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- // STARFERR.CPP - Game Engine Demo - STAR FERRET!
- // try and add stuff!
- // remember to compile you need GPDUMB1.CPP and
- // DirectDraw library DDRAW.LIB
-
- // INCLUDES ///////////////////////////////////////////////
-
- #define WIN32_LEAN_AND_MEAN
- #define INITGUID
-
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <objbase.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 "gpdumb1.h"
-
- // DEFINES ////////////////////////////////////////////////
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 64 // size of window
- #define WINDOW_HEIGHT 48
-
- // star ferret constants
-
- // vertical extents of players motion
- #define MIN_STARFERRET_Y 300
- #define MAX_STARFERRET_Y (480-32)
-
- // weapons defines
- #define MAX_PLASMA 8 // max number of plasma pulses
-
- #define PLASMA_STATE_OFF 0 // this plasma is dead or off
- #define PLASMA_STATE_ON 1 // this one is alive and in flight
-
- // starfield defines
- #define MAX_STARS 128
-
- // asteroid field defines
- #define MAX_ROCKS 48
- #define ROCK_STATE_OFF 0 // this rock is dead or off
- #define ROCK_STATE_ON 1 // this one is alive and in flight
-
- #define ROCK_LARGE 0 // sizes of rock
- #define ROCK_MEDIUM 1
- #define ROCK_SMALL 2
-
- // explosion defines
- #define MAX_BURSTS 8
- #define BURST_STATE_OFF 0 // this burst is dead or off
- #define BURST_STATE_ON 1 // this one is alive
-
- // defines for player states
- #define PLAYER_STATE_DEAD 0
- #define PLAYER_STATE_DYING 1
- #define PLAYER_STATE_ALIVE 2
-
- // PROTOTYPES /////////////////////////////////////////////
-
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
-
- // helper functions for game logic
- void Draw_Info(void);
- void Start_Burst(int x, int y, int width, int height, int xv,int yv);
- void Draw_Bursts(void);
- void Move_Bursts(void);
- void Delete_Bursts(void);
- void Init_Bursts(void);
- void Draw_Rocks(void);
- void Start_Rock(int x, int y, int size,int xv, int yv);
- void Move_Rocks(void);
- void Delete_Rocks(void);
- void Init_Rocks(void);
- void Fire_Plasma(int x,int y, int vel);
- void Draw_Plasma(void);
- void Move_Plasma(void);
- int Collision_Test(int x1, int y1, int w1, int h1,
- int x2, int y2, int w2, int h2);
-
- void Delete_Plasma(void);
- void Init_Plasma(void);
- void Move_Stars(void);
- void Draw_Stars(void);
- void Init_Stars(void);
-
- // TYPES //////////////////////////////////////////////////
-
- // used to contain a single star
- typedef struct STAR_TYP
- {
- UCHAR color;
- int x,y;
- int velocity;
- } STAR, *STAR_PTR;
-
- // GLOBALS ////////////////////////////////////////////////
-
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[80]; // used to print text
-
- BOB starferret; // the player
- int moving_up = 0; // used to track if player is moving up for
- // various parallax effects
- BOB plasma[MAX_PLASMA]; // plasma pulses
- BOB rocks[MAX_ROCKS]; // the asteroids
- BOB bursts[MAX_BURSTS]; // the explosion bursts
-
- int rock_sizes[3] = {96,32,12}; // width X height sizes for scaler
-
- STAR stars[MAX_STARS]; // the star field
-
- // player state variables
- int player_state = PLAYER_STATE_ALIVE;
- int player_score = 0; // the score
- int player_ships = 5; // ships left
- int player_damage = 0; // damage of player
-
- // PROTOTYPES //////////////////////////////////////////////
-
-
- // 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
- "WinX Game Console", // 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
-
