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- // PROG14_1.CPP - DirectInput keyboard demo
-
- // 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 <dinput.h>
- #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
-
- // skelaton directions
- #define SKELATON_EAST 0
- #define SKELATON_NEAST 1
- #define SKELATON_NORTH 2
- #define SKELATON_NWEST 3
- #define SKELATON_WEST 4
- #define SKELATON_SWEST 5
- #define SKELATON_SOUTH 6
- #define SKELATON_SEAST 7
-
- // 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
-
- // directinput globals
- LPDIRECTINPUT8 lpdi = NULL; // dinput object
- LPDIRECTINPUTDEVICE8 lpdikey = NULL; // dinput keyboard
- LPDIRECTINPUTDEVICE8 lpdimouse = NULL; // dinput mouse
- LPDIRECTINPUTDEVICE8 lpdijoy = NULL; // dinput joystick
- GUID joystickGUID; // guid for main joystick
- char joyname[80]; // name of joystick
-
- // these contain the target records for all di input packets
- UCHAR keyboard_state[256]; // contains keyboard state table
- DIMOUSESTATE mouse_state; // contains state of mouse
- DIJOYSTATE joy_state; // contains state of joystick
-
- // demo globals
- BOB skelaton; // the player skelaton
-
- // animation sequences for bob
- int skelaton_anims[8][4] = { {0,1,0,2},
- {0+4,1+4,0+4,2+4},
- {0+8,1+8,0+8,2+8},
- {0+12,1+12,0+12,2+12},
- {0+16,1+16,0+16,2+16},
- {0+20,1+20,0+20,2+20},
- {0+24,1+24,0+24,2+24},
- {0+28,1+28,0+28,2+28}, };
-
- BOB plasma; // players weapon
-
- BITMAP_IMAGE reactor; // the background
-
- // PROTOTYPES //////////////////////////////////////////////
-
- int Color_Scan(int x1, int y1, int x2, int y2,
- UCHAR scan_color, UCHAR *scan_buffer, int scan_lpitch);
-
- // 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
-
- ///////////////////////////////////////////////////////////
-
- int Color_Scan(int x1, int y1, int x2, int y2,
- UCHAR scan_color, UCHAR *scan_buffer, int scan_lpitch)
- {
- // this function implements a crude collision technique
- // based on scanning for a specific color within a rectangle
-
- // clip rectangle
-
- // x coords first
- if (x1 >= screen_width)
- x1=screen_width-1;
- else
- if (x1 < 0)
- x1=0;
-
- if (x2 >= screen_width)
- x2=screen_width-1;
- else
- if (x2 < 0)
- x2=0;
-
- // now y-coords
- if (y1 >= screen_height)
- y1=screen_height-1;
- else
- if (y1 < 0)
- y1=0;
-
- if (y2 >= screen_height)
- y2=screen_height-1;
- else
- if (y2 < 0)
- y2=0;
-
- // scan the region
- scan_buffer +=y1*scan_lpitch;
-
- for (int scan_y=y1; scan_y<=y2; scan_y++)
- {
- for (int scan_x=x1; scan_x<=x2; scan_x++)
- {
- if (scan_buffer[scan_x] == scan_color)
- return(1);
- } // end for x
-
- // move down a line
- scan_buffer+=scan_lpitch;
-
- } // end for y
-
- // return failure
- return(0);
-
- } // end Color_Scan
-
- // 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 up screen dimensions
- screen_width = 640;
- screen_height = 480;
- screen_bpp = 8;
-
- // initialize directdraw
- DD_Init(screen_width, screen_height, screen_bpp);
-
- // keyboard creation section ////////////////////////////////
-
- // first create the direct input object
- if (DirectInput8Create(main_instance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void **)&lpdi,NULL)!=DI_OK)
- return(0);
-
- // create a keyboard device //////////////////////////////////
- if (lpdi->CreateDevice(GUID_SysKeyboard, &lpdikey, NULL)!=DI_OK)
- return(0);
-
- // set cooperation level
- if (lpdikey->SetCooperativeLevel(main_window_handle,
- DISCL_NONEXCLUSIVE | DISCL_BACKGROUND)!=DI_OK)
- return(0);
-
- // set data format
- if (lpdikey->SetDataFormat(&c_dfDIKeyboard)!=DI_OK)
- return(0);
-
- // acquire the keyboard
- if (lpdikey->Acquire()!=DI_OK)
- return(0);
-
- ///////////////////////////////////////////////////////////
-
- // load the background
- Load_Bitmap_File(&bitmap8bit, "REACTOR8.BMP");
-
- // set the palette to background image palette
- Set_Palette(bitmap8bit.palette);
-
- // create and load the reactor bitmap image
- Create_Bitmap(&reactor, 0,0, 640, 480);
- Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap8bit);
-
- // now let's load in all the frames for the skelaton!!!
