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MdaG

Unity Trying to compile Greven's tetris clone

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As the title says. His thread seems to be closed so I cannot reply in it. Thus I turn here. I think my error message is fairly basic, but I'm new to Windows programming so I haven't got a clue what it means. This is my main.cpp:
/* FBS = Falling Block Game */

#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <stdlib.h>
#include "bitmapobject.h"

#define WINDOWCLASS "FallingBlockGame"
#define WINDOWTITLE "Falling Block Game"

const int TILESIZE = 16;				// Size of one tile
const int MAPWIDTH = 10;				// 
const int MAPHEIGHT = 30;				//
const int GREYAREA = 8;					// Side bar

enum color {NODRAW,BLACK,GREY,BLUE,RED,GREEN,YELLOW,WHITE,STEEL,PURPLE};

bool GameInit();						// Game initialization function
void GameLoop();						// Where the game actually takes place
void GameDone();						// Clean up! 
void DrawTile(int x, int y, int tile);	// Coordinates & tile type
void DrawMap();							// Draw the whole map.. render function, basically
void NewBlock();						// Create a new block!
void RotateBlock();						// Rotate a block.. if you can!
void Move(int x, int y);				// Coordinates to move.
int CollisionTest(int nx, int ny);		// Test collision of blocks
void RemoveRow(int row);				// Remove a row.. that would be the 'x'.
void NewGame();							// Make a new game!

HINSTANCE hInstMain=NULL;				// Main app handle
HWND hWndMain=NULL;						// Main window handle

int Map[MAPWIDTH][MAPHEIGHT+1];			//the game map!

struct Piece {
	int size[4][4];
	int x;
	int y;
};

Piece sPrePiece;						// Preview piece.
Piece sPiece;							// The 's' prefixes indicate this is a 'structure'

DWORD start_time;						// Used in timing
bool GAMESTARTED = false;				// Used by NewBlock()

BitMapObject bmoMap;					// Map for the program
BitMapObject bmoBlocks;					// Block images

LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg) {
		case WM_KEYDOWN: {
			if(wParam==VK_ESCAPE) { //check for escape key
				DestroyWindow(hWndMain);
				return(0);//handled message
			}
			else if(wParam==VK_DOWN) { //check for down arrow key			
				Move(0,1);
				return(0);//handled message
			}
			else if(wParam==VK_UP) { //check for up arrow key			
				RotateBlock();
				return(0);//handled message
			}
			else if(wParam==VK_LEFT) { //check for left arrow key			
				Move(-1,0);
				return(0);//handled message
			}
			else if(wParam==VK_RIGHT) { //check for right arrow key			
				Move(1,0);
				return(0);//handled message
			}
		} 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);
			//redraw the map
			BitBlt(hdc,0,0,TILESIZE*MAPWIDTH+TILESIZE*GREY,TILESIZE*MAPHEIGHT,bmoMap,0,0,SRCCOPY);
			//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));
}

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_BORDER | WS_SYSMENU | WS_CAPTION| 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(!GameInit()) 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
		GameLoop();
		
	}
	
	//clean up program data
	GameDone();

	//return the wparam from the WM_QUIT message
	return(msg.wParam);
}

bool GameInit()
{
	//set the client area size
	RECT rcTemp;
	SetRect(&rcTemp,0,0,MAPWIDTH*TILESIZE+TILESIZE*GREY,MAPHEIGHT*TILESIZE);//160x480 client area
	AdjustWindowRect(&rcTemp,WS_BORDER | WS_SYSMENU | WS_CAPTION| WS_VISIBLE,FALSE);//adjust the window size based on desired client area
	SetWindowPos(hWndMain,NULL,0,0,rcTemp.right-rcTemp.left,rcTemp.bottom-rcTemp.top,SWP_NOMOVE);//set the window width and height

	//create map image
	HDC hdc=GetDC(hWndMain);
	bmoMap.Create(hdc,MAPWIDTH*TILESIZE+TILESIZE*GREY,MAPHEIGHT*TILESIZE);
	FillRect(bmoMap,&rcTemp,(HBRUSH)GetStockObject(BLACK_BRUSH));
	ReleaseDC(hWndMain,hdc);

	bmoBlocks.Load(NULL,"blocks.bmp");
	NewGame();

	return(true);//return success
}

void GameDone()
{
	//clean up code goes here
}

void GameLoop()
{
	if( (GetTickCount() - start_time) > 1000)
	{
		Move(0,1);
		start_time=GetTickCount();
	}

