isohex14_4.cpp

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/*****************************************************************************
IsoHex14_3.cpp
Ernest S. Pazera
22JUL2000
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 "ISOHEX14"
//title of the application
#define WINDOWTITLE "IsoHex 14-4"

//map dimensions
const int MAPWIDTH=40;
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
};

//mousemap directions
enum MouseMapDirection{
	MM_CENTER=0,
	MM_NW=1,
	MM_NE=2,
	MM_SW=3,
	MM_SE=4
};

//mousemap structure
struct CMouseMap
{
	POINT ptSize;
	POINT ptRef;
	MouseMapDirection* mmdLookUp;
};

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
POINT DiamondMap_TilePlotter(POINT ptMap,int iTileWidth,int iTileHeight);
POINT DiamondMap_TileWalker(POINT ptStart,IsoDirection Dir);
POINT DiamondMap_MouseMapper(POINT ptMouse,CMouseMap* pmm);
void SetUpSpaces();//sets up spaces
void SetUpMap();
void DrawMap();
void ShowIsoCursor();
void LoadMouseMap(CMouseMap* pmm,LPCTSTR lpszFileName);
void ClipScreenAnchor();

//////////////////////////////////////////////////////////////////////////////
//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
POINT ptScreenAnchorScroll;//scrolling for the screen anchor

//mouse map
CMouseMap mmMouseMap;


//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_MOUSEMOVE:
		{
			//grab mouse coordinate
			POINT ptMouse;
			ptMouse.x=LOWORD(lParam);
			ptMouse.y=HIWORD(lParam);
			//mousemap the mouse coordinates
			ptCursor=DiamondMap_MouseMapper(ptMouse,&mmMouseMap);

			//clip cursor to tilemap
			if(ptCursor.x<0) ptCursor.x=0;
			if(ptCursor.y<0) ptCursor.y=0;
			if(ptCursor.x>MAPWIDTH-1) ptCursor.x=MAPWIDTH-1;
			if(ptCursor.y>MAPHEIGHT-1) ptCursor.y=MAPHEIGHT-1;

			//check for scrolling zones
			ptScreenAnchorScroll.x=0;
			ptScreenAnchorScroll.y=0;
			//top
			if(ptMouse.y<8)
			{
				ptScreenAnchorScroll.y=-(8-ptMouse.y);
			}
			//bottom
			if(ptMouse.y>472)
			{
				ptScreenAnchorScroll.y=(ptMouse.y-472);
			}
			//left
			if(ptMouse.x<8)
			{
				ptScreenAnchorScroll.x=-(8-ptMouse.x);
			}
			//right
			if(ptMouse.x>632)
			{
				ptScreenAnchorScroll.x=(ptMouse.x-632);
			}

			return(0);
		}break;
	case WM_KEYDOWN:
		{
			//if escape hit, destroy window
			if(wParam==VK_ESCAPE) DestroyWindow(hWndMain);
			//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,"IsoHex14_4-1.bmp");
	tsCursor.Load(lpdd,"IsoHex14_4-2.bmp");
	//load in mousemap
	LoadMouseMap(&mmMouseMap,"IsoHex14_4-3.bmp");
	//set up mousemap reference point
	POINT ptMap;
	ptMap.x=0;
	ptMap.y=0;
	mmMouseMap.ptRef=DiamondMap_TilePlotter(ptMap,mmMouseMap.ptSize.x,mmMouseMap.ptSize.y);
	mmMouseMap.ptRef.x+=tsIso.GetTileList()[0].rcDstExt.left;
	mmMouseMap.ptRef.y+=tsIso.GetTileList()[0].rcDstExt.top;

	//set up spaces
	SetUpSpaces();

	//set up the tilemap
	SetUpMap();

	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//deallocate lookup table for mousemap
	delete [] mmMouseMap.mmdLookUp;
	//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()
{

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