int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // initialize directdraw DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); // load in texture maps Load_Bitmap_File(&bitmap8bit, "SCROLLTEXTURES.BMP"); // set the palette to background image palette Set_Palette(bitmap8bit.palette); // create the texture bob if (!Create_BOB(&textures,0,0,64,64,10, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY)) return(0); // load each texture bitmap into the texture BOB object for (index = 0; index < NUM_TEXTURES; index++) Load_Frame_BOB(&textures,&bitmap8bit,index,index%4,index/4,BITMAP_EXTRACT_MODE_CELL); // unload the texture map bitmap Unload_Bitmap_File(&bitmap8bit); // set clipping rectangle to screen extents so mouse cursor // doens't mess up at edges RECT screen_rect = {0,0,screen_width,screen_height-32}; // 32 pixels at the bottom for controls // notice at bottom of screen a blank rect, this would be for your // control panel for example lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms = NULL, int num_parms = 0) { // this is called once after the initial window is created and // before the main event loop is entered, do all your initialization // here // create IDirectDraw interface 7.0 object and test for error if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL))) return(0); // set cooperation to full screen if (FAILED(lpdd->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))) return(0); // set display mode to 640x480x8 if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0))) return(0); // clear ddsd and set size DDRAW_INIT_STRUCT(ddsd); // enable valid fields ddsd.dwFlags = DDSD_CAPS; // request primary surface ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; // create the primary surface if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL))) return(0); // load the 24-bit image if (!Load_Bitmap_File(&bitmap,"bitmap24.bmp")) return(0); // return success or failure or your own return code here return(1); } // end Game_Init
int Game_Init(void *parms = NULL, int num_parms = 0) { // this is called once after the initial window is created and // before the main event loop is entered, do all your initialization // here // create IDirectDraw interface 7.0 object and test for error if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL))) return(0); // set cooperation to full screen if (FAILED(lpdd->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))) return(0); // set display mode to 640x480x8 if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0))) return(0); // we need a complex surface system with a primary and backbuffer // clear ddsd and set size DDRAW_INIT_STRUCT(ddsd); // enable valid fields ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; // set the backbuffer count field to 1, use 2 for triple buffering ddsd.dwBackBufferCount = 1; // request a complex, flippable ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP; // create the primary surface if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL))) return(0); // now query for attached surface from the primary surface // this line is needed by the call ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER; // get the attached back buffer surface if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback))) return(0); // build up the palette data array for (int color=1; color < 255; color++) { // fill with random RGB values palette[color].peRed = rand()%256; palette[color].peGreen = rand()%256; palette[color].peBlue = rand()%256; // set flags field to PC_NOCOLLAPSE palette[color].peFlags = PC_NOCOLLAPSE; } // end for color // now fill in entry 0 and 255 with black and white palette[0].peRed = 0; palette[0].peGreen = 0; palette[0].peBlue = 0; palette[0].peFlags = PC_NOCOLLAPSE; palette[255].peRed = 255; palette[255].peGreen = 255; palette[255].peBlue = 255; palette[255].peFlags = PC_NOCOLLAPSE; // create the palette object if (FAILED(lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 | DDPCAPS_INITIALIZE, palette,&lpddpal, NULL))) return(0); // finally attach the palette to the primary surface if (FAILED(lpddsprimary->SetPalette(lpddpal))) return(0); // set clipper up on back buffer since that's where well clip RECT screen_rect= {0,0,SCREEN_WIDTH-1,SCREEN_HEIGHT-1}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // load the 8-bit image if (!Load_Bitmap_File(&bitmap,"alley8.bmp")) return(0); // load it's palette into directdraw if (FAILED(lpddpal->SetEntries(0,0,MAX_COLORS_PALETTE,bitmap.palette))) return(0); // clean the surfaces DDraw_Fill_Surface(lpddsprimary,0); DDraw_Fill_Surface(lpddsback,0); // create the buffer to hold the background lpddsbackground = DDraw_Create_Surface(640,480,0,-1); // copy the background bitmap image to the background surface // lock the surface lpddsbackground->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL); // get video pointer to primary surfce UCHAR *image_buffer = (UCHAR *)ddsd.lpSurface; // test if memory is linear if (ddsd.lPitch == SCREEN_WIDTH) { // copy memory from double buffer to primary buffer memcpy((void *)image_buffer, (void *)bitmap.buffer, SCREEN_WIDTH*SCREEN_HEIGHT); } // end if else { // non-linear // make copy of source and destination addresses UCHAR *dest_ptr = image_buffer; UCHAR *src_ptr = bitmap.buffer; // memory is non-linear, copy line by line for (int y=0; y < SCREEN_HEIGHT; y++) { // copy line memcpy((void *)dest_ptr, (void *)src_ptr, SCREEN_WIDTH); // advance pointers to next line dest_ptr+=ddsd.lPitch; src_ptr +=SCREEN_WIDTH; } // end for } // end else // now unlock the primary surface if (FAILED(lpddsbackground->Unlock(NULL))) return(0); // unload the bitmap file, we no longer need it Unload_Bitmap_File(&bitmap); // seed random number generator srand(GetTickCount()); // initialize all the aliens (in real life do this in a loop or function) // alien on level 1 of complex aliens[0].x = rand()%SCREEN_WIDTH; aliens[0].y = 116 - 72; aliens[0].velocity = 2+rand()%4; aliens[0].current_frame = 0; aliens[0].counter = 0; aliens[0].width = 72; // set real size aliens[0].height = 80; aliens[0].scale = ((float)(1+rand()%20))/10; // scale from 0.1 to 2.0 // fix up feet so they still contact floor aliens[0].y+=(72 - aliens[0].scale*72); // alien on level 2 of complex aliens[1].x = rand()%SCREEN_WIDTH; aliens[1].y = 246 - 72; aliens[1].velocity = 2+rand()%4; aliens[1].current_frame = 0; aliens[1].counter = 0; aliens[1].width = 72; // set real size aliens[1].height = 80; aliens[1].scale = ((float)(1+rand()%20))/10; // scale from 0.1 to 2.0 // fix up feet so they still contact floor aliens[1].y+=(72 - aliens[1].scale*72); // alien on level 3 of complex aliens[2].x = rand()%SCREEN_WIDTH; aliens[2].y = 382 - 72; aliens[2].velocity = 2+rand()%4; aliens[2].current_frame = 0; aliens[2].counter = 0; aliens[2].width = 72; // set real size aliens[2].height = 80; aliens[2].scale = ((float)(1+rand()%20))/10; // scale from 0.1 to 2.0 // fix up feet so they still contact floor aliens[2].y+=(72 - aliens[2].scale*72); // now load the bitmap containing the alien imagery // then scan the images out into the surfaces of alien[0] // and copy then into the other two, be careful of reference counts! // load the 8-bit image if (!Load_Bitmap_File(&bitmap,"dedsp0.bmp")) return(0); // create each surface and load bits for (int index = 0; index < 3; index++) { // create surface to hold image aliens[0].frames[index] = DDraw_Create_Surface(72,80,0); // now load bits... Scan_Image_Bitmap(&bitmap, // bitmap file to scan image data from aliens[0].frames[index], // surface to hold data index, 0); // cell to scan image from } // end for index // unload the bitmap file, we no longer need