Inventory, text game

This is a discussion on Inventory, text game within the Game Programming forums, part of the General Programming Boards category; Okay... but my other nickname is some how CNP... Cut 'n Paste because i was to busy to answer my ...

  1. #16
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    Okay... but my other nickname is some how CNP... Cut 'n Paste because i was to busy to answer my dad when he asked me what && is, what cpp programmer doesn't know what && is?
    This war, like the next war, is a war to end war.

  2. #17
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    I kinda like the idea of writing an Engine for ungifted c++
    programmers. Is there much need for a Console App Engine?

  3. #18
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    Originally posted by Blizzarddog
    what cpp programmer doesn't know what && is?
    A beginning one?

  4. #19
    RoD
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    Nah, a dos engine is fairly simple. It needs a coord system, etc. Gimme your email and i'll send you mine if you want.

  5. #20
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    I knew what it was when i first picked up a cpp book when i was 13, about 1/5 year ago. And i need it so that i can actually start a real game... I dont know any thing about the windows programming.
    This war, like the next war, is a war to end war.

  6. #21
    RoD
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    If your serious about game programming, you should learn opengl or directx....at first i didn't know any winapi, and it was really confusing and intimidating as to where and when to start, been i've been in opengl for a few weeks now, and i'm getting prepared to build a game engine and do my first FPS, ever. Dive in, the water will be warm soon enough!

  7. #22
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    Hey rod, your not talking about your Caverns game, are you?
    the one like this:
    Code:
    	cin >> name; /* Store users name*/
    
    	cout <<"Hello "<< name <<" , do u think you can escape the caverns?\n\n";
    	cout <<"Your objective is to stay alive and aquire 100 points.\n\n";
    	cout <<"Both of these tasks are possible, and with a little ";
    	cout <<"logic u will succeed.\n\n";
    	
    	cout <<"You may see controls at any time by pressing (I)\n\n";
    
    	getch(); /* Wait for key push and continue.*/
    
    	
    	do/* Start loop*/
    	{
    
    	/* Check user position.*/
    	if (User_Location_Y == 25)
    	{
    		cout <<"You cannot continue in this direction\n";
    		User_Location_Y--;
    		getch();
    	}
    
    	else if (User_Location_Y == -25)
    	{
    		cout <<"You cannot continue in this direction\n";
    		User_Location_Y++;
    		getch();
    	}
    
    	else if (User_Location_X == 25)
    	{
    		cout <<"You cannot continue in this direction\n";
    		User_Location_X--;
    		getch();
    	}
    
    	else if (User_Location_X == -25)
    	{
    		cout <<"You cannot continue in this direction\n";
    		User_Location_X++;
    	}
    
    	
    	/* This decrements by 1 every loop, when it hits 0 game ends.*/
    	end_game--;
    
    	if (end_game == 0)
    	{
    
    		system("cls");
    		cout <<"You have used all your energy, GAME OVER!\n";
    		return 0;
    	}
    
    	/* This displays every loop.*/
    	system("cls");
    
    	cout <<"North (1)\nSouth (2)\nEast (3)\nWest (4)\n\n";
    	cin >>input; 
    	cout <<"\n";
    
    
    	/* Key for user initiated exit.*/
    	if (input == 'Q' || input == 'q')
    	{
    		system("cls");
    		return 0;
    	}
    This war, like the next war, is a war to end war.

  8. #23
    RoD
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    not in my last post no. What you have there is my really, really old engine, i improved some stuff since then but caverns is an abandoned newbie project.

    I'm talking bout a 3d opengl graphics engine that my FPS (and prolly a few others as i improve) will be based off.

