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Isometric Game Programming with DirectX 7.0
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Isometric Game Programming.iso
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chapter13
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isohex13_1
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isohex13_1.cpp
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2000-07-15
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/*****************************************************************************
IsoHex13_1.cpp
Ernest S. Pazera
15JUL2000
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 "ISOHEX13"
//title of the application
#define WINDOWTITLE "IsoHex 13-1"
//map dimensions
const int MAPWIDTH=8;
const int MAPHEIGHT=20;
//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
POINT StagMap_TilePlotter(POINT ptMap,int iTileWidth,int iTileHeight);
void SetUpMap();
void DrawMap();
//////////////////////////////////////////////////////////////////////////////
//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
int iTileMap[MAPWIDTH][MAPHEIGHT];
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
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,"IsoHex13_1.bmp");
//set up the tilemap
SetUpMap();
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//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()
{
//show the board
DrawMap();
//flip
lpddsMain->Flip(NULL,DDFLIP_WAIT);
}
POINT StagMap_TilePlotter(POINT ptMap,int iTileWidth,int iTileHeight)
{
POINT ptReturn;
//calculate pixel position for the map position given
ptReturn.x=ptMap.x*iTileWidth+(ptMap.y & 1)*(iTileWidth/2);
ptReturn.y=ptMap.y*(iTileHeight/2);
//return calculate point
return(ptReturn);
}
void SetUpMap()
{
//randomly set up the map
for(int x=0;x<MAPWIDTH;x++)
{
for(int y=0;y<MAPHEIGHT;y++)
{
iTileMap[x][y]=rand()%(tsIso.GetTileCount());
}
}
}
void DrawMap()
{
POINT ptTile;//tile pixel coordinate
POINT ptMap;//map coordinate
//get tile width and height
int iTileWidth=tsIso.GetTileList()[0].rcSrc.right-tsIso.GetTileList()[0].rcSrc.left;
int iTileHeight=tsIso.GetTileList()[0].rcSrc.bottom-tsIso.GetTileList()[0].rcSrc.top;
//the y loop is outside, because we must blit in horizontal rows
for(int y=0;y<MAPHEIGHT;y++)
{
for(int x=0;x<MAPWIDTH;x++)
{
//get pixel coordinate for map position
ptMap.x=x;
ptMap.y=y;
ptTile=StagMap_TilePlotter(ptMap,iTileWidth,iTileHeight);
//plot the tile
tsIso.PutTile(lpddsBack,ptTile.x,ptTile.y,iTileMap[x][y]);
}
}
}