?? t3dlib1.cpp
字號:
int Load_Frame_BOB(BOB_PTR bob, // bob to load with data
BITMAP_FILE_PTR bitmap, // bitmap to scan image data from
int frame, // frame to load
int cx,int cy, // cell or absolute pos. to scan image from
int mode) // if 0 then cx,cy is cell position, else
// cx,cy are absolute coords
{
// this function extracts a bitmap out of a bitmap file
DDSURFACEDESC2 ddsd; // direct draw surface description
// is this a valid bob
if (!bob)
return(0);
UCHAR *source_ptr, // working pointers
*dest_ptr;
// test the mode of extraction, cell based or absolute
if (mode==BITMAP_EXTRACT_MODE_CELL)
{
// re-compute x,y
cx = cx*(bob->width+1) + 1;
cy = cy*(bob->height+1) + 1;
} // end if
// extract bitmap data
source_ptr = bitmap->buffer + cy*bitmap->bitmapinfoheader.biWidth+cx;
// get the addr to destination surface memory
// set size of the structure
ddsd.dwSize = sizeof(ddsd);
// lock the display surface
(bob->images[frame])->Lock(NULL,
&ddsd,
DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
NULL);
// assign a pointer to the memory surface for manipulation
dest_ptr = (UCHAR *)ddsd.lpSurface;
// iterate thru each scanline and copy bitmap
for (int index_y=0; index_y<bob->height; index_y++)
{
// copy next line of data to destination
memcpy(dest_ptr, source_ptr,bob->width);
// advance pointers
dest_ptr += (ddsd.lPitch); // (bob->width+bob->width_fill);
source_ptr += bitmap->bitmapinfoheader.biWidth;
} // end for index_y
// unlock the surface
(bob->images[frame])->Unlock(NULL);
// set state to loaded
bob->attr |= BOB_ATTR_LOADED;
// return success
return(1);
} // end Load_Frame_BOB
///////////////////////////////////////////////////////////////
int Load_Frame_BOB16(BOB_PTR bob, // bob to load with data
BITMAP_FILE_PTR bitmap, // bitmap to scan image data from
int frame, // frame to load
int cx,int cy, // cell or absolute pos. to scan image from
int mode) // if 0 then cx,cy is cell position, else
// cx,cy are absolute coords
{
// this function extracts a 16-bit bitmap out of a 16-bit bitmap file
DDSURFACEDESC2 ddsd; // direct draw surface description
// is this a valid bob
if (!bob)
return(0);
USHORT *source_ptr, // working pointers
*dest_ptr;
// test the mode of extraction, cell based or absolute
if (mode==BITMAP_EXTRACT_MODE_CELL)
{
// re-compute x,y
cx = cx*(bob->width+1) + 1;
cy = cy*(bob->height+1) + 1;
} // end if
// extract bitmap data
source_ptr = (USHORT *)bitmap->buffer + cy*bitmap->bitmapinfoheader.biWidth+cx;
// get the addr to destination surface memory
// set size of the structure
ddsd.dwSize = sizeof(ddsd);
// lock the display surface
(bob->images[frame])->Lock(NULL,
&ddsd,
DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
NULL);
// assign a pointer to the memory surface for manipulation
dest_ptr = (USHORT *)ddsd.lpSurface;
// iterate thru each scanline and copy bitmap
for (int index_y=0; index_y<bob->height; index_y++)
{
// copy next line of data to destination
memcpy(dest_ptr, source_ptr,(bob->width*2));
// advance pointers
dest_ptr += (ddsd.lPitch >> 1);
source_ptr += bitmap->bitmapinfoheader.biWidth;
} // end for index_y
// unlock the surface
(bob->images[frame])->Unlock(NULL);
// set state to loaded
bob->attr |= BOB_ATTR_LOADED;
// return success
return(1);
} // end Load_Frame_BOB16
///////////////////////////////////////////////////////////
int Animate_BOB(BOB_PTR bob)
{
// this function animates a bob, basically it takes a look at
// the attributes of the bob and determines if the bob is
// a single frame, multiframe, or multi animation, updates
// the counters and frames appropriately
// is this a valid bob
if (!bob)
return(0);
// test the level of animation
if (bob->attr & BOB_ATTR_SINGLE_FRAME)
{
// current frame always = 0
bob->curr_frame = 0;
return(1);
} // end if
else
if (bob->attr & BOB_ATTR_MULTI_FRAME)
{
// update the counter and test if its time to increment frame
if (++bob->anim_counter >= bob->anim_count_max)
{
// reset counter
bob->anim_counter = 0;
// move to next frame
if (++bob->curr_frame >= bob->num_frames)
bob->curr_frame = 0;
} // end if
} // end elseif
else
if (bob->attr & BOB_ATTR_MULTI_ANIM)
{
// this is the most complex of the animations it must look up the
// next frame in the animation sequence
// first test if its time to animate
if (++bob->anim_counter >= bob->anim_count_max)
{
// reset counter
bob->anim_counter = 0;
// increment the animation frame index
bob->anim_index++;
// extract the next frame from animation list
bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];
// is this and end sequence flag -1
if (bob->curr_frame == -1)
{
// test if this is a single shot animation
if (bob->attr & BOB_ATTR_ANIM_ONE_SHOT)
{
// set animation state message to done
bob->anim_state = BOB_STATE_ANIM_DONE;
// reset frame back one
bob->anim_index--;
// extract animation frame
bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];
} // end if
else
{
// reset animation index
bob->anim_index = 0;
// extract first animation frame
bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];
} // end else
} // end if
} // end if
} // end elseif
// return success
return(1);
} // end Amimate_BOB
///////////////////////////////////////////////////////////
int Scroll_BOB(void)
{
// this function scrolls a bob
// not implemented