  9. #24
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    when I start a windows project a window looks like this:
    Code:
    #include <windows.h>
    
    /* Declare Windows procedure */
    LRESULT CALLBACK WindowProcedure(HWND, UINT, WPARAM, LPARAM);
    /* Make the class name into a global variable */
    char szClassName[ ] = "WindowsApp";
    int WINAPI WinMain(HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nFunsterStil)
    
    {
        HWND hwnd;               /* This is the handle for our window */
        MSG messages;            /* Here messages to the application are saved */
        WNDCLASSEX wincl;        /* Data structure for the windowclass */
    
        /* The Window structure */
        wincl.hInstance = hThisInstance;
        wincl.lpszClassName = szClassName;
        wincl.lpfnWndProc = WindowProcedure;      /* This function is called by windows */
        wincl.style = CS_DBLCLKS;                 /* Catch double-clicks */
        wincl.cbSize = sizeof(WNDCLASSEX);
    
        /* Use default icon and mouse-pointer */
        wincl.hIcon = LoadIcon(NULL, IDI_APPLICATION);
        wincl.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
        wincl.hCursor = LoadCursor(NULL, IDC_ARROW);
        wincl.lpszMenuName = NULL; /* No menu */
        wincl.cbClsExtra = 0;                      /* No extra bytes after the window class */
        wincl.cbWndExtra = 0;                      /* structure or the window instance */
        /* Use light-gray as the background of the window */
        wincl.hbrBackground = (HBRUSH) GetStockObject(LTGRAY_BRUSH);
    
        /* Register the window class, if fail quit the program */
        if(!RegisterClassEx(&wincl)) return 0;
    
        /* The class is registered, let's create the program*/
        hwnd = CreateWindowEx(
               0,                   /* Extended possibilites for variation */
               szClassName,         /* Classname */
               "Windows App",         /* Title Text */
               WS_OVERLAPPEDWINDOW, /* default window */
               CW_USEDEFAULT,       /* Windows decides the position */
               CW_USEDEFAULT,       /* where the window ends up on the screen */
               544,                 /* The programs width */
               375,                 /* and height in pixels */
               HWND_DESKTOP,        /* The window is a child-window to desktop */
               NULL,                /* No menu */
               hThisInstance,       /* Program Instance handler */
               NULL                 /* No Window Creation data */
               );
    
        /* Make the window visible on the screen */
        ShowWindow(hwnd, nFunsterStil);
        /* Run the message loop. It will run until GetMessage( ) returns 0 */
        while(GetMessage(&messages, NULL, 0, 0))
        {
               /* Translate virtual-key messages into character messages */
               TranslateMessage(&messages);
               /* Send message to WindowProcedure */
               DispatchMessage(&messages);
        }
    
        /* The program return-value is 0 - The value that PostQuitMessage( ) gave */
        return messages.wParam;
    }
    
    /* This function is called by the Windows function DispatchMessage( ) */
    LRESULT CALLBACK WindowProcedure(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        switch (message)                  /* handle the messages */
        {
               case WM_DESTROY:
               PostQuitMessage(0);        /* send a WM_QUIT to the message queue */
               break;
               default:                   /* for messages that we don't deal with */
               return DefWindowProc(hwnd, message, wParam, lParam);
        }
        return 0;
    }
    where exactly do i use textout and stuff?
    This war, like the next war, is a war to end war.

  10. #25
    RoD
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    Run this:

    Code:
    /*	Steven Billington
    */
    
    /*	Here we set the libraries to be used in the program, and
    	trim some of the excess off of windows
    */
    
    #define WIN32_LEAN_AND_MEAN
    #pragma comment(lib, "opengl32.lib")
    #pragma comment(lib, "glu32.lib")
    #pragma comment(lib, "glaux.lib")
    
    
    /*	Include all needed headers for the project. Windows brings in
    	everything needed for the basic application, and the other three
    	bring in OpenGL related functions.
    */
    
    #include <windows.h>
    #include <gl/gl.h>
    #include <gl/glu.h>
    #include <gl/glaux.h>
    
    
    /*	These are our global variables. These are ok in this program,
    	but i wouldn't reccomend making a habit out of using global
    	variables. 
    
