Ejemplo n.º 1
0
int Move_Missile(void)
{
// this function moves the missle 

// test if missile is alive
for (int index=0; index<32; index++)
    {
    if (missile_state[index]==1)
       {
       // move the missile upward
       if ((missile_y[index]-=10) < 0)
          {
          missile_state[index] = 0;
          continue;
          } // end if

   // lock secondary buffer
   DDraw_Lock_Back_Surface();

   // add missile collision here

   // unlock surface
   DDraw_Unlock_Back_Surface();
   } // end if

} // end for

// return failure
return(0);

} // end Move_Missle
Ejemplo n.º 2
0
int Draw_Missile(void)
{
// this function draws the missile 

// test if missile is alive
for (int index=0; index<32; index++)
{
if (missile_state[index]==1)
   {
   // lock secondary buffer
   DDraw_Lock_Back_Surface();

   // draw the missile in green
   Draw_Clip_Line16(missile_x[index], missile_y[index], 
                    missile_x[index], missile_y[index]+6,
                    RGB16Bit(255,255,255),back_buffer, back_lpitch);

   // unlock surface
   DDraw_Unlock_Back_Surface();

   } // end if

} // end for

// return failure
return(0);

} // end Draw_Missile
int Draw_Missile(void)
{
// this function draws the missile 

// test if missile is alive
if (missile_state==1)
   {
   // lock secondary buffer
   DDraw_Lock_Back_Surface();

   // draw the missile in green
   Draw_Clip_Line16(missile_x, missile_y, 
                    missile_x, missile_y+6,
                    RGB16Bit(255,255,255),back_buffer, back_lpitch);

   // unlock surface
   DDraw_Unlock_Back_Surface();

   // return success
   return(1);

   } // end if

// return failure
return(0);

} // end Draw_Missle
int Move_Missile(void)
{
// this function moves the missle 

// test if missile is alive
if (missile_state==1)
   {
   // move the missile upward
   if ((missile_y-=10) < 0)
      {
      missile_state = 0;
      return(1);
      } // end if

   // lock secondary buffer
   DDraw_Lock_Back_Surface();

   // add missile collision here


   // unlock surface
   DDraw_Unlock_Back_Surface();

   // return success
   return(1);

   } // end if

// return failure
return(0);

} // end Move_Missle
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!

int index; // looping var

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE))
   {
   PostMessage(main_window_handle, WM_DESTROY,0,0);

   // stop all sounds
   DSound_Stop_All_Sounds();
   } // end if

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);

// unlock back surface
DDraw_Unlock_Back_Surface();

// process the fly ai, move them buzz around dead bodies
Flys_AI();

// draw the flys
for (index=0; index < MAX_FLYS; index++)
     Draw_BOB16(&flys[index], lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main
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

static float alpha_override = 0,
             alpha_inc = .25;

// 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 float turning      = 0;
static int pass_mode      = 2;

char work_string[256]; // temp string

int index; // looping var

// 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, RGB16Bit(0,0,0), lpddsback);
lpddsback->Blt(NULL, background.images[0], NULL, DDBLT_WAIT, NULL); 

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT*.5, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(190,190,230), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// 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


// toggle spot light
if (keyboard_state[DIK_S])
   {
   // toggle spot light
   if (lights2[SPOT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
      lights2[SPOT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[SPOT_LIGHT2_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

// reflection pass mode
if (keyboard_state[DIK_N])
   {
   // toggle help menu 
   if (++pass_mode > 2) pass_mode = 0;
   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

// forward/backward
if (keyboard_state[DIK_UP])
   {
   // 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
if (keyboard_state[DIK_RIGHT])
   {
   cam.dir.y+=3;
   
   // add a little turn to object
   if ((turning+=2) > 25)
      turning=25;
   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=3;

   // add a little turn to object
   if ((turning-=2) < -25)
      turning=-25;

   } // end if
else // center heading again
   {
   if (turning > 0)
       turning-=1;
   else
   if (turning < 0)
       turning+=1;

   } // end else

// 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;

// move camera
cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
cam.pos.y = 200;
cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);

// move point light source in ellipse around game world
lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
lights2[POINT_LIGHT_INDEX].pos.y = 100;
lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);

if ((plight_ang+=3) > 360)
    plight_ang = 0;

// move spot light source in ellipse around game world
lights2[SPOT_LIGHT2_INDEX].pos.x = 1000*Fast_Cos(slight_ang);
lights2[SPOT_LIGHT2_INDEX].pos.y = 200;
lights2[SPOT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(slight_ang);

if ((slight_ang-=5) < 0)
    slight_ang = 360;

// update rotation angles
if ((x_ang+=.2) > 360) x_ang = 0;
if ((y_ang+=.4) > 360) y_ang = 0;
if ((z_ang+=.8) > 360) z_ang = 0;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// lock the back buffer
DDraw_Lock_Back_Surface();

// render the terrain first /////////////////////////////////
if (pass_mode >= 0)
{
// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// rotate the local coords of the object
MAT_IDENTITY_4X4(&mrot); 
Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,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, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // end if

// sort the polygon list (hurry up!)
if (zsort_mode == 1)
   Sort_RENDERLIST4DV2(&rend_list,  SORT_POLYLIST_AVGZ);


//   // get an identity matrix
//   MAT_IDENTITY_4X4(&mrot); 
//   mrot.M11 = -1;

   // transform the rendering list by x-z plane reflection matrix
   Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);  

// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);

// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the renderinglist
if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   // initialize zbuffer to 16000 fixed point
   Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));

   // set up rendering context
   rc.attr         = RENDER_ATTR_ZBUFFER  
                     | RENDER_ATTR_ALPHA  
                     //| RENDER_ATTR_MIPMAP  
                     //| RENDER_ATTR_BILERP
                     | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
   
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 3500;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;
 
   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
   } // end if

} // end if
//////////////////////////////////////////////////////////

if (pass_mode >= 1)
{
// render the reflection of the objects

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// insert the scenery into universe
for (index = 0; index < NUM_SCENE_OBJECTS; index++)
    {
    // select proper object first
    obj_work = &obj_array[(int)scene_objects[index].w];

    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV2(obj_work);

    // set position of tower
    obj_work->world_pos.x = scene_objects[index].x;
    obj_work->world_pos.y = scene_objects[index].y;
    obj_work->world_pos.z = scene_objects[index].z;

    // move objects
    scene_objects[index].x+=scene_objects_vel[index].x;
    scene_objects[index].y+=scene_objects_vel[index].y;
    scene_objects[index].z+=scene_objects_vel[index].z;

    // test for out of bounds
    if (scene_objects[index].x >= UNIVERSE_RADIUS || scene_objects[index].x <= -UNIVERSE_RADIUS)
       { 
       scene_objects_vel[index].x=-scene_objects_vel[index].x;
       scene_objects[index].x+=scene_objects_vel[index].x;
       } // end if

    if (scene_objects[index].y >= (UNIVERSE_RADIUS/2) || scene_objects[index].y <= -(UNIVERSE_RADIUS/2))
       { 
       scene_objects_vel[index].y=-scene_objects_vel[index].y;
       scene_objects[index].y+=scene_objects_vel[index].y;
       } // end if

    if (scene_objects[index].z >= UNIVERSE_RADIUS  || scene_objects[index].z <= -UNIVERSE_RADIUS)
       { 
       scene_objects_vel[index].z=-scene_objects_vel[index].z;
       scene_objects[index].z+=scene_objects_vel[index].z;
       } // end if

    // attempt to cull object   
    if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       MAT_IDENTITY_4X4(&mrot);
 
       // rotate the local coords of the object
       Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

       // perform world transform
       Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);

       // insert the object into render list
       Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);

       } // end if
 
    } // end for

// 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, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // end if

// sort the polygon list (hurry up!)
if (zsort_mode == 1)
   Sort_RENDERLIST4DV2(&rend_list,  SORT_POLYLIST_AVGZ);

// get an identity matrix
MAT_IDENTITY_4X4(&mrot); 
mrot.M11 = -1; mrot.M31 = -450;

// transform the rendering list by x-z plane reflection matrix
Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);  

// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);

// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the renderinglist
if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {

   // set up rendering context
   rc.attr         = RENDER_ATTR_NOBUFFER  
                     | RENDER_ATTR_ALPHA  
                     //| RENDER_ATTR_MIPMAP  
                     //| RENDER_ATTR_BILERP
                     | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
   
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 3500;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = 1;
 
   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
   } // end if

} // end if

//////////////////////////////////////////////////////////

if (pass_mode >= 2)
{
// render the objects now

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// insert the scenery into universe
for (index = 0; index < NUM_SCENE_OBJECTS; index++)
    {
    // select proper object first
    obj_work = &obj_array[(int)scene_objects[index].w];

    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV2(obj_work);

    // set position of tower
    obj_work->world_pos.x = scene_objects[index].x;
    obj_work->world_pos.y = scene_objects[index].y;
    obj_work->world_pos.z = scene_objects[index].z;

    // move objects
    scene_objects[index].x+=scene_objects_vel[index].x;
    scene_objects[index].y+=scene_objects_vel[index].y;
    scene_objects[index].z+=scene_objects_vel[index].z;

    // test for out of bounds
    if (scene_objects[index].x >= UNIVERSE_RADIUS || scene_objects[index].x <= -UNIVERSE_RADIUS)
       { 
       scene_objects_vel[index].x=-scene_objects_vel[index].x;
       scene_objects[index].x+=scene_objects_vel[index].x;
       } // end if

    if (scene_objects[index].y >= (UNIVERSE_RADIUS/2) || scene_objects[index].y <= -(UNIVERSE_RADIUS/2))
       { 
       scene_objects_vel[index].y=-scene_objects_vel[index].y;
       scene_objects[index].y+=scene_objects_vel[index].y;
       } // end if

    if (scene_objects[index].z >= UNIVERSE_RADIUS  || scene_objects[index].z <= -UNIVERSE_RADIUS)
       { 
       scene_objects_vel[index].z=-scene_objects_vel[index].z;
       scene_objects[index].z+=scene_objects_vel[index].z;
       } // end if

    // attempt to cull object   
    if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       MAT_IDENTITY_4X4(&mrot);
 
       // rotate the local coords of the object
       Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

       // perform world transform
       Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);

       // insert the object into render list
       Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);

       } // end if
 
    } // end for

// 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, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // end if

// sort the polygon list (hurry up!)
if (zsort_mode == 1)
   Sort_RENDERLIST4DV2(&rend_list,  SORT_POLYLIST_AVGZ);

// get an identity matrix
//MAT_IDENTITY_4X4(&mrot); 
//mrot.M11 = -1; mrot.M31 = -400;

// transform the rendering list by x-z plane reflection matrix
Transform_RENDERLIST4DV2(&rend_list, &mrot, TRANSFORM_TRANS_ONLY);  

// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV2(&rend_list, &cam);

// apply screen transform
Perspective_To_Screen_RENDERLIST4DV2(&rend_list, &cam);

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the renderinglist
if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {

   // set up rendering context
   rc.attr         = RENDER_ATTR_ZBUFFER  
                     | RENDER_ATTR_ALPHA  
                     //| RENDER_ATTR_MIPMAP  
                     //| RENDER_ATTR_BILERP
                     | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;
   
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 3500;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;
 
   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);
   } // end if

} // end if

// unlock the back buffer
DDraw_Unlock_Back_Surface();

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d, BckFceRM [%s], Zsort [%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights[POINT_LIGHT_INDEX].state,
                                                                                 lights[SPOT_LIGHT2_INDEX].state,
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"),
                                                                                 ((zsort_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("<S>..............Toggle spot light source.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<N>..............Enable next rendering pass.", 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("<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]",  cam.pos.x, cam.pos.y, cam.pos.z);

