📄 tank.c
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#include <io.h>
#include <bios.h>
#include <conio.h>
#include <stdio.h>
#include <stdlib.h>
#include <dos.h>
#include <bios.h>
#include <fcntl.h>
#include <mem.h>
#include <math.h>
#include <string.h>
#include <malloc.h>
#include <time.h>
#define SPRITE_SPEED 4
#define PI (float)3.14159
#define CHAR_HEIGHT 8
#define CHAR_WIDTH 8
#define sprite_SPEED 4
#define SPRITE_DEAD 0
#define SPRITE_ALIVE 1
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 40
#define SCREEN_WIDTH1 320
#define SCREEN_HEIGHT1 200
#define TANK_SPEED 4
#define VGA256 0x13
#define TEXT_MODE 0x03
#define SPRITE_WIDTH 16
#define SPRITE_HEIGHT 16
#define MAX_SPRITE_FRAMES 8
#define PALETTE_MASK 0x3c6
#define PALETTE_REGISTER_RD 0x3c7
#define PALETTE_REGISTER_WR 0x3c8
#define PALETTE_DATA 0x3c9
typedef struct direct_type
{
int x;
int y;
}direct;
typedef struct bullet_type
{
int x;
int y;
char color;
char color_gd;
direct direction;
int flag;
}bullet,*bullet_ptr;
typedef struct RGB_color_typ
{
unsigned char red;
unsigned char green;
unsigned char blue;
}RGB_color,*RGB_color_ptr;
unsigned char far *video_buffer=(char far *)0xA0000000L;
unsigned char far *rom_char_set=(char far *)0xF000FA6EL;
int Get_Pixel(int x,int y)
{
int color;
color=video_buffer[((y<<8)+(y<<6))+x];
return (color);
}
void Delay(int clicks)
{
unsigned int far *clock=(unsigned int far *)0x0000046CL;
unsigned int now;
now=*clock;
while(abs(*clock-now)<clicks){}
}
void Set_Video_Mode(int mode)
{
union REGS inregs,outregs;
inregs.h.ah=0;
inregs.h.al=(unsigned char)mode;
int86(0x10,&inregs,&outregs);
}
void Set_Palette_Register(int index,RGB_color_ptr color)
{
outp(PALETTE_MASK,0xff);
outp(PALETTE_REGISTER_WR,index);
outp(PALETTE_DATA,color->red);
outp(PALETTE_DATA,color->green);
outp(PALETTE_DATA,color->blue);
}
void Plot_Pixel_Fast(int x,int y,char color)
{
video_buffer[((y<<8)+(y<<6))+x]=color;
}
typedef struct pcx_header_typ
{
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
int x,y;
int width,height;
int horz_res;
int vert_res;
char ega_palette[48];
char reserved;
char num_color_planes;
int bytes_per_line;
int palette_type;
char padding[58];
} pcx_header, *pcx_header_ptr;
typedef struct pcx_picture_typ
{
pcx_header header;
RGB_color palette[256];
char far *buffer;
} pcx_picture, *pcx_picture_ptr;
void PCX_Init(pcx_picture_ptr image)
{
unsigned int a=(unsigned int)(SCREEN_WIDTH * SCREEN_HEIGHT + 1);
// this function allocates the buffer region needed to load a pcx file
if((image->buffer = (char far *)malloc(a))==NULL)
{
printf("\ncouldn't allocate screen buffer");
exit(1);
}
} // end PCX_Init
//////////////////////////////////////////////////////////////////////////////
void PCX_Delete(pcx_picture_ptr image)
{
// this function de-allocates the buffer region used for the pcx file load
free(image->buffer);
} // end PCX_Delete
//////////////////////////////////////////////////////////////////////////////
void PCX_Load(char *filename, pcx_picture_ptr image,int enable_palette)
{
// this function loads a pcx file into a picture structure, the actual image
// data for the pcx file is decompressed and expanded into a secondary buffer
// within the picture structure, the separate images can be grabbed from this
// buffer later. also the header and palette are loaded
FILE *fp;
int num_bytes,index;
unsigned int count;
unsigned char data;
char far *temp_buffer;
// open the file
fp = fopen(filename,"rb");
// load the header
temp_buffer = (char far *)image;
for (index=0; index<128; index++)
{
temp_buffer[index] = getc(fp);
} // end for index
// load the data and decompress into buffer
count=0;
while(count<=(unsigned int)SCREEN_WIDTH * SCREEN_HEIGHT)
{
// get the first piece of data
data = getc(fp);
// is this a rle?
