📄 demoii11_2.cpp
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// DEMOII11_2.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 T3DLIB1-9.CPP and the headers T3DLIB1-8.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"
// 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 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*9)
#define INTRO_STATE_COUNT2 (30*11)
#define INTRO_STATE_COUNT3 (30*17)
// 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_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;
// 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
10.0, // 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};
// generate terrain
Generate_Terrain_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_FLAT | /*POLY4DV2_ATTR_SHADE_MODE_GOURAUD */
POLY4DV2_ATTR_SHADE_MODE_TEXTURE );
// 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_COB(&obj_player, "jetski05.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
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