?? demo12_6.cpp
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// DEMO12_6.CPP - pattern demo with tracking instruction
// 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 "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
#define NUM_PATTERNS 4 // number of patterns in system
// pattern instruction opcodes for skelaton
// directional instructions
#define OPC_E 0 // move west
#define OPC_NE 1 // move northeast
#define OPC_N 2 // move north
#define OPC_NW 3 // move northwest
#define OPC_W 4 // move west
#define OPC_SW 5 // move southwest
#define OPC_S 6 // move south
#define OPC_SE 7 // move southeast
// special instructions
#define OPC_STOP 8 // stop for a moment
#define OPC_RAND 9 // select a random direction
#define OPC_TEST_DIST 10 // test distance
#define OPC_END -1 // end pattern
#define MIN_LONELYNESS 100 // minimum distance before skelaton
// gets lonely for its pet bat
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB skelaton; // the AI skelaton
BOB bat; // this time your the bat
int bat_sound_id = -1, // sound of bat flapping wings
laugh_sound_id = -1; // sound of skelaton laughing
// animation sequences for bob
int skelaton_anims[8][4] = { {0,1,0,2},
{0+4,1+4,0+4,2+4},
{0+8,1+8,0+8,2+8},
{0+12,1+12,0+12,2+12},
{0+16,1+16,0+16,2+16},
{0+20,1+20,0+20,2+20},
{0+24,1+24,0+24,2+24},
{0+28,1+28,0+28,2+28}, };
// patterns in opcode operand format
int pattern_1[] = {OPC_W, 10, OPC_NW, 10, OPC_N, 10, OPC_NE, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_E, 10, OPC_SE, 10, OPC_S, 10, OPC_SW, 10,
OPC_W, 10, OPC_RAND, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 20, OPC_NW, 10, OPC_N, 20, OPC_NE, 10,
OPC_E, 20, OPC_SE, 10, OPC_S, 20, OPC_SW, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 10, OPC_END,0};
int pattern_2[] = {OPC_E, 20, OPC_W, 20, OPC_STOP, 20, OPC_NE, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 10, OPC_NW, 10, OPC_SW, 20, OPC_NW, 20,
OPC_TEST_DIST, 50, // a distance test
OPC_SW, 20, OPC_NW, 30, OPC_SW, 10, OPC_S, 50,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 2, OPC_NW, 2, OPC_N, 2, OPC_NE, 50, OPC_TEST_DIST, 50, // a distance test
OPC_E,2, OPC_SE,2, OPC_S,2, OPC_RAND, 10, OPC_END,0};
int pattern_3[] = { OPC_N, 10, OPC_S, 10, OPC_N, 10, OPC_S, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_E, 10, OPC_W, 10, OPC_E, 10, OPC_W, 10,
OPC_TEST_DIST, 50, // a distance test
OPC_NW, 10, OPC_N, 10, OPC_NE, 10, OPC_N, 10,
OPC_TEST_DIST, 60, // a distance test
OPC_STOP, 20, OPC_RAND, 5, OPC_E, 50, OPC_S, 50, OPC_W, 50,
OPC_TEST_DIST, 50, // a distance test
OPC_E, 10, OPC_E, 10, OPC_E, 10, OPC_NW, 100, OPC_TEST_DIST, 60, // a distance test
OPC_STOP, 10, OPC_END,0};
int pattern_4[] = {OPC_W, 100,
OPC_NW, 2,OPC_N, 2,OPC_NE, 2,
OPC_E, 100,
OPC_NE, 2,OPC_N, 2,OPC_NW, 2,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 100,
OPC_NW, 2,OPC_N, 2,OPC_NE, 2,
OPC_E, 100,
OPC_NE, 2,OPC_N, 2,OPC_NW, 2,
OPC_TEST_DIST, 50, // a distance test
OPC_W, 100,
OPC_NW, 2,OPC_N, 2,OPC_NE, 2,
OPC_E, 100,
OPC_NE, 2,OPC_N, 2,OPC_NW, 2,
OPC_TEST_DIST, 50, // a distance test
OPC_RAND, 10, OPC_RAND, 5,
OPC_SW, 2,OPC_S, 2,OPC_SE, 2,
OPC_E, 100,
OPC_TEST_DIST, 50, // a distance test
OPC_SE, 2,OPC_S, 2,OPC_SW, 2,
OPC_W, 100,
OPC_TEST_DIST, 50, // a distance test
OPC_SW, 2,OPC_S, 2,OPC_SE, 2,
OPC_E, 100,
OPC_SE, 2,OPC_S, 2,OPC_SW, 2,
OPC_W, 100,
