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📄 mainfrm.cpp

📁 2D即时战略游戏源码.仿红色警戒之类的。不过有点粗糙
💻 CPP
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    //if sound initialization has already failed in InitSfx(), then we want the ships'
    //sound buffers to be NULL so that we don't try to release them later.
        for (i=0; i<MAX_SOUNDS; i++)
        {
            lpDirectSoundBuffer  [i] = NULL;
            lpDirectSound3DBuffer[i] = NULL;
        }
    }
}



/*
 * This function is called if the initialization function fails
 */
extern BOOL initFail(LPCTSTR msg )
{   finiGlob();

    finiObjects();
    MessageBox(hWindow, msg,"AntiWar", MB_OK );
    DestroyWindow( hWindow );
    return FALSE;

} /* initFail */



static void finiGlob(void)
{ if( lpDD != NULL )
   {
     if( lpDDSPrimary != NULL )
        {
            lpDDSPrimary->Release();
            lpDDSPrimary = NULL;
        }
        if( lpDDSBack != NULL )
        {
            lpDDSBack->Release();
            lpDDSBack = NULL;
        }
         if(lpGround!=NULL) 
	   {lpGround->Release();
        lpGround=NULL;
	   } 

      lpDD->Release();
      lpDD = NULL;
}
}
static void finiObjects( void )
{int i;
    
    {  

		
		for(i=0;i<FLOORNUM;i++)
        { if(Floor[i] != NULL )
          {
            Floor[i]->Release();
            Floor[i] = NULL;
          }
		}
        for(i=0;i<BUILDNUM;i++)
        { if(Build[i] != NULL )
          {
            Build[i]->Release();
            Build[i] = NULL;
          }
		}
       	for(i=0;i<MYARMYNUM;i++)
        { if(Myarmy[i] != NULL )
          {
            Myarmy[i]->Release();
            Myarmy[i] = NULL;
          }
		}
		  	for(i=0;i<ARMYNUM;i++)
        { if(Army[i] != NULL )
          {
            Army[i]->Release();
            Army[i] = NULL;
          }
		}
       	for(i=0;i<ENEMYNUM;i++)
        { if(Enemy[i] != NULL )
          {
            Enemy[i]->Release();
            Enemy[i] = NULL;
          }
		}
       	for(i=0;i<EXPNUM;i++)
        { if(PicExp[i] != NULL )
          {
            PicExp[i]->Release();
            PicExp[i] = NULL;
          }
		}

       	for(i=0;i<OTHERSNUM;i++)
        { if(Others[i] != NULL )
          {
            Others[i]->Release();
            Others[i] = NULL;
          }
		}

       	for(i=0;i<BULLETNUM;i++)
        { if(PicBullet[i] != NULL )
          {
            PicBullet[i]->Release();
            PicBullet[i] = NULL;
          }
		}
       
		for(i=0;i<TREENUM;i++)
        { if(PicTree[i] != NULL )
          {
            PicTree[i]->Release();
            PicTree[i] = NULL;
          }
		}

      

	   if(PicRect!=NULL)
	   {PicRect->Release();
	   PicRect=NULL;
	   }

	   /*if(PicShape!=NULL)
	   {PicShape->Release();
	    PicShape=NULL;
	   }*/

	   if(PicBlack!=NULL)
	   {PicBlack->Release();
	    PicBlack=NULL;
	   }
	   if(PicWhite!=NULL)
	   {PicWhite->Release();
	    PicWhite=NULL;
	   }
       
      
    }
} /* finiObjects */




 void EndPlay()
 {/*myarmy *Ob;
  Building *B;
     Ob=firstsoldier;
 do  {
 
 if(Ob->Next==NULL){if(Ob!=firstsoldier)Ob->Free();break;}
 Ob=Ob->Next;
 if(Ob->Prev!=firstsoldier)
     Ob->Prev->Free();
 }while(Ob); 	
	 
