demoII8_4.cpp
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上传用户:husern
上传日期:2018-01-20
资源大小:42486k
文件大小:19k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII8_4.CPP - solid demo (no lighting)
- // READ THIS!
- // To compile make sure to include DDRAW.LIB, DSOUND.LIB,
- // DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
- // the C++ source modules T3DLIB1-6.CPP and the headers T3DLIB1-6.H
- // be in the working directory of the compiler
- // INCLUDES ///////////////////////////////////////////////
- #define DEBUG_ON
- #define INITGUID // make sure al the COM interfaces are available
- // instead of this you can include the .LIB file
- // DXGUID.LIB
- #define WIN32_LEAN_AND_MEAN
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream.h> // include important C/C++ stuff
- #include <conio.h>
- #include <stdlib.h>
- #include <malloc.h>
- #include <memory.h>
- #include <string.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <math.h>
- #include <io.h>
- #include <fcntl.h>
- #include <ddraw.h> // directX includes
- #include <dsound.h>
- #include <dmksctrl.h>
- #include <dmusici.h>
- #include <dmusicc.h>
- #include <dmusicf.h>
- #include <dinput.h>
- #include "T3DLIB1.h" // game library includes
- #include "T3DLIB2.h"
- #include "T3DLIB3.h"
- #include "T3DLIB4.h"
- #include "T3DLIB5.h"
- #include "T3DLIB6.h"
- // DEFINES ////////////////////////////////////////////////
- // defines for windows interface
- #define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
- #define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
- #define WINDOW_WIDTH 800 // size of window
- #define WINDOW_HEIGHT 600
- #define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
- // note: if windowed and not
- // fullscreen then bitdepth must
- // be same as system bitdepth
- // also if 8-bit the a pallete
- // is created and attached
- #define WINDOWED_APP 1 // 0 not windowed, 1 windowed
- // defines for the game universe
- #define UNIVERSE_RADIUS 4000
- #define POINT_SIZE 200
- #define NUM_POINTS_X (2*UNIVERSE_RADIUS/POINT_SIZE)
- #define NUM_POINTS_Z (2*UNIVERSE_RADIUS/POINT_SIZE)
- #define NUM_POINTS (NUM_POINTS_X*NUM_POINTS_Z)
- // defines for objects
- #define NUM_TOWERS 64 // 96
- #define NUM_TANKS 32 // 24
- #define TANK_SPEED 15
- // PROTOTYPES /////////////////////////////////////////////
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
- // GLOBALS ////////////////////////////////////////////////
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[2048]; // used to print text
- // initialize camera position and direction
- POINT4D cam_pos = {0,40,0,1};
- POINT4D cam_target = {0,0,0,1};
- VECTOR4D cam_dir = {0,0,0,1};
- // all your initialization code goes here...
- VECTOR4D vscale={1.0,1.0,1.0,1},
- vpos = {0,0,0,1},
- vrot = {0,0,0,1};
- CAM4DV1 cam; // the single camera
- OBJECT4DV1 obj_tower, // used to hold the master tower
- obj_tank, // used to hold the master tank
- obj_marker, // the ground marker
- obj_player; // the player object
- POINT4D towers[NUM_TOWERS],
- tanks[NUM_TANKS];
- RENDERLIST4DV1 rend_list; // the render list
- // FUNCTIONS //////////////////////////////////////////////
- LRESULT CALLBACK WindowProc(HWND hwnd,
- UINT msg,
- WPARAM wparam,
- LPARAM lparam)
- {
- // this is the main message handler of the system
- PAINTSTRUCT ps; // used in WM_PAINT
- HDC hdc; // handle to a device context
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- return(0);
- } break;
- default:break;
- } // end switch
- // process any messages that we didn't take care of
- return (DefWindowProc(hwnd, msg, wparam, lparam));
- } // end WinProc
- // WINMAIN ////////////////////////////////////////////////
- int WINAPI WinMain( HINSTANCE hinstance,
- HINSTANCE hprevinstance,
- LPSTR lpcmdline,
- int ncmdshow)
- {
- // this is the winmain function
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
- // first fill in the window class stucture
- winclass.style = CS_DBLCLKS | CS_OWNDC |
- CS_HREDRAW | CS_VREDRAW;
- winclass.lpfnWndProc = WindowProc;
- winclass.cbClsExtra = 0;
- winclass.cbWndExtra = 0;
- winclass.hInstance = hinstance;
- winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
- winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
- winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
- winclass.lpszMenuName = NULL;
- winclass.lpszClassName = WINDOW_CLASS_NAME;
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
- // create the window, note the test to see if WINDOWED_APP is
- // true to select the appropriate window flags
