www.pudn.com > T3D-3.rar > demoII3_4.cpp
// DEMOII3_4.CPP - DirectInput keyboard example
// based on demo from Volume I
// system based on
// conservation of momentum and kinetic energy
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////////////////
#define INITGUID // make sure al the COM interfaces are available
// instead of this you can include the .LIB file
// DXGUID.LIB
#define WIN32_LEAN_AND_MEAN
#include // include important windows stuff
#include
#include
#include // include important C/C++ stuff
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include // directX includes
#include
#include
#include
#include
#include
#include
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows interface
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 8 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 0 // 0 not windowed, 1 windowed
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define MAX_COLORS_PALETTE 256
// skelaton directions
#define SKELATON_EAST 0
#define SKELATON_NEAST 1
#define SKELATON_NORTH 2
#define SKELATON_NWEST 3
#define SKELATON_WEST 4
#define SKELATON_SWEST 5
#define SKELATON_SOUTH 6
#define SKELATON_SEAST 7
#define WALL_ANIMATION_COLOR 29
// 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[256]; // used to print text
// demo globals
BOB skelaton; // the player skelaton
// animation sequences for bob
int skelaton_anims[8][4] = { {0,1,0,2},
{0+4,1+4,0+4,2+4},
{0+8,1+8,0+8,2+8},
{0+12,1+12,0+12,2+12},
{0+16,1+16,0+16,2+16},
{0+20,1+20,0+20,2+20},
{0+24,1+24,0+24,2+24},
{0+28,1+28,0+28,2+28}, };
BOB plasma; // players weapon
BITMAP_IMAGE reactor; // the background
// 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 test to see if WINDOWED_APP is
// true to select the appropriate window flags
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (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;
// resize the window so that client is really width x height
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
FALSE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
// 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();
// enable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
char filename[80]; // used to read files
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// initialize directinput
DInput_Init();
// acquire the keyboard
DInput_Init_Keyboard();
// add calls to acquire other directinput devices here...
// initialize directsound and directmusic
DSound_Init();
DMusic_Init();
// hide the mouse
ShowCursor(FALSE);
// seed random number generator
srand(Start_Clock());
// all your initialization code goes here...
///////////////////////////////////////////////////////////
// load the background
Load_Bitmap_File(&bitmap8bit, "REACTOR.BMP");
// set the palette to background image palette
Set_Palette(bitmap8bit.palette);
// create and load the reactor bitmap image
Create_Bitmap(&reactor, 0,0, 640, 480);
Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap8bit);
// now let's load in all the frames for the skelaton!!!
// create skelaton bob
if (!Create_BOB(&skelaton,0,0,56,72,32,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY))
return(0);
// load the frames in 8 directions, 4 frames each
// each set of frames has a walk and a fire, frame sets
// are loaded in counter clockwise order looking down
// from a birds eys view or the x-z plane
for (int direction = 0; direction < 8; direction++)
{
// build up file name
sprintf(filename,"SKELSP%d.BMP",direction);
// load in new bitmap file
Load_Bitmap_File(&bitmap8bit,filename);
Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// set the animation sequences for skelaton
Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]);
} // end for direction
// set up stating state of skelaton
Set_Animation_BOB(&skelaton, 0);
Set_Anim_Speed_BOB(&skelaton, 4);
Set_Vel_BOB(&skelaton, 0,0);
Set_Pos_BOB(&skelaton, 0, 128);
// 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
// release all your resources created for the game here....
// kill the reactor
Destroy_Bitmap(&reactor);
// kill skelaton
Destroy_BOB(&skelaton);
// now directsound
DSound_Stop_All_Sounds();
DSound_Delete_All_Sounds();
DSound_Shutdown();
// directmusic
DMusic_Delete_All_MIDI();
DMusic_Shutdown();
// shut down directinput
DInput_Shutdown();
// shutdown directdraw last
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
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
int dx,dy; // general deltas used in collision detection
static int player_moving = 0; // tracks player motion
static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE}; // used to animation red border
static int glow_count = 0, glow_dx = 5;
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// lock the back buffer
DDraw_Lock_Back_Surface();
// draw the background reactor image
Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// read keyboard and other devices here
DInput_Read_Keyboard();
// reset motion flag
player_moving = 0;
// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x+=2;
skelaton.y-=2;
dx=2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NEAST)
Set_Animation_BOB(&skelaton,SKELATON_NEAST);
} // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP])
{
// move skelaton
skelaton.x-=2;
skelaton.y-=2;
dx=-2; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NWEST)
Set_Animation_BOB(&skelaton,SKELATON_NWEST);
} // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x-=2;
skelaton.y+=2;
dx=-2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SWEST)
Set_Animation_BOB(&skelaton,SKELATON_SWEST);
} // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.x+=2;
skelaton.y+=2;
dx=2; dy=2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SEAST)
Set_Animation_BOB(&skelaton,SKELATON_SEAST);
} // end if
else
if (keyboard_state[DIK_RIGHT])
{
// move skelaton
skelaton.x+=2;
dx=2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_EAST)
Set_Animation_BOB(&skelaton,SKELATON_EAST);
} // end if
else
if (keyboard_state[DIK_LEFT])
{
// move skelaton
skelaton.x-=2;
dx=-2; dy=0;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_WEST)
Set_Animation_BOB(&skelaton,SKELATON_WEST);
} // end if
else
if (keyboard_state[DIK_UP])
{
// move skelaton
skelaton.y-=2;
dx=0; dy=-2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_NORTH)
Set_Animation_BOB(&skelaton,SKELATON_NORTH);
} // end if
else
if (keyboard_state[DIK_DOWN])
{
// move skelaton
skelaton.y+=2;
dx=0; dy=+2;
// set motion flag
player_moving = 1;
// check animation needs to change
if (skelaton.curr_animation != SKELATON_SOUTH)
Set_Animation_BOB(&skelaton,SKELATON_SOUTH);
} // end if
// only animate if player is moving
if (player_moving)
{
// animate skelaton
Animate_BOB(&skelaton);
// see if skelaton hit a wall
// lock surface, so we can scan it
DDraw_Lock_Back_Surface();
// call the color scanner with WALL_ANIMATION_COLOR, the color of the glowing wall
// try to center the scan in the center of the object to make it
// more realistic
if (Color_Scan(skelaton.x+16, skelaton.y+16,
skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,
WALL_ANIMATION_COLOR, WALL_ANIMATION_COLOR, back_buffer,back_lpitch))
{
// back the skelaton up along its last trajectory
skelaton.x-=dx;
skelaton.y-=dy;
} // end if
// done, so unlock
DDraw_Unlock_Back_Surface();
// check if skelaton is off screen
if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
skelaton.x-=dx;
if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
skelaton.y-=dy;
} // end if
// draw the skelaton
Draw_BOB(&skelaton, lpddsback);
// animate color
glow.peGreen+=glow_dx;
// test boundary
if (glow.peGreen == 0 || glow.peGreen == 255)
glow_dx = -glow_dx;
Set_Palette_Entry(WALL_ANIMATION_COLOR, &glow);
// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,WALL_ANIMATION_COLOR,lpddsback);
Draw_Text_GDI("USE ARROW KEYS TO MOVE, TO EXIT.",0,0,RGB(32,32,32),lpddsback);
// flip the surfaces
DDraw_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);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////