for (l = 0; l < 2; l++)
{
lpTile = PAL_MapGetTileBitmap(dx, dy, dh, l, PAL_GetCurrentMap());
iTileHeight = (signed char)PAL_MapGetTileHeight(dx, dy, dh, l, PAL_GetCurrentMap());
//
// Check if this tile may cover the sprites
//
if (lpTile != NULL && iTileHeight > 0 && (dy + iTileHeight) * 16 + dh * 8 >= sy)
{
//
// This tile may cover the sprite
//
PAL_AddSpriteToDraw(lpTile,
dx * 32 + dh * 16 - 16 - PAL_X(gpGlobals->viewport),
dy * 16 + dh * 8 + 7 + l + iTileHeight * 8 - PAL_Y(gpGlobals->viewport),
iTileHeight * 8 + l);
}
}
}
}
}
}
static VOID
PAL_SceneDrawSprites(
VOID
)
/*++
Purpose:
Draw all the sprites to scene.
Parameters:
None.
Return value:
None.
--*/
{
int i, x, y, vy;
g_nSpriteToDraw = 0;
//
// Put all the sprites to be drawn into our array.
//
//
// Players
//
for (i = 0; i <= (short)gpGlobals->wMaxPartyMemberIndex + gpGlobals->nFollower; i++)
{
LPCBITMAPRLE lpBitmap =
PAL_SpriteGetFrame(PAL_GetPlayerSprite((BYTE)i), gpGlobals->rgParty[i].wFrame);
if (lpBitmap == NULL)
{
continue;
}
//
// Add it to our array
//
PAL_AddSpriteToDraw(lpBitmap,
gpGlobals->rgParty[i].x - PAL_RLEGetWidth(lpBitmap) / 2,
gpGlobals->rgParty[i].y + gpGlobals->wLayer + 10,
gpGlobals->wLayer + 6);
//
// Calculate covering tiles on the map
//
PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
}
//
// Event Objects (Monsters/NPCs/others)
//
for (i = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex;
i < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; i++)
{
LPCBITMAPRLE lpFrame;
LPCSPRITE lpSprite;
LPEVENTOBJECT lpEvtObj = &(gpGlobals->g.lprgEventObject[i]);
int iFrame;
if (lpEvtObj->sState == kObjStateHidden || lpEvtObj->sVanishTime > 0 ||
lpEvtObj->sState < 0)
{
continue;
}
//
// Get the sprite
//
lpSprite = PAL_GetEventObjectSprite((WORD)i + 1);
if (lpSprite == NULL)
{
continue;
}
iFrame = lpEvtObj->wCurrentFrameNum;
if (lpEvtObj->nSpriteFrames == 3)
{
//
// walking character
//
if (iFrame == 2)
{
iFrame = 0;
}
if (iFrame == 3)
{
iFrame = 2;
}
}
lpFrame = PAL_SpriteGetFrame(lpSprite,
lpEvtObj->wDirection * lpEvtObj->nSpriteFrames + iFrame);
if (lpFrame == NULL)
{
continue;
}
//
// Calculate the coordinate and check if outside the screen
//
x = (SHORT)lpEvtObj->x - PAL_X(gpGlobals->viewport);
x -= PAL_RLEGetWidth(lpFrame) / 2;
if (x >= 320 || x < -(int)PAL_RLEGetWidth(lpFrame))
{
//
// outside the screen; skip it
//
continue;
}
y = (SHORT)lpEvtObj->y - PAL_Y(gpGlobals->viewport);
y += lpEvtObj->sLayer * 8 + 9;
vy = y - PAL_RLEGetHeight(lpFrame) - lpEvtObj->sLayer * 8 + 2;
if (vy >= 200 || vy < -(int)PAL_RLEGetHeight(lpFrame))
{
//
// outside the screen; skip it
//
continue;
}
//
// Add it into the array
//
PAL_AddSpriteToDraw(lpFrame, x, y, lpEvtObj->sLayer * 8 + 2);
//
// Calculate covering map tiles
//
PAL_CalcCoverTiles(&g_rgSpriteToDraw[g_nSpriteToDraw - 1]);
}
//
// All sprites are now in our array; sort them by their vertical positions.
//
for (x = 0; x < g_nSpriteToDraw - 1; x++)
{
SPRITE_TO_DRAW tmp;
BOOL fSwap = FALSE;
for (y = 0; y < g_nSpriteToDraw - 1 - x; y++)
{
if (PAL_Y(g_rgSpriteToDraw[y].pos) > PAL_Y(g_rgSpriteToDraw[y + 1].pos))
{
fSwap = TRUE;
tmp = g_rgSpriteToDraw[y];
g_rgSpriteToDraw[y] = g_rgSpriteToDraw[y + 1];
g_rgSpriteToDraw[y + 1] = tmp;
}
}
if (!fSwap)
{
break;
}
}
//
// Draw all the sprites to the screen.
