isohex13_2.cpp

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/*****************************************************************************
IsoHex13_2.cpp
Ernest S. Pazera
19JUL2000
Start a WIN32 Application Workspace, add in this file
Requires ddraw.lib and dxguid.lib
Needs DDFuncs.h/cpp, GDICanvas.h/cpp, and TileSet.h/cpp
*****************************************************************************/

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

#include <windows.h>   
#include "TileSet.h"

//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX13"
//title of the application
#define WINDOWTITLE "IsoHex 13-2"

//map dimensions
const int MAPWIDTH=20;
const int MAPHEIGHT=40;

enum IsoDirection{
ISO_NORTH=0,
ISO_NORTHEAST=1,
ISO_EAST=2,
ISO_SOUTHEAST=3,
ISO_SOUTH=4,
ISO_SOUTHWEST=5,
ISO_WEST=6,
ISO_NORTHWEST=7
};

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
POINT StagMap_TilePlotter(POINT ptMap,int iTileWidth,int iTileHeight);
POINT StagMap_TileWalker(POINT ptStart,IsoDirection Dir);
void SetUpSpaces();//sets up spaces
void SetUpMap();
void DrawMap();
void ShowIsoCursor();
void MoveCursor(IsoDirection Dir);

//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
LPDIRECTDRAW7 lpdd=NULL;//directdraw
LPDIRECTDRAWSURFACE7 lpddsMain=NULL;//primary surface
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;//back buffer
LPDIRECTDRAWCLIPPER lpddClipper=NULL;//clipper
CTileSet tsIso;//tileset
CTileSet tsCursor;//cursor
int iTileMap[MAPWIDTH][MAPHEIGHT];
POINT ptCursor;//cursor position

//spaces
RECT rcWorldSpace;//worldspace
RECT rcScreenSpace;//screen space(also, view space)
RECT rcAnchorSpace;//anchor space
POINT ptScreenAnchor;//screen anchor


//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_KEYDOWN:
		{
			//if escape hit, destroy window
			if(wParam==VK_ESCAPE) DestroyWindow(hWndMain);
			
			//move cursor
			if(wParam==VK_NUMPAD8)
				MoveCursor(ISO_NORTH);
			if(wParam==VK_NUMPAD9)
				MoveCursor(ISO_NORTHEAST);
			if(wParam==VK_NUMPAD6)
				MoveCursor(ISO_EAST);
			if(wParam==VK_NUMPAD3)
				MoveCursor(ISO_SOUTHEAST);
			if(wParam==VK_NUMPAD2)
				MoveCursor(ISO_SOUTH);
			if(wParam==VK_NUMPAD1)
				MoveCursor(ISO_SOUTHWEST);
			if(wParam==VK_NUMPAD4)
				MoveCursor(ISO_WEST);
			if(wParam==VK_NUMPAD7)
				MoveCursor(ISO_NORTHWEST);
			
			
			//handled, so return 0
			return(0);
		}break;
	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);

			/////////////////////////////
			//painting code would go here
			/////////////////////////////

			//end painting
			EndPaint(hwnd,&ps);
						
			//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_POPUP | 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 up ddraw
	lpdd=LPDD_Create(hWndMain,DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT);
	lpdd->SetDisplayMode(640,480,16,0,0);

	//set up primary surface
	lpddsMain=LPDDS_CreatePrimary(lpdd,1);

	//set up back buffer
	lpddsBack=LPDDS_GetSecondary(lpddsMain);

	//create clipper
	lpdd->CreateClipper(0,&lpddClipper,NULL);
	lpddClipper->SetHWnd(0,hWndMain);
	lpddsBack->SetClipper(lpddClipper);

	//load in tileset
	tsIso.Load(lpdd,"IsoHex13_2-1.bmp");
	tsCursor.Load(lpdd,"IsoHex13_2-2.bmp");

	//set up spaces
	SetUpSpaces();

	//set up the tilemap
	SetUpMap();

	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//clean up clipper
	LPDDCLIP_Release(&lpddClipper);
	//clean up primary surface
	LPDDS_Release(&lpddsMain);
	//clean up ddraw
	LPDD_Release(&lpdd);
}