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])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
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;

char work_string[256]; // temp string

int index; // looping var

// 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, RGB16Bit(255,120,255), lpddsback);

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(25,50,110), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// 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;

   // toggle point light
   if (lights2[POINT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
      lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[POINT_LIGHT2_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_Z])
   {
   // toggle z sorting
   zsort_mode = -zsort_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// move to next object
if (keyboard_state[DIK_O])
   {
   VECTOR4D old_pos;
   old_pos = obj_work->world_pos;

   if (++curr_object >= NUM_OBJECTS)
      curr_object = 0;

   // update pointer
   obj_work = &obj_array[curr_object];
   obj_work->world_pos = old_pos;

   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// forward/backward
if (keyboard_state[DIK_UP])
   {
   // 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;
   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=5;
   } // end if

// 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;

// move point light source in ellipse around game world
lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
lights2[POINT_LIGHT_INDEX].pos.y = 200;
lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);

// move point light source in ellipse around game world
lights2[POINT_LIGHT2_INDEX].pos.x = 500*Fast_Cos(-2*plight_ang);
lights2[POINT_LIGHT2_INDEX].pos.y = 400;
lights2[POINT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(-2*plight_ang);

if ((plight_ang+=3) > 360)
    plight_ang = 0;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

//////////////////////////////////////////////////////////////////////////
// the terrain

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_terrain);

// generate rotation matrix around y axis
//Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);

MAT_IDENTITY_4X4(&mrot); 

// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// render the shaded object that projects the shadow

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(obj_work);

// update rotation angle of object
obj_work->ivar1+=3.0;

if (obj_work->ivar1 >= 360)
    obj_work->ivar1 = 0;

// set position of object 
obj_work->world_pos.x = 200*Fast_Cos(obj_work->ivar1);
obj_work->world_pos.y = 200+50*Fast_Sin(3*obj_work->ivar1);
obj_work->world_pos.z = 200*Fast_Sin(obj_work->ivar1);

// 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_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, obj_work,0);

//////////////////////////////////////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////
// draw all the light objects to represent the position of light sources

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX]);

// set position of object to light
obj_light_array[INDEX_GREEN_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT_INDEX].pos;

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_GREEN_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_GREEN_LIGHT_INDEX],0);

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX]);

// set position of object to light
obj_light_array[INDEX_WHITE_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT2_INDEX].pos;

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);
 
// perform world transform
Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_WHITE_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_WHITE_LIGHT_INDEX],0);

////////////////////////////////////////////////////////////////////////////////////

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
debug_polys_lit_per_frame = 0;

// prepare to make first pass at rendering target, so we can alpha blend in the shadows
// on the next pass

// 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, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // 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();

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   // perspective mode affine texturing
      // set up rendering context
      rc.attr =    RENDER_ATTR_ZBUFFER  
              // | RENDER_ATTR_ALPHA  
              // | RENDER_ATTR_MIPMAP  
              // | RENDER_ATTR_BILERP
                 | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;

   // initialize zbuffer to 0 fixed point
   Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));

   // set up remainder of rendering context
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 0;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;

   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_2(&rc);
   } // end if

// now make second rendering pass and draw shadow(s)

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

//////////////////////////////////////////////////////////////////////////
// shadow object

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&shadow_obj);

// compute terrain cell shadow is over
cell_x = (obj_work->world_pos.x  + TERRAIN_WIDTH/2) / obj_terrain.fvar1;
cell_y = (obj_work->world_pos.z  + TERRAIN_HEIGHT/2) / obj_terrain.fvar1;

// 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 = MAX(    MAX(obj_terrain.vlist_trans[v0].y, obj_terrain.vlist_trans[v1].y), 
                         MAX(obj_terrain.vlist_trans[v2].y, obj_terrain.vlist_trans[v3].y) );

// update position
shadow_obj.world_pos   = obj_work->world_pos;
shadow_obj.world_pos.y = terrain_height+10;

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// transform the local coords of the object
Transform_OBJECT4DV2(&shadow_obj, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&shadow_obj, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &shadow_obj,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, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // 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);

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   // perspective mode affine texturing
      // set up rendering context
      rc.attr =    RENDER_ATTR_ZBUFFER  
                 | RENDER_ATTR_ALPHA  
              // | RENDER_ATTR_MIPMAP  
              // | RENDER_ATTR_BILERP
                 | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;

   // initialize zbuffer to 0 fixed point
   //Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));

   // set up remainder of rendering context
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 0;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;

   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_3(&rc);
   } // end if

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// draw cockpit
//Draw_BOB16(&cockpit, lpddsback);

#if 1

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights2[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights2[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights2[POINT_LIGHT_INDEX].state,
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"));

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, 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("<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("<O>..............Select different objects.", 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], CELL [%d, %d]",  cam.pos.x, cam.pos.y, cam.pos.z, cell_x, cell_y);

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-16-16-16, RGB(0,255,0), lpddsback);

#endif

// 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])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
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!

int index; // looping var

static int delay = 30; // initial delay per frame

// start the timing clock
DWORD start_time = Start_Clock();

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);

// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();

// update delay
if (keyboard_state[DIK_RIGHT]) 
   delay+=5;
else
if (delay > 5 && keyboard_state[DIK_LEFT]) 
   delay-=5;


// draw the ship
ship.x = ship.varsF[SHIP_X_POS]+0.5;
ship.y = ship.varsF[SHIP_Y_POS]+0.5;
ship.curr_frame = 0;
Draw_BOB(&ship, lpddsback);

// draw shadow
ship.curr_frame = 1;
ship.x-=64;
ship.y+=128;
Draw_BOB(&ship, lpddsback);

// draw the title
Draw_Text_GDI("(16-Bit Version) Time Based Kinematic Motion DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback);

sprintf(buffer, "Frame rate = %f, use <RIGHT>, <LEFT> arrows to change load", 1000*1/(float)delay );
Draw_Text_GDI(buffer,10, 25,RGB(255,255,255), lpddsback);

sprintf(buffer,"Ship Velocity is %f pixels/sec",1000*ship.varsF[SHIP_X_VEL]);
Draw_Text_GDI(buffer,10, 40,RGB(255,255,255), lpddsback);

// this models the load in the game
Wait_Clock(delay);

// flip the surfaces
DDraw_Flip();

// move the ship based on time //////////////////////////////////
// x = x + v*dt

// compute dt
float dt = Get_Clock() - start_time; // in milliseconds

// move based on 30 pixels per seconds or .03 pixels per millisecond
ship.varsF[SHIP_X_POS]+=(ship.varsF[SHIP_X_VEL]*dt);

// test for off screen
if (ship.varsF[SHIP_X_POS] > screen_width+ship.width)
   ship.varsF[SHIP_X_POS] = -ship.width;

//////////////////////////////////////////////////////

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();
    } // end if

// return success
return(1);

} // end Game_Main
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!

char work_string[256]; // temp string

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface 
//DDraw_Fill_Surface(lpddsback, 0);

//Draw_Rectangle(0,WINDOW_HEIGHT/2-1, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(20,12,0), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw a randomly positioned gouraud triangle with 3 random vertex colors
POLYF4DV2 face;

// set the vertices
face.tvlist[0].x  = (int)RAND_RANGE(0, screen_width - 1);
face.tvlist[0].y  = (int)RAND_RANGE(0, screen_height - 1);
face.lit_color[0] = RGB16Bit(RAND_RANGE(0,255), RAND_RANGE(0,255), RAND_RANGE(0,255));

face.tvlist[1].x  = (int)RAND_RANGE(0, screen_width - 1);
face.tvlist[1].y  = (int)RAND_RANGE(0, screen_height - 1);
face.lit_color[1] = RGB16Bit(RAND_RANGE(0,255), RAND_RANGE(0,255), RAND_RANGE(0,255));

face.tvlist[2].x  = (int)(int)RAND_RANGE(0, screen_width - 1);
face.tvlist[2].y  = (int)(int)RAND_RANGE(0, screen_height - 1);
face.lit_color[2] = RGB16Bit(RAND_RANGE(0,255), RAND_RANGE(0,255), RAND_RANGE(0,255));

// draw the gouraud shaded triangle
Draw_Gouraud_Triangle16(&face, back_buffer, back_lpitch);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// draw instructions
Draw_Text_GDI("Press ESC to exit.", 0, 0, RGB(0,255,0), lpddsback);

// flip the surfaces
DDraw_Flip();

// wait a sec to see pretty triangle
Wait_Clock(100);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
Ejemplo n.º 10
0
int Game_Main(void *parms, int num_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!

int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection


// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
    PostMessage(main_window_handle, WM_DESTROY,0,0);

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// get joystick data
lpdijoy->Poll(); // this is needed for joysticks only
lpdijoy->GetDeviceState(sizeof(DIJOYSTATE2), (LPVOID)&joy_state);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap16(&playfield, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// is the player moving?
blaster.x+=joy_state.lX;
blaster.y+=joy_state.lY;

// test bounds
if (blaster.x > SCREEN_WIDTH-32)
    blaster.x = SCREEN_WIDTH-32;
else
if (blaster.x < 0)
    blaster.x = 0;

if (blaster.y > SCREEN_HEIGHT-32)
    blaster.y = SCREEN_HEIGHT-32;
else
if (blaster.y < SCREEN_HEIGHT-128)
    blaster.y = SCREEN_HEIGHT-128;

// is player firing?
if (joy_state.rgbButtons[0])
   Start_Missile();

// move and draw missle
Move_Missile();
Draw_Missile();

// is it time to blink eyes
if ((rand()%100)==50)
   Set_Animation_BOB(&blaster,0);

// draw blaster
Animate_BOB(&blaster);
Draw_BOB16(&blaster,lpddsback);

// draw some text
Draw_Text_GDI("(16-Bit Version) Let's Rock!!!",0,0,RGB(255,255,255),lpddsback);

// display joystick and buttons 0-7
sprintf(buffer,"Joystick Stats: X-Axis=%d, Y-Axis=%d, buttons(%d,%d,%d,%d,%d,%d,%d,%d)",
                                                                      joy_state.lX,joy_state.lY,
                                                                      joy_state.rgbButtons[0],
                                                                      joy_state.rgbButtons[1],
                                                                      joy_state.rgbButtons[2],
                                                                      joy_state.rgbButtons[3],
                                                                      joy_state.rgbButtons[4],
                                                                      joy_state.rgbButtons[5],
                                                                      joy_state.rgbButtons[6],
                                                                      joy_state.rgbButtons[7]);

Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-20,RGB(255,255,50),lpddsback);

// print out name of joystick
sprintf(buffer, "Joystick Name & Vendor: %s",joyname);
Draw_Text_GDI(buffer,0,SCREEN_HEIGHT-40,RGB(255,255,50),lpddsback);


// flip the surfaces
DDraw_Flip();

// sync to 30 fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main
Ejemplo n.º 11
0
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!

int index; // looping var

static int   curr_angle = 0; // current angle of elevation from horizon
static float curr_vel   = 10; // current velocity of projectile

// start the timing clock
Start_Clock();

// clear the drawing surface
//DDraw_Fill_Surface(lpddsback, 0);

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);

// do the graphics
Draw_Polygon2D(&cannon, back_buffer, back_lpitch);

// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();