//
for (i = 0; i < g_nSpriteToDraw; i++)
{
SPRITE_TO_DRAW *p = &g_rgSpriteToDraw[i];
x = PAL_X(p->pos);
y = PAL_Y(p->pos) - PAL_RLEGetHeight(p->lpSpriteFrame) - p->iLayer;
PAL_RLEBlitToSurface(p->lpSpriteFrame, gpScreen, PAL_XY(x, y));
}
}
VOID
PAL_ApplyWave(
SDL_Surface *lpSurface
)
/*++
Purpose:
Apply screen waving effect when needed.
Parameters:
[OUT] lpSurface - the surface to be proceed.
Return value:
None.
--*/
{
int wave[32];
int i, a, b;
static int index = 0;
LPBYTE p;
BYTE buf[320];
gpGlobals->wScreenWave += gpGlobals->sWaveProgression;
if (gpGlobals->wScreenWave == 0 || gpGlobals->wScreenWave >= 256)
{
//
// No need to wave the screen
//
gpGlobals->wScreenWave = 0;
gpGlobals->sWaveProgression = 0;
return;
}
//
// Calculate the waving offsets.
//
a = 0;
b = 60 + 8;
for (i = 0; i < 16; i++)
{
b -= 8;
a += b;
//
// WARNING: assuming the screen width is 320
//
wave[i] = a * gpGlobals->wScreenWave / 256;
wave[i + 16] = 320 - wave[i];
}
//
// Apply the effect.
// WARNING: only works with 320x200 8-bit surface.
//
a = index;
p = (LPBYTE)(lpSurface->pixels);
//
// Loop through all lines in the screen buffer.
//
for (i = 0; i < 200; i++)
{
b = wave[a];
if (b > 0)
{
//
// Do a shift on the current line with the calculated offset.
//
memcpy(buf, p, b);
//memmove(p, p + b, 320 - b);
memmove(p, &p[b], 320 - b);
//memcpy(p + 320 - b, buf, b);
memcpy(&p[320 - b], buf, b);
}
a = (a + 1) % 32;
p += lpSurface->pitch;
}
index = (index + 1) % 32;
}
VOID
PAL_MakeScene(
VOID
)
/*++
Purpose:
Draw the scene of the current frame to the screen. Both the map and
the sprites are handled here.
Parameters:
None.
Return value:
None.
--*/
{
static SDL_Rect rect = {0, 0, 320, 200};
//
// Step 1: Draw the complete map, for both of the layers.
//
rect.x = PAL_X(gpGlobals->viewport);
rect.y = PAL_Y(gpGlobals->viewport);
PAL_MapBlitToSurface(PAL_GetCurrentMap(), gpScreen, &rect, 0);
PAL_MapBlitToSurface(PAL_GetCurrentMap(), gpScreen, &rect, 1);
//
// Step 2: Apply screen waving effects.
//
PAL_ApplyWave(gpScreen);
//
// Step 3: Draw all the sprites.
//
PAL_SceneDrawSprites();
//
// Check if we need to fade in.
//
if (gpGlobals->fNeedToFadeIn)
{
VIDEO_UpdateScreen(NULL);
PAL_FadeIn(gpGlobals->wNumPalette, gpGlobals->fNightPalette, 1);
gpGlobals->fNeedToFadeIn = FALSE;
}
}
BOOL
PAL_CheckObstacle(
PAL_POS pos,
BOOL fCheckEventObjects,
WORD wSelfObject
)
{
return PAL_CheckObstacleWithRange(pos, fCheckEventObjects, wSelfObject, FALSE);
}
BOOL
PAL_CheckObstacleWithRange(
PAL_POS pos,
BOOL fCheckEventObjects,
WORD wSelfObject,
BOOL fCheckRange
)
/*++
Purpose:
Check if the specified location has obstacle or not.
Parameters:
[IN] pos - the position to check.
[IN] fCheckEventObjects - TRUE if check for event objects, FALSE if only
check for the map.
[IN] wSelfObject - the event object which will be skipped.
[IN] fCheckRange - whether need to check range.
Return value:
TRUE if the location is obstacle, FALSE if not.
