isohex18_3.cpp

来自「一個遊戲教程」· C++ 代码 · 共 808 行 · 第 1/2 页

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	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()
{
	//create IDirectDraw object
	lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);

	//set display mode
	lpdd->SetDisplayMode(640,480,16,0,0);

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

	//get back buffer
	lpddsBack=LPDDS_GetSecondary(lpddsMain);

	//create the frame buffer
	lpddsFrame=LPDDS_CreateOffscreen(lpdd,640,480);

	//load in the mousemap
	MouseMap.Load("MouseMap.bmp");

	//set up the tile plotter
	TilePlotter.SetMapType(ISOMAP_DIAMOND);//diamond mode
	TilePlotter.SetTileSize(MouseMap.GetWidth(),MouseMap.GetHeight());//grab width and height from mousemap

	//set up tile walker to diamond mode
	TileWalker.SetMapType(ISOMAP_DIAMOND);

	//set up screeen space
	RECT rcTemp;
	SetRect(&rcTemp,0,0,640,480);
	Scroller.SetScreenSpace(&rcTemp);

	//load in tiles and cursor
	tsBack.Load(lpdd,"backgroundts.bmp");
	tsUnit.Load(lpdd,"units.bmp");
	tsShield.Load(lpdd,"shields.bmp");

	//calculate the shield offsets
	ptShieldOffset[0].x=tsUnit.GetTileList()[0].rcSrc.right-tsUnit.GetTileList()[0].ptAnchor.x;
	ptShieldOffset[0].y=tsUnit.GetTileList()[0].rcSrc.top-tsUnit.GetTileList()[0].ptAnchor.y;
	ptShieldOffset[1].x=tsUnit.GetTileList()[1].rcSrc.right-tsUnit.GetTileList()[1].ptAnchor.x;
	ptShieldOffset[1].y=tsUnit.GetTileList()[1].rcSrc.top-tsUnit.GetTileList()[1].ptAnchor.y;

	//grab tile extent from tileset
	CopyRect(&rcTemp,&tsBack.GetTileList()[0].rcDstExt);

	//calculate the worldspace
	Scroller.CalcWorldSpace(&TilePlotter,&rcTemp,MAPWIDTH,MAPHEIGHT);

	//calculate the mousemap reference point
	MouseMap.CalcReferencePoint(&TilePlotter,&rcTemp);

	//calculate anchor space
	Scroller.CalcAnchorSpace();

	//set wrap modes for scroller
	Scroller.SetHWrapMode(WRAPMODE_CLIP);
	Scroller.SetVWrapMode(WRAPMODE_CLIP);

	//set scroller anchor to (0,0)
	Scroller.GetAnchor()->x=0;
	Scroller.GetAnchor()->y=0;

	//attach scrolelr and tilewalker to mousemap
	MouseMap.SetScroller(&Scroller);
	MouseMap.SetTileWalker(&TileWalker);

	//set up the map to a random tilefield
	int x;
	int y;
	for(x=0;x<MAPWIDTH;x++)
	{
		for(y=0;y<MAPHEIGHT;y++)
		{
			mlMap[x][y].ulUnitList.clear();//clear out the list for this map location
		}
	}

	//place the units
	int team;
	int count;
	PUNITINFO pUnitInfo;
	POINT ptTest;
	for(team=0;team<2;team++)//place units for both teams
	{
		for(count=0;count<20;count++)//place 20 units for each team
		{
			//check for a valid placement
			bool found=false;
			while(!found)
			{
				//random placement
				ptTest.x=rand()%MAPWIDTH;
				ptTest.y=rand()%MAPHEIGHT;
				//check for a unit at that position
				if(mlMap[ptTest.x][ptTest.y].ulUnitList.empty())
				{
					//unit list at location is empty... you can place the unit
					found=true;
				}
				else
				{
					//unit list is not empty, so must be occupied by the same team to be a valid location
					UNITLISTITER iter=mlMap[ptTest.x][ptTest.y].ulUnitList.begin();//get iterator to beginning of list
					pUnitInfo=*iter;//grab the items stored
					//check for the same team
					if(pUnitInfo->iTeam==team)
					{
						//same team, valid location
						found=true;
					}