}

void NewGame()
{
	start_time=GetTickCount();
	GAMESTARTED=false;
	color black = BLACK;
	color grey = GREY;

	//start out the map
	for(int x = 0;x < MAPWIDTH;x++)
	{
		for(int y = 0;y < MAPHEIGHT+1;y++)
		{
			if(y == MAPHEIGHT) //makes Y-collision easier.
				Map[x][y] = grey;
			else
				Map[x][y] = black;
		}
	}
	NewBlock();	
	DrawMap();
}

void DrawTile(int x,int y,int tile)//put a tile
{
	//mask first
	BitBlt(bmoMap,x*TILESIZE,y*TILESIZE,TILESIZE,TILESIZE,bmoBlocks,tile*TILESIZE,TILESIZE,SRCAND);
	//then image
	BitBlt(bmoMap,x*TILESIZE,y*TILESIZE,TILESIZE,TILESIZE,bmoBlocks,tile*TILESIZE,0,SRCPAINT);
}

void DrawMap()//draw screen
{
	int xmy, ymx;
	color grey = GREY, nodraw = NODRAW;

	//place the toolbar
	for(xmy=MAPWIDTH; xmy< MAPWIDTH+GREYAREA; xmy++)
		for(ymx=0; ymx< MAPHEIGHT; ymx++)
			DrawTile(xmy, ymx, grey);

	//draw preview block
	for(xmy=0; xmy<4; xmy++)
		for(ymx=0; ymx<4; ymx++)
			if(sPrePiece.size[xmy][ymx] != nodraw)
				DrawTile(sPrePiece.x+xmy, sPrePiece.y+ymx, sPrePiece.size[xmy][ymx]);
	
	//draw the map
	//loop through the positions
	for(xmy=0;xmy< MAPWIDTH;xmy++)
		for(ymx=0;ymx< MAPHEIGHT;ymx++)
				DrawTile(xmy,ymx,Map[xmy][ymx]);

	//draw moving block
	for(xmy=0; xmy<4; xmy++)
		for(ymx=0; ymx<4; ymx++)
			if(sPiece.size[xmy][ymx] != nodraw)
				DrawTile(sPiece.x+xmy, sPiece.y+ymx, sPiece.size[xmy][ymx]);

	//invalidate the window rect
	InvalidateRect(hWndMain,NULL,FALSE);
}

void NewBlock()
{
	int newblock;
	int i,j;
	color nodraw = NODRAW, col;
	//  0   1   2   3   4    5   6    
	//   X                             These
	//   X   XX   X  XX   XX  XX   XX  are
	//   X   XX  XXX  XX XX    X   X   block
	//   X                     X   X   types

	//begin game! make generate a block and then one in preview.

	srand(GetTickCount());

	//initialize the piece to all blank.
	for(i=0; i<4; i++)
		for(j=0; j<4; j++)
			sPiece.size[ i ][j]=nodraw;

	sPiece.x=MAPWIDTH/2-2;
	sPiece.y=-1;

	//let's see if the game's started yet
	if(GAMESTARTED == false)
	{
		//guess not..  
		//Generate a piece right off.
		//From now on, use previous preview block.
		GAMESTARTED=true;

		newblock=rand()%7;

