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Isometric Game Programming with DirectX 7.0
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chapter16
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isohex16_3
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isohex16_3.cpp
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2000-08-11
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/*****************************************************************************
IsoHex16_3.cpp
Ernest S. Pazera
11AUG2000
Start a WIN32 Application Workspace, add in this file
Requires the following libs:
ddraw.lib, dxguid.lib
Requires the following files:
DDFuncs.h.cpp, GDICanvas.h/cpp, IsoMouseMap.h/cpp,
IsoScroller.h/cpp, IsoTilePlotter.h/cpp, IsoTileWalker.h/cpp
TileSet.h/cpp. IsoHexCore.h, IsoHexDefs.h
*****************************************************************************/
//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include "DDFuncs.h"
#include "TileSet.h"
#include "IsoHexCore.h"
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX16"
//title of the application
#define WINDOWTITLE "IsoHex 16-3"
const int MAPWIDTH=200;
const int MAPHEIGHT=400;
//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
//directdraw
LPDIRECTDRAW7 lpdd=NULL;
LPDIRECTDRAWSURFACE7 lpddsMain=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWCLIPPER lpddClip=NULL;
//tilesets
CTileSet tsBack;//background
CTileSet tsShadow;//tree shadow
CTileSet tsTree;//tree foreground
CTileSet tsCursor;//cursor
//isohexcore components
CTilePlotter TilePlotter;//plotter
CTileWalker TileWalker;//walker
CScroller Scroller;//scroller
CMouseMap MouseMap;//mousemap
POINT ptCursor;//keep track of the cursor
POINT ptScroll;//keep track of how quickly we scroll
int iMap[MAPWIDTH][MAPHEIGHT];//map array(0=no tree, 1=tree)
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
case WM_KEYDOWN:
{
switch(wParam)
{
case VK_ESCAPE:
{
DestroyWindow(hWndMain);
return(0);
}break;
}
}break;
case WM_LBUTTONDOWN:
{
//change the status of the map
iMap[ptCursor.x][ptCursor.y]=1-iMap[ptCursor.x][ptCursor.y];
return(0);
}break;
case WM_MOUSEMOVE:
{
//grab mouse x and y
int x=LOWORD(lParam);
int y=HIWORD(lParam);
//reset scrolling speeds to zero
ptScroll.x=0;
ptScroll.y=0;
//left scroll?
if(x<8) ptScroll.x=x-8;
//upward scroll?
if(y<8) ptScroll.y=y-8;
//right scroll?
if(x>=632) ptScroll.x=x-632;
//downward scroll?
if(y>=472) ptScroll.y=y-472;
}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()
{
//create IDirectDraw object
lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);
//set display mode
lpdd->SetDisplayMode(640,480,16,0,0);
//create primary surface
lpddsMain=LPDDS_CreatePrimary(lpdd,1);
//get back buffer
lpddsBack=LPDDS_GetSecondary(lpddsMain);
//create clipper
lpdd->CreateClipper(0,&lpddClip,NULL);
//associate window with the clipper
lpddClip->SetHWnd(0,hWndMain);
//attach clipper to back buffer
lpddsBack->SetClipper(lpddClip);
//load in the mousemap
MouseMap.Load("MouseMap.bmp");
//set up the tile plotter
TilePlotter.SetMapType(ISOMAP_DIAMOND);//diamond mode
TilePlotter.SetTileSize(MouseMap.GetWidth(),MouseMap.GetHeight());//grab width and height from mousemap
//set up tile walker to diamond mode
TileWalker.SetMapType(ISOMAP_DIAMOND);
//set up screeen space
RECT rcTemp;
SetRect(&rcTemp,0,0,640,480);
Scroller.SetScreenSpace(&rcTemp);
//load in tiles and cursor
tsBack.Load(lpdd,"backgroundts.bmp");
tsShadow.Load(lpdd,"treeshadowts.bmp");
tsTree.Load(lpdd,"treets.bmp");
tsCursor.Load(lpdd,"cursor.bmp");
//grab tile extent from tileset
CopyRect(&rcTemp,&tsBack.GetTileList()[0].rcDstExt);
//calculate the worldspace
Scroller.CalcWorldSpace(&TilePlotter,&rcTemp,MAPWIDTH,MAPHEIGHT);
//calculate the mousemap reference point
MouseMap.CalcReferencePoint(&TilePlotter,&rcTemp);
//calculate anchor space
Scroller.AdjustWorldSpace(MouseMap.GetWidth()/2,MouseMap.GetHeight()/2,-MouseMap.GetWidth()/2,-MouseMap.GetHeight()/2);