// test for rotate
if ((curr_angle < 90) && keyboard_state[DIK_UP]) // rotate left
   {
   Rotate_Polygon2D_Mat(&cannon, -5);
   curr_angle+=5;
   } // end if
else
if ((curr_angle > 0) &&keyboard_state[DIK_DOWN]) // rotate right
   {
   Rotate_Polygon2D_Mat(&cannon, 5);
   curr_angle-=5;
   } // end if

// test for projectile velocity
if (keyboard_state[DIK_RIGHT])  
   { 
   if (curr_vel < 30) curr_vel+=0.1;
   } // end if
else
if (keyboard_state[DIK_LEFT]) 
   { 
   if (curr_vel > 0) curr_vel-=0.1;
   } // end if

// test for wind force
if (keyboard_state[DIK_W])  
   { 
   if (wind_force < 2) wind_force+=0.01;
   } // end if
else
if (keyboard_state[DIK_E]) 
   { 
   if (wind_force > -2) wind_force-=0.01;
   } // end if

// test for gravity force
if (keyboard_state[DIK_G])  
   { 
   if (gravity_force < 15) gravity_force+=0.1;
   } // end if
else
if (keyboard_state[DIK_B]) 
   { 
   if (gravity_force > -15) gravity_force-=0.1;
   } // end if

// test for fire!
if (keyboard_state[DIK_LCONTROL]) 
   { 
   Fire_Projectile(curr_angle, curr_vel);

   } // end fire

// move all the projectiles
Move_Projectiles();

// draw the projectiles
Draw_Projectiles();

// draw the title
Draw_Text_GDI("Trajectory DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback);
Draw_Text_GDI("<RIGHT>, <LEFT> to adjust velocity, <UP>, <DOWN> to adjust angle",10, 25, RGB(255,255,255), lpddsback);
Draw_Text_GDI("<G>, <B> to adjust gravity, <W>, <E> to adjust wind, <CTRL> to fire.",10, 40, RGB(255,255,255), lpddsback);

sprintf(buffer, "Ang=%d, Vel=%f", curr_angle, curr_vel);
Draw_Text_GDI(buffer,10, 60, RGB(255,255,255), lpddsback);

sprintf(buffer, "Wind force=%f, Gravity Force=%f", wind_force, gravity_force);
Draw_Text_GDI(buffer,10, 75, RGB(255,255,255), lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();

    // do a screen transition
    Screen_Transitions(SCREEN_DARKNESS,NULL,0);
    } // end if

// return success
return(1);

} // end Game_Main
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

// these are used to create a circling camera
static float view_angle = 0; 
static float camera_distance = 6000;
static VECTOR4D pos = {0,0,0,0};
static float tank_speed;
static float turning = 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;

char work_string[256]; // temp string

int index; // looping var

// 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/2, RGB16Bit(0,35,50), lpddsback);

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT/2-1, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(20,12,0), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// 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 (lights[AMBIENT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_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 (lights[INFINITE_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_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 (lights[POINT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;

   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if


// toggle spot light
if (keyboard_state[DIK_S])
   {
   // toggle spot light
   if (lights[SPOT_LIGHT2_INDEX].state == LIGHTV1_STATE_ON)
      lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_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_Z])
   {
   // toggle z sorting
   zsort_mode = -zsort_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

static float plight_ang = 0, slight_ang = 0; // angles for light motion

// move point light source in ellipse around game world
lights[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
lights[POINT_LIGHT_INDEX].pos.y = 100;
lights[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);

if ((plight_ang+=3) > 360)
    plight_ang = 0;

// move spot light source in ellipse around game world
lights[SPOT_LIGHT2_INDEX].pos.x = 1000*Fast_Cos(slight_ang);
lights[SPOT_LIGHT2_INDEX].pos.y = 200;
lights[SPOT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(slight_ang);

if ((slight_ang-=5) < 0)
    slight_ang = 360;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// use these to rotate objects
static float x_ang = 0, y_ang = 0, z_ang = 0;

//////////////////////////////////////////////////////////////////////////
// constant shaded water

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_constant_water);

// set position of constant shaded water
obj_constant_water.world_pos.x = -50;
obj_constant_water.world_pos.y = 0;
obj_constant_water.world_pos.z = 120;

// 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_constant_water, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_constant_water, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_constant_water,0);

//////////////////////////////////////////////////////////////////////////
// flat shaded water

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_flat_water);

// set position of constant shaded water
obj_flat_water.world_pos.x = 0;
obj_flat_water.world_pos.y = 0;
obj_flat_water.world_pos.z = 120;

// 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_flat_water, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_flat_water, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_flat_water,0);

//////////////////////////////////////////////////////////////////////////
// gouraud shaded water

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_gouraud_water);

// set position of constant shaded water
obj_gouraud_water.world_pos.x = 50;
obj_gouraud_water.world_pos.y = 0;
obj_gouraud_water.world_pos.z = 120;

// 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_gouraud_water, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_gouraud_water, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_gouraud_water,0);

// update rotation angles
if ((x_ang+=1) > 360) x_ang = 0;
if ((y_ang+=2) > 360) y_ang = 0;
if ((z_ang+=3) > 360) z_ang = 0;

// remove backfaces
if (backface_mode==1)
   Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);

// light scene all at once 
if (lighting_mode==1)
   Light_RENDERLIST4DV2_World16(&rend_list, &cam, lights, 4);

// apply world to camera transform
World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);

// 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);

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d | Zsort [%s], BckFceRM [%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights[POINT_LIGHT_INDEX].state,
                                                                                 lights[SPOT_LIGHT2_INDEX].state,
                                                                                 ((zsort_mode == 1) ? "ON" : "OFF"),
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"));

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, 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("<S>..............Toggle spot light source.", 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("<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

// lock the back buffer
DDraw_Lock_Back_Surface();

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   Draw_RENDERLIST4DV2_Solid16(&rend_list, back_buffer, back_lpitch);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
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 x_ang = 0, y_ang = 2, z_ang = 0;

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface 
DDraw_Fill_Surface(lpddsback, 0);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj);

// reset angles
x_ang = z_ang = 0;

// is user trying to rotate
if (KEY_DOWN(VK_DOWN))
    x_ang = 1;
else
if (KEY_DOWN(VK_UP))
    x_ang = -1; 

// generate rotation matrix around y axis
Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);

// rotate the local coords of single polygon in renderlist
Transform_OBJECT4DV1(&obj, &mrot, TRANSFORM_LOCAL_ONLY,1);

// perform local/model to world transform
Model_To_World_OBJECT4DV1(&obj);

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// remove backfaces
Remove_Backfaces_OBJECT4DV1(&obj, &cam);

// apply world to camera transform
World_To_Camera_OBJECT4DV1(&obj, &cam);

// apply camera to perspective transformation
Camera_To_Perspective_OBJECT4DV1(&obj, &cam);

// apply screen transform
Perspective_To_Screen_OBJECT4DV1(&obj, &cam);

// draw instructions
Draw_Text_GDI("Press ESC to exit. Use UP ARROW and DOWN ARROW to rotate.", 0, 0, RGB(0,255,0), lpddsback);

// lock the back buffer
DDraw_Lock_Back_Surface();

// render the object
Draw_OBJECT4DV1_Wire16(&obj, back_buffer, back_lpitch);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    } // end if

// return success
return(1);
 
} // end Game_Main
Ejemplo n.º 14
0
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!

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface
//DDraw_Fill_Surface(lpddsback, 0);

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);

// draw table
HLine16(TABLE_MIN_X, TABLE_MAX_X, TABLE_MIN_Y, RGB16Bit(0,255,0), back_buffer, back_lpitch);
HLine16(TABLE_MIN_X, TABLE_MAX_X, TABLE_MAX_Y, RGB16Bit(0,255,0), back_buffer, back_lpitch);
VLine16(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MIN_X, RGB16Bit(0,255,0), back_buffer, back_lpitch);
VLine16(TABLE_MIN_Y, TABLE_MAX_Y, TABLE_MAX_X, RGB16Bit(0,255,0), back_buffer, back_lpitch);


// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();


// check for change of e
if (keyboard_state[DIK_RIGHT])
    cof_E+=.01;
else
if (keyboard_state[DIK_LEFT])
    cof_E-=.01;

float total_ke_x = 0, total_ke_y = 0;

// move all the balls and compute system momentum
for (index=0; index < NUM_BALLS; index++)
    {
    // move the ball
    balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
    balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];

    // add x,y contributions to kinetic energy
    total_ke_x+=(balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_XV]*balls[index].varsF[INDEX_MASS]);
    total_ke_y+=(balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_YV]*balls[index].varsF[INDEX_MASS]);

    } // end fof
    
// test for boundary collision with virtual table edge, no need for collision
// response here, I know what's going to happen :)
for (index=0; index < NUM_BALLS; index++)
    {
    if ((balls[index].varsF[INDEX_X] >= TABLE_MAX_X-BALL_RADIUS) || 
        (balls[index].varsF[INDEX_X] <= TABLE_MIN_X+BALL_RADIUS))
        {
        // invert velocity
        balls[index].varsF[INDEX_XV] = -balls[index].varsF[INDEX_XV];

        balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
        balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];

        // start a hit sound
        Ball_Sound();

        } // end if

    if ((balls[index].varsF[INDEX_Y] >= TABLE_MAX_Y-BALL_RADIUS) || 
        (balls[index].varsF[INDEX_Y] <= TABLE_MIN_Y+BALL_RADIUS))
        {
        // invert velocity
        balls[index].varsF[INDEX_YV] =-balls[index].varsF[INDEX_YV];

        balls[index].varsF[INDEX_X]+=balls[index].varsF[INDEX_XV];
        balls[index].varsF[INDEX_Y]+=balls[index].varsF[INDEX_YV];

        // play sound
        Ball_Sound();

        } // end if

    } // end for index

// draw the balls
for (index=0; index < NUM_BALLS; index++)
    {
    balls[index].x = balls[index].varsF[INDEX_X]+0.5-BALL_RADIUS;
    balls[index].y = balls[index].varsF[INDEX_Y]+0.5-BALL_RADIUS;
    
    Draw_BOB16(&balls[index], lpddsback);
    } // end for

// draw the velocity vectors
DDraw_Lock_Back_Surface();
for (index=0; index < NUM_BALLS; index++)
    {
    Draw_Clip_Line16(balls[index].varsF[INDEX_X]+0.5, 
              balls[index].varsF[INDEX_Y]+0.5,
              balls[index].varsF[INDEX_X]+2*balls[index].varsF[INDEX_XV]+0.5,
              balls[index].varsF[INDEX_Y]+2*balls[index].varsF[INDEX_YV]+0.5,
              RGB16Bit(255,255,255), back_buffer, back_lpitch); 
    } // end for
DDraw_Unlock_Back_Surface();

// draw the title
Draw_Text_GDI("(16-Bit Version) ELASTIC Object-Object Collision Response DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback);

// draw the title
sprintf(buffer,"Coefficient of Restitution e=%f, use <RIGHT>, <LEFT> arrow to change.", cof_E);
Draw_Text_GDI(buffer,10, 30,RGB(255,255,255), lpddsback);

sprintf(buffer,"Total System Kinetic Energy Sum(1/2MiVi^2)=%f ",0.5*sqrt(total_ke_x*total_ke_x+total_ke_y*total_ke_y));
Draw_Text_GDI(buffer,10, 465, RGB(255,255,255), lpddsback);


// flip the surfaces
DDraw_Flip();

// run collision response algorithm here
Collision_Response();

// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();
    } // end if

// return success
return(1);

} // end Game_Main
Ejemplo n.º 15
0
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!

int index; // looping var
static rotate = 0;
// start the timing clock
Start_Clock();

