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📄 t3dlib1.cpp

📁 windows游戏编程大师源代码
💻 CPP
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// T3DLIB1.CPP - Game Engine Part I
 
// INCLUDES ///////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN  

// has the GUID library been included?
//#ifndef INITGUID
//#define INITGUID
//#endif

#include <windows.h>   // include important windows stuff
#include <windowsx.h> 
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h>    // directX includes
#include "T3DLIB1.H"

// DEFINES ////////////////////////////////////////////////

// TYPES //////////////////////////////////////////////////

// PROTOTYPES /////////////////////////////////////////////

// EXTERNALS /////////////////////////////////////////////

extern HWND main_window_handle; // save the window handle
extern HINSTANCE main_instance; // save the instance

// GLOBALS ////////////////////////////////////////////////

FILE *fp_error                    = NULL; // general error file

// notice that interface 4.0 is used on a number of interfaces
LPDIRECTDRAW4        lpdd         = NULL;  // dd object
LPDIRECTDRAWSURFACE4 lpddsprimary = NULL;  // dd primary surface
LPDIRECTDRAWSURFACE4 lpddsback    = NULL;  // dd back surface
LPDIRECTDRAWPALETTE  lpddpal      = NULL;  // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER  lpddclipper  = NULL;  // dd clipper
PALETTEENTRY         palette[MAX_COLORS_PALETTE];         // color palette
PALETTEENTRY         save_palette[MAX_COLORS_PALETTE];    // used to save palettes
DDSURFACEDESC2       ddsd;                 // a direct draw surface description struct
DDBLTFX              ddbltfx;              // used to fill
DDSCAPS2             ddscaps;              // a direct draw surface capabilities struct
HRESULT              ddrval;               // result back from dd calls
UCHAR                *primary_buffer = NULL; // primary video buffer
UCHAR                *back_buffer    = NULL; // secondary back buffer
int                  primary_lpitch  = 0;    // memory line pitch for primary buffer
int                  back_lpitch     = 0;    // memory line pitch for back buffer
BITMAP_FILE          bitmap8bit;             // a 8 bit bitmap file
BITMAP_FILE          bitmap16bit;            // a 16 bit bitmap file
BITMAP_FILE          bitmap24bit;            // a 24 bit bitmap file

DWORD                start_clock_count = 0;     // used for timing
int                  windowed_mode     = FALSE; // tracks if dd is windowed or not

// these defined the general clipping rectangle
int min_clip_x = 0,                             // clipping rectangle 
    max_clip_x = (SCREEN_WIDTH-1),
    min_clip_y = 0,
    max_clip_y = (SCREEN_HEIGHT-1);

// these are overwritten globally by DDraw_Init()
int screen_width  = SCREEN_WIDTH,            // width of screen
    screen_height = SCREEN_HEIGHT,           // height of screen
    screen_bpp    = SCREEN_BPP;              // bits per pixel

int window_client_x0   = 0;   // used to track the starting (x,y) client area for
int window_client_y0   = 0;   // for windowed mode directdraw operations

// storage for our lookup tables
float cos_look[360];
float sin_look[360];


// FUNCTIONS //////////////////////////////////////////////

int Create_BOB(BOB_PTR bob,           // the bob to create
               int x, int y,          // initial posiiton
               int width, int height, // size of bob
               int num_frames,        // number of frames
               int attr,              // attrs
               int mem_flags)         // memory flags in DD format
{
// Create the BOB object, note that all BOBs 
// are created as offscreen surfaces in VRAM as the
// default, if you want to use system memory then
// set flags equal to:
// DDSCAPS_SYSTEMMEMORY 
// fir video memory you can create either local VRAM surfaces or AGP 
// surfaces via the second set of constants shown below in the regular expression
// DDSCAPS_VIDEOMEMORY | (DDSCAPS_NONLOCALVIDMEM | DDSCAPS_LOCALVIDMEM ) 


DDSURFACEDESC2 ddsd; // used to create surface
int index;           // looping var

// set state and attributes of BOB
bob->state          = BOB_STATE_ALIVE;
bob->attr           = attr;
bob->anim_state     = 0;
bob->counter_1      = 0;     
bob->counter_2      = 0;
bob->max_count_1    = 0;
bob->max_count_2    = 0;

bob->curr_frame     = 0;
bob->num_frames     = num_frames;
bob->curr_animation = 0;
bob->anim_counter   = 0;
bob->anim_index     = 0;
bob->anim_count_max = 0; 
bob->x              = x;
bob->y              = y;
bob->xv             = 0;
bob->yv             = 0;

// set dimensions of the new bitmap surface
bob->width  = width;
bob->height = height;

// set all images to null
for (index=0; index<MAX_BOB_FRAMES; index++)
    bob->images[index] = NULL;