//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	//clear out back buffer
	DDBLTFX ddbltfx;
	DDBLTFX_ColorFill(&ddbltfx,0);
	lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&ddbltfx);

	//show the board
	DrawMap();

	//show the cursor
	ShowIsoCursor();

	//flip
	lpddsMain->Flip(NULL,DDFLIP_WAIT);
}

POINT StagMap_TilePlotter(POINT ptMap,int iTileWidth,int iTileHeight)
{
	POINT ptReturn;
	//calculate pixel position for the map position given
	ptReturn.x=ptMap.x*iTileWidth+(ptMap.y & 1)*iTileWidth/2;
	ptReturn.y=ptMap.y*iTileHeight/2;
	//return calculate point
	return(ptReturn);
}

void SetUpMap()
{
	//randomly set up the map
	for(int x=0;x<MAPWIDTH;x++)
	{
		for(int y=0;y<MAPHEIGHT;y++)
		{
			iTileMap[x][y]=rand()%(tsIso.GetTileCount());
		}
	}
}

void DrawMap()
{
	POINT ptTile;//tile pixel coordinate
	POINT ptMap;//map coordinate
	//get tile width and height
	int iTileWidth=tsIso.GetTileList()[0].rcSrc.right-tsIso.GetTileList()[0].rcSrc.left;
	int iTileHeight=tsIso.GetTileList()[0].rcSrc.bottom-tsIso.GetTileList()[0].rcSrc.top;
	//the y loop is outside, because we must blit in horizontal rows
	for(int y=0;y<MAPHEIGHT;y++)
	{
		for(int x=0;x<MAPWIDTH;x++)
		{
			//get pixel coordinate for map position
			ptMap.x=x;
			ptMap.y=y;
			ptTile=StagMap_TilePlotter(ptMap,iTileWidth,iTileHeight);
			//plot the tile(adjust for anchor)
			tsIso.PutTile(lpddsBack,ptTile.x-ptScreenAnchor.x,ptTile.y-ptScreenAnchor.y,iTileMap[x][y]);
		}
	}
}

void SetUpSpaces()
{
	//set up screen space
	SetRect(&rcScreenSpace,0,0,640,480);
	
	//get a few metrics from the tileset
	int iTileWidth=tsIso.GetTileList()[0].rcDstExt.right-tsIso.GetTileList()[0].rcDstExt.left;
	int iTileHeight=tsIso.GetTileList()[0].rcDstExt.bottom-tsIso.GetTileList()[0].rcDstExt.top;

	//grab tile rectangle from tileset
	RECT rcTile1;
	RECT rcTile2;
	POINT ptPlot;
	POINT ptMap;

	//grab tiles from extents
	CopyRect(&rcTile1,&tsIso.GetTileList()[0].rcDstExt);
	CopyRect(&rcTile2,&tsIso.GetTileList()[0].rcDstExt);

	//move first tile to upper left position
	ptMap.x=0;
	ptMap.y=0;
	ptPlot=StagMap_TilePlotter(ptMap,iTileWidth,iTileHeight);
	OffsetRect(&rcTile1,ptPlot.x,ptPlot.y);

	//move first tile to lower right position
	ptMap.x=MAPWIDTH-1;
	ptMap.y=MAPHEIGHT-1;
	ptPlot=StagMap_TilePlotter(ptMap,iTileWidth,iTileHeight);
	OffsetRect(&rcTile2,ptPlot.x,ptPlot.y);

	//combine these two tiles into world space
	UnionRect(&rcWorldSpace,&rcTile1,&rcTile2);

	//copy worldspace to anchor space
	CopyRect(&rcAnchorSpace,&rcWorldSpace);

	//subtract out screenspace
	//adjust right edge
	rcAnchorSpace.right-=(rcScreenSpace.right-rcScreenSpace.left);
	//make sure right not less than left
	if(rcAnchorSpace.right<rcAnchorSpace.left) rcAnchorSpace.right=rcAnchorSpace.left;
	//adjust bottom edge
	rcAnchorSpace.bottom-=(rcScreenSpace.bottom-rcScreenSpace.top);
	//make sure bottom not less than top
	if(rcAnchorSpace.bottom<rcAnchorSpace.top) rcAnchorSpace.bottom=rcAnchorSpace.top;

