?? outofmouth.cpp
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// outofmouth demo 8-bit blitting
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // 無 MFC
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream> // 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> // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 1024 // size of screen
#define SCREEN_HEIGHT 768
#define SCREEN_BPP 8 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
///defines for game
#define BOW_WIDTH 42 //爆炸寬
#define BOW_HEIGHT 36 ///爆炸高
#define ALL_BOW 14
#define BOW2_WIDTH 86 //爆炸寬
#define BOW2_HEIGHT 74 ///爆炸高
#define ALL_BOW2 14
#define TOOTH_WIDTH 50 //牙齒寬
#define TOOTH_HEIGHT 150 //牙齒高
#define SMALLONE_WIDTH 50 //小東西寬
#define SMALLONE_HEIGHT 30 //小東西高
#define INIT_BOTTOM_X 300 //底部第一個牙齒X坐標
#define INIT_BOTTOM_y 450 //底部第一個牙齒Y坐標
#define DISTANCE 200 //底部牙齒與上部的距離
#define TOOTH_NUM 7 //一排牙齒的數目
#define SHAPE_NUM 5 //單排牙齒形狀數
#define ALL_SHAPE_NUM 10 //上下牙齒形狀數
#define INIT_SPEED 1 //游戲速度,牙齒速度,33pixel/sec
#define SMALLONE_INIT_y 560
#define SMALLONE_SPEC 110
#define DELAY 8 //操作延遲時間 N frame
#define FRAME_PER_SEC 30 //frame per sec = 1sec/N(30)=33.3fps
#define DEATH_DELAY 30
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// container structure for bitmaps .BMP file
typedef struct BITMAP_FILE_TAG
{
BITMAPFILEHEADER bitmapfileheader; // this contains the bitmapfile header
BITMAPINFOHEADER bitmapinfoheader; // this is all the info including the palette
PALETTEENTRY palette[256]; // we will store the palette here
UCHAR *buffer; // this is a pointer to the data
} BITMAP_FILE, *BITMAP_FILE_PTR;
// this will hold our little alien
typedef struct ALIEN_OBJ_TYP
{
LPDIRECTDRAWSURFACE7 frames[14]; // 3 frames of animation for complete walk cycle
int x,y; // position of alien
int velocity; // x-velocity
int current_frame; // current frame of animation
int counter; // used to time animation
int position;
} ALIEN_OBJ, *ALIEN_OBJ_PTR;
//牙齒的關卡地圖結構
typedef struct MAP_SET_TYP
{
ALIEN_OBJ BottomSet[TOOTH_NUM]; //下排牙齒的數地圖
ALIEN_OBJ TopSet[TOOTH_NUM]; //下排牙齒的數地圖
int iKey; //缺牙地址
} MAP_SET, *MAP_SET_PTR;
// PROTOTYPES //////////////////////////////////////////////
int Build_Map();
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height);
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename);
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap);
int DDraw_Fill_Surface(LPDIRECTDRAWSURFACE7 lpdds,int color);
int Scan_Image_Bitmap(BITMAP_FILE_PTR bitmap, LPDIRECTDRAWSURFACE7 lpdds, int cx,int cy);
LPDIRECTDRAWSURFACE7 DDraw_Create_Surface(int width, int height, int mem_flags, int color_key);
int DDraw_Draw_Surface(LPDIRECTDRAWSURFACE7 source, int x, int y,
int width, int height, LPDIRECTDRAWSURFACE7 dest,
int transparent);
LPDIRECTDRAWCLIPPER DDraw_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
int num_rects,
LPRECT clip_list);
int Draw_Text_GDI(char *text, int x,int y,COLORREF color, LPDIRECTDRAWSURFACE7 lpdds);
// MACROS /////////////////////////////////////////////////
// tests if a key is up or down
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
LPDIRECTDRAW7 lpdd = NULL; // dd4 object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper
PALETTEENTRY palette[256]; // color palette
PALETTEENTRY save_palette[256]; // used to save palettes