	 
 B=firstbuild;
 do {

  if(B->Next==NULL){if(B!=firstbuild)B->Free();break;}
  B=B->Next;
  if(B->Prev!=firstbuild)
	    B->Prev->Free();
 }while(B);	 
*/
 CleanupSfx();
 }

void Flip(void)
{ HRESULT             ddrval;
   // Flip the surfaces
    while( 1 )
    {   
        ddrval = lpDDSPrimary->Flip( NULL, 0 );
	 
		
        if( ddrval == DD_OK )
        {
            break;
        }
        if( ddrval == DDERR_SURFACELOST )
        {
            ddrval = restoreAll();
            if( ddrval != DD_OK )
            {
                break;
            }
        }
        if( ddrval != DDERR_WASSTILLDRAWING )
        {
            break;
        }
    }          
}

void BltSplash(void)
{char File[32];
 LPDIRECTDRAWSURFACE  lpSplash;
	sprintf(File,"bmp\\splash%d.bmp",0);
    	
  lpSplash=DDLoadBitmap(lpDD,File,0,0);
  //DDSetColorKey(Floor[i],CLR_INVALID);
  if(lpSplash==NULL)
     initFail(NULL);
  else {JFBlt(lpDDSBack, 0, 0, 640,480,lpSplash,0,0,
        DDBLTFAST_NOCOLORKEY );
    	 Flip();
       if(lpSplash!=NULL)
	    {lpSplash->Release();
	     lpSplash=NULL;
	     }

		}
}

int ProcessKeys(void)
{switch(gwKeys )
{case VK_F5: 
	if(ProgramState==GETSELECT)
	    return ALONE;
	break;
  
case VK_F6:	
 if(ProgramState==GETSELECT)
	    return MUD;
 break;
}
return ProgramState;

}
void InitAloneGame(void)
{InitGame();
}



/*
 * ReceiveGameMessages
 *
 * Checks if there are any messages for us and receives them
 */
/*HRESULT ReceiveMessages( void )
{
    DPID                idFrom, idTo;
    LPVOID              lpvMsgBuffer;
    DWORD               dwMsgBufferSize;
    HRESULT             hr;

    // read all messages in queue
    dwMsgBufferSize = gdwReceiveBufferSize;
    lpvMsgBuffer = glpvReceiveBuffer;
    
    while (TRUE)
    {
        // see what's out there
        idFrom = 0;
        idTo = 0;

        hr = DPlayReceive(&idFrom, &idTo, DPRECEIVE_ALL, lpvMsgBuffer, &dwMsgBufferSize);
        if (hr == DPERR_BUFFERTOOSMALL)
        {
            if (lpvMsgBuffer == NULL)
            {
                lpvMsgBuffer = GlobalAllocPtr(GHND, dwMsgBufferSize);
                if (lpvMsgBuffer == NULL)
                    return (DPERR_NOMEMORY);
                glpvReceiveBuffer = lpvMsgBuffer;
                gdwReceiveBufferSize = dwMsgBufferSize;
            }
            else if (dwMsgBufferSize > gdwReceiveBufferSize)
            {
                lpvMsgBuffer = GlobalReAllocPtr(lpvMsgBuffer, dwMsgBufferSize, 0);
                if (lpvMsgBuffer == NULL)
                    return (DPERR_NOMEMORY);
                glpvReceiveBuffer = lpvMsgBuffer;
                gdwReceiveBufferSize = dwMsgBufferSize;
            }
        }
        else if ((hr == DP_OK) && 
                 ((dwMsgBufferSize >= sizeof(GENERICMSG)) || 
                  (dwMsgBufferSize >= sizeof(DPMSG_GENERIC))))
        {
            if (idFrom == DPID_SYSMSG)
            {
                //DoSystemMessage((LPDPMSG_GENERIC) lpvMsgBuffer, dwMsgBufferSize, idFrom, idTo);
            }
            else
            {
                //DoApplicationMessage((LPGENERICMSG) lpvMsgBuffer, dwMsgBufferSize, idFrom, idTo);
            }
        }
        else
            break;
    };

    return hr;
}
*/
/*
 * DoSystemMessage
 *
 * Evaluates system messages and performs appropriate actions
 */
/*void DoSystemMessage( LPDPMSG_GENERIC lpMsg, DWORD dwMsgSize, DPID idFrom, DPID idTo )
{
    switch( lpMsg->dwType)
    {
    case DPSYS_CREATEPLAYERORGROUP:
        {
            LPDPMSG_CREATEPLAYERORGROUP lpAddMsg = (LPDPMSG_CREATEPLAYERORGROUP) lpMsg;

            if( gbIsHost)
            {
                gHostMsg.GameType = gGameType;
                SendGameMessage((LPGENERICMSG) &gHostMsg, lpAddMsg->dpId);
            }
        }
        break;

    case DPSYS_DESTROYPLAYERORGROUP:
        {
           // LPSHIP lpShip;
           LPDPMSG_DESTROYPLAYERORGROUP lpDestroyMsg = (LPDPMSG_DESTROYPLAYERORGROUP) lpMsg;