if (data>=192 && data<=255)
{
// how many bytes in run?
num_bytes = data-192;
// get the actual data for the run
data = getc(fp);
// replicate data in buffer num_bytes times
while(num_bytes-->0)
{
image->buffer[count++] = data;
} // end while
} // end if rle
else
{
// actual data, just copy it into buffer at next location
image->buffer[count++] = data;
} // end else not rle
} // end while
// move to end of file then back up 768 bytes i.e. to begining of palette
fseek(fp,-768L,SEEK_END);
// load the pallete into the palette
for (index=0; index<256; index++)
{
// get the red component
image->palette[index].red = (getc(fp) >> 2);
// get the green component
image->palette[index].green = (getc(fp) >> 2);
// get the blue component
image->palette[index].blue = (getc(fp) >> 2);
} // end for index
fclose(fp);
// change the palette to newly loaded palette if commanded to do so
if (enable_palette)
{
for (index=0; index<256; index++)
{
Set_Palette_Register(index,(RGB_color_ptr)&image->palette[index]);
} // end for index
} // end if change palette
} // end PCX_Load
//////////////////////////////////////////////////////////////////////////////
void PCX_Load_Screen(char *filename,int enable_palette)
{
// this function loads a pcx file into a picture structure, the actual image
// data for the pcx file is decompressed and expanded into a secondary buffer
// within the picture structure, the separate images can be grabbed from this
// buffer later. also the header and palette are loaded
FILE *fp;
int num_bytes,index;
unsigned int count;
unsigned char data;
RGB_color palette[256];
// open the file
fp = fopen(filename,"rb");
fseek(fp,128L,SEEK_SET);
// load the data and decompress into buffer
count=0;
while(count<=(unsigned int)SCREEN_WIDTH * SCREEN_HEIGHT1)
{
// get the first piece of data
data = getc(fp);
// is this a rle?
if (data>=192 && data<=255)
{
// how many bytes in run?
num_bytes = data-192;
// get the actual data for the run
data = getc(fp);
// replicate data in buffer num_bytes times
while(num_bytes-->0)
{
// image->buffer[count++] = data;
video_buffer[count++]=data;
} // end while
} // end if rle
else
{
// actual data, just copy it into buffer at next location
//image->buffer[count++] = data;
video_buffer[count++]=data;
} // end else not rle
} // end while
for (index=0; index<256; index++)
{
// get the red component
palette[index].red = (getc(fp) >> 2);
// get the green component
palette[index].green = (getc(fp) >> 2);
// get the blue component
palette[index].blue = (getc(fp) >> 2);
} // end for index
fclose(fp);
// change the palette to newly loaded palette if commanded to do so
if (enable_palette)
{
for (index=0; index<256; index++)
{
Set_Palette_Register(index,(RGB_color_ptr)&palette[index]);
} // end for index
} // end if change palette
} // end PCX_Load
typedef struct key
{
char up;
char down;
char left;
char right;
char stop;
char quit;
char fight;
}key,key_ptr;
typedef struct sprite_type
{
int x,y;
int x_old,y_old;
int width,height;
int anim_clock;
int anim_speed;
int motion_clock;
int motion_speed;
char far *frames[MAX_SPRITE_FRAMES];
int curr_frame;
int num_frames;
int state;
char far *background;
void far *extra_data;
struct sprite_type *next;
void (far *spr)(struct sprite_type *spr);
key key;
bullet bullet;
}sprite,*sprite_ptr;
sprite_ptr head,now,pre;
void PCX_Grab_Bitmap(pcx_picture_ptr image,
sprite_ptr sprite,
int sprite_frame,
int grab_x, int grab_y)
{
// this function will grap a bitmap from the pcx frame buffer. it uses the
// convention that the 320x200 pixel matrix is sub divided into a smaller
// matrix of 12x8 adjacent squares each being a 24x24 pixel bitmap
// the caller sends the pcx picture along with the sprite to save the image
// into and the frame of the sprite. finally, the position of the bitmap
// that should be grabbed is sent
int x_off,y_off, x,y, index;
char far *sprite_data;
// first allocate the memory for the sprite in the sprite structure
sprite->frames[sprite_frame] = (char far *)malloc(SPRITE_WIDTH * SPRITE_HEIGHT);
// create an alias to the sprite frame for ease of access
sprite_data = sprite->frames[sprite_frame];
// now load the sprite data into the sprite frame array from the pcx picture
// we need to find which bitmap to scan, remember the pcx picture is really a
// 12x8 matrix of bitmaps where each bitmap is 24x24 pixels. note:0,0 is upper
// left bitmap and 11,7 is the lower right bitmap.
