www.pudn.com > T3D-3.rar > demoII3_6.cpp
// DEMOII3_6.CPP - Directinput joystick demo based on code
// from volume I
// READ THIS!
// To compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
// the C++ source modules T3DLIB1.CPP,T3DLIB2.CPP, and T3DLIB3.CPP
// and the headers T3DLIB1.H,T3DLIB2.H, and T3DLIB3.H must
// be in the working directory of the compiler
// 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
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
int Start_Missile(void);
int Move_Missile(void);
int Draw_Missile(void);
// 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
BITMAP_IMAGE playfield; // used to hold playfield
BITMAP_IMAGE mushrooms[4]; // holds mushrooms
BOB blaster; // holds bug blaster
int blaster_anim[5] = {0,1,2,1,0}; // blinking animation
// lets use a line segment for the missle
int missile_x, // position of missle
missile_y,
missile_state; // state of missle 0 off, 1 on
// 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
/////////////////////////////////////////////////////////
int Start_Missile(void)
{
// this function starts the missle, if it is currently off
if (missile_state==0)
{
// enable missile
missile_state = 1;
// computer position of missile
missile_x = blaster.x + 16;
missile_y = blaster.y-4;
// return success
return(1);
} // end if
// couldn't start missile
return(0);
} // end Start_Missile
///////////////////////////////////////////////////////////
int Move_Missile(void)
{
// this function moves the missle
// test if missile is alive
if (missile_state==1)
{
// move the missile upward
if ((missile_y-=10) < 0)
{
missile_state = 0;
return(1);
} // end if
// lock secondary buffer
DDraw_Lock_Back_Surface();
// add missile collision here
// unlock surface
DDraw_Unlock_Back_Surface();
// return success
return(1);
} // end if
// return failure
return(0);
} // end Move_Missle
///////////////////////////////////////////////////////////
int Draw_Missile(void)
{
// this function draws the missile
// test if missile is alive
if (missile_state==1)
{
// lock secondary buffer
DDraw_Lock_Back_Surface();
// draw the missile in green
Draw_Clip_Line(missile_x, missile_y,
missile_x, missile_y+6,
250,back_buffer, back_lpitch);
// unlock surface
DDraw_Unlock_Back_Surface();
// return success
return(1);
} // end if
// return failure
return(0);
} // end Draw_Missle
///////////////////////////////////////////////////////////
// T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
// 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();
// initialize the joystick
DInput_Init_Joystick(-24,24,-24,24);
// initialize directsound and directmusic
DSound_Init();
DMusic_Init();
// hide the mouse
ShowCursor(FALSE);
// seed random number generator
srand(Start_Clock());
// load the background
Load_Bitmap_File(&bitmap8bit, "MUSH.BMP");
// set the palette to background image palette
Set_Palette(bitmap8bit.palette);
// load in the four frames of the mushroom
for (index=0; index<4; index++)
{
// create mushroom bitmaps
Create_Bitmap(&mushrooms[index],0,0,32,32);
Load_Image_Bitmap(&mushrooms[index],&bitmap8bit,index,0,BITMAP_EXTRACT_MODE_CELL);
} // end for index
// now create the bug blaster bob
Create_BOB(&blaster,0,0,32,32,3,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT,
DDSCAPS_SYSTEMMEMORY);
// load in the four frames of the mushroom
for (index=0; index<3; index++)
Load_Frame_BOB(&blaster,&bitmap8bit,index,index,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// set the animation sequences for bug blaster
Load_Animation_BOB(&blaster,0,5,blaster_anim);
// set up stating state of bug blaster
Set_Pos_BOB(&blaster,320, 400);
Set_Anim_Speed_BOB(&blaster,3);
// set clipping rectangle to screen extents so objects dont
// mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// create mushroom playfield bitmap
Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
playfield.attr |= BITMAP_ATTR_LOADED;
// fill in the background
Load_Bitmap_File(&bitmap8bit, "GRASS.BMP");
// load the grass bitmap image
Load_Image_Bitmap(&playfield,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap8bit);
// create the random mushroom patch
for (index=0; index<50; index++)
{
// select a mushroom
int mush = rand()%4;
// set mushroom to random position
mushrooms[mush].x = rand()%(SCREEN_WIDTH-32);
mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128);
// now draw the mushroom into playfield
Draw_Bitmap(&mushrooms[mush], playfield.buffer, playfield.width,1);
} // end for
// 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 bug blaster
Destroy_BOB(&blaster);
// kill the mushroom maker
for (int index=0; index<4; index++)
Destroy_Bitmap(&mushrooms[index]);
// kill the playfield bitmap
Destroy_Bitmap(&playfield);
// now directsound
DSound_Stop_All_Sounds();
DSound_Delete_All_Sounds();
DSound_Shutdown();
// directmusic
DMusic_Delete_All_MIDI();
DMusic_Shutdown();
// shut down directinput
DInput_Release_Keyboard();
DInput_Release_Joystick();
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
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// get the joystick data
DInput_Read_Joystick();
// lock the back buffer
DDraw_Lock_Back_Surface();
// draw the background reactor image
Draw_Bitmap(&playfield, back_buffer, back_lpitch, 0);
// unlock the back buffer
DDraw_Unlock_Back_Surface();
// is the player moving?
blaster.x+=joy_state.lX;
blaster.y+=joy_state.lY;
// test bounds
if (blaster.x > SCREEN_WIDTH-32)
blaster.x = SCREEN_WIDTH-32;
else
if (blaster.x < 0)
blaster.x = 0;
if (blaster.y > SCREEN_HEIGHT-32)
blaster.y = SCREEN_HEIGHT-32;
else
if (blaster.y < SCREEN_HEIGHT-128)
blaster.y = SCREEN_HEIGHT-128;
// is player firing?
if (joy_state.rgbButtons[0])
Start_Missile();
// move and draw missle
Move_Missile();
Draw_Missile();
// is it time to blink eyes
if ((rand()%100)==50)
Set_Animation_BOB(&blaster,0);
// draw blaster
Animate_BOB(&blaster);
Draw_BOB(&blaster,lpddsback);
// draw some text
Draw_Text_GDI("Make My Centipede!",0,0,RGB(255,255,255),lpddsback);
// display joystick and buttons 0-7
sprintf(buffer,"Joystick Stats: X-Axis=%d, Y-Axis=%d, buttons(%d,%d,%d,%d,%d,%d,%d,%d)",
joy_state.lX,joy_state.lY,
joy_state.rgbButtons[0],
joy_state.rgbButtons[1],
joy_state.rgbButtons[2],
joy_state.rgbButtons[3],
joy_state.rgbButtons[4],
joy_state.rgbButtons[5],
joy_state.rgbButtons[6],
joy_state.rgbButtons[7]);
Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-20,RGB(255,255,50),lpddsback);
// print out name of joystick
sprintf(buffer, "Joystick Name & Vendor: %s",joyname);
Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-40,RGB(255,255,50),lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 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
//////////////////////////////////////////////////////////