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Windows Game Programming for Dummies (2nd Edition)
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GPCHAP23
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PROG23_3.CPP
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C/C++ Source or Header
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2002-05-01
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11KB
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458 lines
// PROG23_3.CPP - evasion demo
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB, and of course GPDUMB I and II files.
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
#include <dsound.h>
#include <dinput.h>
#include "gpdumb1.h" // game library includes
#include "gpdumb2.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB bat, // the ai bat bob
ghost; // the player ghost bob
static int ghost_anim[] = {0,1,2,1}; // animation sequence for ghost
int bat_sound_id = -1, // sound of bat flapping wings
wind_sound_id = -1; // the ambient wind
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"WinX Game Console", // title
WS_POPUP | WS_VISIBLE,
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping variable
// start up DirectDraw (replace the parms as you desire)
DD_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load background image
Load_Bitmap_File(&bitmap8bit, "GHOSTBACK.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// load the bat bitmaps
Load_Bitmap_File(&bitmap8bit, "BATS8.BMP");
// create bat bob
Create_BOB(&bat,320,200, 16,16, 5, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
Set_Anim_Speed_BOB(&bat, 2);
// load the bat in
for (index=0; index < 5; index++)
Load_Frame_BOB(&bat, &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
// unload bat
Unload_Bitmap_File(&bitmap8bit);
// load the ghost bitmaps
Load_Bitmap_File(&bitmap8bit, "GHOSTS8.BMP");
// create ghost bob
Create_BOB(&ghost,100,200, 64,100, 3, BOB_ATTR_MULTI_ANIM | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
Set_Anim_Speed_BOB(&ghost, 10);
// load the ghost in
for (index=0; index < 3; index++)
Load_Frame_BOB(&ghost, &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
// unload ghost
Unload_Bitmap_File(&bitmap8bit);
// set animation for ghost
Load_Animation_BOB(&ghost, 0, 4, ghost_anim);
// set the animation
Set_Animation_BOB(&ghost,0);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DI_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
bat_sound_id = Load_WAV("BAT.WAV");
wind_sound_id = Load_WAV("WIND.WAV");
// start the sounds
Play_Sound(bat_sound_id, DSBPLAY_LOOPING);
Play_Sound(wind_sound_id, DSBPLAY_LOOPING);
// set clipping rectangle to screen extents so objects dont
// mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
// hide the mouse
ShowCursor(FALSE);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// kill all the bobs
Destroy_BOBX(&bat);
Destroy_BOBX(&ghost);
// shutdown directdraw last
DD_Shutdown();
// now directsound
Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
void Bat_AI(void)
{
// this function performs the bat ai
// do evasion algorithm
// only evade if bat is within specified distance
// otherwise bat will end up in corner
if ((abs(bat.x-ghost.x) + abs(bat.y-ghost.y))<250)
{
// first x-axis
if (ghost.x < bat.x)
bat.x+=2;
else
if (ghost.x > bat.x)
bat.x-=2;
// now y-axis
if (ghost.y < bat.y)
bat.y+=2;
else
if (ghost.y > bat.y)
bat.y-=2;
} // end if
else
{
// just move back to center of screen
// first x-axis
if (SCREEN_WIDTH/2 > bat.x)
bat.x+=1;
else
if (SCREEN_WIDTH/2 < bat.x)
bat.x-=1;
// now y-axis
if (SCREEN_HEIGHT/2 > bat.y)
bat.y+=1;
else
if (SCREEN_HEIGHT/2 < bat.y)
bat.y-=1;
} // end else
// check boundaries
if (bat.x >= SCREEN_WIDTH)
bat.x = -bat.width;
else
if (bat.x < -bat.width)
bat.x = SCREEN_WIDTH;
if (bat.y >= SCREEN_HEIGHT)
bat.y = -bat.height;
else
if (bat.y < -bat.height)
bat.y = SCREEN_HEIGHT;
} // end Bat_AI
//////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index; // looping var
// start the timing clock
Start_Clock();
// clear the drawing surface
DD_Fill_Surface(lpddsback, 0);
// lock back buffer and copy background into it
DD_Lock_Back_Surface();
// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
// unlock back surface
DD_Unlock_Back_Surface();
// read keyboard
DI_Read_Keyboard();
// call the bat AI
Bat_AI();
// the animate the bat
Animate_BOB(&bat);
// draw the bat
Draw_BOB(&bat, lpddsback);
// allow player to move
if (keyboard_state[DIK_RIGHT])
ghost.x+=4;
else
if (keyboard_state[DIK_LEFT])
ghost.x-=4;
if (keyboard_state[DIK_UP])
ghost.y-=4;
else
if (keyboard_state[DIK_DOWN])
ghost.y+=4;
// test if player is off screen, if so wrap around
if (ghost.x >= SCREEN_WIDTH)
ghost.x = -ghost.width;
else
if (ghost.x < -ghost.width)
ghost.x = SCREEN_WIDTH;
if (ghost.y >= SCREEN_HEIGHT)
ghost.y = -ghost.height;
else
if (ghost.y < -ghost.height)
ghost.y = SCREEN_HEIGHT;
// the animate the ghost
Animate_BOB(&ghost);
// draw the ghost
Draw_BOB(&ghost, lpddsback);
// draw title
Draw_Text_GDI("GOING BATS! - Evasion Demo",10, 10,RGB(0,255,0), lpddsback);
// flip the surfaces
DD_Flip();
// sync to 30ish fps
Wait_Clock(30);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
// stop all sounds
Stop_All_Sounds();
// do a screen transition
Screen_Transitions(SCREEN_REDNESS,NULL,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////