    	angle:	Holds current angle of rotating triangle
    	g_HDC:	Global Device Context
    */
    
    float angle = 0.0f;		
    HDC g_HDC;	
    			
    
    /*	Function:	SetupPixelFormat
    	
    	Purpose:	This function gets the setup for the pixel format,
    				go figure right?
    */
    
    void SetupPixelFormat(HDC hDC)
    {
    	int nPixelFormat;	/*	Pixel format index*/
    
    	static PIXELFORMATDESCRIPTOR pfd = {
    		sizeof(PIXELFORMATDESCRIPTOR),				//size of structure
    		1,											//version, always set to one
    		PFD_DRAW_TO_WINDOW |						//support window
    		PFD_SUPPORT_OPENGL |						//support opengl
    		PFD_DOUBLEBUFFER,							//support double buffering
    		PFD_TYPE_RGBA,								//RGBA color mode
    		32,											//32bit color mode
    		0,0,0,0,0,0,								//ignore color bits, not used
    		0,											//no alpha buffer
    		0,											//ignore shift bit
    		0,											//no accumulation buffer
    		0,0,0,0,									//ignore accumulation buffers
    		16,											//16 bit zbuffer size
    		0,											//no stencil buffer
    		0,											//no auxiliary buffer
    		PFD_MAIN_PLANE,								//main drawing plane
    		0,											//reserved
    		0,0,0 };									//layer masks ignored
    
    	/*	Choose best matching pixel format, return index*/
    	nPixelFormat = ChoosePixelFormat(hDC,&pfd);
    
    	/*	Set pixel format to device context*/
    	SetPixelFormat(hDC,nPixelFormat,&pfd);
    }
    
    /*	Function:	WndProc
    
    	Purpose:	This is our Windows Procedure Event Handler
    */
    
    LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
    	static HGLRC hRC;						//rendering context
    	static HDC hDC;							//device context
    	char string[] = "Hello World!";			//display text
    	int width, height;						//window width, height
    
    	switch(message)
    	{
    		case WM_CREATE:						//window is being created
    
    			hDC = GetDC(hwnd);				//get current windows device context
    			g_HDC = hDC;
    			SetupPixelFormat(hDC);			//call your pixel format setup function
    
    			//create rendering context and make it current
    			hRC = wglCreateContext(hDC);
    			wglMakeCurrent(hDC,hRC);
    
    			return 0;
    			break;
    
    		case WM_CLOSE:						//window is closing
    
    			//deselect rendering context and delete it
    			wglMakeCurrent(hDC,NULL);
    			wglDeleteContext(hRC);
    
    			//send WM_QUIT to messagr queue
    			PostQuitMessage(0);
    
    			return 0;
    			break;
    
    		case WM_SIZE:
    
    			height = HIWORD(lParam);	//get height and width
    			width = LOWORD(lParam);
    
    			if (height == 0)			//don't want a divide by 0
    			{
    				height = 1;
    			}
    
    			//reset the viewport to new dimensions
    			glViewport(0,0,width,height);
    			glMatrixMode(GL_PROJECTION);		//set projection matrix
    			glLoadIdentity();					//reset proj matrix
    
    			//calculate aspect ratio of window
    			gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
    
    			glMatrixMode(GL_MODELVIEW);			//set modelview matrix
    			glLoadIdentity();					//reset mdeolv matrix
    
    			return 0;
    			break;
    
    		default:
    			break;
    
    
    	}
    
    	return (DefWindowProc(hwnd,message,wParam,lParam));
    }
    
    /*	Function:	WinMain
    
    	Purpose:	Do i need to state this? Ok, its the main function.
    */
    
    int APIENTRY WinMain(HINSTANCE hInstance,
                         HINSTANCE hPrevInstance,
                         LPSTR     lpCmdLine,
                         int       nCmdShow)
    {
     	WNDCLASSEX  windowClass;		//window class
    	HWND		hwnd;				//window handle
    	MSG			msg;				//message
    	bool		done;				//flag saying when app is complete
    
