Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
533 lines
16 KiB
C++
533 lines
16 KiB
C++
//-----------------------------------------------------------------------------
|
|
// File: SpriteAnimate.cpp
|
|
//
|
|
// Desc: This sample demonstrates how to animate sprites using
|
|
// DirectDraw. The samples runs in full-screen mode. Pressing any
|
|
// key will exit the sample.
|
|
//
|
|
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
|
//-----------------------------------------------------------------------------
|
|
#define STRICT
|
|
#include <windows.h>
|
|
#include <ddraw.h>
|
|
#include <mmsystem.h>
|
|
#include "resource.h"
|
|
#include "ddutil.h"
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Defines, constants, and global variables
|
|
//-----------------------------------------------------------------------------
|
|
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
|
|
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
|
|
|
|
#define SCREEN_WIDTH 640
|
|
#define SCREEN_HEIGHT 480
|
|
#define SCREEN_BPP 16
|
|
|
|
#define SPRITE_DIAMETER 48
|
|
#define NUM_SPRITES 25
|
|
#define NUM_FRAMES 30
|
|
#define NUM_RAND 100
|
|
|
|
struct SPRITE_STRUCT
|
|
{
|
|
FLOAT fRotationSpeed;
|
|
FLOAT fRotationTick;
|
|
LONG lFrame;
|
|
BOOL bClockwise;
|
|
FLOAT fPosX;
|
|
FLOAT fPosY;
|
|
FLOAT fVelX;
|
|
FLOAT fVelY;
|
|
};
|
|
|
|
CDisplay* g_pDisplay = NULL;
|
|
CSurface* g_pAnimationSurface = NULL;
|
|
RECT g_rcViewport;
|
|
RECT g_rcScreen;
|
|
BOOL g_bActive = FALSE;
|
|
DWORD g_dwLastTick;
|
|
SPRITE_STRUCT g_Sprite[NUM_SPRITES];
|
|
RECT g_rcFrame[NUM_FRAMES];
|
|
LONG g_lRandTable[NUM_RAND];
|
|
DWORD g_dwRandIndex;
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Function-prototypes
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
|
|
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd );
|
|
HRESULT InitDirectDraw( HWND hWnd );
|
|
VOID FreeDirectDraw();
|
|
HRESULT ProcessNextFrame();
|
|
VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
|
|
HRESULT DisplayFrame();
|
|
HRESULT RestoreSurfaces();
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: WinMain()
|
|
// Desc: Entry point to the program. Initializes everything and calls
|
|
// UpdateFrame() when idle from the message pump.
|
|
//-----------------------------------------------------------------------------
|
|
int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
|
|
{
|
|
MSG msg;
|
|
HWND hWnd;
|
|
|
|
ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );
|
|
srand( GetTickCount() );
|
|
|
|
if( FAILED( WinInit( hInst, nCmdShow, &hWnd ) ) )
|
|
return FALSE;
|
|
|
|
// Make a timer go off to re-init the table of random values every once in a while
|
|
SetTimer( hWnd, 0, 1500, NULL );
|
|
|
|
if( FAILED( InitDirectDraw( hWnd ) ) )
|
|
{
|
|
if( g_pDisplay )
|
|
g_pDisplay->GetDirectDraw()->SetCooperativeLevel( NULL, DDSCL_NORMAL );
|
|
|
|
MessageBox( hWnd, TEXT("DirectDraw init failed. ")
|
|
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
|
|
MB_ICONERROR | MB_OK );
|
|
return FALSE;
|
|
}
|
|
|
|
g_dwLastTick = timeGetTime();
|
|
|
|
while( TRUE )
|
|
{
|
|
// Look for messages, if none are found then
|
|
// update the state and display it
|
|
if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
|
|
{
|
|
if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
|
|
{
|
|
// WM_QUIT was posted, so exit
|
|
return (int)msg.wParam;
|
|
}
|
|
|
|
// Translate and dispatch the message
|
|
TranslateMessage( &msg );
|
|
DispatchMessage( &msg );
|
|
}
|
|
else
|
|
{
|
|
if( g_bActive )
|
|
{
|
|
// Move the sprites, blt them to the back buffer, then
|
|
// flip or blt the back buffer to the primary buffer
|
|
if( FAILED( ProcessNextFrame() ) )
|
|
{
|
|
SAFE_DELETE( g_pDisplay );