it Unload_Bitmap_File(&bitmap); // now for the tricky part. There is no need to create more surfaces with the same // data, so I'm going to copy the surface pointers member for member to each alien // however, be careful, since the reference counts do NOT go up, you still only need // to release() each surface once! for (index = 0; index < 3; index++) aliens[1].frames[index] = aliens[2].frames[index] = aliens[0].frames[index]; // return success or failure or your own return code here return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // seed random number generator srand(Get_Clock()); // initialize directdraw, very important that in the call // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used // which increases the response of directX graphics to // take the global critical section more frequently DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); // load in the alien bob image Load_Bitmap_File(&bitmap8bit, "ALIENSGLOW.BMP"); // set the palette to the palette of the aliens Set_Palette(bitmap8bit.palette); // create the master alien bob if (!Create_BOB(&aliens[0],0,0,48,47,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME | BOB_ATTR_BOUNCE,DDSCAPS_SYSTEMMEMORY )) return(0); // load the bitmap for alien -- only 1 Load_Frame_BOB(&aliens[0],&bitmap8bit,0,0,0,BITMAP_EXTRACT_MODE_CELL); // unload the map bitmap Unload_Bitmap_File(&bitmap8bit); // now create all the alien clones :) for (index = 1; index < NUM_ALIENS; index++) Clone_BOB(&aliens[0],&aliens[index]); // at this point everything has been cloned, now set up aliens at // random positions for (index = 0; index < NUM_ALIENS; index++) { // set position Set_Pos_BOB(&aliens[index], rand()%screen_width, rand()%screen_height); // set motion velocities Set_Vel_BOB(&aliens[index],-4+rand()%8, -4+rand()%8); } // end for index // set clipping rectangle to screen extents so mouse cursor // doens't mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); #ifdef USE_MULTITHREADING // create the animation thread for color rotation thread_handle = CreateThread(NULL, // default security 0, // default stack Alien_Color_Thread,// use this thread function (LPVOID)index, // user data sent to thread 0, // creation flags, 0=start now. &thread_id); // send id back in this var // increment number of active threads active_threads++; #endif // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping varsIable char filename[80]; // used to build up filenames // seed random number generate srand(Start_Clock()); // start up DirectDraw (replace the parms as you desire) DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); // load background image Load_Bitmap_File(&bitmap8bit, "GRAVSKY8.BMP"); Create_Bitmap(&background_bmp,0,0,640,480); Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Set_Palette(bitmap8bit.palette); Unload_Bitmap_File(&bitmap8bit); // load the bitmaps for ship Load_Bitmap_File(&bitmap8bit, "BLAZE8.BMP"); // create bob Create_BOB(&ship,320,240,22,18,32,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY); // well use varsI[0] to hold the direction 0..15, 0-360 degrees, clockwise ship.varsI[0] = 0; // along +x axis to start // use varsF[0,1] for the x and y velocity ship.varsF[0] = 0; ship.varsF[1] = 0; // use varsF[2,3] for the x and y position, we need more accuracy than ints ship.varsF[2] = ship.x; ship.varsF[3] = ship.y; // load the frames in for (index=0; index < 32; index++) Load_Frame_BOB(&ship, &bitmap8bit, index, index%16,index/16,BITMAP_EXTRACT_MODE_CELL); // unload bitmap image Unload_Bitmap_File(&bitmap8bit); // load the bitmaps for blackhole Load_Bitmap_File(&bitmap8bit, "PHOTON8.BMP"); // create bob Create_BOB(&black_hole,32+rand()%(SCREEN_WIDTH-64),32+rand()%(SCREEN_HEIGHT-64), 44,44,7,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY); // set animation speed Set_Anim_Speed_BOB(&black_hole,3); // load the frames in for (index=0; index < 7; index++) Load_Frame_BOB(&black_hole, &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL); // unload bitmap image Unload_Bitmap_File(&bitmap8bit); // initialize directinput DInput_Init(); // acquire the keyboard only DInput_Init_Keyboard(); // initilize DirectSound DSound_Init(); // load background sounds sound_id = DSound_Load_WAV("BHOLE.WAV"); // start the sounds DSound_Play(sound_id, DSBPLAY_LOOPING); // set clipping rectangle to screen extents so objects dont // mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Load_Object_MD2 ( MD2_CONTAINER_PTR obj_md2, /* the loaded md2 file placed in container */ char *modelfile, /* the filename of the .MD2 model */ VECTOR4D_PTR scale, /* initial scaling factors */ VECTOR4D_PTR pos, /* initial position */ VECTOR4D_PTR rot, /* initial rotations (not implemented) */ char *texturefile, /* the texture filename for the model */ int attr, /* the lighting/model attributes for the model */ int color, /* base color if no texturing */ int vertex_flags ) /* control ordering etc. */ { /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /* * this function loads in an md2 file, extracts all the data and stores it in the ; * container class which will be used later to load frames into a the standard * object ; * type for rendering on the fl */ FILE *fp = NULL; /* file pointer to model */ int flength = -1; /* general file length */ UCHAR *buffer = NULL; /* used to buffer md2 file data */ MD2_HEADER_PTR md2_header; /* pointer to the md2 header */ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /* begin by loading in the .md2 model file */ if((fp = fopen(modelfile, "rb")) == NULL) { Write_Error("\nLoad_Object_MD2 - couldn't find file %s", modelfile); return(0); } /* end if */ /* * find the length of the model file ; * seek to end of file */ fseek(fp, 0, SEEK_END); /* where is the file pointer? */ flength = ftell(fp); /* * now read the md2 file into a buffer to analyze it ; * re-position file pointer to beginning of file */ fseek(fp, 0, SEEK_SET); /* allocate memory to hold file */ buffer = (UCHAR *) malloc(flength + 1); /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /* load data into buffer */ int bytes_read = fread(buffer, sizeof(UCHAR), flength, fp); /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /* * the header is the first item in the buffer, so alias a pointer ; * to it, so we can start analyzing it and creating the model */ md2_header = (MD2_HEADER_PTR) buffer; Write_Error("\nint identifier = %d", md2_header->identifier); Write_Error("\nint version = %d", md2_header->version); Write_Error("\nint skin_width = %d", md2_header->skin_width); Write_Error("\nint skin_height = %d", md2_header->skin_height); Write_Error("\nint framesize = %d", md2_header->framesize); Write_Error("\nint num_skins = %d", md2_header->num_skins); Write_Error("\nint num_verts = %d", md2_header->num_verts); Write_Error("\nint num_textcoords = %d", md2_header->num_textcoords); Write_Error("\nint num_polys = %d", md2_header->num_polys); Write_Error("\nint num_openGLcmds = %d", md2_header->num_openGLcmds); Write_Error("\nint num_frames = %d", md2_header->num_frames); Write_Error("\nint offset_skins = %d", md2_header->offset_skins); Write_Error("\nint offset_textcoords = %d", md2_header->offset_textcoords); Write_Error("\nint offset_polys = %d", md2_header->offset_polys); Write_Error("\nint offset_frames = %d", md2_header->offset_frames); Write_Error("\nint offset_openGLcmds = %d", md2_header->offset_openGLcmds); Write_Error("\nint offset_end = %d", md2_header->offset_end); /* test for valid file */ if(md2_header->identifier != MD2_MAGIC_NUM || md2_header->version != MD2_VERSION) { fclose(fp); return(0); } /* end if */ /* assign fields to container class */ obj_md2->state = 