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap16(&background_bmp, back_buffer, back_lpitch,0);

// draw shape
Draw_Polygon2D16(&shape, back_buffer, back_lpitch);

// have a little fun
if (++rotate > 10)
{
Rotate_Polygon2D(&shape,1);
rotate=0;
}
// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();

// move the balls and compute collisions
Compute_Collisions();


// draw the balls
for (index=0; index < NUM_BALLS; index++)
    {
    balls[index].x = balls[index].varsF[INDEX_X]+0.5-BALL_RADIUS;
    balls[index].y = balls[index].varsF[INDEX_Y]+0.5-BALL_RADIUS;
    
    Draw_BOB16(&balls[index], lpddsback);
    } // end for

// draw the velocity vectors
DDraw_Lock_Back_Surface();
for (index=0; index < NUM_BALLS; index++)
    {
    Draw_Clip_Line16(balls[index].varsF[INDEX_X]+0.5, 
              balls[index].varsF[INDEX_Y]+0.5,
              balls[index].varsF[INDEX_X]+2*balls[index].varsF[INDEX_XV]+0.5,
              balls[index].varsF[INDEX_Y]+2*balls[index].varsF[INDEX_YV]+0.5,
              RGB16Bit(255,255,255), back_buffer, back_lpitch); 
    } // end for
DDraw_Unlock_Back_Surface();

// draw the title
Draw_Text_GDI("(16-Bit Version) Object to Contour Collision DEMO, Press <ESC> to Exit.",10, 10,RGB(255,255,255), lpddsback);


// flip the surfaces
DDraw_Flip();

// run collision algorithm here
Compute_Collisions();

// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();

    } // end if

// return success
return(1);

} // end Game_Main
Ejemplo n.º 16
0
int Game_Main(void *parms, int num_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!

int index; // looping var


// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
    PostMessage(main_window_handle, WM_DESTROY,0,0);

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// get the input from the mouse
lpdimouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&mouse_state);

// move the mouse cursor
mouse_x+=(mouse_state.lX);
mouse_y+=(mouse_state.lY);

// test bounds

// first x boundaries
if (mouse_x >= screen_width)
   mouse_x = screen_width-1;
else
if (mouse_x < 0)
   mouse_x = 0;

// now the y boundaries
if (mouse_y >= screen_height)
   mouse_y= screen_height-1;
else
if (mouse_y < 0)
   mouse_y = 0;

// position the pointer bob to the mouse coords
pointer.x = mouse_x - 16;
pointer.y = mouse_y - 16;

// test what the user is doing with the mouse
if ((mouse_x > 3) && (mouse_x < 500-3) && 
    (mouse_y > 3) && (mouse_y < SCREEN_HEIGHT-3))
   {
   // mouse is within canvas region

   // if left button is down then draw
   if (mouse_state.rgbButtons[0])
      {
      // test drawing mode
      if (buttons_state[BUTTON_PENCIL])
         {
         // draw a pixel 
         Draw_Pixel(mouse_x, mouse_y, mouse_color, canvas.buffer, canvas.width);
         Draw_Pixel(mouse_x+1, mouse_y, mouse_color, canvas.buffer, canvas.width);
         Draw_Pixel(mouse_x, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
         Draw_Pixel(mouse_x+1, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
         }
      else
         {
         // draw spray
         for (index=0; index<10; index++)
             {
             // get next particle
             int sx=mouse_x-8+rand()%16;
             int sy=mouse_y-8+rand()%16;
            
             // make sure particle is in bounds
             if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
                Draw_Pixel(sx, sy, mouse_color, canvas.buffer, canvas.width);
             } // end for index

         } // end else

      } // end if left button
    else // right button is eraser
    if (mouse_state.rgbButtons[1])
       {
       // test drawing mode
       if (buttons_state[BUTTON_PENCIL]) 
          {
          // erase a pixel 
          Draw_Pixel(mouse_x, mouse_y, 0, canvas.buffer, canvas.width);
          Draw_Pixel(mouse_x+1, mouse_y, 0, canvas.buffer, canvas.width);
          Draw_Pixel(mouse_x, mouse_y+1, 0, canvas.buffer, canvas.width);
          Draw_Pixel(mouse_x+1, mouse_y+1, 0, canvas.buffer, canvas.width);
          } // end if
       else
          {
          // erase spray
          for (index=0; index<20; index++)
              {
              // get next particle
              int sx=mouse_x-8+rand()%16;
              int sy=mouse_y-8+rand()%16;
            
              // make sure particle is in bounds
              if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
                 Draw_Pixel(sx, sy, 0, canvas.buffer, canvas.width);
              } // end for index
          
          } // end else
       
       } // end if left button
  
   } // end if
else
if ( (mouse_x > 500+16) && (mouse_x < 500+16+8*9) &&
     (mouse_y > 8)      && (mouse_y < 8+32*9))
   {
   // within palette

   // test if button left button is down
   if (mouse_state.rgbButtons[0])
      {
      // see what color cell user is pointing to
      int cell_x = (mouse_x - (500+16))/9;
      int cell_y = (mouse_y - (8))/9;

      // change color
      mouse_color = cell_x + cell_y*8;

      } // end if
   } // end if
else
if ((mouse_x > 500) && (mouse_x < (500+100)) &&
    (mouse_y > 344) && (mouse_y < (383+34)) )
   {  
   // within button area
   // test for each button
   for (index=0; index<4; index++)
       {
       if ((mouse_x > buttons_x[index]) && (mouse_x < (buttons_x[index]+32)) &&
           (mouse_y > buttons_y[index]) && (mouse_y < (buttons_y[index]+34)) )
           break;

       } // end for

   // at this point we know where the user is, now determine what he
   // is doing with the buttons
   switch(index)
         {
         case BUTTON_SPRAY:
             {
             // if left button is down simply activate spray mode
             if (mouse_state.rgbButtons[0])
                {
                // depress button
                buttons_state[index] = 1;

               // de-activate pencil mode
                buttons_state[BUTTON_PENCIL] = 0;
                } // end if
             else
                {
                // make sure button is up
                // buttons_state[index] = 0;
                } // end else

             } break;
         
         case BUTTON_PENCIL:
             {
             // if left button is down activate spray mode
             if (mouse_state.rgbButtons[0])
                {
                // depress button
                buttons_state[index] = 1;

                // de-activate spray mode
                buttons_state[BUTTON_SPRAY] = 0;

                } // end if
             else
                {
                // make sure button is up
                // buttons_state[index] = 0;
                } // end else

             } break;

         case BUTTON_ERASE:
             {
             // test if left button is down, if so clear screen
             if (mouse_state.rgbButtons[0])
                {
                // clear memory
                memset(canvas.buffer,0,canvas.width*canvas.height);

                // depress button
                buttons_state[index] = 1;
                } // end if
             else
                {
                // make sure button is up
                buttons_state[index] = 0;
                } // end else
             } break;
         
         case BUTTON_EXIT:
             {
             // test if left button down, if so bail
             if (mouse_state.rgbButtons[0])
                  PostMessage(main_window_handle, WM_DESTROY,0,0);

             } break;

         } // end switch

   } // end if
else
   {
   // no mans land

   } // end else

// lock back buffer
DDraw_Lock_Back_Surface();

// draw the canvas
Draw_Bitmap(&canvas, back_buffer, back_lpitch,0);

// draw control panel
Draw_Bitmap(&cpanel,back_buffer,back_lpitch,0);

// unlock back buffer
DDraw_Unlock_Back_Surface();

// draw the color palette
for (int col=0; col < 256; col++)
    {
    Draw_Rectangle(500+16+(col%8)*9,   8+(col/8)*9,
                   500+16+(col%8)*9+8, 8+(col/8)*9+8,
                   col,lpddsback);
    
    } // end for col

// draw the current color selected
Draw_Rectangle(533,306,533+34,306+34,mouse_color,lpddsback);

// draw the buttons
for (index=0; index<4; index++)
    {
    // set position of button bob
    buttons.x = buttons_x[index];
    buttons.y = buttons_y[index];

    // now select the on/off frame based on if the
    // button is off
    if (buttons_state[index]==0)
        buttons.curr_frame = index;
    else // button is on
        buttons.curr_frame = index+4;

    // draw the button
    Draw_BOB(&buttons, lpddsback);

    } // end for index

static int green = 0;

// display coords
sprintf(buffer,"Pointer (%d,%d)",mouse_x,mouse_y);
Draw_Text_GDI(buffer, 8,screen_height - 16,RGB(0,255,0),lpddsback);
Draw_Text_GDI("T3D Paint Version 2.0 - Press <ESC> to Exit.",0,0,RGB(0,(green & 255),0),lpddsback);

// a little animation
++green;

// draw the cursor last
Draw_BOB(&pointer,lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main
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 bilinear_mode  = 1;

    char work_string[256]; // temp string

    int index; // looping var

// 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, RGB16Bit(250,190,80), lpddsback);
    lpddsback->Blt(NULL, background.images[0], NULL, DDBLT_WAIT, NULL);

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT*.5, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(190,190,230), lpddsback);

// read keyboard and other devices here
    DInput_Read_Keyboard();

// game logic here...

// reset the render list
    Reset_RENDERLIST4DV2(&rend_list);

// 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

// 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


// toggle spot light
    if (keyboard_state[DIK_S])
    {
        // toggle spot light
        if (lights2[SPOT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
            lights2[SPOT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
        else
            lights2[SPOT_LIGHT2_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


// forward/backward
    if (keyboard_state[DIK_UP])
    {
        // 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;
    } // end if

    if (keyboard_state[DIK_LEFT])
    {
        cam.dir.y-=5;
    } // end if

// move to next object
    if (keyboard_state[DIK_N])
    {
        if (++curr_object >= NUM_OBJECTS)
            curr_object = 0;

        // update pointer
        obj_work = &obj_array[curr_object];
        Wait_Clock(100); // wait, so keyboard doesn't bounce
    } // end if

// toggle bilinear mode
    if (keyboard_state[DIK_B])
    {
        bilinear_mode = -bilinear_mode;

        Wait_Clock(100); // wait, so keyboard doesn't bounce
    } // 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;

// move camera
    cam.pos.x += cam_speed*Fast_Sin(cam.dir.y);
    cam.pos.z += cam_speed*Fast_Cos(cam.dir.y);

// move point light source in ellipse around game world
    lights2[POINT_LIGHT_INDEX].pos.x = 1000*Fast_Cos(plight_ang);
    lights2[POINT_LIGHT_INDEX].pos.y = 100;
    lights2[POINT_LIGHT_INDEX].pos.z = 1000*Fast_Sin(plight_ang);

    if ((plight_ang+=3) > 360)
        plight_ang = 0;

// move spot light source in ellipse around game world
    lights2[SPOT_LIGHT2_INDEX].pos.x = 1000*Fast_Cos(slight_ang);
    lights2[SPOT_LIGHT2_INDEX].pos.y = 200;
    lights2[SPOT_LIGHT2_INDEX].pos.z = 1000*Fast_Sin(slight_ang);

    if ((slight_ang-=5) < 0)
        slight_ang = 360;

// generate camera matrix
    Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// reset BHV for culling
    BHV_Reset_Tree(&bhv_tree);

// now cull the BHV ... die polygons die!
    bhv_nodes_visited = 0;
    BHV_FrustrumCull(&bhv_tree,                 // the root of the BHV
                     &cam,                     // camera to cull relative to
                     CULL_OBJECT_XYZ_PLANES);  // clipping planes to consider

// statistic tracking
    int objects_processed = 0;

