demoII12_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:44k
源码类别:
游戏
开发平台:
Visual C++
- // DEMOII12_4.CPP - Water simulation
- // 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 T3DLIB1-10.CPP and the headers T3DLIB1-10.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"
- #include "T3DLIB7.h"
- #include "T3DLIB8.h"
- #include "T3DLIB9.h"
- #include "T3DLIB10.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 640 // size of window
- #define WINDOW_HEIGHT 480
- #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 0 // 0 not windowed, 1 windowed
- // create some constants for ease of access
- #define AMBIENT_LIGHT_INDEX 0 // ambient light index
- #define INFINITE_LIGHT_INDEX 1 // infinite light index
- #define POINT_LIGHT_INDEX 2 // point light index
- // terrain defines
- #define TERRAIN_WIDTH 5000
- #define TERRAIN_HEIGHT 5000
- #define TERRAIN_SCALE 700
- #define MAX_SPEED 20
- #define PITCH_RETURN_RATE (.50) // how fast the pitch straightens out
- #define PITCH_CHANGE_RATE (.045) // the rate that pitch changes relative to height
- #define CAM_HEIGHT_SCALER (.3) // percentage cam height changes relative to height
- #define VELOCITY_SCALER (.03) // rate velocity changes with height
- #define CAM_DECEL (.25) // deceleration/friction
- #define WATER_LEVEL 40 // level where wave will have effect
- #define WAVE_HEIGHT 25 // amplitude of modulation
- #define WAVE_RATE (0.1f) // how fast the wave propagates
- #define MAX_JETSKI_TURN 25 // maximum turn angle
- #define JETSKI_TURN_RETURN_RATE .5 // rate of return for turn
- #define JETSKI_TURN_RATE 2 // turn rate
- #define JETSKI_YAW_RATE .1 // yaw rates, return, and max
- #define MAX_JETSKI_YAW 10
- #define JETSKI_YAW_RETURN_RATE .02
- // game states
- #define GAME_STATE_INIT 0
- #define GAME_STATE_RESTART 1
- #define GAME_STATE_RUN 2
- #define GAME_STATE_INTRO 3
- #define GAME_STATE_PLAY 4
- #define GAME_STATE_EXIT 5
- // delays for introductions
- #define INTRO_STATE_COUNT1 (30*7) // 7,9,14
- #define INTRO_STATE_COUNT2 (30*9)
- #define INTRO_STATE_COUNT3 (30*14)
- // player/jetski states
- #define JETSKI_OFF 0
- #define JETSKI_START 1
- #define JETSKI_IDLE 2
- #define JETSKI_ACCEL 3
- #define JETSKI_FAST 4
- // 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 = {0,500,-200,1};
- 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 = {0,0,150,1},
- vrot = {0,0,0,1};
- CAM4DV1 cam; // the single camera
- OBJECT4DV2 obj_terrain, // the terrain object
- obj_terrain2,
- obj_player; // the player object
- RENDERLIST4DV2 rend_list; // the render list
- RGBAV1 white, gray, lightgray, black, red, green, blue; // general colors
- // physical model defines play with these to change the feel of the vehicle
- float gravity = -.30; // general gravity
- float vel_y = 0; // the y velocity of camera/jetski
- float cam_speed = 0; // speed of the camera/jetski
- float sea_level = -30; // sea level of the simulation
- float gclearance = 75; // clearance from the camera to the ground/water
- float neutral_pitch = 1; // the neutral pitch of the camera
- float turn_ang = 0;
- float jetski_yaw = 0;
- float wave_count = 0; // used to track wave propagation
- int scroll_count = 0;
- // ambient and in game sounds
- int wind_sound_id = -1,
- water_light_sound_id = -1,
- water_heavy_sound_id = -1,
- water_splash_sound_id = -1,
- zbuffer_intro_sound_id = -1,
- zbuffer_instr_sound_id = -1,
- jetski_start_sound_id = -1,
- jetski_idle_sound_id = -1,
- jetski_fast_sound_id = -1,
- jetski_accel_sound_id = -1,
- jetski_splash_sound_id = -1;
- // game imagery assets
- BOB intro_image,
- ready_image,
- nice_one_image;
- BITMAP_IMAGE background_bmp; // holds the background