// return success
return(1);
} // end Scroll_BOB
///////////////////////////////////////////////////////////
int Move_BOB(BOB_PTR bob)
{
// this function moves the bob based on its current velocity
// also, the function test for various motion attributes of the'
// bob and takes the appropriate actions
// is this a valid bob
if (!bob)
return(0);
// translate the bob
bob->x+=bob->xv;
bob->y+=bob->yv;
// test for wrap around
if (bob->attr & BOB_ATTR_WRAPAROUND)
{
// test x extents first
if (bob->x > max_clip_x)
bob->x = min_clip_x - bob->width;
else
if (bob->x < min_clip_x-bob->width)
bob->x = max_clip_x;
// now y extents
if (bob->x > max_clip_x)
bob->x = min_clip_x - bob->width;
else
if (bob->x < min_clip_x-bob->width)
bob->x = max_clip_x;
} // end if
else
// test for bounce
if (bob->attr & BOB_ATTR_BOUNCE)
{
// test x extents first
if ((bob->x > max_clip_x - bob->width) || (bob->x < min_clip_x) )
bob->xv = -bob->xv;
// now y extents
if ((bob->y > max_clip_y - bob->height) || (bob->y < min_clip_y) )
bob->yv = -bob->yv;
} // end if
// return success
return(1);
} // end Move_BOB
///////////////////////////////////////////////////////////
int Load_Animation_BOB(BOB_PTR bob,
int anim_index,
int num_frames,
int *sequence)
{
// this function load an animation sequence for a bob
// the sequence consists of frame indices, the function
// will append a -1 to the end of the list so the display
// software knows when to restart the animation sequence
// is this bob valid
if (!bob)
return(0);
// allocate memory for bob animation
if (!(bob->animations[anim_index] = (int *)malloc((num_frames+1)*sizeof(int))))
return(0);
// load data into
for (int index=0; index<num_frames; index++)
bob->animations[anim_index][index] = sequence[index];
// set the end of the list to a -1
bob->animations[anim_index][index] = -1;
// return success
return(1);
} // end Load_Animation_BOB
///////////////////////////////////////////////////////////
int Set_Pos_BOB(BOB_PTR bob, int x, int y)
{
// this functions sets the postion of a bob
// is this a valid bob
if (!bob)
return(0);
// set positin
bob->x = x;
bob->y = y;
// return success
return(1);
} // end Set_Pos_BOB
///////////////////////////////////////////////////////////
int Set_Anim_Speed_BOB(BOB_PTR bob,int speed)
{
// this function simply sets the animation speed of a bob
// is this a valid bob
if (!bob)
return(0);
// set speed
bob->anim_count_max = speed;
// return success
return(1);
} // end Set_Anim_Speed
///////////////////////////////////////////////////////////
int Set_Animation_BOB(BOB_PTR bob, int anim_index)
{
// this function sets the animation to play
// is this a valid bob
if (!bob)
return(0);
// set the animation index
bob->curr_animation = anim_index;
// reset animation
bob->anim_index = 0;
// return success
return(1);
} // end Set_Animation_BOB
///////////////////////////////////////////////////////////
int Set_Vel_BOB(BOB_PTR bob,int xv, int yv)
{
// this function sets the velocity of a bob
// is this a valid bob
if (!bob)
return(0);
// set velocity
bob->xv = xv;
bob->yv = yv;
// return success
return(1);
} // end Set_Vel_BOB
///////////////////////////////////////////////////////////
int Hide_BOB(BOB_PTR bob)
{
// this functions hides bob
// is this a valid bob
if (!bob)
return(0);
// reset the visibility bit
RESET_BIT(bob->attr, BOB_ATTR_VISIBLE);
// return success
return(1);
} // end Hide_BOB
///////////////////////////////////////////////////////////
int Show_BOB(BOB_PTR bob)
{
// this function shows a bob
// is this a valid bob
if (!bob)
return(0);
// set the visibility bit
SET_BIT(bob->attr, BOB_ATTR_VISIBLE);
// return success
return(1);
} // end Show_BOB
///////////////////////////////////////////////////////////
int Collision_BOBS(BOB_PTR bob1, BOB_PTR bob2)
{
// are these a valid bobs
if (!bob1 || !bob2)
return(0);
// get the radi of each rect
int width1 = (bob1->width>>1) - (bob1->width>>3);
int height1 = (bob1->height>>1) - (bob1->height>>3);
int width2 = (bob2->width>>1) - (bob2->width>>3);
int height2 = (bob2->height>>1) - (bob2->height>>3);
// compute center of each rect
int cx1 = bob1->x + width1;
int cy1 = bob1->y + height1;
int cx2 = bob2->x + width2;
int cy2 = bob2->y + height2;
// compute deltas
int dx = abs(cx2 - cx1);
int dy = abs(cy2 - cy1);
// test if rects overlap
if (dx < (width1+width2) && dy < (height1+height2))
return(1);
else
// else no collision
return(0);
} // end Collision_BOBS
//////////////////////////////////////////////////////////
int DDraw_Init(int width, int height, int bpp, int windowed)
{
// this function initializes directdraw
int index; // looping variable
// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
return(0);
// based on windowed or fullscreen set coorperation level
if (windowed)
{
// set cooperation level to windowed mode
if (FAILED(lpdd->SetCooperativeLevel(main_window_handle,DDSCL_NORMAL)))
return(0);
} // end if
else
{
// set cooperation level to fullscreen mode
if (FAILED(lpdd->SetCooperativeLevel(main_window_handle,
DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT | DDSCL_MULTITHREADED )))
return(0);
// set the display mode
if (FAILED(lpdd->SetDisplayMode(width,height,bpp,0,0)))
return(0);
?? 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 + -