0; /* state of the model */ obj_md2->attr = attr; /* attributes of the model */ obj_md2->color = color; obj_md2->num_frames = md2_header->num_frames; /* number of frames in the model */ obj_md2->num_polys = md2_header->num_polys; /* number of polygons */ obj_md2->num_verts = md2_header->num_verts; /* number of vertices */ obj_md2->num_textcoords = md2_header->num_textcoords; /* number of texture coordinates */ obj_md2->curr_frame = 0; /* current frame in animation */ obj_md2->skin = NULL; /* pointer to texture skin for model */ obj_md2->world_pos = *pos; /* position object in world */ /* allocate memory for mesh data */ obj_md2->polys = (MD2_POLY_PTR) malloc(md2_header->num_polys * sizeof(MD2_POLY)); /* pointer to polygon list */ obj_md2->vlist = (VECTOR3D_PTR) malloc(md2_header->num_frames * md2_header->num_verts * sizeof(VECTOR3D)); /* pointer * to * vertex * coordinate * list * */ obj_md2->tlist = (VECTOR2D_PTR) malloc(md2_header->num_textcoords * sizeof(VECTOR2D)); /* pointer to texture * coordinate list */ #if (MD2_DEBUG == 1) Write_Error("\nTexture Coordinates:"); #endif for(int tindex = 0; tindex < md2_header->num_textcoords; tindex++) { #if (MD2_DEBUG == 1) Write_Error ( "\ntextcoord[%d] = (%d, %d)", tindex, ((MD2_TEXTCOORD_PTR) (buffer + md2_header->offset_textcoords))[tindex].u, ((MD2_TEXTCOORD_PTR) (buffer + md2_header->offset_textcoords))[tindex].v ); #endif /* insert texture coordinate into storage container */ obj_md2->tlist[tindex].x = ((MD2_TEXTCOORD_PTR) (buffer + md2_header->offset_textcoords))[tindex].u; obj_md2->tlist[tindex].y = ((MD2_TEXTCOORD_PTR) (buffer + md2_header->offset_textcoords))[tindex].v; } /* end for vindex */ #if (MD2_DEBUG == 1) Write_Error("\nVertex List:"); #endif for(int findex = 0; findex < md2_header->num_frames; findex++) { #if (MD2_DEBUG == 1) Write_Error("\n\n******************************************************************************"); Write_Error("\n\nF R A M E # %d", findex); Write_Error("\n\n******************************************************************************\n"); #endif /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ MD2_FRAME_PTR frame_ptr = (MD2_FRAME_PTR) (buffer + md2_header->offset_frames + md2_header->framesize * findex); /* extract md2 scale and translate, additionally use sent scale and translate */ float sx = frame_ptr->scale[0], sy = frame_ptr->scale[1], sz = frame_ptr->scale[2], tx = frame_ptr-> translate[0], ty = frame_ptr->translate[1], tz = frame_ptr->translate[2]; /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ #if (MD2_DEBUG == 1) Write_Error("\nScale: (%f, %f, %f)\nTranslate: (%f, %f, %f)", sx, sy, sz, tx, ty, tz); #endif for(int vindex = 0; vindex < md2_header->num_verts; vindex++) { /*~~~~~~~~~~*/ VECTOR3D v; /*~~~~~~~~~~*/ /* scale and translate compressed vertex */ v.x = (float) frame_ptr->vlist[vindex].v[0] * sx + tx; v.y = (float) frame_ptr->vlist[vindex].v[1] * sy + ty; v.z = (float) frame_ptr->vlist[vindex].v[2] * sz + tz; /* scale final point based on sent data */ v.x = scale->x * v.x; v.y = scale->y * v.y; v.z = scale->z * v.z; /*~~~~~~~~~*/ float temp; /* used for swaping */ /*~~~~~~~~~*/ /* test for vertex modifications to winding order etc. */ if(vertex_flags & VERTEX_FLAGS_INVERT_X) v.x = -v.x; if(vertex_flags & VERTEX_FLAGS_INVERT_Y) v.y = -v.y; if(vertex_flags & VERTEX_FLAGS_INVERT_Z) v.z = -v.z; if(vertex_flags & VERTEX_FLAGS_SWAP_YZ) SWAP(v.y, v.z, temp); if(vertex_flags & VERTEX_FLAGS_SWAP_XZ) SWAP(v.x, v.z, temp); if(vertex_flags & VERTEX_FLAGS_SWAP_XY) SWAP(v.x, v.y, temp); #if (MD2_DEBUG == 1) Write_Error("\nVertex #%d = (%f, %f, %f)", vindex, v.x, v.y, v.z); #endif /* * insert vertex into vertex list which is laid out frame 0, frame 1,..., frame n ; * frame i: vertex 0, vertex 1,....vertex j */ obj_md2->vlist[vindex + (findex * obj_md2->num_verts)] = v; } /* end vindex */ } /* end findex */ #if (MD2_DEBUG == 1) Write_Error("\nPolygon List:"); #endif /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ MD2_POLY_PTR poly_ptr = (MD2_POLY_PTR) (buffer + md2_header->offset_polys); /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ for(int pindex = 0; pindex < md2_header->num_polys; pindex++) { /* insert polygon into polygon list in container */ if(vertex_flags & VERTEX_FLAGS_INVERT_WINDING_ORDER) { /* * inverted winding order ; * vertices */ obj_md2->polys[pindex].vindex[0] = poly_ptr[pindex].vindex[2]; obj_md2->polys[pindex].vindex[1] = poly_ptr[pindex].vindex[1]; obj_md2->polys[pindex].vindex[2] = poly_ptr[pindex].vindex[0]; /* texture coordinates */ obj_md2->polys[pindex].tindex[0] = poly_ptr[pindex].tindex[2]; obj_md2->polys[pindex].tindex[1] = poly_ptr[pindex].tindex[1]; obj_md2->polys[pindex].tindex[2] = poly_ptr[pindex].tindex[0]; } /* end if */ else { /* * normal winding order ; * vertices */ obj_md2->polys[pindex].vindex[0] = poly_ptr[pindex].vindex[0]; obj_md2->polys[pindex].vindex[1] = poly_ptr[pindex].vindex[1]; obj_md2->polys[pindex].vindex[2] = poly_ptr[pindex].vindex[2]; /* texture coordinates */ obj_md2->polys[pindex].tindex[0] = poly_ptr[pindex].tindex[0]; obj_md2->polys[pindex].tindex[1] = poly_ptr[pindex].tindex[1]; obj_md2->polys[pindex].tindex[2] = poly_ptr[pindex].tindex[2]; } /* end if */ #if (MD2_DEBUG == 1) Write_Error ( "\npoly %d: v(%d, %d, %d), t(%d, %d, %d)", pindex, obj_md2->polys[pindex].vindex[0], obj_md2->polys[pindex].vindex[1], obj_md2->polys[pindex].vindex[2], obj_md2->polys[pindex].tindex[0], obj_md2->polys[pindex].tindex[1], obj_md2->polys[pindex].tindex[2] ); #endif } /* end for vindex */ /* close the file */ fclose(fp); /* load the texture from disk */ Load_Bitmap_File(&bitmap16bit, texturefile); /* create a proper size and bitdepth bitmap */ obj_md2->skin = (BITMAP_IMAGE_PTR) malloc(sizeof(BITMAP_IMAGE)); /* initialize bitmap */ Create_Bitmap ( obj_md2->skin, 0, 0, bitmap16bit.bitmapinfoheader.biWidth, bitmap16bit.bitmapinfoheader.biHeight, bitmap16bit.bitmapinfoheader.biBitCount ); /* load the bitmap image */ Load_Image_Bitmap16(obj_md2->skin, &bitmap16bit, 0, 0, BITMAP_EXTRACT_MODE_ABS); /* done, so unload the bitmap */ Unload_Bitmap_File(&bitmap16bit); /* finally release the memory for the temporary buffer */ if(buffer) free(buffer); /* return success */ return(1); } /* end Load_Object_MD2 */
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // initialize directdraw DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, WINDOWED_APP); // start up DirectInput DInput_Init(); // initialize the keyboard DInput_Init_Keyboard(); // load the background Load_Bitmap_File(&bitmap8bit, "REACTOR2.BMP"); // set the palette to background image palette Set_Palette(bitmap8bit.palette); // create and load the reactor bitmap image Create_Bitmap(&reactor, 0,0, 640, 480); Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // now let's load in all the frames for the skelaton!!! // create skelaton bob if (!Create_BOB(&skelaton,0,0,56,72,32, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY)) return(0); // load the frames in 8 directions, 4 frames each // each set of frames has a walk and a fire, frame sets // are loaded in counter clockwise order looking down // from a birds eys view or the x-z plane for (int direction = 0; direction < 8; direction++) { // build up file name sprintf(filename,"SKELSP%d.BMP",direction); // load in new bitmap file Load_Bitmap_File(&bitmap8bit,filename); Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap8bit); // set the animation sequences for skelaton Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]); } // end for direction // set up stating state of skelaton Set_Animation_BOB(&skelaton, 0); Set_Anim_Speed_BOB(&skelaton, 4); Set_Vel_BOB(&skelaton, 