- ZBUFFERV1 zbuffer; // out little z buffer
- int game_state = GAME_STATE_INIT;
- int game_state_count1 = 0;
- int player_state = JETSKI_OFF;
- int player_state_count1 = 0;
- int enable_model_view = 0;
- RENDERCONTEXTV1 rc; // the rendering context
- // 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_Init2(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP,0);
- // 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
- 30.0, // near and far clipping planes
- 12000.0,
- 90.0, // field of view in degrees
- WINDOW_WIDTH, // size of final screen viewport
- WINDOW_HEIGHT);
- // position the terrain at 0,0,0
- VECTOR4D terrain_pos = {0,0,0,0};
- #if 1
- // generate land terrain
- Generate_Terrain2_OBJECT4DV2(&obj_terrain, // pointer to object
- TERRAIN_WIDTH, // width in world coords on x-axis
- TERRAIN_HEIGHT, // height (length) in world coords on z-axis
- TERRAIN_SCALE, // vertical scale of terrain
- "water_track_height_04.bmp", // filename of height bitmap encoded in 256 colors
- "water_track_color_03.bmp", // filename of texture map
- RGB16Bit(255,255,255), // color of terrain if no texture
- &terrain_pos, // initial position
- NULL, // initial rotations
- POLY4DV2_ATTR_RGB16
- //| POLY4DV2_ATTR_SHADE_MODE_CONSTANT
- // | POLY4DV2_ATTR_SHADE_MODE_FLAT
- | POLY4DV2_ATTR_SHADE_MODE_GOURAUD
- | POLY4DV2_ATTR_SHADE_MODE_TEXTURE,
- 50, 150);
- #endif
- #if 1
- // generate seabottom terrain
- Generate_Terrain2_OBJECT4DV2(&obj_terrain2, // pointer to object
- TERRAIN_WIDTH, // width in world coords on x-axis
- TERRAIN_HEIGHT, // height (length) in world coords on z-axis
- 1*TERRAIN_SCALE, // vertical scale of terrain
- "heightmap02.bmp", // filename of height bitmap encoded in 256 colors
- "seabottom_01.bmp", // filename of texture map
- RGB16Bit(255,255,255), // color of terrain if no texture
- &terrain_pos, // initial position
- NULL, // initial rotations
- POLY4DV2_ATTR_RGB16
- // | POLY4DV2_ATTR_SHADE_MODE_CONSTANT
- | POLY4DV2_ATTR_SHADE_MODE_FLAT
- //| POLY4DV2_ATTR_SHADE_MODE_GOURAUD
- | POLY4DV2_ATTR_SHADE_MODE_TEXTURE,
- -1, -1);
- #endif
- // we are getting divide by zero errors due to degenerate triangles
- // after projection, this is a problem with the rasterizer that we will
- // fix later, but if we add a random bias to all y components of each vertice
- // is fixes the problem, its a hack, but hey no one is perfect :)
- for (int v = 0; v < obj_terrain.num_vertices; v++)
- obj_terrain.vlist_local[v].y+= ((float)RAND_RANGE(-5,5))/10;
- // load the jetski model for player
- VECTOR4D_INITXYZ(&vscale,17.5,17.50,17.50);
- Load_OBJECT4DV2_COB2(&obj_player, "jetski06.cob",
- &vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ |
- VERTEX_FLAGS_TRANSFORM_LOCAL | VERTEX_FLAGS_INVERT_TEXTURE_V
- /* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/ );
- // set up lights
- Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS);
- // create some working colors
- white.rgba = _RGBA32BIT(255,255,255,0);
- lightgray.rgba = _RGBA32BIT(200,200,200,0);
- gray.rgba = _RGBA32BIT(100,100,100,0);
- black.rgba = _RGBA32BIT(0,0,0,0);
- red.rgba = _RGBA32BIT(255,0,0,0);
- green.rgba = _RGBA32BIT(0,255,0,0);
- blue.rgba = _RGBA32BIT(0,0,255,0);
- // ambient light
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- AMBIENT_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_ATTR_AMBIENT, // ambient light type
- gray, black, black, // color for ambient term only
- NULL, NULL, // no need for pos or dir
- 0,0,0, // no need for attenuation
- 0,0,0); // spotlight info NA
- VECTOR4D dlight_dir = {-1,1,0,1};
- // directional light
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- INFINITE_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_ATTR_INFINITE, // infinite light type