x_off = (SPRITE_WIDTH) * grab_x;
y_off = (SPRITE_HEIGHT) * grab_y ;
// compute starting y address
y_off = y_off * 320;
for (y=0; y<SPRITE_HEIGHT; y++)
{
for (x=0; x<SPRITE_WIDTH; x++)
{
// get the next byte of current row and place into next position in
// sprite frame data buffer
sprite_data[y*SPRITE_WIDTH + x] = image->buffer[y_off + x_off + x];
} // end for x
// move to next line of picture buffer
y_off+=320;
} // end for y
// increment number of frames
sprite->num_frames++;
// done!, let's bail!
} // end PCX_Grap_Bitmap
void Sprite_Init(sprite_ptr sprite,int x,int y,int ac,int as,int mc,int ms,void (far *spr),char key[7])
{
// this function initializes a sprite with the sent data
int index;
sprite->x = x;
sprite->y = y;
sprite->x_old = x;
sprite->y_old = y;
sprite->width = SPRITE_WIDTH;
sprite->height = SPRITE_HEIGHT;
sprite->anim_clock = ac;
sprite->anim_speed = as;
sprite->motion_clock = mc;
sprite->motion_speed = ms;
sprite->curr_frame = 0;
sprite->state = SPRITE_DEAD;
sprite->num_frames = 0;
sprite->background = (char far *)malloc(SPRITE_WIDTH * SPRITE_HEIGHT+1);
sprite->spr=spr;
sprite->key.up=key[0];
sprite->key.down=key[1];
sprite->key.left=key[2];
sprite->key.right=key[3];
sprite->key.stop=key[4];
sprite->key.quit=key[5];
sprite->key.fight=key[6];
// set all bitmap pointers to null
for (index=0; index<MAX_SPRITE_FRAMES; index++)
sprite->frames[index] = NULL;
} // end Sprite_Init
//////////////////////////////////////////////////////////////////////////////
void Sprite_Delete(sprite_ptr sprite)
{
// this function deletes all the memory associated with a sprire
int index;
farfree(sprite->background);
// now de-allocate all the animation frames
for (index=0; index<MAX_SPRITE_FRAMES; index++)
farfree(sprite->frames[index]);
free(sprite);
} // end Sprite_Delete
void Draw_Sprite(sprite_ptr sprite)
{
// this function draws a sprite on the screen row by row very quickly
// note the use of shifting to implement multplication
char far *work_sprite;
int work_offset=0,offset,x,y;
//unsigned char data;
// alias a pointer to sprite for ease of access
work_sprite = sprite->frames[sprite->curr_frame];
// compute offset of sprite in video buffer
offset = ((sprite->y) << 8) + ((sprite->y) << 6) + sprite->x;
for (y=0; y<SPRITE_HEIGHT; y++)
{
// copy the next row into the screen buffer using memcpy for speed
for (x=0; x<SPRITE_WIDTH; x++)
{
// test for transparent pixel i.e. 0, if not transparent then draw
if(work_sprite[work_offset+x])
//data==(unsigned char)work_sprite[work_offset+x];
// if(data)
// video_buffer[offset+x] =data;
video_buffer[offset+x]=work_sprite[work_offset+x];
} // end for x
// move to next line in video buffer and in sprite bitmap buffer
offset += SCREEN_WIDTH;
work_offset += SPRITE_WIDTH;
} // end for y
} // end Draw_Sprite
void Behind_Sprite(sprite_ptr sprite)
{
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