0,0); Set_Pos_BOB(&skelaton, 0, 128); // set clipping rectangle to screen extents so mouse cursor // doens't mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping var // start up DirectDraw (replace the parms as you desire) DDraw_Init2(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP,0); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // add calls to acquire other directinput devices here... // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); Open_Error_File("ERROR.TXT"); // initialize math engine Build_Sin_Cos_Tables(); // initialize the camera with 90 FOV, normalized coordinates Init_CAM4DV1(&cam, // the camera object CAM_MODEL_EULER, // the euler model &cam_pos, // initial camera position &cam_dir, // initial camera angles &cam_target, // no target 10.0, // near and far clipping planes 12000.0, 120.0, // field of view in degrees WINDOW_WIDTH, // size of final screen viewport WINDOW_HEIGHT); #if 0 VECTOR4D terrain_pos = {0,0,0,0}; Generate_Terrain_OBJECT4DV2(&obj_terrain, // pointer to object TERRAIN_WIDTH, // width in world coords on x-axis TERRAIN_HEIGHT, // height (length) in world coords on z-axis TERRAIN_SCALE, // vertical scale of terrain "checkerheight05.bmp", // filename of height bitmap encoded in 256 colors "checker256256.bmp", // filename of texture map RGB16Bit(255,255,255), // color of terrain if no texture &terrain_pos, // initial position NULL, // initial rotations POLY4DV2_ATTR_RGB16 | POLY4DV2_ATTR_SHADE_MODE_CONSTANT // | POLY4DV2_ATTR_SHADE_MODE_FLAT // | POLY4DV2_ATTR_SHADE_MODE_GOURAUD | POLY4DV2_ATTR_SHADE_MODE_TEXTURE); #endif // set a scaling vector VECTOR4D_INITXYZ(&vscale,TERRAIN_WIDTH,1.00,TERRAIN_HEIGHT); // set position VECTOR4D_INITXYZ(&vpos, 0, 0, 0); Load_OBJECT4DV2_COB2(&obj_terrain, "plane01.cob", &vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ | VERTEX_FLAGS_TRANSFORM_LOCAL /* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/,0 ); // set a scaling vector VECTOR4D_INITXYZ(&vscale,60.00,60.00,60.00); // load all the objects in for (int index_obj=0; index_obj < NUM_OBJECTS; index_obj++) { Load_OBJECT4DV2_COB2(&obj_array[index_obj], object_filenames[index_obj], &vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ | VERTEX_FLAGS_TRANSFORM_LOCAL /* VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD*/,0 ); } // end for index_obj // position the scenery objects randomly for (index = 0; index < NUM_SCENE_OBJECTS; index++) { // randomly position object scene_objects[index].x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS); scene_objects[index].y = 75; // RAND_RANGE(-(UNIVERSE_RADIUS/2), (UNIVERSE_RADIUS/2)); scene_objects[index].z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS); // select random object, use w to store value scene_objects[index].w = RAND_RANGE(0,NUM_OBJECTS-1); } // end for // select random velocities for (index = 0; index < NUM_SCENE_OBJECTS; index++) { // randomly position object scene_objects_vel[index].x = RAND_RANGE(-MAX_VEL, MAX_VEL); scene_objects_vel[index].y = 0; // RAND_RANGE(-MAX_VEL, MAX_VEL); scene_objects_vel[index].z = RAND_RANGE(-MAX_VEL, MAX_VEL); } // end for // set up lights Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS); // create some working colors white.rgba = _RGBA32BIT(255,255,255,0); gray.rgba = _RGBA32BIT(150,150,150,0); black.rgba = _RGBA32BIT(0,0,0,0); red.rgba = _RGBA32BIT(255,0,0,0); green.rgba = _RGBA32BIT(0,255,0,0); blue.rgba = _RGBA32BIT(0,0,255,0); // ambient light Init_Light_LIGHTV2(lights2, // array of lights to work with AMBIENT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_AMBIENT, // ambient light type gray, black, black, // color for ambient term only NULL, NULL, // no need for pos or dir 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D dlight_dir = {-1,0,-1,1}; // directional light Init_Light_LIGHTV2(lights2, // array of lights to work with INFINITE_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_INFINITE, // infinite light type black, gray, black, // color for diffuse term only NULL, &dlight_dir, // need direction only 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D plight_pos = {0,200,0,1}; // point light Init_Light_LIGHTV2(lights2, // array of lights to work with POINT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, green, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.002,0, // linear attenuation only 0,0,1); // spotlight info NA VECTOR4D slight2_pos = {0,1000,0,1}; VECTOR4D slight2_dir = {-1,0,-1,1}; // spot light2 Init_Light_LIGHTV2(lights2, // array of lights to work with SPOT_LIGHT2_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_SPOTLIGHT2, // spot light type 2 black, red, black, // color for diffuse term only &slight2_pos, &slight2_dir, // need pos only 0,.001,0, // linear attenuation only 0,0,1); // create lookup for lighting engine RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for palette, // source palette rgblookup); // lookup table // create the z buffer Create_Zbuffer(&zbuffer, WINDOW_WIDTH, WINDOW_HEIGHT, ZBUFFER_ATTR_32BIT); // build alpha lookup table RGB_Alpha_Table_Builder(NUM_ALPHA_LEVELS, rgb_alpha_table); // load in the background Create_BOB(&background, 0,0,800,600,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16); Load_Bitmap_File(&bitmap16bit, "cloud03.bmp"); Load_Frame_BOB16(&background, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping varsIable char filename[80]; // used to build up filenames // seed random number generate srand(Start_Clock()); // initialize directdraw, very important that in the call // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used // which increases the response of directX graphics to // take the global critical section more frequently DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // load background image Load_Bitmap_File(&bitmap8bit, "GREENGRID24.BMP"); Create_Bitmap(&background_bmp,0,0,640,480,16); Load_Image_Bitmap16(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // load the bitmaps Load_Bitmap_File(&bitmap8bit, "POOLBALLS24.BMP"); // create master ball Create_BOB(&balls[0],0,0,24,24,6,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16); // load the imagery in for (index=0; index < 6; index++) Load_Frame_BOB16(&balls[0], &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL); // create all the clones for (index=1; index < NUM_BALLS; index++) Clone_BOB(&balls[0], &balls[index]); // now set the initial conditions of all the balls for (index=0; index < NUM_BALLS; index++) { // set position randomly balls[index].varsF[INDEX_X] = RAND_RANGE(TABLE_MIN_X+20,TABLE_MAX_X-20); balls[index].varsF[INDEX_Y] = RAND_RANGE(TABLE_MIN_Y+20,TABLE_MAX_Y-20); // set initial velocity balls[index].varsF[INDEX_XV] = RAND_RANGE(-100, 100)/15; balls[index].varsF[INDEX_YV] = RAND_RANGE(-100, 100)/15; // set mass of ball in virtual kgs :) balls[index].varsF[INDEX_MASS] = 1; // 1 for now // set ball color balls[index].curr_frame = rand()%6; } // end for index // unload bitmap image Unload_Bitmap_File(&bitmap8bit); // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // initialize directinput DInput_Init(); // acquire the keyboard only DInput_Init_Keyboard(); // initilize DirectSound DSound_Init(); // load background sounds ball_ids[0] = DSound_Load_WAV("PBALL.WAV"); // clone sounds for (index=1; index<8; index++) ball_ids[index] = DSound_Replicate_Sound(ball_ids[0]); // set clipping region min_clip_x = TABLE_MIN_X; min_clip_y = TABLE_MIN_Y; max_clip_x = TABLE_MAX_X; max_clip_y = TABLE_MAX_Y; // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping varsIable char filename[80]; // used to build up filenames // seed random number generate srand(Start_Clock()); // initialize