		switch (newblock)
		{
		case 0: //Tower!
			{
				col = RED;
				sPiece.size[1][0]=col;
				sPiece.size[1][1]=col;
				sPiece.size[1][2]=col;
				sPiece.size[1][3]=col;
				sPiece.y=0;
			}break;
		case 1: //Box!
			{
				col = BLUE;
				sPiece.size[1][1]=col;
				sPiece.size[1][2]=col;
				sPiece.size[2][1]=col;
				sPiece.size[2][2]=col;
			}break;
		case 2: //Pyramid!
			{
				col = STEEL;
				sPiece.size[1][1]=col;
				sPiece.size[0][2]=col;
				sPiece.size[1][2]=col;
				sPiece.size[2][2]=col;
			}break;
		case 3://Left Leaner
			{
				col = YELLOW;
				sPiece.size[0][1]=col;
				sPiece.size[1][1]=col;
				sPiece.size[1][2]=col;
				sPiece.size[2][2]=col;
			}break;
		case 4://Right Leaner
			{
				col = GREEN;
				sPiece.size[2][1]=col;
				sPiece.size[1][1]=col;
				sPiece.size[1][2]=col;
				sPiece.size[0][2]=col;
			}break;
		case 5://Left Knight
			{
				col = WHITE;
				sPiece.size[1][1]=col;
				sPiece.size[2][1]=col;
				sPiece.size[2][2]=col;
				sPiece.size[2][3]=col;
			}break;
		case 6://Right Knight
			{
				col = PURPLE;
				sPiece.size[2][1]=col;
				sPiece.size[1][1]=col;
				sPiece.size[1][2]=col;
				sPiece.size[1][3]=col;
			}break;
		}
	}
	else
	{
		for(i=0; i<4; i++)
			for(j=0; j<4; j++)
				sPiece.size[ i ][j]=sPrePiece.size[ i ][j];

	}

	newblock=rand()%7;

	for(i=0; i<4; i++)
		for(j=0; j<4; j++)
			sPrePiece.size[ i ][j]=nodraw;

	sPrePiece.x=MAPWIDTH+GREY/4;
	sPrePiece.y=GREY/4;

	switch (newblock)
	{
		case 0: //Tower!
			{
				col = RED;
				sPrePiece.size[1][0]=col;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[1][3]=col;
			}break;
		case 1: //Box!
			{
				col = BLUE;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[2][1]=col;
				sPrePiece.size[2][2]=col;
			}break;
		case 2: //Pyramid!
			{
				col = STEEL;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[0][2]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[2][2]=col;
			}break;
		case 3://Left Leaner
			{
				col = YELLOW;
				sPrePiece.size[0][1]=col;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[2][2]=col;
			}break;
		case 4://Right Leaner
			{
				col = GREEN;
				sPrePiece.size[2][1]=col;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[0][2]=col;
			}break;
		case 5://Left Knight
			{
				col = WHITE;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[2][1]=col;
				sPrePiece.size[2][2]=col;
				sPrePiece.size[2][3]=col;
			}break;
		case 6://Right Knight
			{
				col = PURPLE;
				sPrePiece.size[2][1]=col;
				sPrePiece.size[1][1]=col;
				sPrePiece.size[1][2]=col;
				sPrePiece.size[1][3]=col;
			}break;
	}

	DrawMap();
}

void RotateBlock()
{
	int i, j, temp[4][4];
	color black = BLACK, nodraw = NODRAW;

	//copy &rotate the piece to the temporary array
	for(i=0; i<4; i++)
		for(j=0; j<4; j++)
			temp[3-j][ i ]=sPiece.size[ i ][j];

	//check collision of the temporary array with map borders
	for(i=0; i<4; i++)
		for(j=0; j<4; j++)
			if(temp[ i ][j] != nodraw)
				if(sPiece.x + i < 0 || sPiece.x + i > MAPWIDTH - 1 ||
					sPiece.y + j < 0 || sPiece.y + j > MAPHEIGHT - 1)
					return;

	//check collision of the temporary array with the blocks on the map
	for(int x=0; x< MAPWIDTH; x++)
		for(int y=0; y< MAPHEIGHT; y++)
			if(x >= sPiece.x && x < sPiece.x + 4)
				if(y >= sPiece.y && y < sPiece.y +4)
					if(Map[x][y] != black)
						if(temp[x - sPiece.x][y - sPiece.y] != nodraw)
							return;

	//end collision check

	//successful!  copy the rotated temporary array to the original piece
	for(i=0; i<4; i++)
		for(j=0; j<4; j++)
			sPiece.size[ i ][j]=temp[ i ][j];
	
