isohex22_1.cpp

来自「一個遊戲教程」· C++ 代码 · 共 425 行

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/*****************************************************************************
IsoHex22_1.cpp
Ernest S. Pazera
22NOV2000
Start a WIN32 Application Workspace, add in this file
Requires GDICanvas.h/cpp
No other libs are required
*****************************************************************************/

//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  

#include <windows.h>   
#include <stdlib.h>
#include "gdicanvas.h"

//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX22"
//title of the application
#define WINDOWTITLE "IsoHex 22-1"

//maze constants
//size
const int MAZE_WIDTH=16;
const int MAZE_HEIGHT=16;

//directions
const int MAZE_NORTH=0;
const int MAZE_EAST=1;
const int MAZE_SOUTH=2;
const int MAZE_WEST=3;
const int MAZE_DOORCOUNT=4;

//room structure
struct Room
{
	//one door for each direction
	bool Door[MAZE_DOORCOUNT];
};

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
void MakeMaze();//make the maze
int CountDoors(Room* pRoom);//count the doors in a room
void DrawMaze();//draw the maze

//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window

//the maze
Room Maze[MAZE_WIDTH][MAZE_HEIGHT];

//tileset for showing the maze(not a real tileset)
CGDICanvas gdicMaze;

//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_DESTROY://the window is being destroyed
		{

			//tell the application we are quitting
			PostQuitMessage(0);

			//handled message, so return 0
			return(0);

		}break;
	case WM_PAINT://the window needs repainting
		{
			//a variable needed for painting information
			PAINTSTRUCT ps;
			
			//start painting
			HDC hdc=BeginPaint(hwnd,&ps);

			//end painting
			EndPaint(hwnd,&ps);

			//draw the maze
			DrawMaze();
						
			//handled message, so return 0
			return(0);
		}break;
	}

	//pass along any other message to default message handler
	return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}


//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
	//assign instance to global variable
	hInstMain=hInstance;

	//create window class
	WNDCLASSEX wcx;

	//set the size of the structure
	wcx.cbSize=sizeof(WNDCLASSEX);

	//class style
	wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;

	//window procedure
	wcx.lpfnWndProc=TheWindowProc;

	//class extra
	wcx.cbClsExtra=0;

	//window extra
	wcx.cbWndExtra=0;

	//application handle
	wcx.hInstance=hInstMain;

	//icon
	wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);

	//cursor
	wcx.hCursor=LoadCursor(NULL,IDC_ARROW);

	//background color
	wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);

	//menu
	wcx.lpszMenuName=NULL;

	//class name
	wcx.lpszClassName=WINDOWCLASS;

	//small icon
	wcx.hIconSm=NULL;

	//register the window class, return 0 if not successful
	if(!RegisterClassEx(&wcx)) return(0);

	//create main window
	hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_BORDER | WS_SYSMENU | WS_CAPTION| WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);

	//error check
	if(!hWndMain) return(0);

	//if program initialization failed, then return with 0
	if(!Prog_Init()) return(0);

	//message structure
	MSG msg;

	//message pump
	for(;;)	
	{
		//look for a message
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			//there is a message

			//check that we arent quitting
			if(msg.message==WM_QUIT) break;
			
			//translate message
			TranslateMessage(&msg);

			//dispatch message
			DispatchMessage(&msg);
		}

		//run main game loop
		Prog_Loop();
	}
	
	//clean up program data
	Prog_Done();

	//return the wparam from the WM_QUIT message
	return(msg.wParam);
}

//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
	//set the client area size
	RECT rcTemp;
	SetRect(&rcTemp,0,0,256,256);//256x256 client area
	AdjustWindowRect(&rcTemp,WS_BORDER | WS_SYSMENU | WS_CAPTION| WS_VISIBLE,FALSE);//adjust the window size based on desired client area
	SetWindowPos(hWndMain,NULL,0,0,rcTemp.right-rcTemp.left,rcTemp.bottom-rcTemp.top,SWP_NOMOVE);//set the window width and height

	//load in the maze image
	gdicMaze.Load(NULL,"mazets.bmp");

	//make the maze
	MakeMaze();

	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//////////////////////////
	//clean up code goes here
	//////////////////////////
}