directdraw, very important that in the call // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used // which increases the response of directX graphics to // take the global critical section more frequently DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // load background image Load_Bitmap_File(&bitmap8bit, "GREENGRID24.BMP"); Create_Bitmap(&background_bmp,0,0,640,480,16); Load_Image_Bitmap16(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // load the bitmaps Load_Bitmap_File(&bitmap8bit, "POOLBALLS24.BMP"); // create master ball Create_BOB(&balls[0],0,0,24,24,6,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16); // load the imagery in for (index=0; index < 6; index++) Load_Frame_BOB16(&balls[0], &bitmap8bit, index, index,0,BITMAP_EXTRACT_MODE_CELL); // create all the clones for (index=1; index < NUM_BALLS; index++) Clone_BOB(&balls[0], &balls[index]); // now set the initial conditions of all the balls for (index=0; index < NUM_BALLS; index++) { // set position in center of object balls[index].varsF[INDEX_X] = RAND_RANGE( SHAPE_CENTER_X-50, SHAPE_CENTER_X+50); balls[index].varsF[INDEX_Y] = RAND_RANGE( SHAPE_CENTER_Y-50, SHAPE_CENTER_Y+50); do { // set initial velocity balls[index].varsF[INDEX_XV] = RAND_RANGE(-100, 100)/30; balls[index].varsF[INDEX_YV] = RAND_RANGE(-100, 100)/30; } while (balls[index].varsF[INDEX_XV]==0 && balls[index].varsF[INDEX_XV]==0); // set ball color balls[index].curr_frame = rand()%6; } // end for index // unload bitmap image Unload_Bitmap_File(&bitmap8bit); // define points of shape VERTEX2DF shape_vertices[10] = { 328-SHAPE_CENTER_X,60-SHAPE_CENTER_Y, 574-SHAPE_CENTER_X,162-SHAPE_CENTER_Y, 493-SHAPE_CENTER_X,278-SHAPE_CENTER_Y, 605-SHAPE_CENTER_X,384-SHAPE_CENTER_Y, 484-SHAPE_CENTER_X,433-SHAPE_CENTER_Y, 306-SHAPE_CENTER_X,349-SHAPE_CENTER_Y, 150-SHAPE_CENTER_X,413-SHAPE_CENTER_Y, 28-SHAPE_CENTER_X,326-SHAPE_CENTER_Y, 152-SHAPE_CENTER_X,281-SHAPE_CENTER_Y, 73-SHAPE_CENTER_X,138-SHAPE_CENTER_Y }; // initialize shape shape.state = 1; // turn it on shape.num_verts = 10; shape.x0 = SHAPE_CENTER_X; shape.y0 = SHAPE_CENTER_Y; shape.xv = 0; shape.yv = 0; shape.color = RGB16Bit(0,255,0); // green shape.vlist = new VERTEX2DF [shape.num_verts]; for (index = 0; index < shape.num_verts; index++) shape.vlist[index] = shape_vertices[index]; // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // initialize directinput DInput_Init(); // acquire the keyboard only DInput_Init_Keyboard(); // build the 360 degree look ups Build_Sin_Cos_Tables(); // initilize DirectSound DSound_Init(); // load background sounds ball_ids[0] = DSound_Load_WAV("PBALL.WAV"); // clone sounds for (index=1; index<8; index++) ball_ids[index] = DSound_Replicate_Sound(ball_ids[0]); // return success return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // initialize directdraw DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); // first create the direct input object DirectInput8Create(main_instance,DIRECTINPUT_VERSION,IID_IDirectInput8, (void **)&lpdi,NULL); // create a mouse device ///////////////////////////////////// lpdi->CreateDevice(GUID_SysMouse, &lpdimouse, NULL); // set cooperation level lpdimouse->SetCooperativeLevel(main_window_handle, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND); // set data format lpdimouse->SetDataFormat(&c_dfDIMouse); // acquire the mouse lpdimouse->Acquire(); ///////////////////////////////////////////////////////////////// // set the global mouse position mouse_x = screen_height/2; mouse_y = screen_height/2; // load the master bitmap in with all the graphics Load_Bitmap_File(&bitmap8bit, "PAINT.BMP"); Set_Palette(bitmap8bit.palette); // make sure all the surfaces are clean before starting DDraw_Fill_Surface(lpddsback, 0); DDraw_Fill_Surface(lpddsprimary, 0); // create the pointer bob Create_BOB(&pointer,mouse_x,mouse_y,32,34,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME,DDSCAPS_SYSTEMMEMORY); // load the image for the pointer in Load_Frame_BOB(&pointer,&bitmap8bit,0,0,2,BITMAP_EXTRACT_MODE_CELL); // create the button bob Create_BOB(&buttons,0,0,32,34,8, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY); // load buttons in, two banks of 4, all the off's, then all the on's for (index=0; index<8; index++) Load_Frame_BOB(&buttons,&bitmap8bit,index, index%4,index/4,BITMAP_EXTRACT_MODE_CELL); // create the bitmap to hold the control panel Create_Bitmap(&cpanel,500,0,104,424); Load_Image_Bitmap(&cpanel, &bitmap8bit,150,0,BITMAP_EXTRACT_MODE_ABS); // create the drawing canvas bitmap Create_Bitmap(&canvas,0,0,500,SCREEN_HEIGHT); memset(canvas.buffer,0,canvas.width*canvas.height); canvas.attr = BITMAP_ATTR_LOADED; // clear out the canvas // memset(canvas.buffer,0,canvas.width*canvas.height); // set clipping rectangle to screen extents so mouse cursor // doens't mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping varsIable char filename[80]; // used to build up filenames // seed random number generate srand(Start_Clock()); // start up DirectDraw (replace the parms as you desire) DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); // load background image Load_Bitmap_File(&bitmap8bit, "TANKGRID.BMP"); Create_Bitmap(&background_bmp,0,0,640,480); Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Set_Palette(bitmap8bit.palette); Unload_Bitmap_File(&bitmap8bit); // hide the mouse ShowCursor(FALSE); // initialize directinput DInput_Init(); // acquire the keyboard only DInput_Init_Keyboard(); // initilize DirectSound DSound_Init(); // load background sounds cannon_ids[0] = DSound_Load_WAV("CANNON.WAV"); // clone sounds for (index=1; index < 8; index++) cannon_ids[index] = DSound_Replicate_Sound(cannon_ids[0]); // define points of cannon VERTEX2DF cannon_vertices[4] = { 0,-2, 30,0, 30,2, 0,2, }; // initialize ship cannon.state = 1; // turn it on cannon.num_verts = 4; cannon.x0 = CANNON_X0; // position it cannon.y0 = CANNON_Y0; cannon.xv = 0; cannon.yv = 0; cannon.color = 250; // green cannon.vlist = new VERTEX2DF [cannon.num_verts]; for (index = 0; index < cannon.num_verts; index++) cannon.vlist[index] = cannon_vertices[index]; // build the 360 degree look ups Build_Sin_Cos_Tables(); // initialize the missiles Init_Projectiles(); // set clipping rectangle to screen extents so objects dont // mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // set clipping region min_clip_x = 0; max_clip_x = screen_width - 1; min_clip_y = 0; max_clip_y = screen_height - 1; // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping variable // initialize directdraw, very important that in the call // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used // which increases the response of directX graphics to // take the global critical section more frequently DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // load background image Load_Bitmap_File(&bitmap16bit, "FLYBACK_24.BMP"); Create_Bitmap(&background_bmp,0,0,640,480,16); Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // load the fly bitmaps Load_Bitmap_File(&bitmap16bit, "FLYS8_24.BMP"); // create master fly bob Create_BOB(&flys[0],320,200, 8,8, 4, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY, 0, 16); Set_Anim_Speed_BOB(&flys[0], 1); // load the fly in for (index=0; index<4; index++) Load_Frame_BOB16(&flys[0], &bitmap16bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL); // unload flys Unload_Bitmap_File(&bitmap16bit); // now replicate flys for (index = 1; index < MAX_FLYS; index++) Clone_BOB(&flys[0], &flys[index]); // now set all of their values for (index=0; index<MAX_FLYS; index++) { // set positions Set_Pos_BOB(&flys[index], 320-32+rand()%64, 450-rand()%32); // set start frame