				}
			}
			//create the unit
			pUnitInfo=new UnitInfo;
			pUnitInfo->iTeam=team;//team
			pUnitInfo->iType=rand()%2;//type
			pUnitInfo->ptPosition=ptTest;//location
			//place unit in the main list
			MainUnitList.push_back(pUnitInfo);
			//place unit on the map
			mlMap[pUnitInfo->ptPosition.x][pUnitInfo->ptPosition.y].ulUnitList.push_back(pUnitInfo);
		}
	}

	//calculate the extent rect
	RECT rcExtent;
	CopyRect(&rcExtent,&tsBack.GetTileList()[0].rcDstExt);//set to background extent
	UnionRect(&rcExtent,&rcExtent,&tsUnit.GetTileList()[0].rcDstExt);//union with unit extent
	rcExtent.right+=tsShield.GetTileList()[0].rcDstExt.right;//adjust the extent for the width of the shield

	//set up the renderer
	Renderer.SetBackBuffer(lpddsBack);
	Renderer.SetExtentRect(&rcExtent);
	Renderer.SetFrameBuffer(lpddsFrame);
	Renderer.SetMapSize(MAPWIDTH,MAPHEIGHT);
	Renderer.SetMouseMap(&MouseMap);
	Renderer.SetPlotter(&TilePlotter);
	Renderer.SetRenderFunction(RenderFunc);
	Renderer.SetScroller(&Scroller);
	Renderer.SetUpdateRectCount(100);
	Renderer.SetWalker(&TileWalker);

	//set the initial gamestate
	iGameState=GS_STARTTURN;
	iCurrentTeam=0;//current team
	TeamUnitList.clear();//clear out the team's unit list

	//update the entire screenspace
	Renderer.AddRect(Scroller.GetScreenSpace());

	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//release frame buffer
	LPDDS_Release(&lpddsFrame);

	//release main/back surfaces
	LPDDS_Release(&lpddsMain);

	//release directdraw
	LPDD_Release(&lpdd);
}

//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	switch(iGameState)
	{
	case GS_STARTTURN://start the current team's turn
		{
			PUNITINFO pUnitInfo;//variable to check for the team's units
			UNITLISTITER iter;//iterator for the main unit list
			for(iter=MainUnitList.begin();iter!=MainUnitList.end();iter++)//iterate through the main unit list
			{
				pUnitInfo=*iter;//grab the unit from the list
				if(pUnitInfo->iTeam==iCurrentTeam)//does this unit belong to the current team?
				{
					//add this unit to the team list
					TeamUnitList.push_back(pUnitInfo);
				}
			}
			//set the next gamestate
			iGameState=GS_NEXTUNIT;
		}break;
	case GS_NEXTUNIT://select the next unit as the current unit
		{
			//set current unit to NULL
			pCurrentUnit=NULL;
			if(TeamUnitList.empty())//if the team unit list is empty
			{
				iGameState=GS_ENDTURN;//end the turn
			}
			else
			{
				//turn is not over
				UNITLISTITER iter=TeamUnitList.begin();//get the first unit in the team list
				pCurrentUnit=*iter;//grab the unit from the list
				TeamUnitList.pop_front();//remove the unit from the list

				mlMap[pCurrentUnit->ptPosition.x][pCurrentUnit->ptPosition.y].ulUnitList.remove(pCurrentUnit);//remove the unit from the map location
				mlMap[pCurrentUnit->ptPosition.x][pCurrentUnit->ptPosition.y].ulUnitList.push_front(pCurrentUnit);//place unit at the top of the map locations unit list

				POINT ptPlot=TilePlotter.PlotTile(pCurrentUnit->ptPosition);//plot the unit's location
				POINT ptScreen=Scroller.WorldToScreen(ptPlot);//translate into screen coordinates

				if(!PtInRect(Scroller.GetScreenSpace(),ptScreen))//check to see if point is within screenspace
				{
					//not on screen
					ptPlot.x-=(Scroller.GetScreenSpaceWidth()/2);
					ptPlot.y-=(Scroller.GetAnchorSpaceHeight()/2);
					//set the anchor
					Scroller.SetAnchor(&ptPlot);
					Renderer.AddRect(Scroller.GetScreenSpace());
				}
				iGameState=GS_IDLE;//set to idling gamestate
			}
		}break;
	case GS_ENDTURN://end of a player's turn
		{
			//clear out team unit list(just to be sure)
			TeamUnitList.clear();

