?? demo9_3a.cpp
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// DEMO9_3a.CPP - DirectInput Joystick Demo Library version
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#define INITGUID // if not done elsewhere
#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 <dinput.h>
#include "T3DLIB1.H"
#include "T3DLIB2.H"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
#define BUTTON_SPRAY 0 // defines for each button
#define BUTTON_PENCIL 1
#define BUTTON_ERASE 2
#define BUTTON_EXIT 3
// TYPES ///////////////////////////////////////////////////
// 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
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
// PROTOTYPES //////////////////////////////////////////////
int Start_Missile(void);
int Move_Missile(void);
int Draw_Missile(void);
// 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
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
"DirectInput Joystick Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_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;
// 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
////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////
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
///////////////////////////////////////////////////////////
// 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
// initialize directdraw
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// start up DirectInput
DInput_Init();
// initialize the joystick
DInput_Init_Joystick(-24,24,-24,24);
// 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);
// seed random number generator
srand(Start_Clock());
// 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
// hide the mouse
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 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);
// release joystick
DInput_Release_Joystick();
// shutdown DirectInput
DInput_Shutdown();
// 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; // looping var
int dx,dy; // general deltas used in collision detection
// 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);
// 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);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////
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