- ///////////////////////////////////////////////////////////
-
- void Init_Stars(void)
- {
- // this function initializes all the stars in such a way
- // that their intensity is proportional to their
- // velocity
-
- for (int index=0; index<MAX_STARS; index++)
- {
- // random postion
- stars[index].x = rand()%screen_width;
- stars[index].y = rand()%screen_height;
-
- // select star plane
- int plane = rand()%4; // (1..4)
-
- // based on plane select velocity and color
- stars[index].velocity = -(1 + plane*2);
- stars[index].color = 25 - (plane*3);
-
- } // end for index
-
- } // end Init_Stars
-
- ///////////////////////////////////////////////////////////
-
- void Move_Stars(void)
- {
- // this function moves all the stars
-
- for (int index=0; index<MAX_STARS; index++)
- {
- // translate upward
- if (!moving_up)
- stars[index].y-=stars[index].velocity;
- else
- stars[index].y-=(stars[index].velocity+((moving_up*stars[index].velocity)));
-
- // test for collision with top of screen
- if (stars[index].y >= screen_height)
- stars[index].y-=screen_height;
-
- } // end for index
-
- } // end Move_Stars
-
- ///////////////////////////////////////////////////////////
-
- void Draw_Stars(void)
- {
- // this function draws all the stars
-
- // lock back surface
- DD_Lock_Back_Surface();
-
- // draw all the stars
- for (int index=0; index<MAX_STARS; index++)
- {
- // draw stars
- Draw_Pixel(stars[index].x,stars[index].y, stars[index].color,back_buffer, back_lpitch);
-
- } // end for index
-
- // unlock the secondary surface
- DD_Unlock_Back_Surface();
-
- } // end Draw_Stars
-
- ///////////////////////////////////////////////////////////
-
- void Init_Plasma(void)
- {
- // this function initializes and loads all the plasma
- // weapon pulses
-
- // load the plasma imagery
- Load_Bitmap_File(&bitmap8bit, "PLASMA8.BMP");
-
-
- #if 1
- // now create and load each plasma pulse
- for (int pulse=0; pulse<MAX_PLASMA; pulse++)
- {
- // create the bob to hold pulse
- Create_BOB(&plasma[pulse],0,0,16,24,6,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,
- DDSCAPS_SYSTEMMEMORY);
-
- // load animation frames
- for (int frame=0; frame<6; frame++)
- Load_Frame_BOB(&plasma[pulse],&bitmap8bit,frame,frame,0,BITMAP_EXTRACT_MODE_CELL);
-
- // set animation rate
- Set_Anim_Speed_BOB(&plasma[pulse],1);
-
- // set state to off
- plasma[pulse].state = PLASMA_STATE_OFF;
-
- } // end for pulse
- #endif
-
- #if 0
- // create the first bob
- Create_BOB(&plasma[0],0,0,16,24,6,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,
- DDSCAPS_SYSTEMMEMORY);
-
- // load animation frames
- for (int frame=0; frame<6; frame++)
- Load_Frame_BOB(&plasma[0],&bitmap8bit,frame,frame,0,BITMAP_EXTRACT_MODE_CELL);
-
- // set animation rate
- Set_Anim_Speed_BOB(&plasma[0],1);
-
- // set state to off
- plasma[0].state = PLASMA_STATE_OFF;
-
- for (int pulse=1; pulse<MAX_PLASMA; pulse++)
- {
- memcpy(&plasma[pulse], &plasma[0], sizeof(BOB));
- } // end for pulse
-
- #endif
-
-
- // unload data infile
- Unload_Bitmap_File(&bitmap8bit);
-
- } // end Init_Plasma
-
- ///////////////////////////////////////////////////////////
-
- void Delete_Plasma(void)
- {
- // this function simply deletes all memory and surfaces
- // related to the plasma pulses
-
- for (int index=0; index<MAX_PLASMA; index++)
- Destroy_BOB(&plasma[index]);
-
- } // end Delete_Plasma
-
- ///////////////////////////////////////////////////////////
-
- int Collision_Test(int x1, int y1, int w1, int h1,
- int x2, int y2, int w2, int h2)
- {
- // this function tests if the two rects overlap