    	/*	Fill out the window class structure*/
    	windowClass.cbSize = sizeof(WNDCLASSEX);
    	windowClass.style = CS_HREDRAW | CS_VREDRAW;
    	windowClass.lpfnWndProc = WndProc;
    	windowClass.cbClsExtra = 0;
    	windowClass.cbWndExtra = 0;
    	windowClass.hInstance = hInstance;
    	windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    	windowClass.hCursor = LoadCursor(NULL, IDC_ARROW);
    	windowClass.hbrBackground = NULL;
    	windowClass.lpszMenuName = NULL;
    	windowClass.lpszClassName = "MyClass";
    	windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO);
    
    	/*	Register window class*/
    	if (!RegisterClassEx(&windowClass))
    	{
    		return 0;
    	}
    
    	/*	Class registerd, so now create window*/
    	hwnd = CreateWindowEx(NULL,						//extended style
    						  "MyClass",				//class name
    						  "A Real OGL Win App",		//app name
    						  WS_OVERLAPPEDWINDOW |		//window style
    						  WS_VISIBLE |
    						  WS_SYSMENU |
    						  WS_CLIPCHILDREN |
    						  WS_CLIPSIBLINGS,
    						  100,100,					//x/y coords
    						  400,400,					//width,height
    						  NULL,						//handle to parent
    						  NULL,						//handle to menu
    						  hInstance,				//application instance
    						  NULL);					//no extra parameter's
    
    	/*	Check if window creation failed*/
    	if (!hwnd)
    	{
    		return 0;
    	}
    
    	ShowWindow(hwnd,SW_SHOW);		//displays window
    	UpdateWindow(hwnd);				//update window
    
    	done = false;					//inititalize condition variable
    
    	//main message loop
    	while(!done)
    	{
    		PeekMessage(&msg,hwnd,NULL,NULL,PM_REMOVE);
    
    		if (msg.message == WM_QUIT)
    		{
    			done = true;
    		}
    
    		else
    		{
    			//do rendering here
    			//clear screen and depth buffer
    			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    			glLoadIdentity();		//reset modelview matrix
    
    			angle = angle + 0.1f;		//increase rotation angle counter
    
    			if (angle >= 360.0f)		//reset angle counter
    			{
    				angle = 0.0f;
    			}
    
    			glTranslatef(0.0f,0.0f,-5.0f);			//move back 5 units
    			glRotatef(angle,0.0f,0.0f,1.0f);		//rotate along z-axis
    
    			glColor3f(1.0,0.0f,0.0f);				//set color to red
    			glBegin(GL_TRIANGLES);					//draw the triangle
    				glVertex3f(0.0f,1.0f,0.0f);
    				glVertex3f(0.0f,0.0f,0.0f);			
    				glVertex3f(1.0f,0.0f,0.0f);
    			glEnd();
    
    			SwapBuffers(g_HDC);						//bring back buffer to foreground
    
    			TranslateMessage(&msg);
    			DispatchMessage(&msg);
    
    		}
    
    	}
    
    
    	return msg.wParam;;
    }

  11. #26
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    I was talking about the text game you were gonna send me in the email.
    This war, like the next war, is a war to end war.

  12. #27
    RoD
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    i was going to send it to trav he asked what was involved in it, but ya thats the really old version.

  13. #28
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    my dev c++ has an error in it.. it always gets a error in the resource file when i try to do a project... can i do that just by using a regular C++ file?
    This war, like the next war, is a war to end war.

  14. #29
    RoD
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    it should compile fine, make sure you have those three opengl libraries installed on your computer. If not you can get them at www.opengl.org

  15. #30
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    Originally posted by RoD
    Nah, a dos engine is fairly simple. It needs a coord system, etc. Gimme your email and i'll send you mine if you want.
    Nah, not really required, i'm going to write my own OpenGL
    Engine soon and i know what's involved.

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