//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	///////////////////////////
	//main game logic goes here
	///////////////////////////
}

void MakeMaze()
{
	//start making the maze
	//assumes the maze array is clean (i.e. all values are false)
	int doorcount=0;//number of doors we have place
	//x and y position of the room
	int x;
	int y;
	int dir;//direction
	//randomize the seed
	srand(GetTickCount());
	//clear out the maze
	for(x=0;x<MAZE_WIDTH;x++)
		for(y=0;y<MAZE_HEIGHT;y++)
			for(dir=0;dir<MAZE_DOORCOUNT;dir++)
				Maze[x][y].Door[dir]=false;
	while (doorcount<MAZE_WIDTH*MAZE_HEIGHT-1)
	{
		DrawMaze();
		//this flag is set if a suitable room is found
		bool found=false;
		//blocks, used a little later
		int blockcount;
		bool block[MAZE_DOORCOUNT];
		while(!found)
		{
			//if doorcount is 0, just pick a room
			if(doorcount==0)
			{
				x=rand()%MAZE_WIDTH;
				y=rand()%MAZE_HEIGHT;
			}
			else
			{
				//doorcount not zero, pick a room with a door in it
				do
				{
					x=rand()%MAZE_WIDTH;
					y=rand()%MAZE_HEIGHT;
				} while (CountDoors(&Maze[x][y])==0);
				//CountDoors is pseudocode for a function we'll write later
			}
			//so far, so good, we have a room
			//we now must analyze blocked passages
			blockcount=0;
			//loop through directions
			for(dir=0;dir<MAZE_DOORCOUNT;dir++)
			{
				//set block to false
				block[dir]=false;
				//if the door in the room for dir is set, set the block
				if(Maze[x][y].Door[dir])
				{
					block[dir]=true;
					blockcount++;
					continue;
				}
				//calculate the next position based on this direction
				int nx=x,ny=y;//next position
				switch(dir)
				{
				case MAZE_NORTH:
					{
						ny--;
					}break;
				case MAZE_EAST:
					{
						nx++;
					}break;
				case MAZE_SOUTH:
					{
						ny++;
					}break;
				case MAZE_WEST:
					{
						nx--;
					}break;
				}
				//bounds checking
				if(nx<0 || ny<0 || nx>=MAZE_WIDTH || ny>=MAZE_HEIGHT)
				{
					block[dir]=true;
					blockcount++;
					continue;
				}
				//final check, make sure the room at nx,ny has no doors
				if(CountDoors(&Maze[nx][ny])!=0)
				{
					block[dir]=true;
					blockcount++;
					continue;
				}
			}
			//if blockcount is not the same as MAZE_DOORCOUNT, we can place a door
			if(blockcount!=MAZE_DOORCOUNT) found=true;
		}
		//found is now true, so we can place a door
		do
		{
			//select a door direction
			dir=rand()%MAZE_DOORCOUNT;
		}while	(block[dir]);//make sure that direction is not blocked
		//dir contains a valid direction
		Maze[x][y].Door[dir]=true;
		//move to next room
		switch(dir)
		{
		case MAZE_NORTH:
			{
				y--;
			}break;
		case MAZE_EAST:
			{
				x++;
			}break;
		case MAZE_SOUTH:
			{
				y++;
			}break;
		case MAZE_WEST:
			{
				x--;
			}break;
		}
		//change direction to opposite direction
		dir=(dir+(MAZE_DOORCOUNT/2)) % MAZE_DOORCOUNT;
		//set door in the next room
		Maze[x][y].Door[dir]=true;
		//increment the doorcount
		doorcount++;
	}
}

int CountDoors(Room* pRoom)//count the doors in a room
{
	//initialize total to 0
	int total=0;
	//start counting doors
	for(int dir=0;dir<MAZE_DOORCOUNT;dir++)
	{
		//if door is fount, add one to the total
		if(pRoom->Door[dir]) total++;
	}
	//return total
	return(total);
}

void DrawMaze()
{
	//grab dc from window
	HDC hdc=GetDC(hWndMain);
	//loop variables
	int x;
	int y;
	//image stuff
	int imagex;
	int imagey;
	int imagenum;
	//loop through columns
	for(x=0;x<MAZE_WIDTH;x++)
	{
		//loop through rows
		for(y=0;y<MAZE_HEIGHT;y++)
		{
			//put together the image number
			imagenum=0;//initialize to 0
			//north, add 1
			if(Maze[x][y].Door[MAZE_NORTH]) imagenum+=1;
			//east, add 2
			if(Maze[x][y].Door[MAZE_EAST]) imagenum+=2;
			//south, add 4
			if(Maze[x][y].Door[MAZE_SOUTH]) imagenum+=4;
			//west, add 8
			if(Maze[x][y].Door[MAZE_WEST]) imagenum+=8;
			//calculate the imagex and imagey
			imagex=(imagenum%8)*16;
			imagey=(imagenum/8)*16;
			//blit the appropriate image
			BitBlt(hdc,x*16,y*16,16,16,gdicMaze,imagex,imagey,SRCCOPY);
		}
	}
	//release the dc
	ReleaseDC(hWndMain,hdc);
}

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