////////////////////////////////////////////////////////
// insert the scenery into universe
    for (index = 0; index < NUM_SCENE_OBJECTS; index++)
    {
        // test if container has been culled already by BHV
        if (scene_objects[index].state & OBJECT4DV2_STATE_CULLED)
            continue;

        // reset the object (this only matters for backface and object removal)
        Reset_OBJECT4DV2(obj_work);

        objects_processed++;

        // set position of object
        obj_work->world_pos.x = scene_objects[index].pos.x;
        obj_work->world_pos.y = scene_objects[index].pos.y;
        obj_work->world_pos.z = scene_objects[index].pos.z;

        // rotate object
        if ((scene_objects[index].rot.y+=scene_objects[index].auxi[0]) >= 360)
            scene_objects[index].rot.y = 0;

        // attempt to cull object
        if (!Cull_OBJECT4DV2(obj_work, &cam, CULL_OBJECT_XYZ_PLANES))
        {
            MAT_IDENTITY_4X4(&mrot);

            // generate rotation matrix around y axis
            Build_XYZ_Rotation_MATRIX4X4(0, scene_objects[index].rot.y, 0, &mrot);

            // rotate the local coords of the object
            Transform_OBJECT4DV2(obj_work, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

            // perform world transform
            Model_To_World_OBJECT4DV2(obj_work, TRANSFORM_TRANS_ONLY);

            // insert the object into render list
            Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list,obj_work,0);

        } // end if

    } // end for

// 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, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
        Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
    } // 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();

// reset number of polys rendered
    debug_polys_rendered_per_frame = 0;

// render the renderinglist
    if (wireframe_mode  == 0)
        Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
    else if (wireframe_mode  == 1)
    {
        // initialize zbuffer to 16000 fixed point
        Clear_Zbuffer(&zbuffer, (000 << FIXP16_SHIFT));

        // set up rendering context
        rc.attr         = RENDER_ATTR_INVZBUFFER
                          // | RENDER_ATTR_ALPHA
                          // | RENDER_ATTR_MIPMAP
                          | (bilinear_mode==1 ? RENDER_ATTR_BILERP : 0)
                          | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;

        rc.video_buffer   = back_buffer;
        rc.lpitch         = back_lpitch;
        rc.mip_dist       = 3500;
        rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
        rc.zpitch         = WINDOW_WIDTH*4;
        rc.rend_list      = &rend_list;
        rc.texture_dist   = 0;
        rc.alpha_override = 5;

        // render scene
        Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16(&rc);


    } // end if

// unlock the back buffer
    DDraw_Unlock_Back_Surface();

    sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d, Zsort [%s]",
            ((lighting_mode == 1) ? "ON" : "OFF"),
            lights[AMBIENT_LIGHT_INDEX].state,
            lights[INFINITE_LIGHT_INDEX].state,
            lights[POINT_LIGHT_INDEX].state,
            lights[SPOT_LIGHT2_INDEX].state,
            ((zsort_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("<S>..............Toggle spot 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("<S>..............Toggle Z sorting.", 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, Object Pre-Culled by BHV: %d, Nodes visited in BHV Tree: %d",
            debug_polys_rendered_per_frame,
            debug_polys_lit_per_frame,
            NUM_SCENE_OBJECTS - objects_processed,
            bhv_nodes_visited);


    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]",  cam.pos.x, cam.pos.y, cam.pos.z);

    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])
    {
        PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
    return(1);

} // end Game_Main
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

// these are used to create a circling camera
static float view_angle = 0; 
static float camera_distance = 6000;
static VECTOR4D pos = {0,0,0,0};
static float tank_speed;
static float turning = 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;

char work_string[256]; // temp string

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface 
//DDraw_Fill_Surface(lpddsback, 0);

#if 1

// draw the sky
//Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, 166, lpddsback);
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, rgblookup[RGB16Bit565(115,42,16)], lpddsback);
//Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, rgblookup[RGB16Bit565(0,140,192)], lpddsback);
//Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, RGB16Bit(0,140,192), lpddsback);
Draw_Rectangle(0,0, WINDOW_WIDTH, WINDOW_HEIGHT/2, RGB16Bit(0,35,50), lpddsback);


// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, 28, lpddsback);
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, rgblookup[RGB16Bit565(115,42,16)], lpddsback);
//Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(103,62,3), lpddsback);
Draw_Rectangle(0,WINDOW_HEIGHT/2-1, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(20,12,0), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// allow user to move camera

// turbo
if (keyboard_state[DIK_SPACE])
    tank_speed = 5*TANK_SPEED;
else
    tank_speed = TANK_SPEED;

// forward/backward
if (keyboard_state[DIK_UP])
   {
   // move forward
   cam.pos.x += tank_speed*Fast_Sin(cam.dir.y);
   cam.pos.z += tank_speed*Fast_Cos(cam.dir.y);
   } // end if

if (keyboard_state[DIK_DOWN])
   {
   // move backward
   cam.pos.x -= tank_speed*Fast_Sin(cam.dir.y);
   cam.pos.z -= tank_speed*Fast_Cos(cam.dir.y);
   } // end if

// rotate
if (keyboard_state[DIK_RIGHT])
   {
   cam.dir.y+=3;
   
   // add a little turn to object
   if ((turning+=2) > 25)
      turning=25;
   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=3;

   // add a little turn to object
   if ((turning-=2) < -25)
      turning=-25;

   } // end if
else // center heading again
   {
   if (turning > 0)
       turning-=1;
   else
   if (turning < 0)
       turning+=1;

   } // end else

// 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 (lights[AMBIENT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[AMBIENT_LIGHT_INDEX].state = LIGHTV1_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 (lights[INFINITE_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[INFINITE_LIGHT_INDEX].state = LIGHTV1_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 (lights[POINT_LIGHT_INDEX].state == LIGHTV1_STATE_ON)
      lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[POINT_LIGHT_INDEX].state = LIGHTV1_STATE_ON;

   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if


// toggle spot light
if (keyboard_state[DIK_S])
   {
   // toggle spot light
   if (lights[SPOT_LIGHT2_INDEX].state == LIGHTV1_STATE_ON)
      lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_STATE_OFF;
   else
      lights[SPOT_LIGHT2_INDEX].state = LIGHTV1_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_Z])
   {
   // toggle z sorting
   zsort_mode = -zsort_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

static float plight_ang = 0, slight_ang = 0; // angles for light motion

// move point light source in ellipse around game world
lights[POINT_LIGHT_INDEX].pos.x = 4000*Fast_Cos(plight_ang);
lights[POINT_LIGHT_INDEX].pos.y = 200;
lights[POINT_LIGHT_INDEX].pos.z = 4000*Fast_Sin(plight_ang);

if ((plight_ang+=3) > 360)
    plight_ang = 0;

// move spot light source in ellipse around game world
lights[SPOT_LIGHT2_INDEX].pos.x = 2000*Fast_Cos(slight_ang);
lights[SPOT_LIGHT2_INDEX].pos.y = 200;
lights[SPOT_LIGHT2_INDEX].pos.z = 2000*Fast_Sin(slight_ang);

if ((slight_ang-=5) < 0)
    slight_ang = 360;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// insert the player into the world
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_player);

// set position of tank

obj_player.world_pos.x = cam.pos.x+300*Fast_Sin(cam.dir.y);
obj_player.world_pos.y = cam.pos.y-70;
obj_player.world_pos.z = cam.pos.z+300*Fast_Cos(cam.dir.y);


// generate rotation matrix around y axis
static int turn=0; 
Build_XYZ_Rotation_MATRIX4X4(1, cam.dir.y+turning, 2, &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);

//Light_OBJECT4DV2_World16(&obj_player, &cam, lights, 4);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_player,0);

#if 1

//////////////////////////////////////////////////////////

// insert the tanks in the world
for (index = 0; index < NUM_TANKS; index++)
    {
    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV2(&obj_tank);

    // generate rotation matrix around y axis
    Build_XYZ_Rotation_MATRIX4X4(0, tanks[index].w, 0, &mrot);

    // rotate the local coords of the object
    Transform_OBJECT4DV2(&obj_tank, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

    // set position of tank
    obj_tank.world_pos.x = tanks[index].x;
    obj_tank.world_pos.y = tanks[index].y; 
    obj_tank.world_pos.z = tanks[index].z; 

    // attempt to cull object   
    if (!Cull_OBJECT4DV2(&obj_tank, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       // if we get here then the object is visible at this world position
       // so we can insert it into the rendering list
       // perform local/model to world transform
       Model_To_World_OBJECT4DV2(&obj_tank, TRANSFORM_TRANS_ONLY);

       //Light_OBJECT4DV2_World16(&obj_tank, &cam, lights, 4);

       // insert the object into render list
       Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_tank,0);
       } // end if
 
    } // end for

////////////////////////////////////////////////////////


// insert the towers in the world
for (index = 0; index < NUM_TOWERS; index++)
    {
    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV2(&obj_tower);

    // set position of tower
    obj_tower.world_pos.x = towers[index].x;
    obj_tower.world_pos.y = towers[index].y;
    obj_tower.world_pos.z = towers[index].z;

    // attempt to cull object   
    if (!Cull_OBJECT4DV2(&obj_tower, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       // if we get here then the object is visible at this world position
       // so we can insert it into the rendering list
       // perform local/model to world transform
       Model_To_World_OBJECT4DV2(&obj_tower);

       //Light_OBJECT4DV2_World16(&obj_tower, &cam, lights, 4);

       // insert the object into render list
       Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_tower,0);

       } // end if
 
    } // end for

///////////////////////////////////////////////////////////////

// seed number generator so that modulation of markers is always the same
srand(13);

static int mcount = 0, mdir = 2;

mcount+=mdir;
if (mcount > 200 || mcount < -200) { mdir=-mdir; mcount+=mdir; }

// insert the ground markers into the world
for (int index_x = 0; index_x < NUM_POINTS_X; index_x++)
    for (int index_z = 0; index_z < NUM_POINTS_Z; index_z++)
        {
        // reset the object (this only matters for backface and object removal)
        Reset_OBJECT4DV2(&obj_marker);

        // set position of tower
        obj_marker.world_pos.x = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_x*POINT_SIZE;
        obj_marker.world_pos.y = obj_marker.max_radius[0] + 50*Fast_Sin(index_x*10+Fast_Sin(index_z)+mcount);
        obj_marker.world_pos.z = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_z*POINT_SIZE;

        // attempt to cull object   
        if (!Cull_OBJECT4DV2(&obj_marker, &cam, CULL_OBJECT_XYZ_PLANES))
           {
           // if we get here then the object is visible at this world position
           // so we can insert it into the rendering list
           // perform local/model to world transform
           Model_To_World_OBJECT4DV2(&obj_marker);

           //Light_OBJECT4DV2_World16(&obj_marker, &cam, lights, 4);

           // insert the object into render list
           Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_marker,0);

           } // end if

        } // end for

////////////////////////////////////////////////////////////////////////

#endif

// remove backfaces
if (backface_mode==1)
   Remove_Backfaces_RENDERLIST4DV2(&rend_list, &cam);

// light scene all at once 
if (lighting_mode==1)
   Light_RENDERLIST4DV2_World16(&rend_list, &cam, lights, 4);

// apply world to camera transform
World_To_Camera_RENDERLIST4DV2(&rend_list, &cam);

// 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);

sprintf(work_string,"pos:[%f, %f, %f] heading:[%f] elev:[%f], polys[%d]", 
        cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y, cam.dir.x, debug_polys_rendered_per_frame); 

