📄 demo13_8.cpp
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// DEMO13_8.CPP - 2D collision response demo based on
// conservation of momentum and kinetic energy
// to compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB, and of course the T3DLIB files
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#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"
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
#define NUM_BALLS 10 // number of pool balls
#define BALL_RADIUS 12 // radius of ball
// extents of table
#define TABLE_MIN_X 100
#define TABLE_MAX_X 500
#define TABLE_MIN_Y 50
#define TABLE_MAX_Y 450
// variable lookup indices
#define INDEX_X 0
#define INDEX_Y 1
#define INDEX_XV 2
#define INDEX_YV 3
#define INDEX_MASS 4
// MACROS ///////////////////////////////////////////////
#define RAND_RANGE(x,y) ( (x) + (rand()%((y)-(x)+1)))
#define DOT_PRODUCT(ux,uy,vx,vy) ((ux)*(vx) + (uy)*(vy))
// 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[256]; // used to print text
BITMAP_IMAGE background_bmp; // holds the background
BOB balls[NUM_BALLS]; // the balls
int ball_ids[8]; // sound ids for balls
float cof_E = 1.0; // coefficient of restitution, < 1 makes them loose energy
// during the collision modeling friction, heat, deformation
// etc. > 1 is impossible, but makes them gain energy!
// 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 use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"Collision Demo", // title
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;
// perform all game console specific initialization
Game_Init();
// 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();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping varsIable
char filename[80]; // used to build up filenames
// seed random number generate
srand(Start_Clock());
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// load background image
Load_Bitmap_File(&bitmap8bit, "GREENGRID.BMP");
Create_Bitmap(&background_bmp,0,0,640,480);
Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
Set_Palette(bitmap8bit.palette);
Unload_Bitmap_File(&bitmap8bit);
// load the bitmaps
Load_Bitmap_File(&bitmap8bit, "BALLS8.BMP");
// create master ball
Create_BOB(&balls[0],0,0,24,24,6,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
// load the imagery in
for (index=0; index < 6; index++)
Load_Frame_BOB(&balls[0], &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL);
// create all the clones
for (index=1; index < NUM_BALLS; index++)
Clone_BOB(&balls[0], &balls[index]);
// now set the initial conditions of all the balls
for (index=0; index < NUM_BALLS; index++)
{
// set position randomly
balls[index].varsF[INDEX_X] = RAND_RANGE(TABLE_MIN_X+20,TABLE_MAX_X-20);
balls[index].varsF[INDEX_Y] = RAND_RANGE(TABLE_MIN_Y+20,TABLE_MAX_Y-20);
// set initial velocity
balls[index].varsF[INDEX_XV] = RAND_RANGE(-100, 100)/15;
balls[index].varsF[INDEX_YV] = RAND_RANGE(-100, 100)/15;
// set mass of ball in virtual kgs :)
balls[index].varsF[INDEX_MASS] = 1; // 1 for now
// set ball color
balls[index].curr_frame = rand()%6;
} // end for index
// unload bitmap image
Unload_Bitmap_File(&bitmap8bit);
// hide the mouse
ShowCursor(FALSE);
// initialize directinput
DInput_Init();
// acquire the keyboard only
DInput_Init_Keyboard();
// initilize DirectSound
DSound_Init();
// load background sounds
ball_ids[0] = DSound_Load_WAV("PBALL.WAV");
// clone sounds
for (index=1; index<8; index++)
ball_ids[index] = DSound_Replicate_Sound(ball_ids[0]);
// start the sounds
//Play_Sound(sound_id, DSBPLAY_LOOPING);
// set clipping rectangle to screen extents so objects dont
// mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// set clipping region
min_clip_x = TABLE_MIN_X;
min_clip_y = TABLE_MIN_Y;
max_clip_x = TABLE_MAX_X;
max_clip_y = TABLE_MAX_Y;
// 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
// kill all the bobs
for (int index=0; index<NUM_BALLS; index++)
Destroy_BOB(&balls[index]);
// shutdown directdraw last
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