--*/
{
int x, y, h, xr, yr;
int blockX = PAL_X(gpGlobals->partyoffset)/32, blockY = PAL_Y(gpGlobals->partyoffset)/16;
//
// Check if the map tile at the specified position is blocking
//
x = PAL_X(pos) / 32;
y = PAL_Y(pos) / 16;
h = 0;
//
// Avoid walk out of range, look out of map
//
if( fCheckRange )
if (x < blockX || x >= 2048 || y < blockY || y >= 2048 )
{
return TRUE;
}
xr = PAL_X(pos) % 32;
yr = PAL_Y(pos) % 16;
if (xr + yr * 2 >= 16)
{
if (xr + yr * 2 >= 48)
{
x++;
y++;
}
else if (32 - xr + yr * 2 < 16)
{
x++;
}
else if (32 - xr + yr * 2 < 48)
{
h = 1;
}
else
{
y++;
}
}
if (PAL_MapTileIsBlocked(x, y, h, PAL_GetCurrentMap()))
{
return TRUE;
}
if (fCheckEventObjects)
{
//
// Loop through all event objects in the current scene
//
int i;
for (i = gpGlobals->g.rgScene[gpGlobals->wNumScene - 1].wEventObjectIndex;
i < gpGlobals->g.rgScene[gpGlobals->wNumScene].wEventObjectIndex; i++)
{
LPEVENTOBJECT p = &(gpGlobals->g.lprgEventObject[i]);
if (i == wSelfObject - 1)
{
//
// Skip myself
//
continue;
}
//
// Is this object a blocking one?
//
if (p->sState >= kObjStateBlocker)
{
//
// Check for collision
//
if (abs(p->x - PAL_X(pos)) + abs(p->y - PAL_Y(pos)) * 2 < 16)
{
return TRUE;
}
}
}
}
return FALSE;
}
VOID
PAL_UpdatePartyGestures(
BOOL fWalking
)
/*++
Purpose:
Update the gestures of all the party members.
Parameters:
[IN] fWalking - whether the party is walking or not.
Return value:
None.
--*/
{
static int s_iThisStepFrame = 0;
int iStepFrameFollower = 0, iStepFrameLeader = 0;
int i;
if (fWalking)
{
//
// Update the gesture for party leader
//
s_iThisStepFrame = (s_iThisStepFrame + 1) % 4;
if (s_iThisStepFrame & 1)
{
iStepFrameLeader = (s_iThisStepFrame + 1) / 2;
iStepFrameFollower = 3 - iStepFrameLeader;
}
else
{
iStepFrameLeader = 0;
iStepFrameFollower = 0;
}
gpGlobals->rgParty[0].x = PAL_X(gpGlobals->partyoffset);
gpGlobals->rgParty[0].y = PAL_Y(gpGlobals->partyoffset);
if (gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[0].wPlayerRole] == 4)
{
gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * 4 + s_iThisStepFrame;
}
else
{
gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * 3 + iStepFrameLeader;
}
//
// Update the gestures and positions for other party members
//
for (i = 1; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++)
{
gpGlobals->rgParty[i].x = gpGlobals->rgTrail[1].x - PAL_X(gpGlobals->viewport);
gpGlobals->rgParty[i].y = gpGlobals->rgTrail[1].y - PAL_Y(gpGlobals->viewport);
if (i == 2)
{
gpGlobals->rgParty[i].x +=
(gpGlobals->rgTrail[1].wDirection == kDirEast || gpGlobals->rgTrail[1].wDirection == kDirWest) ? -16 : 16;
gpGlobals->rgParty[i].y += 8;
}
else
{
gpGlobals->rgParty[i].x +=
((gpGlobals->rgTrail[1].wDirection == kDirWest || gpGlobals->rgTrail[1].wDirection == kDirSouth) ? 16 : -16);
gpGlobals->rgParty[i].y +=
((gpGlobals->rgTrail[1].wDirection == kDirWest || gpGlobals->rgTrail[1].wDirection == kDirNorth) ? 8 : -8);
}
//
// Adjust the position if there is obstacle
//
if (PAL_CheckObstacleWithRange(PAL_XY(gpGlobals->rgParty[i].x + PAL_X(gpGlobals->viewport),
gpGlobals->rgParty[i].y + PAL_Y(gpGlobals->viewport)), TRUE, 0, TRUE))
{
gpGlobals->rgParty[i].x = gpGlobals->rgTrail[1].x - PAL_X(gpGlobals->viewport);
gpGlobals->rgParty[i].y = gpGlobals->rgTrail[1].y - PAL_Y(gpGlobals->viewport);
}
//
// Update gesture for this party member
//
if (gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[i].wPlayerRole] == 4)
{
gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * 4 + s_iThisStepFrame;
}
else
{
gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * 3 + iStepFrameLeader;
}
}
for (i = 1; i <= gpGlobals->nFollower; i++)
{
//
// Update the position and gesture for the follower
//
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + i].x =
gpGlobals->rgTrail[2+i].x - PAL_X(gpGlobals->viewport);
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + i].y =
gpGlobals->rgTrail[2+i].y - PAL_Y(gpGlobals->viewport);
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + i].wFrame =
gpGlobals->rgTrail[2+i].wDirection * 3 + iStepFrameFollower;
}
}
else
{
//
// Player is not moved. Use the "standing" gesture instead of "walking" one.