|
|
|
|
MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
|
|
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
|
|
MB_ICONERROR | MB_OK );
|
|
return FALSE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Make sure we go to sleep if we have nothing else to do
|
|
WaitMessage();
|
|
|
|
// Ignore time spent inactive
|
|
g_dwLastTick = timeGetTime();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: WinInit()
|
|
// Desc: Init the window
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd )
|
|
{
|
|
WNDCLASS wc;
|
|
HWND hWnd;
|
|
|
|
// Register the Window Class
|
|
wc.lpszClassName = TEXT("SpriteAnimate");
|
|
wc.lpfnWndProc = MainWndProc;
|
|
wc.style = CS_VREDRAW | CS_HREDRAW;
|
|
wc.hInstance = hInst;
|
|
wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
|
|
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
|
|
wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
|
|
wc.lpszMenuName = NULL;
|
|
wc.cbClsExtra = 0;
|
|
wc.cbWndExtra = 0;
|
|
|
|
if( RegisterClass( &wc ) == 0 )
|
|
return E_FAIL;
|
|
|
|
// Create and show the main window
|
|
hWnd = CreateWindowEx( 0, TEXT("SpriteAnimate"), TEXT("DirectDraw SpriteAnimate Sample"),
|
|
WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT,
|
|
CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInst, NULL );
|
|
if( hWnd == NULL )
|
|
return E_FAIL;
|
|
|
|
ShowWindow( hWnd, nCmdShow );
|
|
UpdateWindow( hWnd );
|
|
|
|
*phWnd = hWnd;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: InitDirectDraw()
|
|
// Desc: Create the DirectDraw object, and init the surfaces
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT InitDirectDraw( HWND hWnd )
|
|
{
|
|
HRESULT hr;
|
|
|
|
g_pDisplay = new CDisplay();
|
|
if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH,
|
|
SCREEN_HEIGHT, SCREEN_BPP ) ) )
|
|
{
|
|
MessageBox( hWnd, TEXT("This display card does not support 640x480x16. "),
|
|
TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
|
|
return hr;
|
|
}
|
|
|
|
// Create a surface, and draw a bitmap resource on it.
|
|
if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pAnimationSurface,
|
|
MAKEINTRESOURCE( IDB_ANIMATE_SHEET ),
|
|
SPRITE_DIAMETER * 5,
|
|
SPRITE_DIAMETER * 6 ) ) )
|
|
return hr;
|
|
|
|
// Set the color key for the logo sprite to black
|
|
if( FAILED( hr = g_pAnimationSurface->SetColorKey( 0 ) ) )
|
|
return hr;
|
|
|
|
// Init all the sprites. All of these sprites using the
|
|
// same g_pDDSAnimationSheet surface, but depending on the
|
|
// sprite's lFrame value, it indexes a different rect on the
|
|
// surface.
|
|
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
|
|
{
|
|
// Set the sprite's position and velocity
|
|
g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
|
|
g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);
|
|
|
|
g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
|
|
g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
|
|
|
|
g_Sprite[iSprite].lFrame = rand() % NUM_FRAMES;
|
|
g_Sprite[iSprite].fRotationTick = 0.0f;
|
|
g_Sprite[iSprite].fRotationSpeed = (rand() % 50 + 25 ) / 1000.0f;
|
|
g_Sprite[iSprite].bClockwise = rand() % 2;
|
|
}
|
|
|
|
// Precompute the source rects for g_pDDSAnimateSheet. The source rects
|
|
// are used during the blt of the dds to the backbuffer.
|
|
for( int iFrame = 0; iFrame < NUM_FRAMES; iFrame++ )
|
|
{
|
|
g_rcFrame[iFrame].top = (iFrame / 5) * SPRITE_DIAMETER;
|
|
g_rcFrame[iFrame].left = (iFrame % 5) * SPRITE_DIAMETER;
|
|
|
|
g_rcFrame[iFrame].bottom = g_rcFrame[iFrame].top + SPRITE_DIAMETER;
|
|
g_rcFrame[iFrame].right = g_rcFrame[iFrame].left + SPRITE_DIAMETER;
|
|
}
|
|
|
|
// Init a array of random values. This array is used to create the
|
|
// 'flocking' effect the seen in the sample.