-
- // get the radi of each rect
- int width1 = (w1>>1) - (w1>>3);
- int height1 = (h1>>1) - (h1>>3);
-
- int width2 = (w2>>1) - (w2>>3);
- int height2 = (h2>>1) - (h2>>3);
-
- // compute center of each rect
- int cx1 = x1 + width1;
- int cy1 = y1 + height1;
-
- int cx2 = x2 + width2;
- int cy2 = y2 + height2;
-
- // compute deltas
- int dx = abs(cx2 - cx1);
- int dy = abs(cy2 - cy1);
-
- // test if rects overlap
- if (dx < (width1+width2) && dy < (height1+height2))
- return(1);
- else
- // else no collision
- return(0);
-
- } // end Collision_Test
-
- ///////////////////////////////////////////////////////////
-
- void Move_Plasma(void)
- {
- // this function moves all the plasma pulses and checks for
- // collision with the rocks
-
- for (int index=0; index<MAX_PLASMA; index++)
- {
- // test if plasma pulse is in flight
- if (plasma[index].state == PLASMA_STATE_ON)
- {
- // move the pulse upward
- Move_BOB(&plasma[index]);
-
- // test for boundaries
- if (plasma[index].y < 0 )
- {
- // kill the pulse
- plasma[index].state = PLASMA_STATE_OFF;
-
- // move to next pulse
- continue;
- } // end if
-
- // test for collision with rocks
-
- for (int rock=0; rock<MAX_ROCKS; rock++)
- {
- if (rocks[rock].state==ROCK_STATE_ON)
- {
- // test for collision
- if (Collision_Test(plasma[index].x, plasma[index].y,
- plasma[index].width, plasma[index].height,
- rocks[rock].x, rocks[rock].y,
- rocks[rock].varsI[1], rocks[rock].varsI[1]))
- {
- // kill pulse
- plasma[index].state = PLASMA_STATE_OFF;
-
- // start explosion
- Start_Burst(plasma[index].x, plasma[index].y,
- 42,36,
- rocks[rock].xv*.5, rocks[rock].yv*.5);
-
- // update score
- player_score+=rocks[rock].varsI[2];
-
- // test strength of rock, cause damage
- rocks[rock].varsI[2]-=50;
-
- // split test
- if (rocks[rock].varsI[2] > 0 && rocks[rock].varsI[2] < 50)
- {
- // test the size of rock
- switch(rocks[rock].varsI[0])
- {
- case ROCK_LARGE:
- {
- // split into two medium
- Start_Rock(rocks[rock].x+rand()%16,rocks[rock].y+rand()%16,
- ROCK_MEDIUM,
- rocks[rock].xv-2+rand()%4,rocks[rock].yv-2+rand()%4);
-
- Start_Rock(rocks[rock].x+rand()%16,rocks[rock].y+rand()%16,
- ROCK_MEDIUM,
- rocks[rock].xv-2+rand()%4,rocks[rock].yv-2+rand()%4);
-
- // throw in a small?
- if ((rand()%3)==1)
- Start_Rock(rocks[rock].x+rand()%16,rocks[rock].y+rand()%16,
- ROCK_SMALL,
- rocks[rock].xv-2+rand()%4,rocks[rock].yv-2+rand()%4);
-
- // kill the original
- rocks[rock].state = ROCK_STATE_OFF;
-
- } break;
-
- case ROCK_MEDIUM:
- {
- // split into 1 - 3 small
- int num_rocks = 1+rand()%3;
-
- for (; num_rocks >=1; num_rocks--)
- {
- Start_Rock(rocks[rock].x+rand()%8,rocks[rock].y+rand()%8,
- ROCK_SMALL,
- rocks[rock].xv-2+rand()%4,rocks[rock].yv-2+rand()%4);
-
- } // end for num_rocks
-
- // kill the original
- rocks[rock].state = ROCK_STATE_OFF;
-
- } break;
-
- case ROCK_SMALL:
- {
- // just kill it
- rocks[rock].state = ROCK_STATE_OFF;
-
- } break;
-
- default:break;
-
-
- } // end switch
-
- } // end if split
- else
- if (rocks[rock].varsI[2] <= 0)
- {
- // kill rock
- rocks[rock].state = ROCK_STATE_OFF;
- } // end else
-
- // break out of loop
- break;
-
- } // end if collision
- } // end if rock alive
- } // end for rock
-
- } // end if
-
- } // end for index
-
- } // end Move_Plasma
-
- ///////////////////////////////////////////////////////////
-
- void Draw_Plasma(void)
- {
- // this function draws all the plasma pulses
-
- for (int index=0; index<MAX_PLASMA; index++)
- {
- // test if plasma pulse is in flight