- black, lightgray, black, // color for diffuse term only
- NULL, &dlight_dir, // need direction only
- 0,0,0, // no need for attenuation
- 0,0,0); // spotlight info NA
- VECTOR4D plight_pos = {0,200,0,1};
- // point light
- Init_Light_LIGHTV2(lights2, // array of lights to work with
- POINT_LIGHT_INDEX,
- LIGHTV2_STATE_ON, // turn the light on
- LIGHTV2_ATTR_POINT, // pointlight type
- black, gray, black, // color for diffuse term only
- &plight_pos, NULL, // need pos only
- 0,.002,0, // linear attenuation only
- 0,0,1); // spotlight info NA
- // create lookup for lighting engine
- RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for
- palette, // source palette
- rgblookup); // lookup table
- // load background sounds
- wind_sound_id = DSound_Load_WAV("WIND.WAV");
- water_light_sound_id = DSound_Load_WAV("WATERLIGHT01.WAV");
- water_heavy_sound_id = DSound_Load_WAV("WATERHEAVY01.WAV");
- water_splash_sound_id = DSound_Load_WAV("SPLASH01.WAV");
- zbuffer_intro_sound_id = DSound_Load_WAV("ZBUFFER02.WAV");
- zbuffer_instr_sound_id = DSound_Load_WAV("ZINSTRUCTIONS02.WAV");
- jetski_start_sound_id = DSound_Load_WAV("jetskistart04.WAV");
- jetski_idle_sound_id = DSound_Load_WAV("jetskiidle01.WAV");
- jetski_fast_sound_id = DSound_Load_WAV("jetskifast01.WAV");
- jetski_accel_sound_id = DSound_Load_WAV("jetskiaccel01.WAV");
- jetski_splash_sound_id = DSound_Load_WAV("splash01.WAV");
- // load background image
- Load_Bitmap_File(&bitmap16bit, "cloud03_640.BMP");
- Create_Bitmap(&background_bmp,0,0,640,480,16);
- Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- // load in all the text images
- // intro
- Load_Bitmap_File(&bitmap16bit, "zbufferwr_intro01.BMP");
- Create_BOB(&intro_image, WINDOW_WIDTH/2 - 560/2,40,560,160,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16);
- Load_Frame_BOB16(&intro_image, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- // get ready
- Load_Bitmap_File(&bitmap16bit, "zbufferwr_ready01.BMP");
- Create_BOB(&ready_image, WINDOW_WIDTH/2 - 596/2,40,596,244,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16);
- Load_Frame_BOB16(&ready_image, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- // nice one
- Load_Bitmap_File(&bitmap16bit, "zbufferwr_nice01.BMP");
- Create_BOB(&nice_one_image, WINDOW_WIDTH/2 - 588/2,40,588,92,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16);
- Load_Frame_BOB16(&nice_one_image, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS);
- Unload_Bitmap_File(&bitmap16bit);
- // set single precission
- //_control87( _PC_24, MCW_PC );
- // allocate memory for zbuffer
- Create_Zbuffer(&zbuffer,
- WINDOW_WIDTH,
- WINDOW_HEIGHT,
- ZBUFFER_ATTR_32BIT);
- RGB_Alpha_Table_Builder(NUM_ALPHA_LEVELS, rgb_alpha_table);
- // 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();
- Delete_Zbuffer(&zbuffer);
- // 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
- static float plight_ang = 0,
- slight_ang = 0; // angles for light motion
- // use these to rotate objects
- static float x_ang = 0, y_ang = 0, z_ang = 0;
- // state variables for different rendering modes and help
- static int wireframe_mode = 1;
- static int backface_mode = 1;
- static int lighting_mode = 1;
- static int help_mode = -1;
- static int zsort_mode = 1;
- static int x_clip_mode = 1;
- static int y_clip_mode = 1;
- static int z_clip_mode = 1;
- static int z_buffer_mode = 1;
- static int display_mode = 1;
- static int seafloor_mode = 1;
- char work_string[256]; // temp string
- static int nice_one_on = 0; // used to display the nice one text
- static int nice_count1 = 0;
- static int alpha = 0;
- int index; // looping var
- // what state is the game in?
