?? deb1d2~1.cpp
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// DEMO12_5_16b.CPP - pattern 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 "WINXCLASS" // class name
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit Pattern 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_PATTERNS 4 // number of patterns in system
// pattern instruction opcodes for bot
// 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_END -1 // end pattern
// 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 bot; // the demo robot ship
// patterns in opcode operand format
int pattern_1[] = {OPC_W, 10, OPC_NW, 10, OPC_N, 10, OPC_NE, 10,
OPC_E, 10, OPC_SE, 10, OPC_S, 10, OPC_SW, 10,
OPC_W, 10, OPC_RAND, 10,
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_W, 10, OPC_END,0};
int pattern_2[] = {OPC_E, 20, OPC_W, 20, OPC_STOP, 20, OPC_NE, 10,
OPC_W, 10, OPC_NW, 10, OPC_SW, 20, OPC_NW, 20,
OPC_SW, 20, OPC_NW, 30, OPC_SW, 10, OPC_S, 50,
OPC_W, 2, OPC_NW, 2, OPC_N, 2, OPC_NE, 50,
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_E, 10, OPC_W, 10, OPC_E, 10, OPC_W, 10,
OPC_NW, 10, OPC_N, 10, OPC_NE, 10, OPC_N, 10,
OPC_STOP, 20, OPC_RAND, 5, OPC_E, 50, OPC_S, 50, OPC_W, 50,
OPC_E, 10, OPC_E, 10, OPC_E, 10, OPC_NW, 100,
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_W, 100,
OPC_NW, 2,OPC_N, 2,OPC_NE, 2,
OPC_E, 100,
OPC_NE, 2,OPC_N, 2,OPC_NW, 2,
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_RAND, 10, OPC_RAND, 5,
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_SW, 2,OPC_S, 2,OPC_SE, 2,
OPC_E, 100,
OPC_SE, 2,OPC_S, 2,OPC_SW, 2,
OPC_W, 100,
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_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 bot_ip =0, // pattern instruction pointer for bot
bot_counter=0, // counter of pattern control
bot_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_END",};
// sound stuff
int engines_id = -1; // engine sound id
// 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
int bot_anim[2];
// 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, "TREKB24.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);
// load the bots bitmaps
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