demoII3_1.cpp
资源名称:Source.rar [点击查看]
上传用户:husern
上传日期:2018-01-20
资源大小:42486k
文件大小:19k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII3_1.CPP windowed mode demo based on
- // artificial intelligence pattern demo from Volume I
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, WINMM.LIB, and of course
- // T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP
- // and only run app if desktop is in 16-bit color mode
- // 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
- FALSE);
- // 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
- Load_Bitmap_File(&bitmap16bit, "BOTS24.BMP");
- // create bat bob
- Create_BOB(&bot,320,200,116,60,16,BOB_ATTR_MULTI_ANIM | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16);
- Set_Anim_Speed_BOB(&bot, 2);
- // load the bot in
- for (index=0; index < 16; index++)
- Load_Frame_BOB16(&bot, &bitmap16bit, index, index%2, index/2, BITMAP_EXTRACT_MODE_CELL);
- // unload bot
- Unload_Bitmap_File(&bitmap16bit);
- // create animations for bot
- for (index=0; index<8; index++)
- {
- // generate the animation on the fly
- bot_anim[0] = index*2;
- bot_anim[1] = bot_anim[0]+1;
- // load the generated animation
- Load_Animation_BOB(&bot, index, 2, bot_anim);
- } // end for index
- // set the animation to right direction
- Set_Animation_BOB(&bot,0);
- // initialize directinput
- DInput_Init();
- // acquire the keyboard only
- DInput_Init_Keyboard();
- // initilize DirectSound
- DSound_Init();
- // load background sounds
- engines_id = DSound_Load_WAV("ENGINES.WAV");
- // start the sounds
- DSound_Play(engines_id, DSBPLAY_LOOPING);
- // hide the mouse
- if (!WINDOWED_APP)
- 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(&bot);
- // 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 Bot_AI(void)
- {
- // this function controls the ai of the bot and the pattern
- // processing
- static int opcode, // current pattern opcode
- operand; // current operand
- // test if it's time to process a new instruction
- if (curr_pattern==NULL)
- {
- // select a random pattern in pattern bank
- bot_pattern_index = rand()%NUM_PATTERNS;
- curr_pattern = patterns[bot_pattern_index];
- // now reset instuction pointer
- bot_ip = 0;
- // reset counter
- bot_counter = 0;
- } // end if
- // process next instruction if it's time
- if (--bot_counter <= 0)
- {
- // get next instruction
- opcode = curr_pattern[bot_ip++];
- operand = curr_pattern[bot_ip++];
- // test what the opcode is
- switch(opcode)
- {
- case OPC_E:
- {
- // set direction to east
- Set_Vel_BOB(&bot,6,0);
- // set animation to east
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_NE:
- {
- // set direction to northeast
- Set_Vel_BOB(&bot,6,-6);
- // set animation to northeast
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_N:
- {
- // set direction to north
- Set_Vel_BOB(&bot,0,-6);
- // set animation to north
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_NW:
- {
- // set direction to northwest
- Set_Vel_BOB(&bot,-6,-6);
- // set animation to northwest
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_W:
- {
- // set direction to west
- Set_Vel_BOB(&bot,-6,0);
- // set animation to west
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_SW:
- {
- // set direction to southwest
- Set_Vel_BOB(&bot,-6,6);
- // set animation to southwest
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_S:
- {
- // set direction to south
- Set_Vel_BOB(&bot,0,6);
- // set animation to south
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_SE:
- {
- // set direction to southeast
- Set_Vel_BOB(&bot,6,6);
- // set animation to southeast
- Set_Animation_BOB(&bot,opcode);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_STOP:
- {
- // stop motion
- Set_Vel_BOB(&bot,0,0);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_RAND:
- {
- // set direction randomly
- Set_Vel_BOB(&bot,-4+rand()%9,-4+rand()%9);
- // set animation to south
- Set_Animation_BOB(&bot,OPC_S);
- // set counter to instuction operand
- bot_counter = operand;
- } break;
- case OPC_END:
- {
- // stop motion
- Set_Vel_BOB(&bot,0,0);
- // select a random pattern in pattern bank
- bot_pattern_index = rand()%NUM_PATTERNS;
- curr_pattern = patterns[bot_pattern_index];
- // now reset instuction pointer
- bot_ip = 0;
- // reset counter
- bot_counter = 0;
- } break;
- default: break;
- } // end switch
- } // end if
- // draw stats
- sprintf(buffer,"Pattern #%d",bot_pattern_index);
- Draw_Text_GDI(buffer,10, 400,RGB(0,255,0), lpddsback);
- sprintf(buffer,"Opcode=%s Operand=%d",opcode_names[opcode],operand);
- Draw_Text_GDI(buffer,10, 416,RGB(0,255,0), lpddsback);
- sprintf(buffer,"Instruction Ptr=%d ", bot_ip);
- Draw_Text_GDI(buffer,10, 432,RGB(0,255,0), lpddsback);
- sprintf(buffer,"Counter=%d ", bot_counter);
- Draw_Text_GDI(buffer,10, 448,RGB(0,255,0), lpddsback);
- } // end Bot_AI
- //////////////////////////////////////////////////////////
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
- int index; // looping var
- // start the timing clock
- Start_Clock();
- // clear the drawing surface
- DDraw_Fill_Surface(lpddsback, 0);
- // lock back buffer and copy background into it
- DDraw_Lock_Back_Surface();
- // draw background
- Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
- // unlock back surface
- DDraw_Unlock_Back_Surface();
- // read keyboard
- DInput_Read_Keyboard();
- // do the ai on bot
- Bot_AI();
- // the animate the bot
- Animate_BOB(&bot);
- // move bot
- Move_BOB(&bot);
- // test if bot is off screen, if so wrap around
- if (bot.x >= SCREEN_WIDTH)
- bot.x = -bot.width;
- else
- if (bot.x < -bot.width)
- bot.x = SCREEN_WIDTH;
- if (bot.y >= SCREEN_HEIGHT)
- bot.y = -bot.height;
- else
- if (bot.y < -bot.height)
- bot.y = SCREEN_HEIGHT;
- // draw the bot
- Draw_BOB16(&bot, lpddsback);
- // draw title
- Draw_Text_GDI("(16-Bit Version) I-ROBOT 3D - Pattern Demo",10, 10,RGB(0,255,255), lpddsback);
- // flip the surfaces
- DDraw_Flip();
- // sync to 30ish fps
- Wait_Clock(30);
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- // stop all sounds
- DSound_Stop_All_Sounds();
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////