?? demo8_11_16b.cpp
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// DEMO8_11_16b.CPP - Smooth scrolling demo
// 16-bit version
// make certain to include the T3DLIB1.CPP source file!
// and this is a windowed demo, so you MUST be in 16-bit mode
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
// you must #define INITGUID if not done elsewhere
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <objbase.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 "T3DLIB1.H"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Smooth Scrolling Demo"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // 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 1 // 0 not windowed, 1 windowed
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
#define NUM_TEXTURES 10 // normally this would be a multiple of 16 or something!
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL, int num_parms = 0);
int Game_Shutdown(void *parms=NULL, int num_parms = 0);
int Game_Main(void *parms=NULL, int num_parms = 0);
// GLOBALS ////////////////////////////////////////////////
// windows vars
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE main_instance = NULL; // globally track hinstance
char buffer[80]; // used to print text
// demo globals
BOB textures; // texture memory
int world_x = 0, // current position of viewing window
world_y = 0;
// use an array of string pointers, could have used an
// array of chars or int, but harder to initialize
// the characters '0' - '9' represent bitmaps 0-9 in some texture memory
char *world[21] =
{
"111111111111111111111111111111",
"100000000000000000000000000001",
"100002222220000000000000077701",
"100002222223333333333000077701",
"100002222227777777773000070001",
"100002222227777777773000070001",
"100000000377777777773000070001",
"107777700377777777773000070001",
"177777770377777777773000770001",
"107777700377777777773007700001",
"100777770377777777773777000001",
"100000707377777777773000000001",
"100007777377777777773000000001",
"100000000302222777773000000001",
"100000000332222777773000000001",
"100000000002222333333000000001",
"100000666666666666666666600001",
"100000800000000000000000800001",
"100000800000000000000000800001",
"100000000000000000000000000001",
"111111111111111111111111111111",
};
// PROTOTYPES //////////////////////////////////////////////
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
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
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)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
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;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
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
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
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
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms, int num_parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
char filename[80]; // used to build up files names
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load in texture maps
Load_Bitmap_File(&bitmap16bit, "SCROLLTEXTURES_24.BMP");
// create the texture bob
if (!Create_BOB(&textures,0,0,64,64,10,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY,0,16))
return(0);
// load each texture bitmap into the texture BOB object
for (index = 0; index < NUM_TEXTURES; index++)
Load_Frame_BOB16(&textures,&bitmap16bit,index,index%4,index/4,BITMAP_EXTRACT_MODE_CELL);
// unload the texture map bitmap
Unload_Bitmap_File(&bitmap16bit);
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms, int num_parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// kill texture memory
Destroy_BOB(&textures);
// shutdonw directdraw
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms, int num_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, index_x, index_y; // looping vars
int start_map_x,start_map_y, // map positions
end_map_x,end_map_y;
int offset_x, offset_y; // pixel offsets within cell
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// check for movement (scrolling)
if (KEY_DOWN(VK_RIGHT))
{
if ((world_x+=4) >= 1280)
world_x = 1279;
} // end if
else
if (KEY_DOWN(VK_LEFT))
{
if ((world_x-=4) < 0)
world_x = 0;
} // end if
if (KEY_DOWN(VK_UP))
{
if ((world_y-=4) < 0)
world_y = 0;
} // end if
else
if (KEY_DOWN(VK_DOWN))
{
if ((world_y+=4) >= 896)
world_y = 895;
} // end if
// compute starting map indices by dividing position by size of cell
start_map_x = world_x/64; // use >> 6 for speed, but this is clearer
start_map_y = world_y/64;
// compute end of map rectangle for best cast i.e. aligned on 64x64 boundary
end_map_x = start_map_x + 10 - 1;
end_map_y = start_map_y + 8 - 1;
// now compute number of pixels in x,y we are within the tile, i.e
// how much is scrolled off the edge?
offset_x = -(world_x % 64);
offset_y = -(world_y % 64);
// adjust end_map_x,y for offsets
if (offset_x)
end_map_x++;
if (offset_y)
end_map_y++;
// set starting position of first upper lh texture
int texture_x = offset_x;
int texture_y = offset_y;
// draw the current window
for (index_y = start_map_y; index_y <= end_map_y; index_y++)
{
for (index_x = start_map_x; index_x <= end_map_x; index_x++)
{
// set position to blit
textures.x = texture_x;
textures.y = texture_y;
// set frame
textures.curr_frame = world[index_y][index_x] - '0';
// draw the texture
Draw_BOB16(&textures,lpddsback);
// update texture position
texture_x+=64;
} // end for map_x
// reset x postion, update y
texture_x = offset_x;
texture_y += 64;
} // end for map_y
// draw some info
Draw_Text_GDI("(16-Bit Version) USE ARROW KEYS TO MOVE, <ESC> to Exit.",8,8,RGB(255,255,255),lpddsback);
sprintf(buffer,"World Position = [%d, %d] ", world_x, world_y);
Draw_Text_GDI(buffer,8,screen_height - 32 - 24,RGB(0,255,0),lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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