	DrawMap();

	return;
}

void Move(int x, int y)
{
	color nodraw = NODRAW, black = BLACK;
	if(CollisionTest(x, y))
	{
		if(y == 1)
		{
			if(sPiece.y<1)
			{
				//you lose!  new game.
				NewGame();
			}
			else
			{
				bool killblock=false;
				int i,j;
				//new block time! add this one to the list!
				for(i=0; i<4; i++)
					for(j=0; j<4; j++)
						if(sPiece.size[ i ][j] != nodraw)
							Map[sPiece.x+i][sPiece.y+j] = sPiece.size[ i ][j];

				//check for cleared row!
				for(j=0; j< MAPHEIGHT; j++)
				{
					bool filled=true;
					for(i=0; i< MAPWIDTH; i++)
						if(Map[ i ][j] == black)
							filled=false;

					if(filled)
					{
						RemoveRow(j);
						killblock=true;
					}
				}

				if(killblock)
				{
					for(i=0; i<4; i++)
						for(j=0; j<4; j++)
							sPiece.size[ i ][j]=nodraw;
				}
				NewBlock();
			}
		}

	}
	else
	{
		sPiece.x+=x;
		sPiece.y+=y;
	}

	DrawMap();
}

int CollisionTest(int nx, int ny)
{
	color nodraw = NODRAW, black = BLACK;
	int newx=sPiece.x+nx;
	int newy=sPiece.y+ny;

	int i,j,x,y;

	for(i=0; i< 4; i++)
		for(j=0; j< 4; j++)
			if(sPiece.size[ i ][j] != nodraw)
				if(newx + i < 0 || newx + i > MAPWIDTH - 1 ||
					newy + j < 0 || newy + j > MAPHEIGHT - 1)
					return 1;

	for(x=0; x< MAPWIDTH; x++)
		for(y=0; y< MAPHEIGHT; y++)
			if(x >= newx && x < newx + 4)
				if(y >= newy && y < newy +4)
					if(Map[x][y] != black)
						if(sPiece.size[x - newx][y - newy] != nodraw)
							return 1;
	return 0;
}

void RemoveRow(int row)
{
	int x,y;
	int counter=0;

	for(x=0; x< MAPWIDTH; x++)
		for(y=row; y>0; y--)
			Map[x][y]=Map[x][y-1];

}


and I get these errors and warning:
------ Build started: Project: FBS, Configuration: Debug Win32 ------
Compiling...
main.cpp
c:\documents and settings\magnus olsson\mina dokument\egna projekt\fbs\fbs\fbs\main.cpp(140) : error C2440: '=' : cannot convert from 'const char [17]' to 'LPCWSTR'
        Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
c:\documents and settings\magnus olsson\mina dokument\egna projekt\fbs\fbs\fbs\main.cpp(149) : error C2664: 'CreateWindowExW' : cannot convert parameter 2 from 'const char [17]' to 'LPCWSTR'
        Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
c:\documents and settings\magnus olsson\mina dokument\egna projekt\fbs\fbs\fbs\main.cpp(187) : warning C4244: 'return' : conversion from 'WPARAM' to 'int', possible loss of data
c:\documents and settings\magnus olsson\mina dokument\egna projekt\fbs\fbs\fbs\main.cpp(204) : error C2664: 'BitMapObject::Load' : cannot convert parameter 2 from 'const char [11]' to 'LPCTSTR'
        Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast
Build log was saved at "file://c:\Documents and Settings\Magnus Olsson\Mina dokument\Egna projekt\FBS\FBS\FBS\Debug\BuildLog.htm"
FBS - 3 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
I'm compiling on MS Visual Studio 8 Express Edition (if that helps). [Edited by - MdaG on January 2, 2006 6:14:45 PM]

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You seem to be in unicode mode. Check out the project settings and see if you can change to a normal multibyte character set instead.

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I did and it built without a problem, thanks! :)
One question though: How did you know that that was the problem?

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Quote:
Original post by MdaG
1) How did you know that that was the problem?
The end of the Win32 functions had a trailing W (as opposed to A), which stands for the Wide character set (it's also where the W in LPCWSTR comes from). And you were just sending regular 8-bit characters.

Normally you wouldn't write these manually, indeed the source invokes CreateWindowEx rather than CreateWindowExW, instead the short names are automatically expanded (through a bit of macro magic) to the correct versions.

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Guest Anonymous Poster
Where in the settings do I turn on MBCS? I have looked and search google but I cannot find it.

Help please!

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