	//initialize screen anchor
	ptScreenAnchor.x=0;
	ptScreenAnchor.y=0;

	//initialize cursor
	ptCursor.x=0;
	ptCursor.y=0;
}

POINT StagMap_TileWalker(POINT ptStart, IsoDirection Dir)
{
	//depending on direction, move the point
	switch(Dir)
	{
	case ISO_NORTH:
		{
			ptStart.y-=2;
		}break;
	case ISO_NORTHEAST:
		{
			ptStart.x+=(ptStart.y&1);
			ptStart.y--;
		}break;
	case ISO_EAST:
		{
			ptStart.x++;
		}break;
	case ISO_SOUTHEAST:
		{
			ptStart.x+=(ptStart.y&1);
			ptStart.y++;
		}break;
	case ISO_SOUTH:
		{
			ptStart.y+=2;
		}break;
	case ISO_SOUTHWEST:
		{
			ptStart.x+=((ptStart.y&1)-1);
			ptStart.y++;
		}break;
	case ISO_WEST:
		{
			ptStart.x--;
		}break;
	case ISO_NORTHWEST:
		{
			ptStart.x+=((ptStart.y&1)-1);
			ptStart.y--;
		}break;
	}
	//return the point
	return(ptStart);
}

void ShowIsoCursor()
{
	//copy cursor position
	POINT ptMap=ptCursor;

	//get a few metrics from the tileset
	int iTileWidth=tsIso.GetTileList()[0].rcDstExt.right-tsIso.GetTileList()[0].rcDstExt.left;
	int iTileHeight=tsIso.GetTileList()[0].rcDstExt.bottom-tsIso.GetTileList()[0].rcDstExt.top;

	//plot cursor position
	POINT ptPlot=StagMap_TilePlotter(ptMap,iTileWidth,iTileHeight);
	
	//put the cursor image
	tsCursor.PutTile(lpddsBack,ptPlot.x-ptScreenAnchor.x,ptPlot.y-ptScreenAnchor.y,0);
}

void MoveCursor(IsoDirection Dir)
{
	//move the cursor using the tilewalker
	POINT ptTemp=StagMap_TileWalker(ptCursor,Dir);

	//get a few metrics from the tileset
	int iTileWidth=tsIso.GetTileList()[0].rcDstExt.right-tsIso.GetTileList()[0].rcDstExt.left;
	int iTileHeight=tsIso.GetTileList()[0].rcDstExt.bottom-tsIso.GetTileList()[0].rcDstExt.top;

	//bounds checking
	//x<0
	if(ptTemp.x<0) ptTemp=ptCursor;

	//y<0
	if(ptTemp.y<0) ptTemp=ptCursor;

	//x>MAPWIDTH-1
	if(ptTemp.x>(MAPWIDTH-1)) ptTemp=ptCursor;

	//y>MAPHEIGHT-1
	if(ptTemp.y>(MAPHEIGHT-1)) ptTemp=ptCursor;

	//assign new cursor position
	ptCursor=ptTemp;

	//do a test plot of the cursor(for centering)
	POINT ptPlot=StagMap_TilePlotter(ptCursor,iTileWidth,iTileHeight);

	//center 
	ptScreenAnchor.x=ptPlot.x-320+iTileWidth/2;
	ptScreenAnchor.y=ptPlot.y-240+iTileHeight/2;

	//bounds checking for anchor.
	if(ptScreenAnchor.x<rcAnchorSpace.left) ptScreenAnchor.x=rcAnchorSpace.left;
	if(ptScreenAnchor.y<rcAnchorSpace.top) ptScreenAnchor.y=rcAnchorSpace.top;
	if(ptScreenAnchor.x>rcAnchorSpace.right) ptScreenAnchor.x=rcAnchorSpace.right;
	if(ptScreenAnchor.y>rcAnchorSpace.bottom) ptScreenAnchor.y=rcAnchorSpace.bottom;
}

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