- if (plasma[index].state == PLASMA_STATE_ON)
- {
- // draw the pulse
- Draw_BOB(&plasma[index],lpddsback);
-
- // animate the pulse
- Animate_BOB(&plasma[index]);
-
- } // end if
-
- } // end for index
-
- } // end Draw_Plasma
-
- ///////////////////////////////////////////////////////////
-
- void Fire_Plasma(int x,int y, int vel)
- {
- // this function fires a plasma pulse at the given starting
- // position and velocity, of course, one must be free for
- // this to work
-
- // scan for a pulse that is available
- for (int index=0; index<MAX_PLASMA; index++)
- {
- // is this one available
- // test if plasma pulse is in flight
- if (plasma[index].state == PLASMA_STATE_OFF)
- {
- // start this one up
- plasma[index].x = x;
- plasma[index].y = y;
- plasma[index].yv = -vel;
- plasma[index].curr_frame = 0;
- plasma[index].state = PLASMA_STATE_ON;
-
- // later
- return;
-
- } // end if
-
- } // end for
-
- } // end Fire_Plasma
-
- ///////////////////////////////////////////////////////////
-
- void Init_Rocks(void)
- {
- // this function initializes and loads all the rocks
-
- // load the rocks imagery
- Load_Bitmap_File(&bitmap8bit, "ROCKS8.BMP");
-
- // create the first bob
- Create_BOB(&rocks[0],0,0,96,96,20,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,
- DDSCAPS_SYSTEMMEMORY);
-
- // load animation frames
- for (int frame=0; frame < 20; frame++)
- Load_Frame_BOB(&rocks[0],&bitmap8bit,frame,frame%6,frame/6,BITMAP_EXTRACT_MODE_CELL);
-
- // set animation rate
- Set_Anim_Speed_BOB(&rocks[0],1+rand()%5);
- Set_Vel_BOB(&rocks[0], -4+rand()%8, 4+rand()%4);
- Set_Pos_BOB(&rocks[0], rand()%screen_width, rand()%screen_height);
-
- // set size of rock
- rocks[0].varsI[0] = rand()%3;
- rocks[0].varsI[1] = rock_sizes[rocks[0].varsI[0]];
-
- // set state to off
- rocks[0].state = ROCK_STATE_OFF;
-
- for (int rock=1; rock<MAX_ROCKS; rock++)
- {
- memcpy(&rocks[rock], &rocks[0], sizeof(BOB));
-
- // set animation rate
- Set_Anim_Speed_BOB(&rocks[rock],1+rand()%5);
-
- // set velocity
- Set_Vel_BOB(&rocks[rock], -4+rand()%8, 4+rand()%4);
-
- // set position
- Set_Pos_BOB(&rocks[rock], rand()%screen_width, rand()%screen_height);
-
- // set size of rock
- rocks[rock].varsI[0] = rand()%3;
- rocks[rock].varsI[1] = rock_sizes[rocks[rock].varsI[0]];
- } // end for rock
-
- // unload data infile
- Unload_Bitmap_File(&bitmap8bit);
-
- } // end Init_Rocks
-
- ///////////////////////////////////////////////////////////
-
- void Delete_Rocks(void)
- {
- // this function simply deletes all memory and surfaces
- // related to the rocks pulses
-
- for (int index=0; index<MAX_ROCKS; index++)
- Destroy_BOB(&rocks[index]);
-
- } // end Delete_Rocks
-
- ///////////////////////////////////////////////////////////
-
- void Move_Rocks(void)
- {
- // this function moves all the rocks pulses and checks for
- // collision with the rocks
-
- for (int index=0; index<MAX_ROCKS; index++)
- {
- // test if rocks pulse is in flight
- if (rocks[index].state == ROCK_STATE_ON)
- {
- // move the rock
- Move_BOB(&rocks[index]);
-
- // add player motion in
- if (moving_up)
- rocks[index].y+=(rocks[index].yv*.5);
-
- // test if rock is off screen
- if (rocks[index].y > screen_height)
- {
- // kill rock and put back on available list
- rocks[index].state = ROCK_STATE_OFF;
- } // end if
-
- } // end if
-
- } // end for index
-
- // now test if it's time to add a new rock to the list
- if ((rand()%6)==3)
- {
- // scan for a rock to initialize
- for (index=0; index<MAX_ROCKS; index++)
- {
- // is this rock available?