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- WINDOW_TITLE, // title
- (WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
- // resize the window so that client is really width x height
- if (WINDOWED_APP)
- {
- // now resize the window, so the client area is the actual size requested
- // since there may be borders and controls if this is going to be a windowed app
- // if the app is not windowed then it won't matter
- RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
- // make the call to adjust window_rect
- AdjustWindowRectEx(&window_rect,
- GetWindowStyle(main_window_handle),
- GetMenu(main_window_handle) != NULL,
- GetWindowExStyle(main_window_handle));
- // save the global client offsets, they are needed in DDraw_Flip()
- window_client_x0 = -window_rect.left;
- window_client_y0 = -window_rect.top;
- // now resize the window with a call to MoveWindow()
- MoveWindow(main_window_handle,
- 0, // x position
- 0, // y position
- window_rect.right - window_rect.left, // width
- window_rect.bottom - window_rect.top, // height
- FALSE);
- // show the window, so there's no garbage on first render
- ShowWindow(main_window_handle, SW_SHOW);
- } // end if windowed
- // perform all game console specific initialization
- Game_Init();
- // disable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
- // enter main event loop
- while(1)
- {
- if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- // test if this is a quit
- if (msg.message == WM_QUIT)
- break;
- // translate any accelerator keys
- TranslateMessage(&msg);
- // send the message to the window proc
- DispatchMessage(&msg);
- } // end if
- // main game processing goes here
- Game_Main();
- } // end while
- // shutdown game and release all resources
- Game_Shutdown();
- // enable CTRL-ALT_DEL, ALT_TAB, comment this line out
- // if it causes your system to crash
- SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
- // return to Windows like this
- return(msg.wParam);
- } // end WinMain
- // T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
- int index; // looping var
- // start up DirectDraw (replace the parms as you desire)
- DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
- // initialize directinput
- DInput_Init();
- // acquire the keyboard
- DInput_Init_Keyboard();
- // add calls to acquire other directinput devices here...
- // initialize directsound and directmusic
- DSound_Init();
- DMusic_Init();
- // hide the mouse
- if (!WINDOWED_APP)
- ShowCursor(FALSE);
- // seed random number generator
- srand(Start_Clock());
- Open_Error_File("ERROR.TXT");
- // initialize math engine
- Build_Sin_Cos_Tables();
- // initialize the camera with 90 FOV, normalized coordinates
- Init_CAM4DV1(&cam, // the camera object
- CAM_MODEL_EULER, // the euler model
- &cam_pos, // initial camera position
- &cam_dir, // initial camera angles
- &cam_target, // no target
- 200.0, // near and far clipping planes
- 12000.0,
- 120.0, // field of view in degrees
- WINDOW_WIDTH, // size of final screen viewport
- WINDOW_HEIGHT);
- // load the master tank object
- VECTOR4D_INITXYZ(&vscale,0.75,0.75,0.75);
- Load_OBJECT4DV1_PLG(&obj_tank, "tank3.plg",&vscale, &vpos, &vrot);
- // load player object for 3rd person view
- VECTOR4D_INITXYZ(&vscale,0.75,0.75,0.75);
- Load_OBJECT4DV1_PLG(&obj_player, "tank2.plg",&vscale, &vpos, &vrot);
- // load the master tower object
- VECTOR4D_INITXYZ(&vscale,1.0, 2.0, 1.0);
- Load_OBJECT4DV1_PLG(&obj_tower, "tower1.plg",&vscale, &vpos, &vrot);
- // load the master ground marker
- VECTOR4D_INITXYZ(&vscale,3.0,3.0,3.0);
- Load_OBJECT4DV1_PLG(&obj_marker, "marker1.plg",&vscale, &vpos, &vrot);
- // position the tanks
- for (index = 0; index < NUM_TANKS; index++)
- {
- // randomly position the tanks
- tanks[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- tanks[index].y = 0; // obj_tank.max_radius;
- tanks[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- tanks[index].w = RAND_RANGE(0,360);
- } // end for
- // position the towers
- for (index = 0; index < NUM_TOWERS; index++)
- {
- // randomly position the tower
- towers[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- towers[index].y = 0; // obj_tower.max_radius;
- towers[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS);
- } // end for
- // return success
- return(1);
- } // end Game_Init
- ///////////////////////////////////////////////////////////
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
- // shut everything down
- // release all your resources created for the game here....