Scroller.CalcAnchorSpace();
//set wrap modes for scroller
Scroller.SetHWrapMode(WRAPMODE_CLIP);
Scroller.SetVWrapMode(WRAPMODE_CLIP);
//set scroller anchor to (0,0)
Scroller.GetAnchor()->x=0;
Scroller.GetAnchor()->y=0;
//attach scrolelr and tilewalker to mousemap
MouseMap.SetScroller(&Scroller);
MouseMap.SetTileWalker(&TileWalker);
//set up the map to a random tilefield
for(int x=0;x<MAPWIDTH;x++)
{
for(int y=0;y<MAPHEIGHT;y++)
{
iMap[x][y]=rand()%2;
}
}
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//release main/back surfaces
LPDDS_Release(&lpddsMain);
//release clipper
LPDDCLIP_Release(&lpddClip);
//release directdraw
LPDD_Release(&lpdd);
}
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
//clear out backbuffer
DDBLTFX ddbltfx;
DDBLTFX_ColorFill(&ddbltfx,0);
lpddsBack->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&ddbltfx);
//move the anchor based on scrolling speed
Scroller.MoveAnchor(ptScroll.x,ptScroll.y);
//grab the mouse position
POINT ptMouse;
GetCursorPos(&ptMouse);
//map the mouse
ptCursor=MouseMap.MapMouse(ptMouse);
//clip the cursor to valid map coordinates
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;
//the corner map locations of the display
POINT ptCornerUpperLeft;
POINT ptCornerUpperRight;
POINT ptCornerLowerLeft;
POINT ptCornerLowerRight;
//working variables for calculating corners
POINT ptScreen;
POINT ptWorld;
POINT ptCoarse;
POINT ptMap;
//calculate upper left corner
//screen point
ptScreen.x=Scroller.GetScreenSpace()->left;
ptScreen.y=Scroller.GetScreenSpace()->top;
//change into world coordinate
ptWorld=Scroller.ScreenToWorld(ptScreen);
//adjust by mousemap reference point
ptWorld.x-=MouseMap.GetReferencePoint()->x;
ptWorld.y-=MouseMap.GetReferencePoint()->y;
//calculate coarse coordinates
ptCoarse.x=ptWorld.x/MouseMap.GetWidth();
ptCoarse.y=ptWorld.y/MouseMap.GetHeight();
//adjust for negative remainders
if(ptWorld.x%MouseMap.GetWidth()<0) ptCoarse.x--;
if(ptWorld.y%MouseMap.GetHeight()<0) ptCoarse.y--;
//set map point to 0,0
ptMap.x=0;
ptMap.y=0;
//do eastward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_EAST);
ptMap.x*=ptCoarse.x;
ptMap.y*=ptCoarse.x;
//assign ptmap to corner point
ptCornerUpperLeft.x=ptMap.x;
ptCornerUpperLeft.y=ptMap.y;
//reset ptmap to 0,0
ptMap.x=0;
ptMap.y=0;
//do southward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_SOUTH);
ptMap.x*=ptCoarse.y;
ptMap.y*=ptCoarse.y;
//add ptmap to corner point
ptCornerUpperLeft.x+=ptMap.x;
ptCornerUpperLeft.y+=ptMap.y;
//calculate upper right corner
//screen point
ptScreen.x=Scroller.GetScreenSpace()->right;
ptScreen.y=Scroller.GetScreenSpace()->top;
//change into world coordinate
ptWorld=Scroller.ScreenToWorld(ptScreen);
//adjust by mousemap reference point
ptWorld.x-=MouseMap.GetReferencePoint()->x;
ptWorld.y-=MouseMap.GetReferencePoint()->y;
//calculate coarse coordinates
ptCoarse.x=ptWorld.x/MouseMap.GetWidth();
ptCoarse.y=ptWorld.y/MouseMap.GetHeight();
//adjust for negative remainders
if(ptWorld.x%MouseMap.GetWidth()<0) ptCoarse.x--;
if(ptWorld.y%MouseMap.GetHeight()<0) ptCoarse.y--;
//set map point to 0,0
ptMap.x=0;
ptMap.y=0;
//do eastward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_EAST);
ptMap.x*=ptCoarse.x;
ptMap.y*=ptCoarse.x;
//assign ptmap to corner point
ptCornerUpperRight.x=ptMap.x;
ptCornerUpperRight.y=ptMap.y;
//reset ptmap to 0,0
ptMap.x=0;
ptMap.y=0;
//do southward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_SOUTH);
ptMap.x*=ptCoarse.y;
ptMap.y*=ptCoarse.y;
//add ptmap to corner point
ptCornerUpperRight.x+=ptMap.x;
ptCornerUpperRight.y+=ptMap.y;
//calculate lower left corner
//screen point
ptScreen.x=Scroller.GetScreenSpace()->left;
ptScreen.y=Scroller.GetScreenSpace()->bottom;
//change into world coordinate
ptWorld=Scroller.ScreenToWorld(ptScreen);
//adjust by mousemap reference point
ptWorld.x-=MouseMap.GetReferencePoint()->x;