- switch(game_state)
- {
- case GAME_STATE_INIT:
- {
- // perform any important initializations
- // transition to restart
- game_state = GAME_STATE_RESTART;
- } break;
- case GAME_STATE_RESTART:
- {
- // reset all variables
- game_state_count1 = 0;
- player_state = JETSKI_OFF;
- player_state_count1 = 0;
- gravity = -.30;
- vel_y = 0;
- cam_speed = 0;
- sea_level = 30;
- gclearance = 75;
- neutral_pitch = 10;
- turn_ang = 0;
- jetski_yaw = 0;
- wave_count = 0;
- scroll_count = 0;
- enable_model_view = 0;
- // set camera high atop mount aleph one
- cam.pos.x = 1550;
- cam.pos.y = 800;
- cam.pos.z = 1950;
- cam.dir.y = -140;
- // turn on water sounds
- // start the sounds
- DSound_Play(wind_sound_id, DSBPLAY_LOOPING);
- DSound_Set_Volume(wind_sound_id, 75);
- DSound_Play(water_light_sound_id, DSBPLAY_LOOPING);
- DSound_Set_Volume(water_light_sound_id, 50);
- DSound_Play(water_heavy_sound_id, DSBPLAY_LOOPING);
- DSound_Set_Volume(water_heavy_sound_id, 30);
- DSound_Play(zbuffer_intro_sound_id);
- DSound_Set_Volume(zbuffer_intro_sound_id, 100);
- // transition to introduction sub-state of run
- game_state = GAME_STATE_INTRO;
- } break;
- // in any of these cases enter into the main simulation loop
- case GAME_STATE_RUN:
- case GAME_STATE_INTRO:
- case GAME_STATE_PLAY:
- {
- // perform sub-state transition logic here
- if (game_state == GAME_STATE_INTRO)
- {
- // update timer
- ++game_state_count1;
- // test for first part of intro
- if (game_state_count1 == INTRO_STATE_COUNT1)
- {
- // change amplitude of water
- DSound_Set_Volume(water_light_sound_id, 50);
- DSound_Set_Volume(water_heavy_sound_id, 100);
- // reposition camera in water
- cam.pos.x = 444; // 560;
- cam.pos.y = 200;
- cam.pos.z = -534; // -580;
- cam.dir.y = 45;// (-100);
- // enable model
- enable_model_view = 1;
- } // end if
- else
- if (game_state_count1 == INTRO_STATE_COUNT2)
- {
- // change amplitude of water
- DSound_Set_Volume(water_light_sound_id, 20);
- DSound_Set_Volume(water_heavy_sound_id, 50);
- // play the instructions
- DSound_Play(zbuffer_instr_sound_id);
- DSound_Set_Volume(zbuffer_instr_sound_id, 100);
- } // end if
- else
- if (game_state_count1 == INTRO_STATE_COUNT3)
- {
- // reset counter for other use
- game_state_count1 = 0;
- // change amplitude of water
- DSound_Set_Volume(water_light_sound_id, 30);
- DSound_Set_Volume(water_heavy_sound_id, 70);
- // transition to play state
- game_state = GAME_STATE_PLAY;
- } // end if
- } // end if
- // start the timing clock
- Start_Clock();
- // clear the drawing surface
- //DDraw_Fill_Surface(lpddsback, 0);
- // draw the sky
- //Draw_Rectangle(0,0, WINDOW_WIDTH, WINDOW_HEIGHT*.38, RGB16Bit(50,100,255), lpddsback);
- // draw the ground
- //Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(25,50,110), lpddsback);
- //Draw_BOB16(&background, lpddsback);
- // read keyboard and other devices here
- DInput_Read_Keyboard();
- // game logic here...