- // now directsound
- DSound_Stop_All_Sounds();
- DSound_Delete_All_Sounds();
- DSound_Shutdown();
- // directmusic
- DMusic_Delete_All_MIDI();
- DMusic_Shutdown();
- // shut down directinput
- DInput_Release_Keyboard();
- // shutdown directinput
- DInput_Shutdown();
- // shutdown directdraw last
- DDraw_Shutdown();
- Close_Error_File();
- // return success
- return(1);
- } // end Game_Shutdown
- //////////////////////////////////////////////////////////
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
- static MATRIX4X4 mrot; // general rotation matrix
- // these are used to create a circling camera
- static float view_angle = 0;
- static float camera_distance = 6000;
- static VECTOR4D pos = {0,0,0,0};
- static float tank_speed;
- static float turning = 0;
- char work_string[256]; // temp string
- int index; // looping var
- static float sun_angle = 0;
- // start the timing clock
- Start_Clock();
- // clear the drawing surface
- DDraw_Fill_Surface(lpddsback, 0);
- // draw the sky
- //Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, 166, lpddsback);
- Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, RGB16Bit(0,140,192), lpddsback);
- // draw the ground
- //Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, 28, lpddsback);
- Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(103,62,3), lpddsback);
- // read keyboard and other devices here
- DInput_Read_Keyboard();
- // game logic here...
- // reset the render list
- Reset_RENDERLIST4DV1(&rend_list);
- // allow user to move camera
- // turbo
- if (keyboard_state[DIK_SPACE])
- tank_speed = 5*TANK_SPEED;
- else
- tank_speed = TANK_SPEED;
- // forward/backward
- if (keyboard_state[DIK_UP])
- {
- // move forward
- cam.pos.x += tank_speed*Fast_Sin(cam.dir.y);
- cam.pos.z += tank_speed*Fast_Cos(cam.dir.y);
- } // end if
- if (keyboard_state[DIK_DOWN])
- {
- // move backward
- cam.pos.x -= tank_speed*Fast_Sin(cam.dir.y);
- cam.pos.z -= tank_speed*Fast_Cos(cam.dir.y);
- } // end if
- // rotate
- if (keyboard_state[DIK_RIGHT])
- {
- cam.dir.y+=3;
- // add a little turn to object
- if ((turning+=2) > 15)
- turning=15;
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- cam.dir.y-=3;
- // add a little turn to object
- if ((turning-=2) < -15)
- turning=-15;
- } // end if
- else // center heading again
- {
- if (turning > 0)
- turning-=1;
- else
- if (turning < 0)
- turning+=1;
- } // end else
- // generate camera matrix
- Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
- // insert the player into the world
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV1(&obj_player);
- // set position of tank
- obj_player.world_pos.x = cam.pos.x+300*Fast_Sin(cam.dir.y);
- obj_player.world_pos.y = cam.pos.y-70;
- obj_player.world_pos.z = cam.pos.z+300*Fast_Cos(cam.dir.y);
- // generate rotation matrix around y axis
- Build_XYZ_Rotation_MATRIX4X4(0, cam.dir.y+turning, 0, &mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV1(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV1(&obj_player, TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_player,0,0);
- //////////////////////////////////////////////////////////
- // insert the tanks in the world
- for (index = 0; index < NUM_TANKS; index++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV1(&obj_tank);
- // generate rotation matrix around y axis
- Build_XYZ_Rotation_MATRIX4X4(0, tanks[index].w, 0, &mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV1(&obj_tank, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // set position of tank
