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- /* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
- //
- // Copyright (c) 2009-2011, Wei Mingzhi <whistler_wmz@users.sf.net>.
- // 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 <http://www.gnu.org/licenses/>.
- //
- // Portions based on PALx Project by palxex.
- // Copyright (c) 2006, Pal Lockheart <palxex@gmail.com>.
- //
- #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;
- }
- }
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