// set all animations to null
for (index=0; index<MAX_BOB_ANIMATIONS; index++)
    bob->animations[index] = NULL;

// make sure surface width is a multiple of 8, dd likes that
bob->width_fill = ((width%8!=0) ? (8-width%8) : 0);
Write_Error("\nCreate BOB %d",bob->width_fill);

// now create each surface
for (index=0; index<bob->num_frames; index++)
    {
    // set to access caps, width, and height
    memset(&ddsd,0,sizeof(ddsd));
    ddsd.dwSize  = sizeof(ddsd);
    ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;

    ddsd.dwWidth  = bob->width + bob->width_fill;
    ddsd.dwHeight = bob->height;

    // set surface to offscreen plain
    ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | mem_flags;

    // create the surfaces, return failure if problem
    if (FAILED(lpdd->CreateSurface(&ddsd,&(bob->images[index]),NULL)))
        return(0);

    // set color key to color 0
    DDCOLORKEY color_key; // used to set color key
    color_key.dwColorSpaceLowValue  = 0;
    color_key.dwColorSpaceHighValue = 0;

    // now set the color key for source blitting
    (bob->images[index])->SetColorKey(DDCKEY_SRCBLT, &color_key);
    
    } // end for index

// return success
return(1);

} // end Create_BOB

///////////////////////////////////////////////////////////

int Clone_BOB(BOB_PTR source, BOB_PTR dest)
{
// this function clones a BOB and updates the attr var to reflect that
// the BOB is a clone and not real, this is used later in the destroy
// function so a clone doesn't destroy the memory of a real bob

if ((source && dest) && (source!=dest))
   {
   // copy the bob data
   memcpy(dest,source, sizeof(BOB));

   // set the clone attribute
   dest->attr |= BOB_ATTR_CLONE;

   } // end if

else
    return(0);

// return success
return(1);

} // end Clone_BOB

///////////////////////////////////////////////////////////

int Destroy_BOB(BOB_PTR bob)
{
// destroy the BOB, tests if this is a real bob or a clone
// if real then release all the memory, otherwise, just resets
// the pointers to null

int index; // looping var

// is this bob valid
if (!bob)
    return(0);

// test if this is a clone
if (bob->attr && BOB_ATTR_CLONE)
    {
    // null link all surfaces
    for (index=0; index<MAX_BOB_FRAMES; index++)
        if (bob->images[index])
            bob->images[index]=NULL;

    // release memory for animation sequences 
    for (index=0; index<MAX_BOB_ANIMATIONS; index++)
        if (bob->animations[index])
            bob->animations[index]==NULL;

    } // end if
else
    {
    // destroy each bitmap surface
    for (index=0; index<MAX_BOB_FRAMES; index++)
        if (bob->images[index])
            (bob->images[index])->Release();

    // release memory for animation sequences 
    for (index=0; index<MAX_BOB_ANIMATIONS; index++)
        if (bob->animations[index])
            free(bob->animations[index]);

    } // end else not clone

// return success
return(1);

} // end Destroy_BOB

///////////////////////////////////////////////////////////

int Draw_BOB(BOB_PTR bob,               // bob to draw
             LPDIRECTDRAWSURFACE4 dest) // surface to draw the bob on
{
// draw a bob at the x,y defined in the BOB
// on the destination surface defined in dest

RECT dest_rect,   // the destination rectangle
     source_rect; // the source rectangle                             

// is this a valid bob
if (!bob)
    return(0);

// is bob visible
if (!(bob->attr & BOB_ATTR_VISIBLE))
   return(1);

// fill in the destination rect
dest_rect.left   = bob->x;
dest_rect.top    = bob->y;
dest_rect.right  = bob->x+bob->width;
dest_rect.bottom = bob->y+bob->height;

// fill in the source rect
source_rect.left    = 0;
source_rect.top     = 0;
source_rect.right   = bob->width;
source_rect.bottom  = bob->height;

// blt to destination surface
if (FAILED(dest->Blt(&dest_rect, bob->images[bob->curr_frame],
          &source_rect,(DDBLT_WAIT | DDBLT_KEYSRC),
          NULL)))
    return(0);

// return success
return(1);
} // end Draw_BOB

///////////////////////////////////////////////////////////

int Draw_Scaled_BOB(BOB_PTR bob, int swidth, int sheight,  // bob and new dimensions
                    LPDIRECTDRAWSURFACE4 dest) // surface to draw the bob on)
{
// this function draws a scaled bob to the size swidth, sheight

RECT dest_rect,   // the destination rectangle
     source_rect; // the source rectangle                             

// is this a valid bob
if (!bob)
    return(0);

// is bob visible
if (!(bob->attr & BOB_ATTR_VISIBLE))
   return(1);

