📄 raiders3d.cpp
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// Raiders3D - RAIDERS3D.CPP -- our first 3D game
// READ THIS!
// To compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, WINMM.LIB in the project link list, and of course
// the C++ source modules T3DLIB1.CPP,T3DLIB2.CPP, and T3DLIB3.CPP
// in the project!!! And the T3DLIB1.H,T3DLIB2.H, and T3DLIB3.H
// header files in the working directory, so the compiler
// can find them
// to run the game make sure that your desktop is in 16bit
// color mode with a resolution of 640x480 or higher
// INCLUDES ///////////////////////////////////////////////
#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"
// 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 1 // 0 not windowed, 1 windowed
////////////////////////////////////////////////////////////
#define NUM_STARS 512 // number of stars in sim
#define NUM_TIES 32 // number of tie fighters in sim
// 3D engine constants
#define NEAR_Z 10 // the near clipping plane
#define FAR_Z 2000 // the far clipping plane
#define VIEW_DISTANCE 320 // viewing distance from viewpoint
// this gives a field of view of 90 degrees
// when projected on a window of 640 wide
// player constants
#define CROSS_VEL 8 // speed that the cross hair moves
#define PLAYER_Z_VEL 8 // virtual z velocity that player is moving
// to simulate motion without moving
// tie fighter model constants
#define NUM_TIE_VERTS 10
#define NUM_TIE_EDGES 8
// explosiond
#define NUM_EXPLOSIONS (NUM_TIES) // total number of explosions
// game states
#define GAME_RUNNING 1
#define GAME_OVER 0
// TYPES ///////////////////////////////////////////////////
// this a 3D point
typedef struct POINT3D_TYP
{
USHORT color; // color of point 16-bit
float x,y,z; // coordinates of point in 3D
} POINT3D, *POINT3D_PTR;
// this is a 3D line, nothing more than two indices into a vertex list
typedef struct LINE3D_TYP
{
USHORT color; // color of line 16-bit
int v1,v2; // indices to endpoints of line in vertex list
} LINE3D, *LINE3D_PTR;
// a tie fighter
typedef struct TIE_TYP
{
int state; // state of the tie, 0=dead, 1=alive
float x, y, z; // position of the tie, ===================>>center position of fighter
float xv,yv,zv; // velocity of the tie
} TIE, *TIE_PTR;
// a basic 3D vector used for velocity
typedef struct VEC3D_TYP
{
float x,y,z; // coords of vector
} VEC3D, *VEC3D_PTR;
// a wireframe explosion
typedef struct EXPL_TYP
{
int state; // state of explosion
int counter; // counter for explosion
USHORT color; // color of explosion
// an explosion is a collection of edges/lines
// based on the 3D model of the tie that is exploding
POINT3D p1[NUM_TIE_EDGES]; // start point of edge n
POINT3D p2[NUM_TIE_EDGES]; // end point of edge n
VEC3D vel[NUM_TIE_EDGES]; // velocity of shrapnel
} EXPL, *EXPL_PTR;
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// game functions
void Init_Tie(int index);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[256]; // used to print text
// the tie fighter is a collection of vertices connected by
// lines that make up the shape. only one tie fighter see if
// you can replicate it?
POINT3D tie_vlist[NUM_TIE_VERTS]; // vertex list for the tie fighter model
LINE3D tie_shape[NUM_TIE_EDGES]; // edge list for the tie fighter model
TIE ties[NUM_TIES]; // tie fighters
POINT3D stars[NUM_STARS]; // the starfield
// some colors, note we can't build them until we know the bit
// depth format 5.5.5 or 5.6.5, so we wait a minute and do it in the
// Game_Init() function
USHORT rgb_green,
rgb_white,
rgb_red,
rgb_blue;
// player vars
float cross_x = 0, // cross hairs
cross_y = 0;
int cross_x_screen = WINDOW_WIDTH/2, // used for cross hair
cross_y_screen = WINDOW_HEIGHT/2,
target_x_screen = WINDOW_WIDTH/2, // used for targeter
target_y_screen = WINDOW_HEIGHT/2;
int player_z_vel = 4; // virtual speed of viewpoint/ship
int cannon_state = 0; // state of laser cannon
int cannon_count = 0; // laster cannon counter
EXPL explosions[NUM_EXPLOSIONS]; // the explosiions
int misses = 0; // tracks number of missed ships
int hits = 0; // tracks number of hits
int score = 0; // take a guess :)
// music and sound stuff
int main_track_id = -1, // main music track id
laser_id = -1, // sound of laser pulse
explosion_id = -1, // sound of explosion
flyby_id = -1; // sound of tie fighter flying by
int game_state = GAME_RUNNING; // state of game
// 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();
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