- if (rocks[index].state == ROCK_STATE_OFF)
- {
- // set animation rate
- Set_Anim_Speed_BOB(&rocks[index],1+rand()%5);
-
- // set velocity
- Set_Vel_BOB(&rocks[index], -4+rand()%8, 4+rand()%12);
-
- // set position
- Set_Pos_BOB(&rocks[index], rand()%screen_width, -128);
-
- // set size of rock
- rocks[index].varsI[0] = rand()%3;
- rocks[index].varsI[1] = rock_sizes[rocks[index].varsI[0]];
-
- // set strength of rock
- switch(rocks[index].varsI[0])
- {
- case ROCK_LARGE:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 100+rand()%100;
- } break;
-
- case ROCK_MEDIUM:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 40 + rand()%30;
- } break;
-
- case ROCK_SMALL:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 10;
- } break;
-
- default:break;
-
- } // end switch
-
- // turn rock on
- rocks[index].state = ROCK_STATE_ON;
-
- // later
- return;
-
- } // end if
-
- } // end for index
-
- } // end if
-
- } // end Move_Rocks
-
- ///////////////////////////////////////////////////////////
-
- void Start_Rock(int x, int y, int size,int xv, int yv)
- {
- // this functions starts a rock up with the sent parms, considering
- // there is one left
-
- // scan for a rock to initialize
- for (int index=0; index<MAX_ROCKS; index++)
- {
- // is this rock available?
- if (rocks[index].state == ROCK_STATE_OFF)
- {
- // set animation rate
- Set_Anim_Speed_BOB(&rocks[index],1+rand()%5);
-
- // set velocity
- Set_Vel_BOB(&rocks[index], xv,yv);
-
- // set position
- Set_Pos_BOB(&rocks[index], x,y);
-
- // set size of rock
- rocks[index].varsI[0] = size;
- rocks[index].varsI[1] = rock_sizes[rocks[index].varsI[0]];
-
- // set strength of rock
- switch(rocks[index].varsI[0])
- {
- case ROCK_LARGE:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 100+rand()%100;
- } break;
-
- case ROCK_MEDIUM:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 40 + rand()%30;
- } break;
-
- case ROCK_SMALL:
- {
- // set hardness of rock
- rocks[index].varsI[2] = 10;
- } break;
-
- default:break;
-
- } // end switch
-
- // turn rock on
- rocks[index].state = ROCK_STATE_ON;
-
- // later
- return;
-
- } // end if
-
- } // end for index
-
- } // end Start_Rock
-
- ///////////////////////////////////////////////////////////
-
- void Draw_Rocks(void)
- {
- // this function draws all the rocks
-
- for (int index=0; index<MAX_ROCKS; index++)
- {
- // test if rocks pulse is in flight
- if (rocks[index].state == ROCK_STATE_ON)
- {
-
- if (rocks[index].varsI[0]!=ROCK_LARGE)
- {
- // draw the rock scaled
- Draw_Scaled_BOB(&rocks[index],
- rocks[index].varsI[1],rocks[index].varsI[1],
- lpddsback);
- }
- else // draw normal
- Draw_BOB(&rocks[index],lpddsback);
-
- // animate the pulse
- Animate_BOB(&rocks[index]);
-
- } // end if
-
- } // end for index
-
- } // end Draw_Rocks
-
- ///////////////////////////////////////////////////////////
-
- void Init_Bursts(void)
- {
- // this function initializes and loads all the bursts
-
- // load the bursts imagery
- Load_Bitmap_File(&bitmap8bit, "EXPL8.BMP");
-
- // create the first bob
- Create_BOB(&bursts[0],0,0,42,36,14,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,
- DDSCAPS_SYSTEMMEMORY);
-
- // load animation frames
- for (int frame=0; frame < 14; frame++)
- Load_Frame_BOB(&bursts[0],&bitmap8bit,frame,frame%6,frame/6,BITMAP_EXTRACT_MODE_CELL);
-
- // set animation rate
- Set_Anim_Speed_BOB(&bursts[0],1);
-
- // set size of burst
- bursts[0].varsI[0] = bursts[0].width;
- bursts[0].varsI[1] = bursts[0].height;
-
- // set state to off
- bursts[0].state = BURST_STATE_OFF;
-
- for (int burst=1; burst<MAX_BURSTS; burst++)
- {
- memcpy(&bursts[burst], &bursts[0], sizeof(BOB));
- } // end for burst
-
- // unload data infile
- Unload_Bitmap_File(&bitmap8bit);
-
- } // end Init_Bursts
-
- ///////////////////////////////////////////////////////////
-
- void Delete_Bursts(void)
- {
- // this function simply deletes all memory and surfaces