// fill in the destination rect
dest_rect.left   = bob->x;
dest_rect.top    = bob->y;
dest_rect.right  = bob->x+swidth;
dest_rect.bottom = bob->y+sheight;

// fill in the source rect
source_rect.left    = 0;
source_rect.top     = 0;
source_rect.right   = bob->width;
source_rect.bottom  = bob->height;

// blt to destination surface
if (FAILED(dest->Blt(&dest_rect, bob->images[bob->curr_frame],
          &source_rect,(DDBLT_WAIT | DDBLT_KEYSRC),
          NULL)))
    return(0);

// return success
return(1);
} // end Draw_Scaled_BOB

///////////////////////////////////////////////////////////

int Load_Frame_BOB(BOB_PTR bob, // bob to load with data
                   BITMAP_FILE_PTR bitmap, // bitmap to scan image data from
                   int frame,       // frame to load
                   int cx,int cy,   // cell or absolute pos. to scan image from
                   int mode)        // if 0 then cx,cy is cell position, else 
                                    // cx,cy are absolute coords
{
// this function extracts a bitmap out of a bitmap file

UCHAR *source_ptr,   // working pointers
      *dest_ptr;

DDSURFACEDESC2 ddsd;  //  direct draw surface description 

// is this a valid bob
if (!bob)
   return(0);

// test the mode of extraction, cell based or absolute
if (mode==BITMAP_EXTRACT_MODE_CELL)
   {
   // re-compute x,y
   cx = cx*(bob->width+1) + 1;
   cy = cy*(bob->height+1) + 1;
   } // end if

// extract bitmap data
source_ptr = bitmap->buffer + cy*bitmap->bitmapinfoheader.biWidth+cx;

// get the addr to destination surface memory

// set size of the structure
ddsd.dwSize = sizeof(ddsd);

// lock the display surface
(bob->images[frame])->Lock(NULL,
                           &ddsd,
                           DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
                           NULL);

// assign a pointer to the memory surface for manipulation
dest_ptr = (UCHAR *)ddsd.lpSurface;

// iterate thru each scanline and copy bitmap
for (int index_y=0; index_y<bob->height; index_y++)
    {
    // copy next line of data to destination
    memcpy(dest_ptr, source_ptr,bob->width);

    // advance pointers
    dest_ptr   += (bob->width+bob->width_fill);
    source_ptr += bitmap->bitmapinfoheader.biWidth;
    } // end for index_y

// unlock the surface 
(bob->images[frame])->Unlock(NULL);

// set state to loaded
bob->attr |= BOB_ATTR_LOADED;

// return success
return(1);

} // end Load_Frame_BOB

///////////////////////////////////////////////////////////

int Animate_BOB(BOB_PTR bob)
{
// this function animates a bob, basically it takes a look at
// the attributes of the bob and determines if the bob is 
// a single frame, multiframe, or multi animation, updates
// the counters and frames appropriately

// is this a valid bob
if (!bob)
   return(0);

// test the level of animation
if (bob->attr & BOB_ATTR_SINGLE_FRAME)
    {
    // current frame always = 0
    bob->curr_frame = 0;
    return(1);
    } // end if
else
if (bob->attr & BOB_ATTR_MULTI_FRAME)
   {
   // update the counter and test if its time to increment frame
   if (++bob->anim_counter >= bob->anim_count_max)
      {
      // reset counter
      bob->anim_counter = 0;

      // move to next frame
      if (++bob->curr_frame >= bob->num_frames)
         bob->curr_frame = 0;

      } // end if
  
   } // end elseif
else
if (bob->attr & BOB_ATTR_MULTI_ANIM)
   {
   // this is the most complex of the animations it must look up the
   // next frame in the animation sequence

   // first test if its time to animate
   if (++bob->anim_counter >= bob->anim_count_max)
      {
      // reset counter
      bob->anim_counter = 0;

      // increment the animation frame index
      bob->anim_index++;
      
      // extract the next frame from animation list 
      bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];
     
      // is this and end sequence flag -1
      if (bob->curr_frame == -1)
         {
         // test if this is a single shot animation
         if (bob->attr & BOB_ATTR_ANIM_ONE_SHOT)
            {
            // set animation state message to done
            bob->anim_state = BOB_STATE_ANIM_DONE;
            
            // reset frame back one
            bob->anim_index--;

            // extract animation frame
            bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];    

            } // end if
        else
           {
           // reset animation index
           bob->anim_index = 0;

           // extract first animation frame
           bob->curr_frame = bob->animations[bob->curr_animation][bob->anim_index];
           } // end else

         }  // end if
      
      } // end if

   } // end elseif

// return success
return(1);

} // end Amimate_BOB

///////////////////////////////////////////////////////////

int Scroll_BOB(void)
{
// this function scrolls a bob 
// not implemented

// return success
return(1);
} // end Scroll_BOB

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