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-20, RGB(0,255,0), lpddsback);

sprintf(work_string,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, Spot=%d | Zsort [%s], BckFceRM [%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights[POINT_LIGHT_INDEX].state,
                                                                                 lights[SPOT_LIGHT2_INDEX].state,
                                                                                 ((zsort_mode == 1) ? "ON" : "OFF"),
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"));

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, 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("<S>..............Toggle spot light source.", 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("<RIGHT ARROW>....Rotate player right.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<LEFT ARROW>.....Rotate player left.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<UP ARROW>.......Move player forward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<DOWN ARROW>.....Move player backward.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<SPACE BAR>......Turbo.", 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

// lock the back buffer
DDraw_Lock_Back_Surface();

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   Draw_RENDERLIST4DV2_Solid16(&rend_list, back_buffer, back_lpitch);

#endif

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
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!

int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection
 
static int   player_moving = 0; // tracks player motion
static PALETTEENTRY glow = {0,0,0,PC_NOCOLLAPSE};  // used to animation red border
static int glow_count = 0, glow_dx = 5;

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap(&reactor, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// read keyboard and other devices here
DInput_Read_Keyboard();

// reset motion flag
player_moving = 0;

// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational

if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y-=2;
   dx=2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NEAST)
      Set_Animation_BOB(&skelaton,SKELATON_NEAST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y-=2;
   dx=-2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NWEST)
      Set_Animation_BOB(&skelaton,SKELATON_NWEST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y+=2;
   dx=-2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SWEST)
      Set_Animation_BOB(&skelaton,SKELATON_SWEST);

   } // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y+=2;
   dx=2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SEAST)
      Set_Animation_BOB(&skelaton,SKELATON_SEAST);

   } // end if
else
if (keyboard_state[DIK_RIGHT]) 
   {
   // move skelaton
   skelaton.x+=2;
   dx=2; dy=0;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_EAST)
      Set_Animation_BOB(&skelaton,SKELATON_EAST);

   } // end if
else
if (keyboard_state[DIK_LEFT])  
   {
   // move skelaton
   skelaton.x-=2;
   dx=-2; dy=0; 
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_WEST)
      Set_Animation_BOB(&skelaton,SKELATON_WEST);

   } // end if
else
if (keyboard_state[DIK_UP])    
   {
   // move skelaton
   skelaton.y-=2;
   dx=0; dy=-2;
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NORTH)
      Set_Animation_BOB(&skelaton,SKELATON_NORTH);

   } // end if
else
if (keyboard_state[DIK_DOWN])  
   {
   // move skelaton
   skelaton.y+=2;
   dx=0; dy=+2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SOUTH)
      Set_Animation_BOB(&skelaton,SKELATON_SOUTH);

   } // end if

// only animate if player is moving
if (player_moving)
   {
   // animate skelaton
   Animate_BOB(&skelaton);


   // see if skelaton hit a wall
   
   // lock surface, so we can scan it
   DDraw_Lock_Back_Surface();
   
   // call the color scanner with WALL_ANIMATION_COLOR, the color of the glowing wall
   // try to center the scan in the center of the object to make it 
   // more realistic
   if (Color_Scan(skelaton.x+16, skelaton.y+16,
                  skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,                                    
                  WALL_ANIMATION_COLOR, WALL_ANIMATION_COLOR, back_buffer,back_lpitch))
      {
      // back the skelaton up along its last trajectory
      skelaton.x-=dx;
      skelaton.y-=dy;
      } // end if
   
   // done, so unlock
   DDraw_Unlock_Back_Surface();

   // check if skelaton is off screen
   if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
      skelaton.x-=dx;

   if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
      skelaton.y-=dy;

   } // end if

// draw the skelaton
Draw_BOB(&skelaton, lpddsback);

// animate color
glow.peGreen+=glow_dx;

// test boundary
if (glow.peGreen == 0 || glow.peGreen == 255)
   glow_dx = -glow_dx;

Set_Palette_Entry(WALL_ANIMATION_COLOR, &glow);

// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,WALL_ANIMATION_COLOR,lpddsback);

Draw_Text_GDI("USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback);


// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    } // end if

// return success
return(1);
 
} // end Game_Main
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 float hl = 300, // artificial light height
             ks = 1.25; // generic scaling factor to make things look good

char work_string[256]; // temp string

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface 
DDraw_Fill_Surface(lpddsback, 0);

// draw the sky
Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(50,50,200), lpddsback);

// draw the ground
//Draw_Rectangle(0,WINDOW_HEIGHT*.38, WINDOW_WIDTH, WINDOW_HEIGHT, RGB16Bit(25,50,110), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

// 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;

   // toggle point light
   if (lights2[POINT_LIGHT2_INDEX].state == LIGHTV2_STATE_ON)
      lights2[POINT_LIGHT2_INDEX].state = LIGHTV2_STATE_OFF;
   else
      lights2[POINT_LIGHT2_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_Z])
   {
   // toggle z sorting
   zsort_mode = -zsort_mode;
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// next animation
if (keyboard_state[DIK_2])
   {
   if (++obj_md2.anim_state >= NUM_MD2_ANIMATIONS)
      obj_md2.anim_state = 0;  

   Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT);

   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if


// previous animation
if (keyboard_state[DIK_1])
   {
   if (--obj_md2.anim_state < 0)
      obj_md2.anim_state = NUM_MD2_ANIMATIONS-1;  

   Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT);

   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if

// replay animation
if (keyboard_state[DIK_3])
   {
   Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_SINGLE_SHOT);
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if


// replay animation
if (keyboard_state[DIK_4])
   {
   Set_Animation_MD2(&obj_md2, obj_md2.anim_state, MD2_ANIM_LOOP);
   Wait_Clock(100); // wait, so keyboard doesn't bounce
   } // end if


// forward/backward
if (keyboard_state[DIK_UP])
   {
   // 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;

   // scroll the background
   Scroll_Bitmap(&background_bmp, -10);
   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=5;

   // scroll the background
   Scroll_Bitmap(&background_bmp, 10);
   } // end if


// scroll sky slowly
Scroll_Bitmap(&background_bmp, -1);

// 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;

// move point light source in ellipse around game world
lights2[POINT_LIGHT_INDEX].pos.x = 500*Fast_Cos(plight_ang);
//lights2[POINT_LIGHT_INDEX].pos.y = 200;
lights2[POINT_LIGHT_INDEX].pos.z = 500*Fast_Sin(plight_ang);

// move point light source in ellipse around game world
lights2[POINT_LIGHT2_INDEX].pos.x = 200*Fast_Cos(-2*plight_ang);
//lights2[POINT_LIGHT2_INDEX].pos.y = 400;
lights2[POINT_LIGHT2_INDEX].pos.z = 200*Fast_Sin(-2*plight_ang);

if ((plight_ang+=1) > 360)
    plight_ang = 0;

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

//////////////////////////////////////////////////////////////////////////
// the terrain

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_terrain);

// generate rotation matrix around y axis
//Build_XYZ_Rotation_MATRIX4X4(x_ang, y_ang, z_ang, &mrot);

MAT_IDENTITY_4X4(&mrot); 

// rotate the local coords of the object
Transform_OBJECT4DV2(&obj_terrain, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_terrain, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_terrain,0);

//////////////////////////////////////////////////////////////////////////

int v0, v1, v2, v3; // used to track vertices

VECTOR4D pl,  // position of the light
         po,  // position of the occluder object/vertex
         vlo, // vector from light to object
         ps;  // position of the shadow

float    rs,  // radius of shadow 
         t;   // parameter t

//////////////////////////////////////////////////////////////////////////
// render model, this next section draws each copy of the mech model
//////////////////////////////////////////////////////////////////////////

// animate the model
Animate_MD2(&obj_md2);

// extract the frame of animation from vertex banks
Extract_MD2_Frame(&obj_model,  // pointer to destination object
                  &obj_md2);   // md2 object to extract frame from

// set position of object 
obj_model.world_pos.x = 0;
obj_model.world_pos.y = 100;
obj_model.world_pos.z = 0;

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_model);

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// transform the local coords of the object
Transform_OBJECT4DV2(&obj_model, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_model, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0);

// set position of object 
obj_model.world_pos.x = 0;
obj_model.world_pos.y = 100;
obj_model.world_pos.z = 200;

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_model);

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// transform the local coords of the object
Transform_OBJECT4DV2(&obj_model, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_model, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0);
//////////////////////////////////////////////////////////////////////////


//////////////////////////////////////////////////////////////////////////
// draw all the light objects to represent the position of light sources

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX]);

// set position of object to light
obj_light_array[INDEX_RED_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT_INDEX].pos;

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// transform the local coords of the object
Transform_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_RED_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_RED_LIGHT_INDEX],0);

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX]);

// set position of object to light
obj_light_array[INDEX_YELLOW_LIGHT_INDEX].world_pos = lights2[POINT_LIGHT2_INDEX].pos;

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// transform the local coords of the object
Transform_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX], &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV2(&obj_light_array[INDEX_YELLOW_LIGHT_INDEX], TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_light_array[INDEX_YELLOW_LIGHT_INDEX],0);

////////////////////////////////////////////////////////////////////////////////////

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;
debug_polys_lit_per_frame = 0;

// perform rendering pass one

// 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, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // 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);

// reset number of polys rendered
debug_polys_rendered_per_frame = 0;

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   // perspective mode affine texturing
      // set up rendering context
      rc.attr =    RENDER_ATTR_ZBUFFER  
              // | RENDER_ATTR_ALPHA  
              // | RENDER_ATTR_MIPMAP  
              // | RENDER_ATTR_BILERP
                 | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;

   // initialize zbuffer to 0 fixed point
   Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));

   // set up remainder of rendering context
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 0;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;

   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_2(&rc);
   } // end if

// now make second rendering pass and draw shadow

// reset the render list
Reset_RENDERLIST4DV2(&rend_list);

//////////////////////////////////////////////////////////////////////////
// project shaded object into shadow by projecting it's vertices onto
// the ground plane

// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV2(&obj_model);

// save the shading attributes/color of each polygon, and override them with
// attributes of a shadow then restore them
int pcolor[OBJECT4DV2_MAX_POLYS],    // used to store color
    pattr[OBJECT4DV2_MAX_POLYS];     // used to store attribute

// save all the color and attributes for each polygon
for (int pindex = 0; pindex < obj_model.num_polys; pindex++)
    {
    // save attribute and color
    pattr[pindex]  = obj_model.plist[pindex].attr;
    pcolor[pindex] = obj_model.plist[pindex].color;
  
    // set attributes for shadow rendering
    obj_model.plist[pindex].attr    = POLY4DV2_ATTR_RGB16 | POLY4DV2_ATTR_SHADE_MODE_CONSTANT | POLY4DV2_ATTR_TRANSPARENT;
    obj_model.plist[pindex].color   = RGB16Bit(50,50,50) + (7 << 24);

    } // end for pindex

// create identity matrix
MAT_IDENTITY_4X4(&mrot);

// solve for t when the projected vertex intersects ground plane
pl = lights2[POINT_LIGHT_INDEX].pos;

// transform each local/model vertex of the object mesh and store result
// in "transformed" vertex list, note 
for (int vertex=0; vertex < obj_model.num_vertices; vertex++)
    {
    POINT4D presult; // hold result of each transformation

    // compute parameter t0 when projected ray pierces y=0 plane
    VECTOR4D vi;

    // set position of object 
    obj_model.world_pos.x = 0;
    obj_model.world_pos.y = 100;
    obj_model.world_pos.z = 0;

    // transform coordinates to worldspace right now...
    VECTOR4D_Add(&obj_model.vlist_local[vertex].v, &obj_model.world_pos, &vi);

    float t0 = -pl.y / (vi.y - pl.y);

    // transform point
    obj_model.vlist_trans[vertex].v.x = pl.x + t0*(vi.x - pl.x);
    obj_model.vlist_trans[vertex].v.y = 10.0; // pl.y + t0*(vi.y - pl.y);
    obj_model.vlist_trans[vertex].v.z = pl.z + t0*(vi.z - pl.z);
    obj_model.vlist_trans[vertex].v.w = 1.0;

    } // end for index

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0);

// and now second shadow object from second light source...