- // related to the bursts pulses
-
- for (int index=0; index<MAX_BURSTS; index++)
- Destroy_BOB(&bursts[index]);
-
- } // end Delete_Bursts
-
- ///////////////////////////////////////////////////////////
-
- void Move_Bursts(void)
- {
- // this function moves all the bursts
-
- for (int index=0; index<MAX_BURSTS; index++)
- {
- // test if bursts pulse is in moving
- if (bursts[index].state == BURST_STATE_ON)
- {
- // move the burst
- Move_BOB(&bursts[index]);
-
- // add player motion in
- if (moving_up)
- bursts[index].y+=(bursts[index].yv*.5);
-
- // test if burst is off screen or done with animation
- if ((bursts[index].y > screen_height) || bursts[index].curr_frame >= bursts[index].num_frames-1)
- {
- // kill burst and put back on available list
- bursts[index].state = BURST_STATE_OFF;
- } // end if
-
- } // end if
-
- } // end for index
-
- } // end Move_Bursts
-
- ///////////////////////////////////////////////////////////
-
- void Draw_Bursts(void)
- {
- // this function draws all the bursts
- for (int index=0; index<MAX_BURSTS; index++)
- {
- // test if bursts pulse is in flight
- if (bursts[index].state == BURST_STATE_ON)
- {
- if (bursts[index].varsI[0]!=bursts[index].width ||
- bursts[index].varsI[1]!=bursts[index].height)
- {
- // draw the burst scaled
- Draw_Scaled_BOB(&bursts[index],
- bursts[index].varsI[0],bursts[index].varsI[1],
- lpddsback);
- }
- else // draw normal
- Draw_BOB(&bursts[index],lpddsback);
-
- // animate the explosion
- Animate_BOB(&bursts[index]);
-
- } // end if
-
- } // end for index
-
- } // end Draw_Bursts
-
- ///////////////////////////////////////////////////////////
-
- void Start_Burst(int x, int y, int width, int height, int xv,int yv)
- {
- // this function starts a burst up
-
- // now test if it's time to add a new burst to the list
-
- // scan for a burst to initialize
- for (int index=0; index<MAX_BURSTS; index++)
- {
- // is this burst available?
- if (bursts[index].state == BURST_STATE_OFF)
- {
- // set animation rate
- Set_Anim_Speed_BOB(&bursts[index],1);
- bursts[index].curr_frame = 0;
-
- // set velocity
- Set_Vel_BOB(&bursts[index], xv,yv);
-
- // set position
- Set_Pos_BOB(&bursts[index], x,y);
-
- // set size of burst
- bursts[index].varsI[0] = width;
- bursts[index].varsI[1] = height;
-
- // turn burst on
- bursts[index].state = BURST_STATE_ON;
-
- // later
- return;
-
- } // end if
-
- } // end for index
-
- } // end Start_Burst
-
- ///////////////////////////////////////////////////////////
-
- void Draw_Info(void)
- {
- // this function draws all the information at the top of the screen
-
- char score[16]; // hold score
-
- // build up scrore string
- sprintf(score,"0000000%d",player_score);
-
- // build up final string
- sprintf(buffer,"SCORE %s",&score[strlen(score)-8]);
- Draw_Text_GDI(buffer,10,10,RGB(0,255,0),lpddsback);
-
- // draw damage
- sprintf(buffer,"DAMAGE %d%%",player_damage);
- Draw_Text_GDI(buffer,320-8*strlen(buffer),10,RGB(0,255,0),lpddsback);
-
- // draw ships
- sprintf(buffer,"SHIPS %d",player_ships);
- Draw_Text_GDI(buffer,500,10,RGB(0,255,0),lpddsback);
-
- } // end Draw_Info
-
- ///////////////////////////////////////////////////////////
-
- void Do_Intro(void)
- {
- // the worlds simples intro
-
- int shade; // used as looping var
-
- for (shade=0; shade < 256; shade++)
- {
- // draw text in shades
- Draw_Text_GDI("DUMB GAMES INC.",320-4*strlen("DUMB GAMES INC."),200,
- RGB(shade,shade,shade),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- Sleep(2000);
-
- for (shade=255; shade >=0; shade--)
- {
- // draw text in shades
- Draw_Text_GDI("DUMB GAMES INC.",320-4*strlen("DUMB GAMES INC."),200,
- RGB(0,shade,0),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- Sleep(1000);
-
- for (shade=0; shade < 256; shade++)
- {
- // draw text in shades
- Draw_Text_GDI("PRESENTS...",320-4*strlen("PRESENTS..."),200,