randomly flys[index].curr_frame = 0; } // end for index // initilize DirectSound DSound_Init(); // load fly sound fly_sound_id = DSound_Load_WAV("FLYS.WAV"); // start the sound DSound_Play(fly_sound_id, DSBPLAY_LOOPING); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping var // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // initialize the joystick DInput_Init_Joystick(-24,24,-24,24); // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); // load the background Load_Bitmap_File(&bitmap8bit, "MUSH.BMP"); // set the palette to background image palette Set_Palette(bitmap8bit.palette); // load in the four frames of the mushroom for (index=0; index<4; index++) { // create mushroom bitmaps Create_Bitmap(&mushrooms[index],0,0,32,32); Load_Image_Bitmap(&mushrooms[index],&bitmap8bit,index,0,BITMAP_EXTRACT_MODE_CELL); } // end for index // now create the bug blaster bob Create_BOB(&blaster,0,0,32,32,3, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT, DDSCAPS_SYSTEMMEMORY); // load in the four frames of the mushroom for (index=0; index<3; index++) Load_Frame_BOB(&blaster,&bitmap8bit,index,index,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap8bit); // set the animation sequences for bug blaster Load_Animation_BOB(&blaster,0,5,blaster_anim); // set up stating state of bug blaster Set_Pos_BOB(&blaster,320, 400); Set_Anim_Speed_BOB(&blaster,3); // set clipping rectangle to screen extents so objects dont // mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // create mushroom playfield bitmap Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT); playfield.attr |= BITMAP_ATTR_LOADED; // fill in the background Load_Bitmap_File(&bitmap8bit, "GRASS.BMP"); // load the grass bitmap image Load_Image_Bitmap(&playfield,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // create the random mushroom patch for (index=0; index<50; index++) { // select a mushroom int mush = rand()%4; // set mushroom to random position mushrooms[mush].x = rand()%(SCREEN_WIDTH-32); mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128); // now draw the mushroom into playfield Draw_Bitmap(&mushrooms[mush], playfield.buffer, playfield.width,1); } // end for // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping varsIable char filename[80]; // used to build up filenames // seed random number generate srand(Start_Clock()); // initialize directdraw, very important that in the call // to setcooperativelevel that the flag DDSCL_MULTITHREADED is used // which increases the response of directX graphics to // take the global critical section more frequently DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // load background image Load_Bitmap_File(&bitmap16bit, "LAVA24.BMP"); Create_Bitmap(&background_bmp,0,0,640,480,16); Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // load the bitmaps Load_Bitmap_File(&bitmap16bit, "LAVASHIP24.BMP"); // create ship Create_BOB(&ship,0,0,80,32,2,BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY,0,16); // load the imagery in for (index=0; index < 2; index++) Load_Frame_BOB16(&ship, &bitmap16bit, index, index,0,BITMAP_EXTRACT_MODE_CELL); // unload bitmap image Unload_Bitmap_File(&bitmap16bit); // position the ship to left of screen // use element 0,1 to hold float accurate position ship.varsF[SHIP_X_POS] = 0; ship.varsF[SHIP_Y_POS] = screen_height/2; // use index 2 to hold x velocity ship.varsF[SHIP_X_VEL] = SHIP_INITIAL_VELOCITY; // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // initialize directinput DInput_Init(); // acquire the keyboard only DInput_Init_Keyboard(); // initilize DirectSound DSound_Init(); // load background sounds engine_id = DSound_Load_WAV("PULSAR.WAV"); // start the sounds DSound_Play(engine_id, DSBPLAY_LOOPING); // return success return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // initialize directdraw DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP); #if 0 // directinput7 method // first create the direct input object if (DirectInputCreateEx(main_instance,DIRECTINPUT_VERSION,IID_IDirectInput7, (void **)&lpdi,NULL)!=DI_OK) return(0); // create a keyboard device ////////////////////////////////// if (lpdi->CreateDeviceEx(GUID_SysKeyboard, IID_IDirectInputDevice7, (void **)&lpdikey, NULL)!=DI_OK) return(0); #endif // first create the direct input object if (DirectInput8Create(main_instance,DIRECTINPUT_VERSION,IID_IDirectInput8, (void **)&lpdi,NULL)!=DI_OK) return(0); // create a keyboard device ////////////////////////////////// if (lpdi->CreateDevice(GUID_SysKeyboard, &lpdikey, NULL)!=DI_OK) return(0); // set cooperation level if (lpdikey->SetCooperativeLevel(main_window_handle, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND)!=DI_OK) return(0); // set data format if (lpdikey->SetDataFormat(&c_dfDIKeyboard)!=DI_OK) return(0); // acquire the keyboard if (lpdikey->Acquire()!=DI_OK) return(0); /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap8bit, "REACTOR.BMP"); // set the palette to background image palette Set_Palette(bitmap8bit.palette); // create and load the reactor bitmap image Create_Bitmap(&reactor, 0,0, 640, 480); Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // now let's load in all the frames for the skelaton!!! // create skelaton bob if (!Create_BOB(&skelaton,0,0,56,72,32, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY)) return(0); // load the frames in 8 directions, 4 frames each // each set of frames has a walk and a fire, frame sets // are loaded in counter clockwise order looking down // from a birds eys view or the x-z plane for (int direction = 0; direction < 8; direction++) { // build up file name sprintf(filename,"SKELSP%d.BMP",direction); // load in new bitmap file Load_Bitmap_File(&bitmap8bit,filename); Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap8bit); // set the animation sequences for skelaton Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]); } // end for direction // set up stating state of skelaton Set_Animation_BOB(&skelaton, 0); Set_Anim_Speed_BOB(&skelaton, 4); Set_Vel_BOB(&skelaton, 0,0); Set_Pos_BOB(&skelaton, 0, 128); // set clipping rectangle to screen extents so mouse cursor // doens't mess up at edges RECT screen_rect = {0,0,screen_width,screen_height}; lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect); // hide the mouse ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping var // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // add calls to acquire other directinput devices here... // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); Open_Error_File("ERROR.TXT"); // initialize math engine Build_Sin_Cos_Tables(); // initialize the camera with 90 FOV, normalized coordinates Init_CAM4DV1(&cam, // the camera object CAM_MODEL_EULER, // the euler model &cam_pos, // initial camera position &cam_dir, // initial camera angles &cam_target, // no target 40.0, // near and far clipping planes 12000.0, 90.0, // field of view in degrees WINDOW_WIDTH, // size of final screen viewport WINDOW_HEIGHT); VECTOR4D terrain_pos = {0,0,0,0}; Generate_Terrain_OBJECT4DV2(&obj_terrain, // pointer to object TERRAIN_WIDTH, // width in world coords on x-axis TERRAIN_HEIGHT, // height (length) in world coords on z-axis TERRAIN_SCALE, // vertical scale of terrain "checkerheight01.bmp", // filename of height bitmap encoded in 256 colors "checker256256.bmp", // filename of texture map RGB16Bit(255,255,255), // color of terrain if no texture &terrain_pos, // initial position NULL, // initial rotations POLY4DV2_ATTR_RGB16 | POLY4DV2_ATTR_SHADE_MODE_FLAT // | POLY4DV2_ATTR_SHADE_MODE_GOURAUD | POLY4DV2_ATTR_SHADE_MODE_TEXTURE); // the shading attributes we would like // set up