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- // PROG23_1.CPP - fly brain demo
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, WINMM.LIB, and of course GPDUMB I and II files.
-
- // INCLUDES ///////////////////////////////////////////////
-
- #define WIN32_LEAN_AND_MEAN
- #define INITGUID
-
- #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 <dinput.h>
- #include "gpdumb1.h" // game library includes
- #include "gpdumb2.h"
-
- // DEFINES ////////////////////////////////////////////////
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 320 // size of window
- #define WINDOW_HEIGHT 240
-
- // defines for flys
- #define MAX_FLYS 64
-
- // bounding box for flys
- #define MIN_X_FLY 190
- #define MAX_X_FLY 450
- #define MIN_Y_FLY 350
- #define MAX_Y_FLY 470
-
- // 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 flys[MAX_FLYS]; // the flys
-
- int fly_sound_id = -1; // sound id for fly sound
-
- // 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
-
- // 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 variable
-
- // start up DirectDraw (replace the parms as you desire)
- DD_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
-
- // load background image
- Load_Bitmap_File(&bitmap8bit, "FLYBACK.BMP");
- Create_Bitmap(&background_bmp,0,0,640,480);
- Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
- Set_Palette(bitmap8bit.palette);
- Unload_Bitmap_File(&bitmap8bit);
-
- // load the fly bitmaps
- Load_Bitmap_File(&bitmap8bit, "FLYS8.BMP");
-
- // create master fly bob
- Create_BOB(&flys[0],320,200, 8,8, 4, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
- Set_Anim_Speed_BOB(&flys[0], 1);
-
- // load the fly in
- for (index=0; index<4; index++)
- Load_Frame_BOB(&flys[0], &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
-
- // unload flys
- Unload_Bitmap_File(&bitmap8bit);
-
-
- // now replicate flys
- for (index = 1; index<MAX_FLYS; index++)
- Clone_BOBX(&flys[0], &flys[index]);
-
- // now set all of their values
- for (index=0; index<MAX_FLYS; index++)
- {
- // set positions
- Set_Pos_BOB(&flys[index], 320-32+rand()%64, 450-rand()%32);
-
- // set start frame randomly
- flys[index].curr_frame = 0;
-
- } // end for index
-
- // initilize DirectSound
- DSound_Init();
-
- // load fly sound
- fly_sound_id = Load_WAV("FLYS.WAV");
-
- // start the sound
- Play_Sound(fly_sound_id, DSBPLAY_LOOPING);
-
- // 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 flys
- for (int index=0; index<MAX_FLYS; index++)
- Destroy_BOBX(&flys[index]);
-
- // shutdown directdraw last
- DD_Shutdown();
-
- // now directsound
- Stop_All_Sounds();
- DSound_Shutdown();
-
- // return success
- return(1);
- } // end Game_Shutdown
-
- ///////////////////////////////////////////////////////////
-
- void Flys_AI(void)
- {
- // this function performs the AI for the flys
-
- for (int curr_fly=0; curr_fly<MAX_FLYS; curr_fly++)
- {
- // test if fly directional counter <= 0
- if (--flys[curr_fly].varsI[0] <= 0)
- {
- // select a new random directional velocity
- flys[curr_fly].xv = -4 + rand()%9;
- flys[curr_fly].yv = -4 + rand()%9;
-
- // set time for motion to occur
- flys[curr_fly].varsI[0] = 2+rand()%8;
-
- } // end if
-
- // move the fly
- Move_BOB(&flys[curr_fly]);
-
- // animate the fly
- Animate_BOB(&flys[curr_fly]);
-
- // test if fly has left the fresh meat
- if (flys[curr_fly].x > MAX_X_FLY)
- {
- flys[curr_fly].xv=-flys[curr_fly].xv;
- flys[curr_fly].x = MAX_X_FLY;
- } // end if
-
- if (flys[curr_fly].x < MIN_X_FLY)
- {
- flys[curr_fly].xv=-flys[curr_fly].xv;
- flys[curr_fly].x = MIN_X_FLY;
- } // end if
-
- if (flys[curr_fly].y > MAX_Y_FLY)
- {
- flys[curr_fly].yv=-flys[curr_fly].yv;
- flys[curr_fly].y = MAX_Y_FLY;
- } // end if
-
- if (flys[curr_fly].y < MIN_Y_FLY)
- {
- flys[curr_fly].yv=-flys[curr_fly].yv;
- flys[curr_fly].y = MIN_Y_FLY;
- } // end if
-
- } // end for curr_fly
-
- } // end Flys_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
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE))
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // stop all sounds
- Stop_All_Sounds();
-
- // do a screen transition
- Screen_Transitions(SCREEN_REDNESS,NULL,0);
-
- } // end if
-
- // start the timing clock
- Start_Clock();
-
- // clear the drawing surface
- DD_Fill_Surface(lpddsback, 0);
-
- // lock back buffer and copy background into it
- DD_Lock_Back_Surface();
-
- // draw background
- Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
-
- // unlock back surface
- DD_Unlock_Back_Surface();
-
- // process the fly ai, move them buzz around dead bodies
- Flys_AI();
-
- // draw the flys
- for (index=0; index < MAX_FLYS; index++)
- Draw_BOB(&flys[index], lpddsback);
-
- // flip the surfaces
- DD_Flip();
-
- // sync to 30ish fps
- Wait_Clock(30);
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////
-