- // reset the render list
- Reset_RENDERLIST4DV2(&rend_list);
- if (keyboard_state[DIK_O])
- {
- if (++alpha >= NUM_ALPHA_LEVELS)
- alpha = 0;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // modes and lights
- // wireframe mode
- if (keyboard_state[DIK_W])
- {
- // toggle wireframe mode
- if (++wireframe_mode > 1)
- wireframe_mode=0;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // backface removal
- if (keyboard_state[DIK_B])
- {
- // toggle backface removal
- backface_mode = -backface_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // lighting
- if (keyboard_state[DIK_L])
- {
- // toggle lighting engine completely
- lighting_mode = -lighting_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle ambient light
- if (keyboard_state[DIK_A])
- {
- // toggle ambient light
- if (lights2[AMBIENT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[AMBIENT_LIGHT_INDEX].state = LIGHTV2_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle infinite light
- if (keyboard_state[DIK_I])
- {
- // toggle ambient light
- if (lights2[INFINITE_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[INFINITE_LIGHT_INDEX].state = LIGHTV2_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // toggle point light
- if (keyboard_state[DIK_P])
- {
- // toggle point light
- if (lights2[POINT_LIGHT_INDEX].state == LIGHTV2_STATE_ON)
- lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_OFF;
- else
- lights2[POINT_LIGHT_INDEX].state = LIGHTV2_STATE_ON;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // help menu
- if (keyboard_state[DIK_H])
- {
- // toggle help menu
- help_mode = -help_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // z-sorting
- if (keyboard_state[DIK_S])
- {
- // toggle z sorting
- zsort_mode = -zsort_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // z buffer
- if (keyboard_state[DIK_Z])
- {
- // toggle z buffer
- z_buffer_mode = -z_buffer_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // display mode
- if (keyboard_state[DIK_D])
- {
- // toggle display mode
- display_mode = -display_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // seafloor mode
- if (keyboard_state[DIK_T])
- {
- // toggle the seafloor mode
- seafloor_mode = -seafloor_mode;
- Wait_Clock(100); // wait, so keyboard doesn't bounce
- } // end if
- // PLAYER CONTROL AREA ////////////////////////////////////////////////////////////
- // filter player control if not in PLAY state
- if (game_state==GAME_STATE_PLAY)
- {
- // forward/backward
- if (keyboard_state[DIK_UP] && player_state >= JETSKI_START)
- {
- // test for acceleration
- if (cam_speed == 0)
- {
- DSound_Play(jetski_accel_sound_id);
- DSound_Set_Volume(jetski_accel_sound_id, 100);
- } // end if
- // move forward
- if ( (cam_speed+=1) > MAX_SPEED)
- cam_speed = MAX_SPEED;
- } // end if
- /*
- else
- if (keyboard_state[DIK_DOWN])
- {
- // move backward
- if ((cam_speed-=1) < -MAX_SPEED) cam_speed = -MAX_SPEED;
- } // end if
- */
- // rotate around y axis or yaw
- if (keyboard_state[DIK_RIGHT])
- {
- cam.dir.y+=5;
- if ((turn_ang+=JETSKI_TURN_RATE) > MAX_JETSKI_TURN)
- turn_ang = MAX_JETSKI_TURN;
- if ((jetski_yaw-=(JETSKI_YAW_RATE*cam_speed)) < -MAX_JETSKI_YAW)
- jetski_yaw = -MAX_JETSKI_YAW;
- // scroll the background
- Scroll_Bitmap(&background_bmp, -10);
- } // end if
- if (keyboard_state[DIK_LEFT])
- {
- cam.dir.y-=5;
- if ((turn_ang-=JETSKI_TURN_RATE) < -MAX_JETSKI_TURN)
- turn_ang = -MAX_JETSKI_TURN;
- if ((jetski_yaw+=(JETSKI_YAW_RATE*cam_speed)) > MAX_JETSKI_YAW)
- jetski_yaw = MAX_JETSKI_YAW;
- // scroll the background
- Scroll_Bitmap(&background_bmp, 10);
- } // end if
- // is player trying to start jetski?
- if ( (player_state == JETSKI_OFF) && keyboard_state[DIK_RETURN])
- {
- // start jetski
- player_state = JETSKI_START;
- // play start sound
- DSound_Play(jetski_start_sound_id);
- DSound_Set_Volume(jetski_start_sound_id, 100);
- // play idle in loop at 100%
- DSound_Play(jetski_idle_sound_id,DSBPLAY_LOOPING);
- DSound_Set_Volume(jetski_idle_sound_id, 100);
- // play fast sound in loop at 0%