ptWorld.y-=MouseMap.GetReferencePoint()->y;
//calculate coarse coordinates
ptCoarse.x=ptWorld.x/MouseMap.GetWidth();
ptCoarse.y=ptWorld.y/MouseMap.GetHeight();
//adjust for negative remainders
if(ptWorld.x%MouseMap.GetWidth()<0) ptCoarse.x--;
if(ptWorld.y%MouseMap.GetHeight()<0) ptCoarse.y--;
//set map point to 0,0
ptMap.x=0;
ptMap.y=0;
//do eastward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_EAST);
ptMap.x*=ptCoarse.x;
ptMap.y*=ptCoarse.x;
//assign ptmap to corner point
ptCornerLowerLeft.x=ptMap.x;
ptCornerLowerLeft.y=ptMap.y;
//reset ptmap to 0,0
ptMap.x=0;
ptMap.y=0;
//do southward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_SOUTH);
ptMap.x*=ptCoarse.y;
ptMap.y*=ptCoarse.y;
//add ptmap to corner point
ptCornerLowerLeft.x+=ptMap.x;
ptCornerLowerLeft.y+=ptMap.y;
//calculate lower right corner
//screen point
ptScreen.x=Scroller.GetScreenSpace()->right;
ptScreen.y=Scroller.GetScreenSpace()->bottom;
//change into world coordinate
ptWorld=Scroller.ScreenToWorld(ptScreen);
//adjust by mousemap reference point
ptWorld.x-=MouseMap.GetReferencePoint()->x;
ptWorld.y-=MouseMap.GetReferencePoint()->y;
//calculate coarse coordinates
ptCoarse.x=ptWorld.x/MouseMap.GetWidth();
ptCoarse.y=ptWorld.y/MouseMap.GetHeight();
//adjust for negative remainders
if(ptWorld.x%MouseMap.GetWidth()<0) ptCoarse.x--;
if(ptWorld.y%MouseMap.GetHeight()<0) ptCoarse.y--;
//set map point to 0,0
ptMap.x=0;
ptMap.y=0;
//do eastward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_EAST);
ptMap.x*=ptCoarse.x;
ptMap.y*=ptCoarse.x;
//assign ptmap to corner point
ptCornerLowerRight.x=ptMap.x;
ptCornerLowerRight.y=ptMap.y;
//reset ptmap to 0,0
ptMap.x=0;
ptMap.y=0;
//do southward tilewalk
ptMap=TileWalker.TileWalk(ptMap,ISO_SOUTH);
ptMap.x*=ptCoarse.y;
ptMap.y*=ptCoarse.y;
//add ptmap to corner point
ptCornerLowerRight.x+=ptMap.x;
ptCornerLowerRight.y+=ptMap.y;
//tilewalk from corners
ptCornerUpperLeft=TileWalker.TileWalk(ptCornerUpperLeft,ISO_NORTHWEST);
ptCornerUpperRight=TileWalker.TileWalk(ptCornerUpperRight,ISO_NORTHEAST);
ptCornerLowerLeft=TileWalker.TileWalk(ptCornerLowerLeft,ISO_SOUTHWEST);
ptCornerLowerRight=TileWalker.TileWalk(ptCornerLowerRight,ISO_SOUTHEAST);
//main rendering loop
//vars for rendering loop
POINT ptCurrent;
POINT ptRowStart;
POINT ptRowEnd;
DWORD dwRowCount=0;
//set up rows
ptRowStart=ptCornerUpperLeft;
ptRowEnd=ptCornerUpperRight;
//start rendering loops
for(;;)//"infinite" loop
{
//set current point to rowstart
ptCurrent=ptRowStart;
//render a row of tiles
for(;;)//'infinite' loop
{
//check for valid point. if valid, render
if(ptCurrent.x>=0 && ptCurrent.y>=0 && ptCurrent.x<MAPWIDTH && ptCurrent.y<MAPHEIGHT)
{
//valid, so render
ptScreen=TilePlotter.PlotTile(ptCurrent);//plot tile
ptScreen=Scroller.WorldToScreen(ptScreen);//world->screen
tsBack.PutTile(lpddsBack,ptScreen.x,ptScreen.y,0);//put background tile
if(iMap[ptCurrent.x][ptCurrent.y])//check for tree
{
tsShadow.PutTile(lpddsBack,ptScreen.x,ptScreen.y,0);//put shadow
tsTree.PutTile(lpddsBack,ptScreen.x,ptScreen.y,0);//put tree
}
}
//check if at end of row. if we are, break out of inner loop
if(ptCurrent.x==ptRowEnd.x && ptCurrent.y==ptRowEnd.y) break;
//walk east to next tile
ptCurrent=TileWalker.TileWalk(ptCurrent,ISO_EAST);
}
//check to see if we are at the last row. if we are, break out of loop
if(ptRowStart.x==ptCornerLowerLeft.x && ptRowStart.y==ptCornerLowerLeft.y) break;
//move the row start and end points, based on the row number
if(dwRowCount&1)
{
//odd
//start moves SW, end moves SE
ptRowStart=TileWalker.TileWalk(ptRowStart,ISO_SOUTHWEST);
ptRowEnd=TileWalker.TileWalk(ptRowEnd,ISO_SOUTHEAST);
}
else
{
//even
//start moves SE, end moves SW
ptRowStart=TileWalker.TileWalk(ptRowStart,ISO_SOUTHEAST);
ptRowEnd=TileWalker.TileWalk(ptRowEnd,ISO_SOUTHWEST);
}
//increase the row number
dwRowCount++;
}
//flip to show the back buffer
lpddsMain->Flip(0,DDFLIP_WAIT);
}