- RGB(shade,shade,shade),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- Sleep(2000);
-
- for (shade=255; shade >=0; shade--)
- {
- // draw text in shades
- Draw_Text_GDI("PRESENTS...",320-4*strlen("PRESENTS..."),200,
- RGB(0,shade,0),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- Sleep(2000);
-
- for (shade=0; shade < 256; shade++)
- {
- // draw text in shades
- Draw_Text_GDI("S T A R F E R R E T !",320-4*strlen("S T A R F E R R E T !"),200,
- RGB(shade,shade,shade),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- Sleep(3000);
-
- for (shade=255; shade >=0; shade--)
- {
- // draw text in shades
- Draw_Text_GDI("S T A R F E R R E T !",320-4*strlen("S T A R F E R R E T !"),200,
- RGB(0,shade,0),lpddsprimary);
- Sleep(2);
-
- // is user trying to bail
- if (KEY_DOWN(VK_ESCAPE))
- return;
-
- } // end for shade
-
- } // end Do_Intro
-
-
- // WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
-
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
-
- int index; // looping var
- char filename[80]; // used to build up files names
-
- // set screen stuff
- screen_width = 640;
- screen_height = 480;
- screen_bpp = 8;
-
- // initialize directdraw
- DD_Init(screen_width, screen_height, screen_bpp);
-
- // load the starferret ship
- Load_Bitmap_File(&bitmap8bit, "STAR8.BMP");
-
- // set the palette to background image palette
- Set_Palette(bitmap8bit.palette);
-
- // now create the starferret
- Create_BOB(&starferret,0,0,56,38,3,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,
- DDSCAPS_SYSTEMMEMORY);
-
- // load star ferret frames
- for (index=0; index<3; index++)
- Load_Frame_BOB(&starferret,&bitmap8bit,index,index,0,BITMAP_EXTRACT_MODE_CELL);
-
- // set position
- Set_Pos_BOB(&starferret,320,350);
-
- // set animation speed
- Set_Anim_Speed_BOB(&starferret,1);
-
- // unload data infile
- Unload_Bitmap_File(&bitmap8bit);
-
- // initialize the plasma pulses
- Init_Plasma();
-
- // initialize all the stars
- Init_Stars();
-
- // init rocks
- Init_Rocks();
-
- // init all the explosions
- Init_Bursts();
-
- #if 0
- // load the background
- Load_Bitmap_File(&bitmap8bit, "MUSH.BMP");
-
- // set the palette to background image palette
- Set_Palette(bitmap8bit.palette);
-
- // load in the four frames of the mushroom
- for (index=0; index<4; index++)
- {
- // create mushroom bitmaps
- Create_Bitmap(&mushrooms[index],0,0,32,32);
- Load_Image_Bitmap(&mushrooms[index],&bitmap8bit,index,0,BITMAP_EXTRACT_MODE_CELL);
- } // end for index
-
- // now create the bug blaster bob
- Create_BOB(&blaster,0,0,32,32,3,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT,
- DDSCAPS_SYSTEMMEMORY);
-
- // load in the four frames of the mushroom
- for (index=0; index<3; index++)
- Load_Frame_BOB(&blaster,&bitmap8bit,index,index,1,BITMAP_EXTRACT_MODE_CELL);
-
- // unload the bitmap file
- Unload_Bitmap_File(&bitmap8bit);
-
- // set the animation sequences for bug blaster
- Load_Animation_BOB(&blaster,0,5,blaster_anim);
-
- // set up stating state of bug blaster
- Set_Pos_BOB(&blaster,320, 200);
- Set_Anim_Speed_BOB(&blaster,1);
-
- #endif
-
- // set clipping rectangle to screen extents so objects dont
- // mess up at edges
- RECT screen_rect = {0,0,screen_width,screen_height};
- lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
-
- // seed random number generate
- srand(Start_Clock());
-
- // hide the mouse
- ShowCursor(FALSE);
-
- // do the introdcution
- Do_Intro();
-
- // 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
-
- // delete all the explosions
- Delete_Bursts();
-
- // delete the player
- Destroy_BOB(&starferret);
-
- // the delete all the rocks
- Delete_Rocks();
-
- // delete all the plasma pulses
- Delete_Plasma();
-
- // shutdonw directdraw
- DD_Shutdown();
-
- // return success
- return(1);
- } // end Game_Shutdown
-
- ///////////////////////////////////////////////////////////
-
- 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!