|
|
g_dwRandIndex = 0;
|
|
for( int iRand = 0; iRand < NUM_RAND; iRand++ )
|
|
g_lRandTable[ iRand ] = rand();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: FreeDirectDraw()
|
|
// Desc: Release all the DirectDraw objects
|
|
//-----------------------------------------------------------------------------
|
|
VOID FreeDirectDraw()
|
|
{
|
|
SAFE_DELETE( g_pAnimationSurface );
|
|
SAFE_DELETE( g_pDisplay );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: MainWndProc()
|
|
// Desc: The main window procedure
|
|
//-----------------------------------------------------------------------------
|
|
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
|
|
{
|
|
switch (msg)
|
|
{
|
|
case WM_KEYDOWN:
|
|
PostMessage( hWnd, WM_CLOSE, 0, 0 );
|
|
return 0L;
|
|
|
|
case WM_TIMER:
|
|
{
|
|
// The timer triggered, so re-init table of random values
|
|
g_dwRandIndex = 0;
|
|
for( int iRand = 0; iRand < NUM_RAND; iRand++ )
|
|
g_lRandTable[ iRand ] = rand();
|
|
}
|
|
break;
|
|
|
|
case WM_SETCURSOR:
|
|
// Hide the cursor in fullscreen
|
|
SetCursor( NULL );
|
|
return TRUE;
|
|
|
|
case WM_SIZE:
|
|
// Check to see if we are losing our window...
|
|
if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
|
|
g_bActive = FALSE;
|
|
else
|
|
g_bActive = TRUE;
|
|
break;
|
|
|
|
case WM_EXITMENULOOP:
|
|
// Ignore time spent in menu
|
|
g_dwLastTick = timeGetTime();
|
|
break;
|
|
|
|
case WM_EXITSIZEMOVE:
|
|
// Ignore time spent resizing
|
|
g_dwLastTick = timeGetTime();
|
|
break;
|
|
|
|
case WM_SYSCOMMAND:
|
|
// Prevent moving/sizing and power loss in fullscreen mode
|
|
switch( wParam )
|
|
{
|
|
case SC_MOVE:
|
|
case SC_SIZE:
|
|
case SC_MAXIMIZE:
|
|
case SC_MONITORPOWER:
|
|
return TRUE;
|
|
}
|
|
break;
|
|
|
|
case WM_DESTROY:
|
|
// Cleanup and close the app
|
|
FreeDirectDraw();
|
|
PostQuitMessage( 0 );
|
|
return 0L;
|
|
}
|
|
|
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: ProcessNextFrame()
|
|
// Desc: Move the sprites, blt them to the back buffer, then
|
|
// flips the back buffer to the primary buffer
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT ProcessNextFrame()
|
|
{
|
|
HRESULT hr;
|
|
|
|
// Figure how much time has passed since the last time
|
|
DWORD dwCurrTick = timeGetTime();
|
|
DWORD dwTickDiff = dwCurrTick - g_dwLastTick;
|
|
|
|
// Don't update if no time has passed
|
|
if( dwTickDiff == 0 )
|
|
return S_OK;
|
|
|
|
g_dwLastTick = dwCurrTick;
|
|
|
|
// Update the sprites according to how much time has passed
|
|
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
|
|
UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );
|
|
|
|
// Display the sprites on the screen
|
|
if( FAILED( hr = DisplayFrame() ) )
|
|
{
|
|
if( hr != DDERR_SURFACELOST )
|
|
return hr;
|
|
|
|
// The surfaces were lost so restore them
|
|
RestoreSurfaces();
|
|
}
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetNextRand()
|
|
// Desc: Gets the next element from the circular array of random values
|
|
//-----------------------------------------------------------------------------
|
|
LONG GetNextRand()
|
|
{
|
|
LONG lRand = g_lRandTable[ g_dwRandIndex++ ];
|
|
g_dwRandIndex %= NUM_RAND;
|
|
|
|
return lRand;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: UpdateSprite()
|
|
// Desc: Moves and bounces the sprite based on how much time has passed.