// solve for t when the projected vertex intersects
pl = lights2[POINT_LIGHT_INDEX].pos; 

// transform each local/model vertex of the object mesh and store result
// in "transformed" vertex list
for (vertex=0; vertex < obj_model.num_vertices; vertex++)
    {
    POINT4D presult; // hold result of each transformation

    // compute parameter t0 when projected ray pierces y=0 plane
    VECTOR4D vi;

    // set position of object 
    obj_model.world_pos.x = 0;
    obj_model.world_pos.y = 100;
    obj_model.world_pos.z = 200;

    // transform coordinates to worldspace right now...
    VECTOR4D_Add(&obj_model.vlist_local[vertex].v, &obj_model.world_pos, &vi);

    float t0 = -pl.y / (vi.y - pl.y);

    // transform point
    obj_model.vlist_trans[vertex].v.x = pl.x + t0*(vi.x - pl.x);
    obj_model.vlist_trans[vertex].v.y = 10.0; // pl.y + t0*(vi.y - pl.y);
    obj_model.vlist_trans[vertex].v.z = pl.z + t0*(vi.z - pl.z);
    obj_model.vlist_trans[vertex].v.w = 1.0;

    } // end for index

// insert the object into render list
Insert_OBJECT4DV2_RENDERLIST4DV2(&rend_list, &obj_model,0);

// restore attributes and color
for (pindex = 0; pindex < obj_model.num_polys; pindex++)
    {
    // save attribute and color
    obj_model.plist[pindex].attr  = pattr[pindex];
    obj_model.plist[pindex].color = pcolor[pindex]; 
  
    } // end for pindex

//////////////////////////////////////////////////////////////////////////

// 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, CLIP_POLY_X_PLANE | CLIP_POLY_Y_PLANE | CLIP_POLY_Z_PLANE );

// light scene all at once 
if (lighting_mode==1)
   {
   Transform_LIGHTSV2(lights2, 4, &cam.mcam, TRANSFORM_LOCAL_TO_TRANS);
   Light_RENDERLIST4DV2_World2_16(&rend_list, &cam, lights2, 4);
   } // 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);

// render the object

if (wireframe_mode  == 0)
   Draw_RENDERLIST4DV2_Wire16(&rend_list, back_buffer, back_lpitch);
else
if (wireframe_mode  == 1)
   {
   // perspective mode affine texturing
   // set up rendering context
   rc.attr =    RENDER_ATTR_ZBUFFER  
                | RENDER_ATTR_ALPHA  
             // | RENDER_ATTR_MIPMAP  
             // | RENDER_ATTR_BILERP
                | RENDER_ATTR_TEXTURE_PERSPECTIVE_AFFINE;

   // initialize zbuffer to 0 fixed point
   //Clear_Zbuffer(&zbuffer, (16000 << FIXP16_SHIFT));

   // set up remainder of rendering context
   rc.video_buffer   = back_buffer;
   rc.lpitch         = back_lpitch;
   rc.mip_dist       = 0;
   rc.zbuffer        = (UCHAR *)zbuffer.zbuffer;
   rc.zpitch         = WINDOW_WIDTH*4;
   rc.rend_list      = &rend_list;
   rc.texture_dist   = 0;
   rc.alpha_override = -1;

   // render scene
   Draw_RENDERLIST4DV2_RENDERCONTEXTV1_16_3(&rc);
   } // end if

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// draw cockpit
//Draw_BOB16(&cockpit, lpddsback);


// draw instructions
Draw_Text_GDI("Press ESC to exit. Press <H> for Help.", 0, 0, RGB(255,255,255), 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("<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("<Z>..............Toggle Z-sorting.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<1>,<2>..........Previous/Next Animation.", 0, text_y+=12, RGB(255,255,255), lpddsback);
    Draw_Text_GDI("<3>,<4>..........Play Animation Single Shot/Looped.", 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,"Lighting [%s]: Ambient=%d, Infinite=%d, Point=%d, BckFceRM [%s], Zsort[%s]", 
                                                                                 ((lighting_mode == 1) ? "ON" : "OFF"),
                                                                                 lights2[AMBIENT_LIGHT_INDEX].state,
                                                                                 lights2[INFINITE_LIGHT_INDEX].state, 
                                                                                 lights2[POINT_LIGHT_INDEX].state,
                                                                                 ((backface_mode == 1) ? "ON" : "OFF"),
                                                                                 ((zsort_mode == 1) ? "ON" : "OFF") );
Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34+1, RGB(0,0,0), lpddsback);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34, RGB(255,255,255), lpddsback);

sprintf(work_string,"Polys Rendered: %d, Polys lit: %d Anim[%d]=%s Frm=%d", debug_polys_rendered_per_frame, debug_polys_lit_per_frame, obj_md2.anim_state,md2_anim_strings[obj_md2.anim_state], obj_md2.curr_frame );
Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34-2*16+1, RGB(0,0,0), lpddsback);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-2*16, RGB(255,255,255), lpddsback);

sprintf(work_string,"CAM [%5.2f, %5.2f, %5.2f], CELL [%d, %d]",  cam.pos.x, cam.pos.y, cam.pos.z, cell_x, cell_y);
Draw_Text_GDI(work_string, 0+1, WINDOW_HEIGHT-34-3*16+1, RGB(0,0,0), lpddsback);
Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-34-3*16, RGB(255,255,255), 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])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
  
} // end Game_Main
Ejemplo n.º 21
0
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!

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock back buffer and copy background into it
DDraw_Lock_Back_Surface();

// draw background
Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);

// unlock back surface
DDraw_Unlock_Back_Surface();

// read keyboard
DInput_Read_Keyboard();


// check the player controls

// is the player turning right or left?
if (keyboard_state[DIK_RIGHT])
   {
    // there are 16 possible positions for the ship to point in
    if (++ship.varsI[0] >= 16)
        ship.varsI[0] = 0;
   } // end if
else
if (keyboard_state[DIK_LEFT])
   {
    // there are 16 possible positions for the ship to point in
    if (--ship.varsI[0] < 0)
        ship.varsI[0] = 15;
   } // end if

// now test for forward thrust
if (keyboard_state[DIK_UP])
    {
    // thrust ship in current direction
    
    float rad_angle = (float)ship.varsI[0]*(float)3.14159/(float)8;
    float xv = cos(rad_angle);
    float yv = sin(rad_angle);

    ship.varsF[0]+=xv;
    ship.varsF[1]+=yv;

    // animate the ship
    ship.curr_frame = ship.varsI[0]+16*(rand()%2);

    } // end if
else // show non thrust version
   ship.curr_frame = ship.varsI[0];  

// move ship
ship.varsF[2]+=ship.varsF[0];
ship.varsF[3]+=ship.varsF[1];

// always apply friction in direction opposite current trajectory
float fx = -ship.varsF[0];
float fy = -ship.varsF[1];
float length_f = sqrt(fx*fx+fy*fy); // normally we would avoid square root at all costs!

// compute the frictional resitance

if (fabs(length_f) > 0.1)
    { 
    fx = FRICTION_FACTOR*fx/length_f;
    fy = FRICTION_FACTOR*fy/length_f;
    } // end if
else
    fx=fy=0;

// now apply friction to forward velocity
ship.varsF[0]+=fx;
ship.varsF[1]+=fy;

////////////////////////////////////////////////////////////////////

// gravity calculation section

// step 1: compute vector from black hole to ship, note that the centers
// of each object are used
float grav_x = (black_hole.x + black_hole.width/2)  - (ship.x + ship.width/2);
float grav_y = (black_hole.y + black_hole.height/2) - (ship.y + ship.height/2);
float radius_squared = grav_x*grav_x + grav_y*grav_y; // equal to radius squared
float length_grav = sqrt(radius_squared);

// step 2: normalize the length of the vector to 1.0
grav_x = grav_x/length_grav;
grav_y = grav_y/length_grav;

// step 3: compute the gravity force
float grav_force = (VIRTUAL_GRAVITY_CONSTANT) * (SHIP_MASS * BLACK_HOLE_MASS) / radius_squared;

// step 4: apply gforce in the direction of grav_x, grav_y with the magnitude of grav_force
ship.varsF[0]+=grav_x*grav_force;
ship.varsF[1]+=grav_y*grav_force;

////////////////////////////////////////////////////////////////////

// test if ship is off screen
if (ship.varsF[2] > SCREEN_WIDTH)
   ship.varsF[2] = -ship.width;
else
if (ship.varsF[2] < -ship.width)
   ship.varsF[2] = SCREEN_WIDTH;

if (ship.varsF[3] > SCREEN_HEIGHT)
   ship.varsF[3] = -ship.height;
else
if (ship.varsF[3] < -ship.height)
   ship.varsF[3] = SCREEN_HEIGHT;

// test if velocity is insane
if ( (ship.varsF[0]*ship.varsF[0] + ship.varsF[1]*ship.varsF[1]) > MAX_VEL)
   {
   // scale velocity down
   ship.varsF[0]*=.95;
   ship.varsF[1]*=.95;

   } // end if

// animate the black hole
Animate_BOB(&black_hole);

// draw the black hole
Draw_BOB(&black_hole, lpddsback);

// copy floating point position to bob x,y
ship.x = ship.varsF[2];
ship.y = ship.varsF[3];

// draw the ship
Draw_BOB(&ship,lpddsback);

// draw the title
Draw_Text_GDI("GRAVITY MASS DEMO - Use Arrows to Control Ship.",10, 10,RGB(0,255,255), lpddsback);

sprintf(buffer,"Friction: X=%f, Y=%f",fx, fy);
Draw_Text_GDI(buffer,10,420,RGB(0,255,0), lpddsback);

sprintf(buffer,"Velocity: X=%f, Y=%f",ship.varsF[0], ship.varsF[1]);
Draw_Text_GDI(buffer,10,440,RGB(0,255,0), lpddsback);

sprintf(buffer,"Gravity: X=%f, Y=%f",ship.varsF[2], ship.varsF[3]);
Draw_Text_GDI(buffer,10,460,RGB(0,255,0), lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps = 1/30sec = 33 ms
Wait_Clock(33);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);

    // stop all sounds
    DSound_Stop_All_Sounds();

    // do a screen transition
    Screen_Transitions(SCREEN_DARKNESS,NULL,0);
    } // end if

// return success
return(1);

} // end Game_Main
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

// these are used to create a circling camera
static float view_angle = 0; 
static float camera_distance = 6000;
static VECTOR4D pos = {0,0,0,0};
static float tank_speed;
static float turning = 0;

char work_string[256]; // temp string

int index; // looping var

// start the timing clock
Start_Clock();

// clear the drawing surface 
DDraw_Fill_Surface(lpddsback, 0);

// draw the sky
Draw_Rectangle(0,0, WINDOW_WIDTH-1, WINDOW_HEIGHT/2, RGB16Bit(0,140,192), lpddsback);

// draw the ground
Draw_Rectangle(0,WINDOW_HEIGHT/2, WINDOW_WIDTH-1, WINDOW_HEIGHT-1, RGB16Bit(103,62,3), lpddsback);

// read keyboard and other devices here
DInput_Read_Keyboard();

// game logic here...