-
- static int ready_counter = 0, // used to draw a little "get ready"
- ready_state = 0;
-
- int index; // looping var
- int dx,dy; // general deltas used in collision detection
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) && ready_state)
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // start the timing clock
- Start_Clock();
-
- // reset upward motion flag
- moving_up = 0;
-
- // clear the drawing surface
- DD_Fill_Surface(lpddsback, 0);
-
-
- // only process player if alive
- if (player_state == PLAYER_STATE_ALIVE)
- {
-
- // test if player is moving
- if (KEY_DOWN(VK_RIGHT))
- {
- // move player to right
- starferret.x+=8;
-
- } // end if
- else
- if (KEY_DOWN(VK_LEFT))
- {
- // move player to left
- starferret.x-=8;
-
- } // end if
-
- // vertical/speed motion
- if (KEY_DOWN(VK_UP))
- {
- // move player up
- starferret.y-=4;
-
- // set upward motion flag
- moving_up = 1;
-
- } // end if
- else
- if (KEY_DOWN(VK_DOWN))
- {
- // move player to left
- starferret.y+=2;
-
- } // end if
-
- // test if player is firing
- if (KEY_DOWN(VK_CONTROL) || KEY_DOWN(VK_SPACE))
- Fire_Plasma(starferret.x+28-8,starferret.y-8,16);
-
- // apply friction, or downward motion
- starferret.y++;
-
- // do bounds check
-
- // first vertical axis
- if (starferret.y < MIN_STARFERRET_Y)
- starferret.y = MIN_STARFERRET_Y;
- else
- if (starferret.y > MAX_STARFERRET_Y)
- starferret.y = MAX_STARFERRET_Y;
-
- // now horizontal axis
- if (starferret.x < 0)
- starferret.x = 0;
- else
- if (starferret.x > (screen_width - starferret.width))
- starferret.x = (screen_width - starferret.width);
-
- // animate player
- Animate_BOB(&starferret);
-
- } // end if player alive
- else
- if (player_state = PLAYER_STATE_DYING)
- {
- // player is dying
-
- } // end if
- else
- if (player_state = PLAYER_STATE_DEAD)
- {
- // player is dead
-
- } // end if
-
- // move the plasma
- Move_Plasma();
-
- // move the asteroids
- Move_Rocks();
-
- // move the stars
- Move_Stars();
-
- // move the explosions
- Move_Bursts();
-
- // draw the tocks
- Draw_Rocks();
-
- // draw the plasma
- Draw_Plasma();
-
- // draw the player if alive
- if (player_state == PLAYER_STATE_ALIVE)
- {
- Draw_BOB(&starferret,lpddsback);
- } // end if
-
- // draw the stars
- Draw_Stars();
-
- // draw explosions last
- Draw_Bursts();
-
- // draw the score and ships left
- Draw_Info();
-
- // draw get ready?
- if (!ready_state)
- {
- // draw text
- Draw_Text_GDI("GET READY!",320-8*strlen("GET READY!")/2, 200,RGB(0,0,255),lpddsback);
-
- // increment counter
- if (++ready_counter > 60)
- {
- // set state to ready
- ready_state = 1;
- ready_counter = 0;
- } // end if
-
- } // end if
-
- // flip the surfaces
- DD_Flip();
-
- // sync to 30ish fps
- Wait_Clock(30);
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////