//
i = gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[0].wPlayerRole];
if (i == 0)
{
i = 3;
}
gpGlobals->rgParty[0].wFrame = gpGlobals->wPartyDirection * i;
for (i = 1; i <= (short)gpGlobals->wMaxPartyMemberIndex; i++)
{
int f = gpGlobals->g.PlayerRoles.rgwWalkFrames[gpGlobals->rgParty[i].wPlayerRole];
if (f == 0)
{
f = 3;
}
gpGlobals->rgParty[i].wFrame = gpGlobals->rgTrail[2].wDirection * f;
}
for (i = 1; i <= gpGlobals->nFollower; i++)
{
gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + i].wFrame =
gpGlobals->rgTrail[2+i].wDirection * 3;
}
s_iThisStepFrame &= 2;
s_iThisStepFrame ^= 2;
}
}
VOID
PAL_UpdateParty(
VOID
)
/*++
Purpose:
Update the location and walking gesture of all the party members.
Parameters:
None.
Return value:
None.
--*/
{
int xSource, ySource, xTarget, yTarget, xOffset, yOffset, i;
//
// Has user pressed one of the arrow keys?
//
if (g_InputState.dir != kDirUnknown)
{
xOffset = ((g_InputState.dir == kDirWest || g_InputState.dir == kDirSouth) ? -16 : 16);
yOffset = ((g_InputState.dir == kDirWest || g_InputState.dir == kDirNorth) ? -8 : 8);
xSource = PAL_X(gpGlobals->viewport) + PAL_X(gpGlobals->partyoffset);
ySource = PAL_Y(gpGlobals->viewport) + PAL_Y(gpGlobals->partyoffset);
xTarget = xSource + xOffset;
yTarget = ySource + yOffset;
gpGlobals->wPartyDirection = g_InputState.dir;
//
// Check for obstacles on the destination location
//
if (!PAL_CheckObstacleWithRange(PAL_XY(xTarget, yTarget), TRUE, 0, TRUE))
{
//
// Player will actually be moved. Store trail.
//
for (i = 3; i >= 0; i--)
{
gpGlobals->rgTrail[i + 1] = gpGlobals->rgTrail[i];
}
gpGlobals->rgTrail[0].wDirection = g_InputState.dir;
gpGlobals->rgTrail[0].x = xSource;
gpGlobals->rgTrail[0].y = ySource;
//
// Move the viewport
//
gpGlobals->viewport =
PAL_XY(PAL_X(gpGlobals->viewport) + xOffset, PAL_Y(gpGlobals->viewport) + yOffset);
//
// Update gestures
//
PAL_UpdatePartyGestures(TRUE);
return; // don't go further
}
}
PAL_UpdatePartyGestures(FALSE);
}
VOID
PAL_NPCWalkOneStep(
WORD wEventObjectID,
INT iSpeed
)
/*++
Purpose:
Move and animate the specified event object (NPC).
Parameters:
[IN] wEventObjectID - the event object to move.
[IN] iSpeed - speed of the movement.
Return value:
None.
--*/
{
LPEVENTOBJECT p;
//
// Check for invalid parameters
//
if (wEventObjectID == 0 || wEventObjectID > gpGlobals->g.nEventObject)
{
return;
}
p = &(gpGlobals->g.lprgEventObject[wEventObjectID - 1]);
//
// Move the event object by the specified direction
//
p->x += ((p->wDirection == kDirWest || p->wDirection == kDirSouth) ? -2 : 2) * iSpeed;
p->y += ((p->wDirection == kDirWest || p->wDirection == kDirNorth) ? -1 : 1) * iSpeed;
//
// Update the gesture
//
if (p->nSpriteFrames > 0)
{
p->wCurrentFrameNum++;
p->wCurrentFrameNum %= (p->nSpriteFrames == 3 ? 4 : p->nSpriteFrames);
}
else if (p->nSpriteFramesAuto > 0)
{
p->wCurrentFrameNum++;
p->wCurrentFrameNum %= p->nSpriteFramesAuto;
}
}