- DSound_Play(jetski_fast_sound_id,DSBPLAY_LOOPING);
- DSound_Set_Volume(jetski_fast_sound_id, 0);
- } // end if
- } // end if controls enabled
- // turn JETSKI straight
- if (turn_ang > JETSKI_TURN_RETURN_RATE) turn_ang-=JETSKI_TURN_RETURN_RATE;
- else
- if (turn_ang < -JETSKI_TURN_RETURN_RATE) turn_ang+=JETSKI_TURN_RETURN_RATE;
- else
- turn_ang = 0;
- // turn JETSKI straight
- if (jetski_yaw > JETSKI_YAW_RETURN_RATE) jetski_yaw-=JETSKI_YAW_RETURN_RATE;
- else
- if (jetski_yaw < -JETSKI_YAW_RETURN_RATE) jetski_yaw+=JETSKI_YAW_RETURN_RATE;
- else
- jetski_yaw = 0;
- // reset the object (this only matters for backface and object removal)
- Reset_OBJECT4DV2(&obj_terrain);
- Reset_OBJECT4DV2(&obj_terrain2);
- // perform world transform to terrain now, so we can destroy the transformed
- // coordinates with the wave function
- Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_LOCAL_TO_TRANS);
- obj_terrain2.world_pos.y=-220;
- Model_To_World_OBJECT4DV2(&obj_terrain2, TRANSFORM_LOCAL_TO_TRANS);
- // apply wind effect ////////////////////////////////////////////////////
- // scroll the background
- if (++scroll_count > 5)
- {
- Scroll_Bitmap(&background_bmp, -1);
- scroll_count = 0;
- } // end if
- // wave generator ////////////////////////////////////////////////////////
- // for each vertex in the mesh apply wave modulation if height < water level
- for (int v = 0; v < obj_terrain.num_vertices; v++)
- {
- // wave modulate below water level only
- if (obj_terrain.vlist_trans[v].y < WATER_LEVEL)
- obj_terrain.vlist_trans[v].y+=WAVE_HEIGHT*sin(wave_count+(float)v/(2*(float)obj_terrain.ivar2+0));
- } // end for v
- // increase the wave position in time
- wave_count+=WAVE_RATE;
- // motion section /////////////////////////////////////////////////////////
- // terrain following, simply find the current cell we are over and then
- // index into the vertex list and find the 4 vertices that make up the
- // quad cell we are hovering over and then average the values, and based
- // on the current height and the height of the terrain push the player upward
- // the terrain generates and stores some results to help with terrain following
- //ivar1 = columns;
- //ivar2 = rows;
- //fvar1 = col_vstep;
- //fvar2 = row_vstep;
- int cell_x = (cam.pos.x + TERRAIN_WIDTH/2) / obj_terrain.fvar1;
- int cell_y = (cam.pos.z + TERRAIN_HEIGHT/2) / obj_terrain.fvar1;
- static float terrain_height, delta;
- // test if we are on terrain
- if ( (cell_x >=0) && (cell_x < obj_terrain.ivar1) && (cell_y >=0) && (cell_y < obj_terrain.ivar2) )
- {
- // compute vertex indices into vertex list of the current quad
- int v0 = cell_x + cell_y*obj_terrain.ivar2;
- int v1 = v0 + 1;
- int v2 = v1 + obj_terrain.ivar2;
- int v3 = v0 + obj_terrain.ivar2;
- // now simply index into table
- terrain_height = 0.25 * (obj_terrain.vlist_trans[v0].y + obj_terrain.vlist_trans[v1].y +
- obj_terrain.vlist_trans[v2].y + obj_terrain.vlist_trans[v3].y);
- // compute height difference
- delta = terrain_height - (cam.pos.y - gclearance);
- // test for penetration
- if (delta > 0)
- {
- // apply force immediately to camera (this will give it a springy feel)
- vel_y+=(delta * (VELOCITY_SCALER));
- // test for pentration, if so move up immediately so we don't penetrate geometry
- cam.pos.y+=(delta*CAM_HEIGHT_SCALER);
- // now this is more of a hack than the physics model :) let move the front
- // up and down a bit based on the forward velocity and the gradient of the
- // hill
- cam.dir.x -= (delta*PITCH_CHANGE_RATE);
- } // end if
- } // end if
- // decelerate camera
- if (cam_speed > (CAM_DECEL) ) cam_speed-=CAM_DECEL;
- else
- if (cam_speed < (-CAM_DECEL) ) cam_speed+=CAM_DECEL;
- else
- cam_speed = 0;
- // force camera to seek a stable orientation
- if (cam.dir.x > (neutral_pitch+PITCH_RETURN_RATE)) cam.dir.x -= (PITCH_RETURN_RATE);
- else
- if (cam.dir.x < (neutral_pitch-PITCH_RETURN_RATE)) cam.dir.x += (PITCH_RETURN_RATE);
- else
- cam.dir.x = neutral_pitch;
- // apply gravity
- vel_y+=gravity;
- // test for absolute sea level and push upward..