lights Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS); // create some working colors white.rgba = _RGBA32BIT(255,255,255,0); gray.rgba = _RGBA32BIT(100,100,100,0); black.rgba = _RGBA32BIT(0,0,0,0); red.rgba = _RGBA32BIT(255,0,0,0); green.rgba = _RGBA32BIT(0,255,0,0); blue.rgba = _RGBA32BIT(0,0,255,0); // ambient light Init_Light_LIGHTV2(lights2, AMBIENT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_AMBIENT, // ambient light type gray, black, black, // color for ambient term only NULL, NULL, // no need for pos or dir 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D dlight_dir = {-1,1,-1,1}; // directional light Init_Light_LIGHTV2(lights2, INFINITE_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_INFINITE, // infinite light type black, gray, black, // color for diffuse term only NULL, &dlight_dir, // need direction only 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D plight_pos = {0,200,0,1}; // point light Init_Light_LIGHTV2(lights2, POINT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, green, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.001,0, // linear attenuation only 0,0,1); // spotlight info NA // point light Init_Light_LIGHTV2(lights2, POINT_LIGHT2_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, blue, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.002,0, // linear attenuation only 0,0,1); // spotlight info NA VECTOR4D slight2_pos = {0,200,0,1}; VECTOR4D slight2_dir = {-1,1,-1,1}; // create lookup for lighting engine RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for palette, // source palette rgblookup); // lookup table // create the z buffer Create_Zbuffer(&zbuffer, WINDOW_WIDTH, WINDOW_HEIGHT, ZBUFFER_ATTR_32BIT); // load background sounds wind_sound_id = DSound_Load_WAV("WIND.WAV"); // start the sounds DSound_Play(wind_sound_id, DSBPLAY_LOOPING); DSound_Set_Volume(wind_sound_id, 100); #if 0 // load in the cockpit image Load_Bitmap_File(&bitmap16bit, "lego01.BMP"); Create_BOB(&cockpit, 0,0,800,600,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16); Load_Frame_BOB16(&cockpit, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); #endif // set single precission //_control87( _PC_24, MCW_PC ); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping var // start up DirectDraw (replace the parms as you desire) DDraw_Init2(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP,1); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // add calls to acquire other directinput devices here... // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); Open_Error_File("ERROR.TXT"); // initialize math engine Build_Sin_Cos_Tables(); // initialize the camera with 90 FOV, normalized coordinates Init_CAM4DV1(&cam, // the camera object CAM_MODEL_EULER, // the euler model &cam_pos, // initial camera position &cam_dir, // initial camera angles &cam_target, // no target 10.0, // near and far clipping planes 12000.0, 120.0, // field of view in degrees WINDOW_WIDTH, // size of final screen viewport WINDOW_HEIGHT); // set a scaling vector VECTOR4D_INITXYZ(&vscale,20.00,20.00,20.00); // load all the objects in for (int index_obj=0; index_obj < NUM_OBJECTS; index_obj++) { Load_OBJECT4DV2_COB2(&obj_array[index_obj], object_filenames[index_obj], &vscale, &vpos, &vrot, VERTEX_FLAGS_SWAP_YZ | VERTEX_FLAGS_TRANSFORM_LOCAL // | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD | VERTEX_FLAGS_INVERT_TEXTURE_V ,0 ); } // end for index_obj // set current object curr_object = 0; obj_work = &obj_array[curr_object]; // position the scenery objects randomly for (index = 0; index < NUM_SCENE_OBJECTS; index++) { // set master object link scene_objects[index].obj = obj_work; // randomly position object scene_objects[index].pos.x = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS); scene_objects[index].pos.y = RAND_RANGE(-200, 200); scene_objects[index].pos.z = RAND_RANGE(-UNIVERSE_RADIUS, UNIVERSE_RADIUS); scene_objects[index].rot.y = RAND_RANGE(0,360); scene_objects[index].auxi[0] = RAND_RANGE(1,5); // set state of object container scene_objects[index].state = ((OBJECT4DV2_PTR)scene_objects[index].obj)->state; // set attributes scene_objects[index].attr = ((OBJECT4DV2_PTR)scene_objects[index].obj)->attr; } // end for // set up lights Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS); // create some working colors white.rgba = _RGBA32BIT(255,255,255,0); gray.rgba = _RGBA32BIT(150,150,150,0); black.rgba = _RGBA32BIT(0,0,0,0); red.rgba = _RGBA32BIT(255,0,0,0); green.rgba = _RGBA32BIT(0,255,0,0); blue.rgba = _RGBA32BIT(0,0,255,0); // ambient light Init_Light_LIGHTV2(lights2, // array of lights to work with AMBIENT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_AMBIENT, // ambient light type gray, black, black, // color for ambient term only NULL, NULL, // no need for pos or dir 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D dlight_dir = {-1,0,-1,1}; // directional light Init_Light_LIGHTV2(lights2, // array of lights to work with INFINITE_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_INFINITE, // infinite light type black, gray, black, // color for diffuse term only NULL, &dlight_dir, // need direction only 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D plight_pos = {0,200,0,1}; // point light Init_Light_LIGHTV2(lights2, // array of lights to work with POINT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, green, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.002,0, // linear attenuation only 0,0,1); // spotlight info NA VECTOR4D slight2_pos = {0,1000,0,1}; VECTOR4D slight2_dir = {-1,0,-1,1}; // spot light2 Init_Light_LIGHTV2(lights2, // array of lights to work with SPOT_LIGHT2_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_SPOTLIGHT2, // spot light type 2 black, red, black, // color for diffuse term only &slight2_pos, &slight2_dir, // need pos only 0,.001,0, // linear attenuation only 0,0,1); // create lookup for lighting engine RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for palette, // source palette rgblookup); // lookup table // create the z buffer Create_Zbuffer(&zbuffer, WINDOW_WIDTH, WINDOW_HEIGHT, ZBUFFER_ATTR_32BIT); // create the alpha lookup table RGB_Alpha_Table_Builder(NUM_ALPHA_LEVELS, rgb_alpha_table); // load in the background Create_BOB(&background, 0,0,800,600,1, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16); Load_Bitmap_File(&bitmap16bit, "nebblue01.bmp"); Load_Frame_BOB16(&background, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // build the bounding hierarchical volume tree with 3 divisions per level BHV_Build_Tree(&bhv_tree, scene_objects, NUM_SCENE_OBJECTS, 0, 3, UNIVERSE_RADIUS); // return success return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // joystick creation section //////////////////////////////// /// start up DirectInput DInput_Init(); // initialize the joystick DInput_Init_Joystick(-24,24,-24,24); /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap16bit, "MUSH_24.BMP"); // load in the four frames of the mushroom for (index=0; index<4; index++) { // create mushroom bitmaps Create_Bitmap(&mushrooms[index],0,0,32,32,16); Load_Image_Bitmap16(&mushrooms[index],&bitmap16bit,index,0,BITMAP_EXTRACT_MODE_CELL); } // end for index // now create the bug blaster bob Create_BOB(&blaster,0,0,32,32,3, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT, DDSCAPS_SYSTEMMEMORY,0,16); // load in the four frames of the mushroom for (index=0; index < 3; index++) Load_Frame_BOB16(&blaster,&bitmap16bit,index,index,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap16bit); // set the animation sequences for bug blaster Load_Animation_BOB(&blaster,0,5,blaster_anim); // set up stating