// reset the render list
Reset_RENDERLIST4DV1(&rend_list);

// allow user to move camera

// turbo
if (keyboard_state[DIK_SPACE])
    tank_speed = 5*TANK_SPEED;
else
    tank_speed = TANK_SPEED;

// forward/backward
if (keyboard_state[DIK_UP])
   {
   // move forward
   cam.pos.x += tank_speed*Fast_Sin(cam.dir.y);
   cam.pos.z += tank_speed*Fast_Cos(cam.dir.y);
   } // end if

if (keyboard_state[DIK_DOWN])
   {
   // move backward
   cam.pos.x -= tank_speed*Fast_Sin(cam.dir.y);
   cam.pos.z -= tank_speed*Fast_Cos(cam.dir.y);
   } // end if

// rotate
if (keyboard_state[DIK_RIGHT])
   {
   cam.dir.y+=3;
   
   // add a little turn to object
   if ((turning+=2) > 15)
      turning=15;

   } // end if

if (keyboard_state[DIK_LEFT])
   {
   cam.dir.y-=3;

   // add a little turn to object
   if ((turning-=2) < -15)
      turning=-15;

   } // end if
else // center heading again
   {
   if (turning > 0)
       turning-=1;
   else
   if (turning < 0)
       turning+=1;

   } // end else

// generate camera matrix
Build_CAM4DV1_Matrix_Euler(&cam, CAM_ROT_SEQ_ZYX);

// insert the tanks in the world
for (index = 0; index < NUM_TANKS; index++)
    {
    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV1(&obj_tank);

    // generate rotation matrix around y axis
    Build_XYZ_Rotation_MATRIX4X4(0, tanks[index].w, 0, &mrot);

    // rotate the local coords of the object
    Transform_OBJECT4DV1(&obj_tank, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

    // set position of tank
    obj_tank.world_pos.x = tanks[index].x;
    obj_tank.world_pos.y = tanks[index].y;
    obj_tank.world_pos.z = tanks[index].z;

    // attempt to cull object   
    if (!Cull_OBJECT4DV1(&obj_tank, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       // if we get here then the object is visible at this world position
       // so we can insert it into the rendering list
       // perform local/model to world transform
       Model_To_World_OBJECT4DV1(&obj_tank, TRANSFORM_TRANS_ONLY);

       // insert the object into render list
       Insert_OBJECT4DV1_RENDERLIST4DV1(&rend_list, &obj_tank);
       } // end if
 
    } // end for

// insert the player into the world
// reset the object (this only matters for backface and object removal)
Reset_OBJECT4DV1(&obj_player);

// set position of tank
obj_player.world_pos.x = cam.pos.x+300*Fast_Sin(cam.dir.y);
obj_player.world_pos.y = cam.pos.y-70;
obj_player.world_pos.z = cam.pos.z+300*Fast_Cos(cam.dir.y);

// generate rotation matrix around y axis
Build_XYZ_Rotation_MATRIX4X4(0, cam.dir.y+turning, 0, &mrot);

// rotate the local coords of the object
Transform_OBJECT4DV1(&obj_player, &mrot, TRANSFORM_LOCAL_TO_TRANS,1);

// perform world transform
Model_To_World_OBJECT4DV1(&obj_player, TRANSFORM_TRANS_ONLY);

// insert the object into render list
Insert_OBJECT4DV1_RENDERLIST4DV1(&rend_list, &obj_player);


// insert the towers in the world
for (index = 0; index < NUM_TOWERS; index++)
    {
    // reset the object (this only matters for backface and object removal)
    Reset_OBJECT4DV1(&obj_tower);

    // set position of tower
    obj_tower.world_pos.x = towers[index].x;
    obj_tower.world_pos.y = towers[index].y;
    obj_tower.world_pos.z = towers[index].z;

    // attempt to cull object   
    if (!Cull_OBJECT4DV1(&obj_tower, &cam, CULL_OBJECT_XYZ_PLANES))
       {
       // if we get here then the object is visible at this world position
       // so we can insert it into the rendering list
       // perform local/model to world transform
       Model_To_World_OBJECT4DV1(&obj_tower);

       // insert the object into render list
       Insert_OBJECT4DV1_RENDERLIST4DV1(&rend_list, &obj_tower);
       } // end if
 
    } // end for

// seed number generator so that modulation of markers is always the same
srand(13);

// insert the ground markers into the world
for (int index_x = 0; index_x < NUM_POINTS_X; index_x++)
    for (int index_z = 0; index_z < NUM_POINTS_Z; index_z++)
        {
        // reset the object (this only matters for backface and object removal)
        Reset_OBJECT4DV1(&obj_marker);

        // set position of tower
        obj_marker.world_pos.x = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_x*POINT_SIZE;
        obj_marker.world_pos.y = obj_marker.max_radius;
        obj_marker.world_pos.z = RAND_RANGE(-100,100)-UNIVERSE_RADIUS+index_z*POINT_SIZE;

        // attempt to cull object   
        if (!Cull_OBJECT4DV1(&obj_marker, &cam, CULL_OBJECT_XYZ_PLANES))
           {
           // if we get here then the object is visible at this world position
           // so we can insert it into the rendering list
           // perform local/model to world transform
           Model_To_World_OBJECT4DV1(&obj_marker);

           // insert the object into render list
           Insert_OBJECT4DV1_RENDERLIST4DV1(&rend_list, &obj_marker);
           } // end if

        } // end for

// remove backfaces
Remove_Backfaces_RENDERLIST4DV1(&rend_list, &cam);

// apply world to camera transform
World_To_Camera_RENDERLIST4DV1(&rend_list, &cam);

// apply camera to perspective transformation
Camera_To_Perspective_RENDERLIST4DV1(&rend_list, &cam);

// apply screen transform
Perspective_To_Screen_RENDERLIST4DV1(&rend_list, &cam);

sprintf(work_string,"pos:[%f, %f, %f] heading:[%f] elev:[%f]", 
        cam.pos.x, cam.pos.y, cam.pos.z, cam.dir.y, cam.dir.x); 

Draw_Text_GDI(work_string, 0, WINDOW_HEIGHT-20, RGB(0,255,0), lpddsback);

// draw instructions
Draw_Text_GDI("Press ESC to exit. Press Arrow Keys to Move. Space for TURBO.", 0, 0, RGB(0,255,0), lpddsback);

// lock the back buffer
DDraw_Lock_Back_Surface();

// render the object
Draw_RENDERLIST4DV1_Wire16(&rend_list, back_buffer, back_lpitch);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// flip the surfaces
DDraw_Flip();

// sync to 30ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
    {
    PostMessage(main_window_handle, WM_DESTROY,0,0);
    } // end if

// return success
return(1);
 
} // end Game_Main
Ejemplo n.º 23
0
int Game_Main(void *parms, int num_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!


int          index;             // looping var
int          dx,dy;             // general deltas used in collision detection
 
static int   player_moving = 0; // tracks player motion

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
    PostMessage(main_window_handle, WM_DESTROY,0,0);

// start the timing clock
Start_Clock();

// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);

// lock the back buffer
DDraw_Lock_Back_Surface();

// draw the background reactor image
Draw_Bitmap16(&reactor, back_buffer, back_lpitch, 0);

// unlock the back buffer
DDraw_Unlock_Back_Surface();

// get player input

// get the keyboard data
lpdikey->GetDeviceState(256, (LPVOID)keyboard_state);

// reset motion flag
player_moving = 0;

// test direction of motion, this is a good example of testing the keyboard
// although the code could be optimized this is more educational

if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y-=2;
   dx=2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NEAST)
      Set_Animation_BOB(&skelaton,SKELATON_NEAST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_UP]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y-=2;
   dx=-2; dy=-2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NWEST)
      Set_Animation_BOB(&skelaton,SKELATON_NWEST);

   } // end if
else
if (keyboard_state[DIK_LEFT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x-=2;
   skelaton.y+=2;
   dx=-2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SWEST)
      Set_Animation_BOB(&skelaton,SKELATON_SWEST);

   } // end if
else
if (keyboard_state[DIK_RIGHT] && keyboard_state[DIK_DOWN]) 
   {
   // move skelaton
   skelaton.x+=2;
   skelaton.y+=2;
   dx=2; dy=2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SEAST)
      Set_Animation_BOB(&skelaton,SKELATON_SEAST);

   } // end if
else
if (keyboard_state[DIK_RIGHT]) 
   {
   // move skelaton
   skelaton.x+=2;
   dx=2; dy=0;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_EAST)
      Set_Animation_BOB(&skelaton,SKELATON_EAST);

   } // end if
else
if (keyboard_state[DIK_LEFT])  
   {
   // move skelaton
   skelaton.x-=2;
   dx=-2; dy=0; 
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_WEST)
      Set_Animation_BOB(&skelaton,SKELATON_WEST);

   } // end if
else
if (keyboard_state[DIK_UP])    
   {
   // move skelaton
   skelaton.y-=2;
   dx=0; dy=-2;
   
   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_NORTH)
      Set_Animation_BOB(&skelaton,SKELATON_NORTH);

   } // end if
else
if (keyboard_state[DIK_DOWN])  
   {
   // move skelaton
   skelaton.y+=2;
   dx=0; dy=+2;

   // set motion flag
   player_moving = 1;

   // check animation needs to change
   if (skelaton.curr_animation != SKELATON_SOUTH)
      Set_Animation_BOB(&skelaton,SKELATON_SOUTH);

   } // end if

// only animate if player is moving
if (player_moving)
   {
   // animate skelaton
   Animate_BOB(&skelaton);


   // see if skelaton hit a wall
   
   // lock surface, so we can scan it
   DDraw_Lock_Back_Surface();
   
// call the color scanner with WALL_COLOR the color of the walls
// try to center the scan on the feet of the player
// note since we are uin 16-bit mode, we need to scan the 16 bit value then compare
// it against the 16-bit color code for the green pixel which has values RB(41,231,41)
// but depending if this is a 5.5.5 or 5.6.5 the 16-bit value will be different, however
// during ddraw_init RGB16Bit() was vectored (function pointer) to either 5.5.5 or 5.6.5 
// depending on the actual surface mode, so it should all work out :)
   if (Color_Scan16(skelaton.x+16, skelaton.y+16,
                    skelaton.x+skelaton.width-16, skelaton.y+skelaton.height-16,                                    
                    RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B),
                    RGB16Bit(WALL_COLOR_R, WALL_COLOR_G, WALL_COLOR_B), back_buffer,back_lpitch))
      {
      // back the skelaton up along its last trajectory
      skelaton.x-=dx;
      skelaton.y-=dy;
      } // end if
   
   // done, so unlock
   DDraw_Unlock_Back_Surface();

   // check if skelaton is off screen
   if (skelaton.x < 0 || skelaton.x > (screen_width - skelaton.width))
      skelaton.x-=dx;

   if (skelaton.y < 0 || skelaton.y > (screen_height - skelaton.height))
      skelaton.y-=dy;

   } // end if

// draw the skelaton
Draw_BOB16(&skelaton, lpddsback);

// draw some text
Draw_Text_GDI("I STILL HAVE A BONE TO PICK!",0,screen_height - 32,RGB(32,32,32),lpddsback);
Draw_Text_GDI("(16-Bit Version) USE ARROW KEYS TO MOVE, <ESC> TO EXIT.",0,0,RGB(32,32,32),lpddsback);

// flip the surfaces
DDraw_Flip();

// sync to 30 fps
Wait_Clock(30);

// return success
return(1);

} // end Game_Main