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- // PROG23_3.CPP - evasion demo
- // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, DINPUT8.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
-
- // 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 bat, // the ai bat bob
- ghost; // the player ghost bob
-
- static int ghost_anim[] = {0,1,2,1}; // animation sequence for ghost
-
- int bat_sound_id = -1, // sound of bat flapping wings
- wind_sound_id = -1; // the ambient wind
-
- // 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, "GHOSTBACK.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 bat bitmaps
- Load_Bitmap_File(&bitmap8bit, "BATS8.BMP");
-
- // create bat bob
- Create_BOB(&bat,320,200, 16,16, 5, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
- Set_Anim_Speed_BOB(&bat, 2);
-
- // load the bat in
- for (index=0; index < 5; index++)
- Load_Frame_BOB(&bat, &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
-
- // unload bat
- Unload_Bitmap_File(&bitmap8bit);
-
- // load the ghost bitmaps
- Load_Bitmap_File(&bitmap8bit, "GHOSTS8.BMP");
-
- // create ghost bob
- Create_BOB(&ghost,100,200, 64,100, 3, BOB_ATTR_MULTI_ANIM | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
- Set_Anim_Speed_BOB(&ghost, 10);
-
- // load the ghost in
- for (index=0; index < 3; index++)
- Load_Frame_BOB(&ghost, &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
-
- // unload ghost
- Unload_Bitmap_File(&bitmap8bit);
-
- // set animation for ghost
- Load_Animation_BOB(&ghost, 0, 4, ghost_anim);
-
- // set the animation
- Set_Animation_BOB(&ghost,0);
-
- // initialize directinput
- DInput_Init();
-
- // acquire the keyboard only
- DI_Init_Keyboard();
-
- // initilize DirectSound
- DSound_Init();
-
- // load background sounds
- bat_sound_id = Load_WAV("BAT.WAV");
- wind_sound_id = Load_WAV("WIND.WAV");
-
- // start the sounds
- Play_Sound(bat_sound_id, DSBPLAY_LOOPING);
- Play_Sound(wind_sound_id, DSBPLAY_LOOPING);
-
- // 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);
-
- // 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
-
- // shut everything down
-
- // kill all the bobs
- Destroy_BOBX(&bat);
- Destroy_BOBX(&ghost);
-
- // shutdown directdraw last
- DD_Shutdown();
-
- // now directsound
- Stop_All_Sounds();
- DSound_Shutdown();
-
- // shut down directinput
- DInput_Shutdown();
-
- // return success
- return(1);
- } // end Game_Shutdown
-
-
- //////////////////////////////////////////////////////////
-
- void Bat_AI(void)
- {
- // this function performs the bat ai
-
- // do evasion algorithm
-
- // only evade if bat is within specified distance
- // otherwise bat will end up in corner
-
- if ((abs(bat.x-ghost.x) + abs(bat.y-ghost.y))<250)
- {
- // first x-axis
- if (ghost.x < bat.x)
- bat.x+=2;
- else
- if (ghost.x > bat.x)
- bat.x-=2;
-
- // now y-axis
- if (ghost.y < bat.y)
- bat.y+=2;
- else
- if (ghost.y > bat.y)
- bat.y-=2;
- } // end if
- else
- {
- // just move back to center of screen
- // first x-axis
- if (SCREEN_WIDTH/2 > bat.x)
- bat.x+=1;
- else
- if (SCREEN_WIDTH/2 < bat.x)
- bat.x-=1;
-
- // now y-axis
- if (SCREEN_HEIGHT/2 > bat.y)
- bat.y+=1;
- else
- if (SCREEN_HEIGHT/2 < bat.y)
- bat.y-=1;
-
- } // end else
-
- // check boundaries
- if (bat.x >= SCREEN_WIDTH)
- bat.x = -bat.width;
- else
- if (bat.x < -bat.width)
- bat.x = SCREEN_WIDTH;
-
- if (bat.y >= SCREEN_HEIGHT)
- bat.y = -bat.height;
- else
- if (bat.y < -bat.height)
- bat.y = SCREEN_HEIGHT;
-
- } // end Bat_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
- 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();
-
- // read keyboard
- DI_Read_Keyboard();
-
- // call the bat AI
- Bat_AI();
-
- // the animate the bat
- Animate_BOB(&bat);
-
- // draw the bat
- Draw_BOB(&bat, lpddsback);
-
- // allow player to move
- if (keyboard_state[DIK_RIGHT])
- ghost.x+=4;
- else
- if (keyboard_state[DIK_LEFT])
- ghost.x-=4;
-
- if (keyboard_state[DIK_UP])
- ghost.y-=4;
- else
- if (keyboard_state[DIK_DOWN])
- ghost.y+=4;
-
- // test if player is off screen, if so wrap around
- if (ghost.x >= SCREEN_WIDTH)
- ghost.x = -ghost.width;
- else
- if (ghost.x < -ghost.width)
- ghost.x = SCREEN_WIDTH;
-
- if (ghost.y >= SCREEN_HEIGHT)
- ghost.y = -ghost.height;
- else
- if (ghost.y < -ghost.height)
- ghost.y = SCREEN_HEIGHT;
-
- // the animate the ghost
- Animate_BOB(&ghost);
-
- // draw the ghost
- Draw_BOB(&ghost, lpddsback);
-
- // draw title
- Draw_Text_GDI("GOING BATS! - Evasion Demo",10, 10,RGB(0,255,0), lpddsback);
-
- // flip the surfaces
- DD_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
- Stop_All_Sounds();
-
- // do a screen transition
- Screen_Transitions(SCREEN_REDNESS,NULL,0);
-
- } // end if
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////
-