brand.lock 0 Newbie Poster

First off thanks for looking at this I have looked all over (both here and on the net) and tried several things trying to get this to work.

I am using Visual Studio 2012 with DirectX (June 2010) SDK. I am attempting to write a fuctuin for sprite colission detection. Basicly to stop the player sprite from walking through walls. Below is the code sections that I think are relevent. If you need more please let me know.

// Sprite structure
struct SPRITE
{
    float x,y;
    int frame, columns;
    int width, height;
    float scaling, rotation;
    int startframe, endframe;
    int starttime, delay;
    int direction;
    float velx, vely;
    float prevx, prevy; // added for previous x, y position
    D3DCOLOR color;

    SPRITE()
    {
        frame = 0;
        columns = 1;
        width = height = 0;
        scaling = 1.0f;
        rotation = 0.0f;
        startframe = endframe = 0;
        direction = 1;
        starttime = delay = 0;
        velx = vely = 0.0f;
        prevx = prevy = 0;
        color = D3DCOLOR_XRGB(255,255,255);
    }
};

bool CheckforCol()
{
    if (Collision(girl,office_wall0)||Collision(office_wall0,girl))
    {
        PlaySound(beep);
        return true;
    }
    else
    {
        return false;
    }
}

void MoveSprite(char direction)
{
        // update sprite position 
    switch (direction)
    {
    case 'l':
        girl.prevx = girl.x;
        girl.x -= 32;
        girl.startframe = girl.frame = 6;
        girl.endframe = 7;
        if (CheckforCol())
            girl.x = girl.prevx;
        break;
    case 'r':
        girl.prevx = girl.x;
        girl.x += 32;
        girl.startframe = girl.frame = 2;
        girl.endframe = 3;
        if (CheckforCol())
            girl.x = girl.prevx;
        break;
    case 'u':
        girl.prevy = girl.y;
        girl.y -= 32;
        girl.startframe = girl.frame = 4;
        girl.endframe = 5;
        if (CheckforCol())
            girl.y = girl.prevy;
        break;
    case 'd':
        girl.prevy = girl.y;
        girl.y += 32;
        girl.startframe = girl.frame = 0;
        girl.endframe = 1;
        if (CheckforCol())
            girl.y = girl.prevy;
        break;
    }

    if (girl.x < TILEW*10 || girl.y < TILEW*5
        || girl.x > TILEW*(10+mapW-1) || girl.y > TILEH*(5+mapH-1) || CheckforCol())
    {
        PlaySound(beep);
        switch (direction)
        {
        case 'l':
            girl.x += 32;
            break;
        case 'r':
            girl.x -= 32;
            break;
        case 'u':
            girl.y += 32;
            break;
        case 'd':
            girl.y -= 32;
            break;
        }
    }
}

// Bounding box collision detection
int Collision(SPRITE sprite1, SPRITE sprite2)
{
    RECT rect1;
    rect1.left = sprite1.x;
    rect1.top = sprite1.y;
    rect1.right = sprite1.x + sprite1.width * sprite1.scaling;
    rect1.bottom = sprite1.y + sprite1.height * sprite1.scaling;

    RECT rect2;
    rect2.left = sprite2.x;
    rect2.top = sprite2.y;
    rect2.right = sprite2.x + sprite2.width * sprite2.scaling;
    rect2.bottom = sprite2.y + sprite2.height * sprite2.scaling;

    RECT dest; // ignored 

    return IntersectRect(&dest, &rect1, &rect2);
}

// store version 1
void store1()
{
    while (storeLevel == 1)
    {
        //update input devices
        DirectInput_Update();

        //clear the scene
        d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,100), 1.0f, 0);

        if (GetTickCount() - start >= 60)
        {
            // reset timing
            start = GetTickCount();

            if (KEY_DOWN(VK_DOWN)) // down
            {
                MoveSprite('d');                    
            }
            if (KEY_DOWN(VK_UP)) // up
            {
                MoveSprite('u');                    
            }
            if (KEY_DOWN(VK_LEFT)) // left
            {
                MoveSprite('l');
            }
            if (KEY_DOWN(VK_RIGHT)) // right
            {
                MoveSprite('r');
            }

            if (d3ddev->BeginScene())
            {
                // DrawSurface(backbuffer, 0, 0, intro);

                // ScrollScreen(TILEW*12, TILEH*14);

                DrawSurface(backbuffer, TILEW*10, TILEH*5, gameMap);

                spriteobj->Begin(D3DXSPRITE_ALPHABLEND);

                Sprite_Animate(girl.frame, girl.startframe, girl.endframe, 1, girl.starttime, 150);
                Sprite_Draw_Frame(imgGirl, girl.x, girl.y, girl.frame, 32, 32, 2);
                Sprite_Draw_Frame(imgBlank, office_wall0.x, office_wall0.y, 0, office_wall0.width, office_wall0.height, 1);

                spriteobj->End();

                //stop rendering
                d3ddev->EndScene();
                d3ddev->Present(NULL, NULL, NULL, NULL);
            }
        }

        //Escape key ends program
        //exit when escape key is pressed
        if (KEY_DOWN(VK_ESCAPE)) 
        {
            storeLevel = 0;
            gameover = true;
        }
    }
}

Sorry thats a lot of code but I am pretty sure my problem is somewhere in these sections. The sprites draw fine but when ever the player sprite (girl)moves from any direction over near the wall sprite (office_wall0) it does not respond. Can someone help me figure this out?

Thanks,
Brandon