|
|
// It also changes the sprite state based on random values it gets
|
|
// from the array g_lRandTable
|
|
//-----------------------------------------------------------------------------
|
|
VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
|
|
{
|
|
// Update the sprite position
|
|
pSprite->fPosX += pSprite->fVelX * fTimeDelta;
|
|
pSprite->fPosY += pSprite->fVelY * fTimeDelta;
|
|
|
|
// See if its time to advance the sprite to the next frame
|
|
pSprite->fRotationTick += fTimeDelta;
|
|
if( pSprite->fRotationTick > pSprite->fRotationSpeed )
|
|
{
|
|
// If it is, then either change the frame clockwise or counter-clockwise
|
|
if( pSprite->bClockwise )
|
|
{
|
|
pSprite->lFrame++;
|
|
pSprite->lFrame %= NUM_FRAMES;
|
|
}
|
|
else
|
|
{
|
|
pSprite->lFrame--;
|
|
if( pSprite->lFrame < 0 )
|
|
pSprite->lFrame = NUM_FRAMES - 1;
|
|
}
|
|
|
|
pSprite->fRotationTick = 0;
|
|
}
|
|
|
|
// Using the next element from the random arry,
|
|
// randomize the velocity of the sprite
|
|
if( GetNextRand() % 100 < 2 )
|
|
{
|
|
pSprite->fVelX = 500.0f * GetNextRand() / RAND_MAX - 250.0f;
|
|
pSprite->fVelY = 500.0f * GetNextRand() / RAND_MAX - 250.0f;
|
|
}
|
|
|
|
// Using the next element from the random arry,
|
|
// randomize the rotational speed of the sprite
|
|
if( GetNextRand() % 100 < 5 )
|
|
pSprite->fRotationSpeed = ( GetNextRand() % 50 + 5 ) / 1000.0f;
|
|
|
|
// Clip the position, and bounce if it hits the edge
|
|
if( pSprite->fPosX < 0.0f )
|
|
{
|
|
pSprite->fPosX = 0;
|
|
pSprite->fVelX = -pSprite->fVelX;
|
|
}
|
|
|
|
if( pSprite->fPosX >= SCREEN_WIDTH - SPRITE_DIAMETER )
|
|
{
|
|
pSprite->fPosX = SCREEN_WIDTH - 1 - SPRITE_DIAMETER;
|
|
pSprite->fVelX = -pSprite->fVelX;
|
|
}
|
|
|
|
if( pSprite->fPosY < 0 )
|
|
{
|
|
pSprite->fPosY = 0;
|
|
pSprite->fVelY = -pSprite->fVelY;
|
|
}
|
|
|
|
if( pSprite->fPosY > SCREEN_HEIGHT - SPRITE_DIAMETER )
|
|
{
|
|
pSprite->fPosY = SCREEN_HEIGHT - 1 - SPRITE_DIAMETER;
|
|
pSprite->fVelY = -pSprite->fVelY;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DisplayFrame()
|
|
// Desc: Blts a the sprites to the back buffer, then flips the
|
|
// back buffer onto the primary buffer.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT DisplayFrame()
|
|
{
|
|
HRESULT hr;
|
|
|
|
// Fill the back buffer with black, ignoring errors until the flip
|
|
g_pDisplay->Clear( 0 );
|
|
|
|
// Blt all the sprites onto the back buffer using color keying,
|
|
// ignoring errors until the flip. Note that all of these sprites
|
|
// use the same DirectDraw surface.
|
|
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
|
|
{
|
|
g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,
|
|
(DWORD)g_Sprite[iSprite].fPosY,
|
|
g_pAnimationSurface,
|
|
&g_rcFrame[ g_Sprite[iSprite].lFrame ] );
|
|
}
|
|
|
|
// We are in fullscreen mode, so perform a flip and return
|
|
// any errors like DDERR_SURFACELOST
|
|
if( FAILED( hr = g_pDisplay->Present() ) )
|
|
return hr;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: RestoreSurfaces()
|
|
// Desc: Restore all the surfaces, and redraw the sprite surfaces.
|
|
//-----------------------------------------------------------------------------
|
|
HRESULT RestoreSurfaces()
|
|
{
|
|
HRESULT hr;
|
|
|
|
if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
|
|
return hr;
|
|
|
|
// No need to re-create the surface, just re-draw it.
|
|
if( FAILED( hr = g_pAnimationSurface->DrawBitmap( MAKEINTRESOURCE( IDB_ANIMATE_SHEET ),
|
|
SPRITE_DIAMETER * 5,
|
|
SPRITE_DIAMETER * 6 ) ) )
|
|
return hr;
|
|
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|