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📄 raiders3d.cpp

📁 游戏经典书 3D游戏编程大师技巧 源代码,本书是游戏编程畅销书作者Andre LaMothe的扛鼎之作
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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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