- obj_tank.world_pos.x = tanks[index].x;
- obj_tank.world_pos.y = tanks[index].y;
- obj_tank.world_pos.z = tanks[index].z;
- // attempt to cull object
- if (!Cull_OBJECT4DV1(&obj_tank, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV1(&obj_tank, TRANSFORM_TRANS_ONLY);
- // insert the object into render list
- Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_tank,0,0);
- } // end if
- } // end for
- ////////////////////////////////////////////////////////
- // insert the towers in the world
- for (index = 0; index < NUM_TOWERS; index++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV1(&obj_tower);
- // set position of tower
- obj_tower.world_pos.x = towers[index].x;
- obj_tower.world_pos.y = towers[index].y;
- obj_tower.world_pos.z = towers[index].z;
- // attempt to cull object
- if (!Cull_OBJECT4DV1(&obj_tower, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV1(&obj_tower);
- // insert the object into render list
- Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_tower,0,0);
- } // end if
- } // end for
- ///////////////////////////////////////////////////////////////
- // seed number generator so that modulation of markers is always the same
- srand(13);
- // insert the ground markers into the world
- for (int index_x = 0; index_x < NUM_POINTS_X; index_x++)
- for (int index_z = 0; index_z < NUM_POINTS_Z; index_z++)
- {
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV1(&obj_marker);
- // set position of tower
- obj_marker.world_pos.x = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_x*POINT_SIZE;
- obj_marker.world_pos.y = obj_marker.max_radius;
- obj_marker.world_pos.z = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_z*POINT_SIZE;
- // attempt to cull object
- if (!Cull_OBJECT4DV1(&obj_marker, &cam, CULL_OBJECT_XYZ_PLANES))
- {
- // if we get here then the object is visible at this world position
- // so we can insert it into the rendering list
- // perform local/model to world transform
- Model_To_World_OBJECT4DV1(&obj_marker);
- // insert the object into render list
- Insert_OBJECT4DV1_RENDERLIST4DV12(&rend_list, &obj_marker,0,0);
- } // end if
- } // end for
- ////////////////////////////////////////////////////////////////////////
- // remove backfaces
- Remove_Backfaces_RENDERLIST4DV1(&rend_list, &cam);
- // apply world to camera transform
- World_To_Camera_RENDERLIST4DV1(&rend_list, &cam);
- // apply camera to perspective transformation
- Camera_To_Perspective_RENDERLIST4DV1(&rend_list, &cam);
- // apply screen transform
- Perspective_To_Screen_RENDERLIST4DV1(&rend_list, &cam);
- sprintf(work_string,"pos:[%f, %f, %f] heading:[%f] elev:[%f], polys[%d]",
- cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y, cam.dir.x, debug_polys_rendered_per_frame);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-20, RGB(0,255,0), lpddsback);
- // draw instructions
- Draw_Text_GDI("Press ESC to exit. Press Arrow Keys to Move. Space for TURBO.", 0, 0, RGB(0,255,0), lpddsback);
- // lock the back buffer
- DDraw_Lock_Back_Surface();
- // reset number of polys rendered
- debug_polys_rendered_per_frame = 0;
- // render the object
- Draw_RENDERLIST4DV1_Solid16(&rend_list, back_buffer, back_lpitch);
- // unlock the back buffer
- DDraw_Unlock_Back_Surface();
- // flip the surfaces
- DDraw_Flip();
- // sync to 30ish fps
- Wait_Clock(30);
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////