-
- // create skelaton bob
- if (!Create_BOB(&skelaton,0,0,56,72,32,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY))
- return(0);
-
- // load the frames in 8 directions, 4 frames each
- // each set of frames has a walk and a fire, frame sets
- // are loaded in counter clockwise order looking down
- // from a birds eys view or the x-z plane
- for (int direction = 0; direction < 8; direction++)
- {
- // build up file name
- sprintf(filename,"SKELSP%d.BMP",direction);
-
- // load in new bitmap file
- Load_Bitmap_File(&bitmap8bit,filename);
-
- Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL);
- Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL);
- Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL);
- Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL);
-
- // unload the bitmap file
- Unload_Bitmap_File(&bitmap8bit);
-
- // set the animation sequences for skelaton
- Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]);
-
- } // end for direction
-
- // set up stating state of skelaton
- Set_Animation_BOB(&skelaton, 0);
- Set_Anim_Speed_BOB(&skelaton, 4);
- Set_Vel_BOB(&skelaton, 0,0);
- Set_Pos_BOB(&skelaton, 0, 128);
-
- // set clipping rectangle to screen extents so mouse cursor
- // doens't mess up at edges
- RECT screen_rect = {0,0,screen_width,screen_height};
- lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
-
- // hide the mouse
- ShowCursor(FALSE);
-
- // 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
-
- // kill the reactor
- Destroy_Bitmap(&reactor);
-
- // kill skelaton
- Destroy_BOB(&skelaton);
-
- // release keyboard
- lpdikey->Unacquire();
- lpdikey->Release();
- lpdi->Release();
-
- // 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!
-
- int index; // looping var
- int dx,dy; // general deltas used in collision detection
-
- static int player_moving = 0; // tracks player motion
- static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE}; // used to animation red border
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // start the timing clock
- Start_Clock();
-
- // clear the drawing surface
- DD_Fill_Surface(lpddsback, 0);
-
- // lock the back buffer
- DD_Lock_Back_Surface();
-
- // draw the background reactor image
- Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);
-
- // unlock the back buffer
- DD_Unlock_Back_Surface();
-
- // get player input
-
- // get the keyboard data
- lpdikey->GetDeviceState(256, (LPVOID)keyboard_state);
-
- // reset motion flag
- player_moving = 0;
-
- // test direction of motion, this is a good example of testing the keyboard
- // although the code could be optimized this is more educational
-
- if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP])
- {
- // move skelaton
- skelaton.x+=2;
- skelaton.y-=2;
- dx=2; dy=-2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_NEAST)
- Set_Animation_BOB(&skelaton,SKELATON_NEAST);
-
- } // end if
- else
- if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP])
- {
- // move skelaton
- skelaton.x-=2;
- skelaton.y-=2;
- dx=-2; dy=-2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_NWEST)
- Set_Animation_BOB(&skelaton,SKELATON_NWEST);
-
- } // end if
- else
- if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN])
- {
- // move skelaton
- skelaton.x-=2;
- skelaton.y+=2;
- dx=-2; dy=2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_SWEST)
- Set_Animation_BOB(&skelaton,SKELATON_SWEST);
-
- } // end if
- else
- if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN])
- {
- // move skelaton
- skelaton.x+=2;
- skelaton.y+=2;
- dx=2; dy=2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_SEAST)
- Set_Animation_BOB(&skelaton,SKELATON_SEAST);
-
- } // end if
- else
- if (keyboard_state[DIK_RIGHT])
- {
- // move skelaton
- skelaton.x+=2;
- dx=2; dy=0;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_EAST)
- Set_Animation_BOB(&skelaton,SKELATON_EAST);
-
- } // end if
- else
- if (keyboard_state[DIK_LEFT])
- {
- // move skelaton
- skelaton.x-=2;
- dx=-2; dy=0;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_WEST)
- Set_Animation_BOB(&skelaton,SKELATON_WEST);
-
- } // end if
- else
- if (keyboard_state[DIK_UP])
- {
- // move skelaton
- skelaton.y-=2;
- dx=0; dy=-2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_NORTH)
- Set_Animation_BOB(&skelaton,SKELATON_NORTH);
-
- } // end if
- else
- if (keyboard_state[DIK_DOWN])
- {
- // move skelaton
- skelaton.y+=2;
- dx=0; dy=+2;
-
- // set motion flag
- player_moving = 1;
-
- // check animation needs to change
- if (skelaton.curr_animation != SKELATON_SOUTH)
- Set_Animation_BOB(&skelaton,SKELATON_SOUTH);
-
- } // end if
-
- // only animate if player is moving
- if (player_moving)
- {
- // animate skelaton
- Animate_BOB(&skelaton);
-
-
- // see if skelaton hit a wall
-
- // lock surface, so we can scan it
- DD_Lock_Back_Surface();
-
- // call the color scanner with 29, the color of the glowing wall
- // try to center the scan in the center of the object to make it
- // more realistic
- if (Color_Scan(skelaton.x+16, skelaton.y+16,
- skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,
- 29, back_buffer,back_lpitch))
- {
- // back the skelaton up along its last trajectory
- skelaton.x-=dx;
- skelaton.y-=dy;
- } // end if
-
- // done, so unlock
- DD_Unlock_Back_Surface();
-
- } // end if
-
- // draw the skelaton
- Draw_BOB(&skelaton, lpddsback);
-
- // animate green energy border
- glow.peGreen = rand()%256;
- Set_Palette_Entry(29, &glow);
-
-
- // draw some text
- Draw_Text_GDI("WHERE IS EVERYBODY? I HAVE A BONE TO PICK!",0,0,RGB(10,10,10),lpddsback);
-
- Draw_Text_GDI("USE ARROW KEYS TO MOVE ME.",0,screen_height-32,RGB(10,10,10),lpddsback);
-
- // flip the surfaces
- DD_Flip();
-
- // sync to 3o fps
- Wait_Clock(30);
-
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////