OPC_TEST_DIST, 50, // a distance test
OPC_SW, 2,OPC_S, 2,OPC_SE, 2,
OPC_E, 100,
OPC_TEST_DIST, 50, // a distance test
OPC_SE, 2,OPC_S, 2,OPC_SW, 2,
OPC_W, 100, OPC_END,0};
// master pattern array
int *patterns[NUM_PATTERNS] = {pattern_1, pattern_2, pattern_3, pattern_4};
int *curr_pattern=NULL; // current pattern being processed
int opcode, // general opcode
operand, // general operand
skelaton_ip =0, // pattern instruction pointer for skelaton
skelaton_counter=0, // counter of pattern control
skelaton_pattern_index; // the current pattern being executed
// used as a index to string lookup to help print out
char *opcode_names[] = {"OPC_E",
"OPC_NE",
"OPC_N",
"OPC_NW",
"OPC_W",
"OPC_SW",
"OPC_S",
"OPC_SE",
"OPC_STOP",
"OPC_RAND",
"OPC_TEST_DIST"};
// sound stuff
// 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 use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"Pattern demo with embedded instructions", // title
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;
// 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
int skelaton_anim[2];
char filename[80]; // used to build up filenames
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load background image
Load_Bitmap_File(&bitmap8bit, "DUNGEON.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// load the bat bitmaps
Load_Bitmap_File(&bitmap8bit, "BATS8_2.BMP");
// create bat bob
Create_BOB(&bat,320,200, 16,16, 5, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
Set_Anim_Speed_BOB(&bat, 2);
// load the bat in
for (index=0; index < 5; index++)
Load_Frame_BOB(&bat, &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
// unload bat
Unload_Bitmap_File(&bitmap8bit);
// create skelaton bob
if (!Create_BOB(&skelaton,0,0,56,72,32,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY))
return(0);
// load the frames in 8 directions, 4 frames each
// each set of frames has a walk and a fire, frame sets
// are loaded in counter clockwise order looking down
// from a birds eys view or the x-z plane
for (int direction = 0; direction < 8; direction++)
{
// build up file name
sprintf(filename,"SKELSP%d.BMP",direction);
// load in new bitmap file
Load_Bitmap_File(&bitmap8bit,filename);
Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// set the animation sequences for skelaton
Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]);
} // end for direction
// set up stating state of skelaton
Set_Animation_BOB(&skelaton, 0);
Set_Anim_Speed_BOB(&skelaton, 4);
Set_Vel_BOB(&skelaton, 0,0);
Set_Pos_BOB(&skelaton, 0, 128);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
bat_sound_id = DSound_Load_WAV("BAT.WAV");
laugh_sound_id = DSound_Load_WAV("LAUGH.WAV");
// start the sounds
DSound_Play(bat_sound_id, DSBPLAY_LOOPING);
// 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);
// hide the mouse
ShowCursor(FALSE);
// seed random number generate
srand(Start_Clock());
// 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
// kill all the bobs
Destroy_BOB(&skelaton);
Destroy_BOB(&bat);
// shutdown directdraw last
DDraw_Shutdown();
// now directsound
DSound_Stop_All_Sounds();
DSound_Shutdown();
// shut down directinput
DInput_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
void Skelaton_AI(void)
{
// this function controls the ai of the skelaton and the pattern
// processing
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