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDBLTFX ddbltfx; // used to fill
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
DWORD start_clock_count = 0; // used for timing
//全局結構體變量
BITMAP_FILE bitmap; // holds the bitmap
ALIEN_OBJ aliens[3]; // 3 aliens, one on each level
ALIEN_OBJ tooth[ALL_SHAPE_NUM];
ALIEN_OBJ smallone;
ALIEN_OBJ bow;
ALIEN_OBJ bow2;
MAP_SET map; //地圖
LPDIRECTDRAWSURFACE7 lpddsbackground = NULL;// this will hold the background image
char buffer[600]; // general printing buffer
int gwidth = -1;
int gheight = -1;
//mine////////////////////////////////全局變量
int turnflag=0;
char *text=NULL;
char num[80];
int iFrame=0;
int iLevelNum=0; //過關數目
int iScore=0; //游戲分數
int iLevel=0;
int iSpeed=INIT_SPEED; //游戲速度,牙齒速度,50pixel/sec
int iTimeCounter=0; //操作延遲計數器
int delayflag=0; //操作延遲標志
int iCounterBow=0; //爆炸精靈計數器
int iBowFlag=0;
int iCounterBow2=0;
int iBowFlag2=0;
//game state
int iDistance=DISTANCE; //上下排牙齒距離
int iDeathFlag=0; //死亡標志
int iDeathTimeCounter=0; //死亡延遲
int iDeathDelayFlag=0;
int iGameMode=0; //游戲模式0:記分模式,1:闖關模式,2:連續模式,3:極限模式
// FUNCTIONS ////////////////////////////////////////////////
int Build_Map()
{
//生成地圖
srand(GetTickCount());
map.iKey=rand()%(TOOTH_NUM); //隨機缺牙位置
smallone.position=rand()%(TOOTH_NUM);//隨機小東西位置
srand(GetTickCount());
for(int index=0; index<TOOTH_NUM; index++)
{
//分配下上部分地圖
if(index==map.iKey)
{
//缺牙
map.BottomSet[index].current_frame=rand()%(SHAPE_NUM-1); //current_frame為該位置的位圖編號
map.TopSet[index].current_frame=((ALL_SHAPE_NUM - 2) - map.BottomSet[index].current_frame);
//分配下部坐標
map.BottomSet[index].x = INIT_BOTTOM_X + index * TOOTH_WIDTH;
map.BottomSet[index].y = INIT_BOTTOM_y;
map.BottomSet[index].velocity = iSpeed;
map.BottomSet[index].counter = 0;
//分配上部坐標
map.TopSet[index].x = INIT_BOTTOM_X + index * TOOTH_WIDTH;
map.TopSet[index].y = INIT_BOTTOM_y - DISTANCE;
map.TopSet[index].velocity = iSpeed;
map.TopSet[index].counter = 0;
}
else
{
//平牙
map.BottomSet[index].current_frame=rand()%SHAPE_NUM; //current_frame為該位置的位圖編號
map.TopSet[index].current_frame=((ALL_SHAPE_NUM - 1) - map.BottomSet[index].current_frame);
//分配下部坐標
map.BottomSet[index].x = INIT_BOTTOM_X + index * TOOTH_WIDTH;
map.BottomSet[index].y = INIT_BOTTOM_y;
map.BottomSet[index].velocity = iSpeed;
map.BottomSet[index].counter = 0;
//分配上部坐標
map.TopSet[index].x = INIT_BOTTOM_X + index * TOOTH_WIDTH;
map.TopSet[index].y = INIT_BOTTOM_y - DISTANCE;
map.TopSet[index].velocity = iSpeed;
map.TopSet[index].counter = 0;
}
}
for(index=1; index<TOOTH_NUM; index++)
{
//對齊
map.BottomSet[index].x-=index;
map.TopSet[index].x-=index;
}
//init smallone
smallone.x = ( INIT_BOTTOM_X + smallone.position * TOOTH_WIDTH );
smallone.y = SMALLONE_INIT_y - map.BottomSet[smallone.position].current_frame * 30;
smallone.velocity = iSpeed;
smallone.current_frame = 0;
smallone.counter = 0;
return(1);
}
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename)
{
// this function opens a bitmap file and loads the data into bitmap
int file_handle, // the file handle
index; // looping index
UCHAR *temp_buffer = NULL; // used to convert 24 bit images to 16 bit
OFSTRUCT file_data; // the file data information
// open the file if it exists
if ((file_handle = OpenFile(filename,&file_data,OF_READ))==-1)
return(0);
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapfileheader,sizeof(BITMAPFILEHEADER));
// test if this is a bitmap file
