?? demo12_7_16b.cpp
字號:
// DEMO12_7_16b.CPP - memory demo
// 16-bit version
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course
// T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP,
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#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 <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS" // class name
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Memory 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
// defines for ants
#define NUM_ANTS 16 // just change this to whatever, but only 8 ants will be displayed
// on HUD
#define ANT_ANIM_UP 0
#define ANT_ANIM_RIGHT 1
#define ANT_ANIM_DOWN 2
#define ANT_ANIM_LEFT 3
#define ANT_ANIM_DEAD 4
// states of ant
#define ANT_WANDERING 0 // moving around randomly
#define ANT_EATING 1 // at a mnm eating it
#define ANT_RESTING 2 // sleeping :)
#define ANT_SEARCH_FOOD 3 // hungry and searching for food
// these are the substates that occur during a search for food
#define ANT_SEARCH_FOOD_S1_SCAN 31 // substate 1
#define ANT_SEARCH_FOOD_S2_WANDER 32 // substate 2
#define ANT_SEARCH_FOOD_S3_VECTOR_2CELL 33 // substate 3
#define ANT_SEARCH_FOOD_S4_VECTOR_2FOOD 34 // substate 4
#define ANT_SEARCH_FOOD_S5 35 // substate 5
#define ANT_SEARCH_FOOD_S6 36 // substate 6
#define ANT_SEARCH_FOOD_S7 37 // substate 7
#define ANT_COMMUNICATING 4 // talking to another ant
#define ANT_DEAD 5 // this guy is dead, got too hungry
#define ANT_INDEX_HUNGER_LEVEL 0 // the current hunger level of ant
#define ANT_INDEX_HUNGER_TOLERANCE 1 // the death tolerance of hunger
#define ANT_INDEX_AI_STATE 2 // the artificial intelligence state
#define ANT_INDEX_AI_SUBSTATE 3 // generic substate
#define ANT_INDEX_DIRECTION 4 // direction of motion
#define ANT_INDEX_LAST_TALKED_WITH 5 // last ant talked to
#define ANT_INDEX_MNM_BEING_DEVOURED 6 // the index of mnm being eaten
#define ANT_INDEX_FOOD_TARGET_X 7 // x,y target position of cell or off actual food
#define ANT_INDEX_FOOD_TARGET_Y 8
#define ANT_INDEX_FOOD_TARGET_ID 9 // the id of the actual piece of food
#define ANT_MEMORY_RESIDUAL_RATE 0.2 // inversely proportional to plasticity of ant memory
#define BITE_SIZE 5 // bite size of one mouthful in energy units
// defines for food
#define NUM_MNMS 32
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// ants stuff
void Move_Ants(void);
void Init_Ants(void);
void Draw_Ants(void);
void Draw_Food(void);
// TYPES /////////////////////////////////////////////////
// this is the food
typedef struct MNM_TYP
{
int x,y; // position of mnm
float energy; // when this is 0, the mnm is dead
} MNM, *MNM_PTR;
typedef struct ANT_MEMORY_TYP
{
float cell[16][16]; // the actual memory
int ilayer[16][16]; // used as an input layer to help display engine show
// areas during communication and forgetfulness
} ANT_MEMORY, *ANT_MEMORY_PTR;
// MACROS ////////////////////////////////////////////////
#define RAND_RANGE(x,y) ( (x) + (rand()%((y)-(x)+1)))
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[256]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB ants[NUM_ANTS], // the ants
mnm; // the little food mnm image
MNM food[NUM_MNMS]; // the array of mnms
ANT_MEMORY ants_mem[NUM_ANTS]; // each ant has a 256 cell memory, 16x16 structure
int niceday_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
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
// 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
//////////////////////////////////////////////////////////
// T3D 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
// seed the random number generator
srand(Get_Clock());
// initialize directdraw, very important that in the call
// to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
// which increases the response of directX graphics to
// take the global critical section more frequently
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load background image
Load_Bitmap_File(&bitmap16bit, "SIDEWALK224.BMP");
Create_Bitmap(&background_bmp,0,0,640,480,16);
Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Unload_Bitmap_File(&bitmap16bit);
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -