?? demo12_8_16b.cpp
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// DEMO12_8_16b.CPP - path finding racing 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 Path Finding 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 NUM_WAYPOINTS 30 // number of waypoints in path
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// TYPES /////////////////////////////////////////////////
typedef struct WAYPOINT_TYP
{
float x,y;
} WAYPOINT, *WAYPOINT_PTR;
// 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 car; // this little race car
int wind_sound_id = -1; // the ambient wind
int car_sound_id = -1; // the engine of the car
int vector_display_on = 1; // used to toggle the informational vector rendering
// the way point list hand compiled :)
WAYPOINT path[NUM_WAYPOINTS] = {
{332,122},
{229,108},
{155,97},
{104,100},
{67,119},
{46,159},
{55,229},
{74,283},
{132,364},
{206,407},
{268,412},
{291,405},
{303,379},
{312,274},
{336,244},
{383,233},
{417,240},
{434,278},
{426,328},
{407,388},
{418,415},
{452,429},
{501,419},
{534,376},
{562,263},
{562,188},
{556,112},
{530,100},
{484,97},
{404,116},};
// 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
///////////////////////////////////////////////////////////
int Find_Nearest_Waypoint(float x, float y)
{
// this function finds the nearest waypoint to the sent position
int near_id = 0;
int near_dist = 1000,
test_dist;
for (int index=0; index<NUM_WAYPOINTS; index++)
{
// is this waypoint closer?
if ((test_dist = Fast_Distance_2D(path[index].x - x,path[index].y - y)) < near_dist)
{
// set as nearest waypoint
near_id = index;
near_dist = test_dist;
} // end if
} // end for index
// test if user want to see all those lines
if (vector_display_on==1)
{
// draw it
DDraw_Lock_Back_Surface();
Draw_Line16(path[near_id].x, path[near_id].y - 8,path[near_id].x, path[near_id].y + 8,
RGB16Bit(0,0,255), back_buffer, back_lpitch);
Draw_Line16(path[near_id].x-8, path[near_id].y ,path[near_id].x+8, path[near_id].y,
RGB16Bit(0,0,255), back_buffer, back_lpitch);
DDraw_Unlock_Back_Surface();
} // end if
// return it
return(near_id);
} // end Find_Nearest_Waypoint
////////////////////////////////////////////////////////////
void Draw_Waypoints(int mode=1)
{
// this function draws the waypoints and the path network
// lock back surface
DDraw_Lock_Back_Surface();
for (int index=0; index < NUM_WAYPOINTS; index++)
{
// draw network line too?
if (mode > 0)
Draw_Line16(path[index].x, path[index].y,
path[(index+1)%NUM_WAYPOINTS].x, path[(index+1)%NUM_WAYPOINTS].y,
RGB16Bit(255,0,0),
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