if (bitmap->bitmapfileheader.bfType!=BITMAP_ID)
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now we know this is a bitmap, so read in all the sections
// first the bitmap infoheader
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapinfoheader,sizeof(BITMAPINFOHEADER));
// now load the color palette if there is one
if (bitmap->bitmapinfoheader.biBitCount == 8)
{
_lread(file_handle, &bitmap->palette,MAX_COLORS_PALETTE*sizeof(PALETTEENTRY));
// now set all the flags in the palette correctly and fix the reversed
// BGR RGBQUAD data format
for (index=0; index < MAX_COLORS_PALETTE; index++)
{
// reverse the red and green fields
int temp_color = bitmap->palette[index].peRed;
bitmap->palette[index].peRed = bitmap->palette[index].peBlue;
bitmap->palette[index].peBlue = temp_color;
// always set the flags word to this
bitmap->palette[index].peFlags = PC_NOCOLLAPSE;
} // end for index
} // end if
// finally the image data itself
_lseek(file_handle,-(int)(bitmap->bitmapinfoheader.biSizeImage),SEEK_END);
// now read in the image, if the image is 8 or 16 bit then simply read it
// but if its 24 bit then read it into a temporary area and then convert
// it to a 16 bit image
if (bitmap->bitmapinfoheader.biBitCount==8 || bitmap->bitmapinfoheader.biBitCount==16 ||
bitmap->bitmapinfoheader.biBitCount==24)
{
// delete the last image if there was one
if (bitmap->buffer)
free(bitmap->buffer);
// allocate the memory for the image
if (!(bitmap->buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now read it in
_lread(file_handle,bitmap->buffer,bitmap->bitmapinfoheader.biSizeImage);
} // end if
else
{
// serious problem
return(0);
} // end else
#if 0
// write the file info out
printf("\nfilename:%s \nsize=%d \nwidth=%d \nheight=%d \nbitsperpixel=%d \ncolors=%d \nimpcolors=%d",
filename,
bitmap->bitmapinfoheader.biSizeImage,
bitmap->bitmapinfoheader.biWidth,
bitmap->bitmapinfoheader.biHeight,
bitmap->bitmapinfoheader.biBitCount,
bitmap->bitmapinfoheader.biClrUsed,
bitmap->bitmapinfoheader.biClrImportant);
#endif
// close the file
_lclose(file_handle);
// flip the bitmap
Flip_Bitmap(bitmap->buffer,
bitmap->bitmapinfoheader.biWidth*(bitmap->bitmapinfoheader.biBitCount/8),
bitmap->bitmapinfoheader.biHeight);
// return success
return(1);
} // end Load_Bitmap_File
///////////////////////////////////////////////////////////
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap)
{
// this function releases all memory associated with "bitmap"
if (bitmap->buffer)
{
// release memory
free(bitmap->buffer);
// reset pointer
bitmap->buffer = NULL;
} // end if
// return success
return(1);
} // end Unload_Bitmap_File
///////////////////////////////////////////////////////////
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height)
{
// this function is used to flip bottom-up .BMP images
UCHAR *buffer; // used to perform the image processing
int index; // looping index
// allocate the temporary buffer
if (!(buffer = (UCHAR *)malloc(bytes_per_line*height)))
return(0);
// copy image to work area
memcpy(buffer,image,bytes_per_line*height);
// flip vertically
for (index=0; index < height; index++)
memcpy(&image[((height-1) - index)*bytes_per_line],
&buffer[index*bytes_per_line], bytes_per_line);
// release the memory
free(buffer);
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