- if (cam.pos.y < sea_level)
- {
- vel_y = 0;
- cam.pos.y = sea_level;
- } // end if
- // move camera
- cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
- cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);
- cam.pos.y += vel_y;
- // position point light in front of player
- lights2[POINT_LIGHT_INDEX].pos.x = cam.pos.x + 170*Fast_Sin(cam.dir.y);
- lights2[POINT_LIGHT_INDEX].pos.y = cam.pos.y + 50;
- lights2[POINT_LIGHT_INDEX].pos.z = cam.pos.z + 170*Fast_Cos(cam.dir.y);
- // position the player object slighty in front of camera and in water
- obj_player.world_pos.x = cam.pos.x + (130+cam_speed*1.75)*Fast_Sin(cam.dir.y);
- obj_player.world_pos.y = cam.pos.y - 20 + 7.5*sin(wave_count);
- obj_player.world_pos.z = cam.pos.z + (130+cam_speed*1.75)*Fast_Cos(cam.dir.y);
- // sound effect section ////////////////////////////////////////////////////////////
- // make engine sound if player is pressing gas
- DSound_Set_Freq(jetski_fast_sound_id,11000+fabs(cam_speed)*100+delta*8);
- DSound_Set_Volume(jetski_fast_sound_id, fabs(cam_speed)*5);
- // make splash sound if altitude changed enough
- if ( (fabs(delta) > 30) && (cam_speed >= (.75*MAX_SPEED)) && ((rand()%20)==1) )
- {
- // play sound
- DSound_Play(jetski_splash_sound_id);
- DSound_Set_Freq(jetski_splash_sound_id,12000+fabs(cam_speed)*5+delta*2);
- DSound_Set_Volume(jetski_splash_sound_id, fabs(cam_speed)*5);
- // display nice one!
- nice_one_on = 1;
- nice_count1 = 60;
- } // end if
- // begin 3D rendering section ///////////////////////////////////////////////////////
- // generate camera matrix
- Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);
- // generate rotation matrix around y axis
- //Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);
- // rotate the local coords of the object
- //Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // insert terrain objects into render list, check if sea floor is disabled
- if (seafloor_mode == 1)
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain2,0);
- // normal terrain
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);
- #if 1
- //MAT_IDENTITY_4X4(&mrot);
- // generate rotation matrix around y axis
- Build_XYZ_Rotation_MATRIX4X4(-cam.dir.x*1.5, cam.dir.y+turn_ang, jetski_yaw, &mrot);
- // rotate the local coords of the object
- Transform_OBJECT4DV2(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
- // perform world transform
- Model_To_World_OBJECT4DV2(&obj_player, TRANSFORM_TRANS_ONLY);
- // don't show model unless in play state
- if (enable_model_view)
- {
- // insert the object into render list
- Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_player,0);
- } // end if
- #endif
- // reset number of polys rendered
- debug_polys_rendered_per_frame = 0;
- debug_polys_lit_per_frame = 0;
- // remove backfaces
- if (backface_mode==1)
- Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);
- // apply world to camera transform
- World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);
- // clip the polygons themselves now
- Clip_Polys_RENDERLIST4DV2(&rend_list, &cam, ((x_clip_mode == 1) ? CLIP_POLY_X_PLANE : 0) |
- ((y_clip_mode == 1) ? CLIP_POLY_Y_PLANE : 0) |
- ((z_clip_mode == 1) ? CLIP_POLY_Z_PLANE : 0) );
- // light scene all at once
- if (lighting_mode==1)
- {
- Transform_LIGHTSV2(lights2, 3, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
- Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 3);
- } // end if
- // sort the polygon list (hurry up!)
