/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */ // // Copyright (c) 2009-2011, Wei Mingzhi . // Copyright (c) 2011-2017, 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 as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // 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 . // // Portions based on PALx Project by palxex. // Copyright (c) 2006, Pal Lockheart . // #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); const int sy = PAL_Y(gpGlobals->viewport) + PAL_Y(lpSpriteToDraw->pos); 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 ) /*++ 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. Return value: TRUE if the location is obstacle, FALSE if not. --*/ { int x, y, h, xr, yr; if (PAL_X(pos) < 0 || PAL_X(pos) >= 2048 || PAL_Y(pos) < 0 || PAL_Y(pos) >= 2048) { return TRUE; } // // Check if the map tile at the specified position is blocking // x = PAL_X(pos) / 32; y = PAL_Y(pos) / 16; h = 0; 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_CheckObstacle(PAL_XY(gpGlobals->rgParty[i].x + PAL_X(gpGlobals->viewport), gpGlobals->rgParty[i].y + PAL_Y(gpGlobals->viewport)), TRUE, 0)) { 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; } } if (gpGlobals->nFollower > 0) { // // Update the position and gesture for the follower // gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].x = gpGlobals->rgTrail[3].x - PAL_X(gpGlobals->viewport); gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].y = gpGlobals->rgTrail[3].y - PAL_Y(gpGlobals->viewport); gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].wFrame = gpGlobals->rgTrail[3].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; } if (gpGlobals->nFollower > 0) { gpGlobals->rgParty[gpGlobals->wMaxPartyMemberIndex + 1].wFrame = gpGlobals->rgTrail[3].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_CheckObstacle(PAL_XY(xTarget, yTarget), TRUE, 0)) { // // 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; } }