			//change team
			iCurrentTeam=1-iCurrentTeam;

			iGameState=GS_STARTTURN;//set gamestate to start next turn
		}break;
	case GS_NULLMOVE://do not move the current unit
		{
			//don't really do anything, just go to the next unit
			pCurrentUnit=NULL;
			iGameState=GS_NEXTUNIT;
		}break;
	case GS_SKIPMOVE://skip this unit for now
		{
			//put unit at end of team unit list
			TeamUnitList.push_back(pCurrentUnit);
			pCurrentUnit=NULL;//set current unit to NULL
			iGameState=GS_NEXTUNIT;//select the next unit
		}break;
	case GS_STARTMOVE:
		{
			//remove the unit from the map location
			mlMap[pCurrentUnit->ptPosition.x][pCurrentUnit->ptPosition.y].ulUnitList.remove(pCurrentUnit);
			Renderer.AddTile(pCurrentUnit->ptPosition.x,pCurrentUnit->ptPosition.y);
			//set next gamestate
			iGameState=GS_DOMOVE;
		}break;
	case GS_DOMOVE:
		{
			//move the unit
			pCurrentUnit->ptPosition=TileWalker.TileWalk(pCurrentUnit->ptPosition,idMoveUnit);
			//set next gamestate
			iGameState=GS_ENDMOVE;
		}break;
	case GS_ENDMOVE:
		{
			//place the unit on its new map location
			mlMap[pCurrentUnit->ptPosition.x][pCurrentUnit->ptPosition.y].ulUnitList.push_front(pCurrentUnit);
			Renderer.AddTile(pCurrentUnit->ptPosition.x,pCurrentUnit->ptPosition.y);
			pCurrentUnit=NULL;
			bFlash=true;
			//set next gamestate
			iGameState=GS_NEXTUNIT;
			DWORD dwTimeStart=GetTickCount();//get the frame start time
			//scroll the frame (0,0)
			Renderer.ScrollFrame(0,0);
			//update the frame
			Renderer.UpdateFrame();
			//flip to show the back buffer
			lpddsMain->Flip(0,DDFLIP_WAIT);
			//wait until 500 ms have passed
			while(GetTickCount()-dwTimeStart<500);
		}break;
	case GS_IDLE://the game is idling, update the frame, but thats about it.
		{
			DWORD dwTimeStart=GetTickCount();//get the frame start time
			//scroll the frame (0,0)
			Renderer.ScrollFrame(0,0);
			//toggle unit flash
			bFlash=!bFlash;
			//add the tile in which the current unit lives
			Renderer.AddTile(pCurrentUnit->ptPosition.x,pCurrentUnit->ptPosition.y);
			//update the frame
			Renderer.UpdateFrame();
			//flip to show the back buffer
			lpddsMain->Flip(0,DDFLIP_WAIT);
			//wait until 200 ms have passed
			while(GetTickCount()-dwTimeStart<200);
		}break;
	}
}

void RenderFunc(LPDIRECTDRAWSURFACE7 lpddsDst,RECT* rcClip,int xDst,int yDst,int xMap,int yMap)
{
	//put background tile
	tsBack.ClipTile(lpddsDst,rcClip,xDst,yDst,0);
	//check for an empty list
	if(!mlMap[xMap][yMap].ulUnitList.empty())
	{
		//list is not empty
		UNITLISTITER iter=mlMap[xMap][yMap].ulUnitList.begin();//get iterator to beginning of list
		PUNITINFO pUnitInfo=*iter;//grab the item
		//if this is the current unit
		if(pUnitInfo==pCurrentUnit)
		{
			//this is the current unit
			if(!bFlash) return;//if flash is "off" dont render
		}
		tsUnit.ClipTile(lpddsDst,rcClip,xDst,yDst,pUnitInfo->iType);//place the unit
		iter++;//move to the next item in the list
		if(iter==mlMap[xMap][yMap].ulUnitList.end())//if the end of the list, this is a single unit
		{
			tsShield.ClipTile(lpddsDst,rcClip,xDst+ptShieldOffset[pUnitInfo->iType].x,yDst+ptShieldOffset[pUnitInfo->iType].y,pUnitInfo->iTeam*2);//place the shield
		}
		else//more than one unit... this is a stack
		{
			tsShield.ClipTile(lpddsDst,rcClip,xDst+ptShieldOffset[pUnitInfo->iType].x,yDst+ptShieldOffset[pUnitInfo->iType].y,pUnitInfo->iTeam*2+1);//place the shield
		}
	}
}

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