- if (zsort_mode == 1)
- Sort_RENDERLIST4DV2(&rend_list, SORT_POLYLIST_AVGZ);
- // apply camera to perspective transformation
- Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);
- // apply screen transform
- Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);
- // lock the back buffer
- DDraw_Lock_Back_Surface();
- // draw background
- Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);
- // render the object
- if (wireframe_mode == 0)
- {
- Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
- }
- else
- if (wireframe_mode == 1)
- {
- if (z_buffer_mode == -1)
- {
- // draw without a z buffer
- // set up rendering context
- rc.attr = RENDER_ATTR_NOBUFFER
- | RENDER_ATTR_ALPHA
- // | RENDER_ATTR_MIPMAP
- | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
- rc.video_buffer = back_buffer;
- rc.lpitch = back_lpitch;
- rc.mip_dist = 2000;
- rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
- rc.zpitch = WINDOW_WIDTH*4;
- rc.rend_list = &rend_list;
- rc.texture_dist = 500;
- rc.alpha_override = -1;
- // render scene
- Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
- }
- else
- {
- // initialize zbuffer to 32000 fixed point
- Clear_Zbuffer(&zbuffer, (0 << FIXP16_SHIFT));
- // set up rendering context
- rc.attr = RENDER_ATTR_INVZBUFFER
- | RENDER_ATTR_ALPHA
- // | RENDER_ATTR_MIPMAP
- | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
- rc.video_buffer = back_buffer;
- rc.lpitch = back_lpitch;
- rc.mip_dist = 2000;
- rc.zbuffer = (UCHAR *)zbuffer.zbuffer;
- rc.zpitch = WINDOW_WIDTH*4;
- rc.rend_list = &rend_list;
- rc.texture_dist = 500;
- rc.alpha_override = -1;
- // render scene
- Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
- } // end else
- } // end if
- // dislay z buffer graphically (sorta)
- if (display_mode==-1)
- {
- // use z buffer visualization mode
- // copy each line of the z buffer into the back buffer and translate each z pixel
- // into a color
- USHORT *screen_ptr = (USHORT *)back_buffer;
- UINT *zb_ptr = (UINT *)zbuffer.zbuffer;
- for (int y = 0; y < WINDOW_HEIGHT; y++)
- {
- for (int x = 0; x < WINDOW_WIDTH; x++)
- {
- // z buffer is 32 bit, so be carefull
- UINT zpixel = zb_ptr[x + y*WINDOW_WIDTH];
- zpixel = (zpixel/4096 & 0xffff);
- screen_ptr[x + y* (back_lpitch >> 1)] = (USHORT)zpixel;
- } // end for
- } // end for y
- } // end if
- // unlock the back buffer
- DDraw_Unlock_Back_Surface();
- // draw overlay text
- if (game_state == GAME_STATE_INTRO && game_state_count1 < INTRO_STATE_COUNT1)
- {
- Draw_BOB16(&intro_image, lpddsback);
- } // end if
- else
- if (game_state == GAME_STATE_INTRO && game_state_count1 > INTRO_STATE_COUNT2)
- {
- Draw_BOB16(&ready_image, lpddsback);
- } // end if
- // check for nice one display
- if (nice_one_on == 1 && game_state == GAME_STATE_PLAY)
- {
- // are we done displaying?
- if (--nice_count1 <=0)
- nice_one_on = 0;
- Draw_BOB16(&nice_one_image, lpddsback);
- } // end if draw nice one
- // draw statistics
- sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s], Zsort [%s], Zbuffer [%s]",
- ((lighting_mode == 1) ? "ON" : "OFF"),
- lights[AMBIENT_LIGHT_INDEX].state,
- lights[INFINITE_LIGHT_INDEX].state,
- lights[POINT_LIGHT_INDEX].state,
- ((backface_mode == 1) ? "ON" : "OFF"),
- ((zsort_mode == 1) ? "ON" : "OFF"),
- ((z_buffer_mode == 1) ? "ON" : "OFF"));
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16, RGB(0,255,0), lpddsback);
- // draw instructions
- Draw_Text_GDI("Press ESC to exit. Press <H> for Help.", 0, 0, RGB(0,255,0), lpddsback);
- // should we display help
- int text_y = 16;
- if (help_mode==1)
- {
- // draw help menu
- Draw_Text_GDI("<A>..............Toggle ambient light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<I>..............Toggle infinite light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<P>..............Toggle point light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<N>..............Next object.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<W>..............Toggle wire frame/solid mode.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<B>..............Toggle backface removal.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<S>..............Toggle Z sorting.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<Z>..............Toggle Z buffering.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<D>..............Toggle Normal 3D display / Z buffer visualization mode.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<T>..............Toggle Sea floor.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<H>..............Toggle Help.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- Draw_Text_GDI("<ESC>............Exit demo.", 0, text_y+=12, RGB(255,255,255), lpddsback);
- } // end help
- sprintf(work_string,"Polys Rendered: %d, Polys lit: %d", debug_polys_rendered_per_frame, debug_polys_lit_per_frame);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16, RGB(0,255,0), lpddsback);
- sprintf(work_string,"CAM [%5.2f, %5.2f, %5.2f @ %5.2f]", cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y);
- Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16-16, RGB(0,255,0), lpddsback);
- // flip the surfaces
- DDraw_Flip2();
- // sync to 30ish fps
- //Wait_Clock(30);
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
- {
- // player is requesting an exit, fine!
- game_state = GAME_STATE_EXIT;
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- } // end if
- // end main simulation loop
- } break;
- case GAME_STATE_EXIT:
- {
- // do any cleanup here, and exit
- } break;
- default: break;
- } // end switch game_state
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////