isohex21_2.cpp

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/*****************************************************************************
IsoHex21_2.cpp
Ernest S. Pazera
09SEPT2000
Start a WIN32 Application Workspace, add in this file
Requires the following libs:
ddraw.lib, dxguid.lib
Requires the following files:
DDFuncs.h.cpp, GDICanvas.h/cpp, IsoMouseMap.h/cpp,
IsoScroller.h/cpp, IsoTilePlotter.h/cpp, IsoTileWalker.h/cpp
TileSet.h/cpp. IsoHexCore.h, IsoHexDefs.h
IsoRenderer.h/cpp
*****************************************************************************/

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

#include <windows.h>  
#include "DDFuncs.h"
#include "TileSet.h"
#include "IsoHexCore.h"
#include "IsoRenderer.h"
 
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX21"
//title of the application
#define WINDOWTITLE "IsoHex 21-2"

const int MAPWIDTH=40;
const int MAPHEIGHT=40;

const int SCREENWIDTH=640;
const int SCREENHEIGHT=480;

//road flags
const int ROAD_NORTHEAST=1;
const int ROAD_SOUTHEAST=2;
const int ROAD_SOUTHWEST=4;
const int ROAD_NORTHWEST=8;

//////////////////////////////////////////////////////////////////////////////
//TYPEDEFS/STRUCTS
//////////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up

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

//directdraw
LPDIRECTDRAW7 lpdd=NULL;
LPDIRECTDRAWSURFACE7 lpddsMain=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWSURFACE7 lpddsFrame=NULL;

//tilesets
CTileSet tsBack;
CTileSet tsRoad;

//isohexcore components
CTilePlotter TilePlotter;//plotter
CTileWalker TileWalker;//walker
CScroller Scroller;//scroller
CMouseMap MouseMap;//mousemap
CRenderer Renderer;//renderer

POINT ptScroll;//keep track of how quickly we scroll

//map location structure
struct MapLocation
{
	bool bRoad;
	int iRoad;
};

MapLocation mlMap[MAPWIDTH][MAPHEIGHT];//map array

//rendering functionprototype
void RenderFunc(LPDIRECTDRAWSURFACE7 lpddsDst,RECT* rcClip,int xDst,int yDst,int xMap,int yMap);
void CalcRoad();//calculate entire map
void CalcRoad(int x,int y);//calculate for individual map location
void CalcRoadNeighborhood(int x,int y);//calculate for a tile neighborhood

//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_KEYDOWN:
		{
			switch(wParam)
			{
			case VK_ESCAPE:
				{
					DestroyWindow(hWndMain);
					return(0);
				}break;
			}
		}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()
{
	//create IDirectDraw object
	lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);

	//set display mode
	lpdd->SetDisplayMode(SCREENWIDTH,SCREENHEIGHT,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");
	tsRoad.Load(lpdd,"roadts.bmp");

	//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++)
		{
			if(rand()&1)
			{
				mlMap[x][y].bRoad=true;
			}
			else
			{
				mlMap[x][y].bRoad=false;
			}
		}
	}

	//calculate the fringe
	CalcRoad();

	//calculate the extent rect
	RECT rcExtent;
	CopyRect(&rcExtent,&tsBack.GetTileList()[0].rcDstExt);//set to background extent

	//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);

	//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()
{
	//grab mouse position
	POINT ptMouse;
	GetCursorPos(&ptMouse);

	//calc scrolling
	//horizontal
	ptScroll.x=0;
	if(ptMouse.x<8) ptScroll.x=ptMouse.x-8;
	if(ptMouse.x>SCREENWIDTH-8) ptScroll.x=ptMouse.x-(SCREENWIDTH-8);
	//vertical
	ptScroll.y=0;
	if(ptMouse.y<8) ptScroll.y=ptMouse.y-8;
	if(ptMouse.y>SCREENHEIGHT-8) ptScroll.y=ptMouse.y-(SCREENHEIGHT-8);

	//scroll the frame by ptScroll
	Renderer.ScrollFrame(ptScroll.x,ptScroll.y);
	//update the frame
	Renderer.UpdateFrame();
	//flip to show the back buffer
	lpddsMain->Flip(0,DDFLIP_WAIT);
}

void RenderFunc(LPDIRECTDRAWSURFACE7 lpddsDst,RECT* rcClip,int xDst,int yDst,int xMap,int yMap)
{
	//put down a land tile
	tsBack.ClipTile(lpddsDst,rcClip,xDst,yDst,0);
	//check for a road
	if(mlMap[xMap][yMap].bRoad)
	{
		//put the road image
		tsRoad.ClipTile(lpddsDst,rcClip,xDst,yDst,mlMap[xMap][yMap].iRoad);
	}
}

void CalcRoad()
{
	//loop through x
	for(int x=0;x<MAPWIDTH;x++)
	{
		//loop through y
		for(int y=0;y<MAPHEIGHT;y++)
		{
			//calc the fringe
			CalcRoad(x,y);
		}
	}
}

void CalcRoad(int x,int y)//calculate for individual map location
{
	//range checking
	if(x<0) return;
	if(y<0) return;
	if(x>=MAPWIDTH) return;
	if(y>=MAPHEIGHT) return;
	//calculate the tile neighborhood
	bool Neighbor[8];
	//store starting point
	POINT ptStart;
	ptStart.x=x;
	ptStart.y=y;
	//next map location
	POINT ptNext;
	for(int dir=0;dir<8;dir++)
	{
		//walk to neighbor
		ptNext=TileWalker.TileWalk(ptStart,(ISODIRECTION)dir);
		//range check 
		if(ptNext.x<0 || ptNext.y<0 || ptNext.x>=MAPWIDTH || ptNext.y>=MAPHEIGHT)
		{
			//out of bounds
			Neighbor[dir]=0;
		}
		else
		{
			//check map location
			if(mlMap[ptNext.x][ptNext.y].bRoad)
			{
				//road
				Neighbor[dir]=1;
			}
			else
			{
				//no road
				Neighbor[dir]=0;
			}
		}
	}
	//clear road flags
	mlMap[x][y].iRoad=0;
	//add road flags as appropriate
	if(Neighbor[ISO_NORTHEAST]) mlMap[x][y].iRoad|=ROAD_NORTHEAST;
	if(Neighbor[ISO_SOUTHEAST]) mlMap[x][y].iRoad|=ROAD_SOUTHEAST;
	if(Neighbor[ISO_SOUTHWEST]) mlMap[x][y].iRoad|=ROAD_SOUTHWEST;
	if(Neighbor[ISO_NORTHWEST]) mlMap[x][y].iRoad|=ROAD_NORTHWEST;
}

void CalcRoadNeighborhood(int x,int y)//calculate for a tile neighborhood
{
	//send tile(x,y) to calculate fringe function
	CalcRoad(x,y);
	//store center point
	POINT ptCenter;
	ptCenter.x=x;
	ptCenter.y=y;
	POINT ptNeighbor;
	//loop through directions
	for(int dir=0;dir<8;dir++)
	{
		//determine neighbor
		ptNeighbor=TileWalker.TileWalk(ptCenter,(ISODIRECTION)dir);
		//send neighbor to calculation function
		CalcRoad(ptNeighbor.x,ptNeighbor.y);
	}
}

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