           //if ((sizeof(SHIP) != lpDestroyMsg->dwLocalDataSize) || 
           //   (NULL == lpDestroyMsg->lpLocalData))
           //   break;

           //lpShip = lpDestroyMsg->lpLocalData;
           // ReleasePlayerLocalSoundData(lpShip);
        }
        break;

    case DPSYS_HOST:
        {           
            gbIsHost = TRUE;            
            //UpdateTitle();//do info
        }

        break;

    case DPSYS_SESSIONLOST:
        // inform user that session was lost
        initFail("IDS_DPLAY_ERROR_SL");
        gbSessionLost = TRUE;
        break;
    }
}
*/
/*
 * DoApplicationMessage
 *
 * Evaluates an application message and performs appropriate actions
 */
/*void DoApplicationMessage( LPGENERICMSG lpMsg, DWORD dwMsgSize, DPID idFrom, DPID idTo )
{        
//    HRESULT hr;

    switch( lpMsg->byType )
    {
    case MSG_HOST:
        {
            LPHOSTMSG       lpHost;

            if( !gbIsHost )
            {
                lpHost = (LPHOSTMSG) lpMsg;
                // receive the field layout
                gGameType = lpHost->GameType;

                // have host initializtion at this point
                gbHaveHostInit = TRUE;
                
                // start updating screen
                gbIsActive = TRUE;
            }
        }
        break;

    case MSG_BUILD:
         break;

    case MSG_FIRE:
         break;

    case MSG_MOVE:
       
        break;

    case MSG_CALLFIX:
        
        break;

    case MSG_TALK:
       
        break;

    default:
        {
            initFail("Unknown message type" );
        }
        break;
    }
}
*/
/*
 * SendGameMessage
 *
 * Sends a message to specified player(s)
 */
/*void SendGameMessage( LPGENERICMSG lpMsg, DPID idTo )
{
    int             nBytes;
    DWORD           dwFlags = 0;

    if (gbSessionLost)
    {
        // no sends when we are not in the session
        return;
    }

    switch( lpMsg->byType )
    {
    case MSG_HOST:
        nBytes = sizeof( HOSTMSG );
        dwFlags = DPSEND_GUARANTEED;
        break;

    case MSG_BUILD:
        //nBytes = sizeof( BUILDMSG );
        break;

    case MSG_FIRE:
        //nBytes = sizeof( FIREMSG );
        break;

    case MSG_MOVE:
        //nBytes = sizeof( MOVEMSG );
        break;

    case MSG_CALLFIX:
       // nBytes = sizeof( CALLFIXMSG );
        break;

    case MSG_TALK:
        //nBytes = sizeof( TALKMSG );
        break;

    default:
        return;
    }

    if (gbReliable)
    {
        dwFlags = DPSEND_GUARANTEED;
    }

    // Send the message to the relevant player(s)
    DPlaySend(gOurID, idTo, dwFlags, (LPVOID)lpMsg, nBytes);    
}

*/


/*
 * LaunchedByLobby
 *
 * Determines if we were launched by a lobby. If so, gets the connection settings
 * and creates our player using the information from the lobby
 */
BOOL LaunchedByLobby(void)
{
    HRESULT hr;
    HWND    hwndStatus;

    // create a lobby object
    hr = DPLobbyCreate();
    if (FAILED(hr))
    {
        initFail("IDS_DPLOBBY_ERROR_C");
        return FALSE;
    }

    // get connection settings from the lobby (into glpdplConnection)
    hr = DPLobbyGetConnectionSettings();
    if (FAILED(hr))
    {
        if (DPERR_NOTLOBBIED == hr)
        {
            // we were not lobbied - start up game normally
            hr = DPLobbyRelease();
            if (FAILED(hr))
            {

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