state of bug blaster Set_Pos_BOB(&blaster,320, 400); Set_Anim_Speed_BOB(&blaster,3); // create mushroom playfield bitmap Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT, 16); playfield.attr |= BITMAP_ATTR_LOADED; // fill in the background Load_Bitmap_File(&bitmap16bit, "GRASS_24.BMP"); // load the grass bitmap image Load_Image_Bitmap16(&playfield,&bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // seed random number generator srand(Start_Clock()); // create the random mushroom patch for (index=0; index<50; index++) { // select a mushroom int mush = rand()%4; // set mushroom to random position mushrooms[mush].x = rand()%(SCREEN_WIDTH-32); mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128); // now draw the mushroom into playfield Draw_Bitmap16(&mushrooms[mush], playfield.buffer, playfield.width*2,1); } // end for // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game int index; // looping var // start up DirectDraw (replace the parms as you desire) DDraw_Init2(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP,0); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // add calls to acquire other directinput devices here... // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); Open_Error_File("MD2ERROR.TXT"); // initialize math engine Build_Sin_Cos_Tables(); // initialize the camera with 90 FOV, normalized coordinates Init_CAM4DV1(&cam, // the camera object CAM_MODEL_EULER, // the euler model &cam_pos, // initial camera position &cam_dir, // initial camera angles &cam_target, // no target 10.0, // near and far clipping planes 12000.0, 90.0, // field of view in degrees WINDOW_WIDTH, // size of final screen viewport WINDOW_HEIGHT); VECTOR4D terrain_pos = {0,0,0,0}; Generate_Terrain_OBJECT4DV2(&obj_terrain, // pointer to object TERRAIN_WIDTH, // width in world coords on x-axis TERRAIN_HEIGHT, // height (length) in world coords on z-axis TERRAIN_SCALE, // vertical scale of terrain "height_grass_40_40_01.bmp", // filename of height bitmap encoded in 256 colors "stone256_256_01.bmp", // "grass256_256_01.bmp", //"checker2562562.bmp", // filename of texture map RGB16Bit(255,255,255), // color of terrain if no texture &terrain_pos, // initial position NULL, // initial rotations POLY4DV2_ATTR_RGB16 //| POLY4DV2_ATTR_SHADE_MODE_FLAT | POLY4DV2_ATTR_SHADE_MODE_GOURAUD | POLY4DV2_ATTR_SHADE_MODE_TEXTURE); // set a scaling vector VECTOR4D_INITXYZ(&vscale, 20, 20, 20); // load all the light objects in for (int index_obj=0; index_obj < NUM_LIGHT_OBJECTS; index_obj++) { Load_OBJECT4DV2_COB2(&obj_light_array[index_obj], object_light_filenames[index_obj], &vscale, &vpos, &vrot, VERTEX_FLAGS_INVERT_WINDING_ORDER | VERTEX_FLAGS_TRANSFORM_LOCAL | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD ,0 ); } // end for index // set current object curr_light_object = 0; obj_light = &obj_light_array[curr_light_object]; // set up lights Reset_Lights_LIGHTV2(lights2, MAX_LIGHTS); // create some working colors white.rgba = _RGBA32BIT(255,255,255,0); gray.rgba = _RGBA32BIT(100,100,100,0); black.rgba = _RGBA32BIT(0,0,0,0); red.rgba = _RGBA32BIT(255,0,0,0); green.rgba = _RGBA32BIT(0,255,0,0); blue.rgba = _RGBA32BIT(0,0,255,0); orange.rgba = _RGBA32BIT(255,128,0,0); yellow.rgba = _RGBA32BIT(255,255,0,0); // ambient light Init_Light_LIGHTV2(lights2, AMBIENT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_AMBIENT, // ambient light type gray, black, black, // color for ambient term only NULL, NULL, // no need for pos or dir 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D dlight_dir = {-1,1,-1,1}; // directional light Init_Light_LIGHTV2(lights2, INFINITE_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_INFINITE, // infinite light type black, gray, black, // color for diffuse term only NULL, &dlight_dir, // need direction only 0,0,0, // no need for attenuation 0,0,0); // spotlight info NA VECTOR4D plight_pos = {0,500,0,1}; // point light Init_Light_LIGHTV2(lights2, POINT_LIGHT_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, orange, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.001,0, // linear attenuation only 0,0,1); // spotlight info NA // point light Init_Light_LIGHTV2(lights2, POINT_LIGHT2_INDEX, LIGHTV2_STATE_ON, // turn the light on LIGHTV2_ATTR_POINT, // pointlight type black, yellow, black, // color for diffuse term only &plight_pos, NULL, // need pos only 0,.002,0, // linear attenuation only 0,0,1); // spotlight info NA VECTOR4D slight2_pos = {0,200,0,1}; VECTOR4D slight2_dir = {-1,1,-1,1}; // create lookup for lighting engine RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for palette, // source palette rgblookup); // lookup table // create the z buffer Create_Zbuffer(&zbuffer, WINDOW_WIDTH, WINDOW_HEIGHT, ZBUFFER_ATTR_32BIT); // build alpha lookup table RGB_Alpha_Table_Builder(NUM_ALPHA_LEVELS, rgb_alpha_table); // load background sounds wind_sound_id = DSound_Load_WAV("STATIONTHROB.WAV"); // start the sounds DSound_Play(wind_sound_id, DSBPLAY_LOOPING); DSound_Set_Volume(wind_sound_id, 100); #if 0 // load in the cockpit image Create_BOB(&cockpit, 0,0,800,600,2, BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME, DDSCAPS_SYSTEMMEMORY, 0, 16); Load_Bitmap_File(&bitmap16bit, "lego02.BMP"); Load_Frame_BOB16(&cockpit, &bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); Load_Bitmap_File(&bitmap16bit, "lego02b.BMP"); Load_Frame_BOB16(&cockpit, &bitmap16bit,1,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); #endif // load background image that scrolls Load_Bitmap_File(&bitmap16bit, "sunset800_600_03.bmp"); Create_Bitmap(&background_bmp,0,0,800,600,16); Load_Image_Bitmap16(&background_bmp, &bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); static VECTOR4D vs = {4,4,4,1}; static VECTOR4D vp = {0,0,0,1}; // load the md2 object Load_Object_MD2(&obj_md2, // the loaded md2 file placed in container "./md2/q2mdl-tekkblade/tris.md2", // "D:/Games/quakeII/baseq2/players/male/tris.md2", // the filename of the .MD2 model &vs, &vp, NULL, "./md2/q2mdl-tekkblade/blade_black.bmp", //"D:/Games/quakeII/baseq2/players/male/claymore.bmp", // the texture filename for the model POLY4DV2_ATTR_RGB16 | POLY4DV2_ATTR_SHADE_MODE_FLAT | POLY4DV2_ATTR_SHADE_MODE_TEXTURE, RGB16Bit(255,255,255), VERTEX_FLAGS_SWAP_YZ); // control ordering etc. // prepare OBJECT4DV2 for md2 Prepare_OBJECT4DV2_For_MD2(&obj_model, // pointer to destination object &obj_md2); // md2 object to extract frame from // set the animation Set_Animation_MD2(&obj_md2,MD2_ANIM_STATE_STANDING_IDLE, MD2_ANIM_LOOP); #if 0 // play with these for more speed :) // set single precission _control87( _PC_24, _MCW_PC ); // set to flush mode _control87( _DN_FLUSH, _MCW_DN ); // set rounding mode _control87( _RC_NEAR, _MCW_RC ); #endif // return success return(1); } // end Game_Init
int Game_Init(void *parms, int num_parms) { // this function is where you do all the initialization // for your game int index; // looping var char filename[80]; // used to build up files names // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // joystick creation section //////////////////////////////// // first create the direct input object if (DirectInput8Create(main_instance,DIRECTINPUT_VERSION, IID_IDirectInput8, (void **)&lpdi,NULL)!=DI_OK) return(0); // first find the f*****g GUID of your particular joystick lpdi->EnumDevices(DI8DEVCLASS_GAMECTRL, DI_Enum_Joysticks, &joystickGUID, DIEDFL_ATTACHEDONLY | DIEDFL_FORCEFEEDBACK); if (lpdi->CreateDevice(joystickGUID, &lpdijoy, NULL)!=DI_OK) return(0); // set cooperation level if (lpdijoy->SetCooperativeLevel(main_window_handle, DISCL_EXCLUSIVE | DISCL_BACKGROUND)!=DI_OK) return(0); // set data format if (lpdijoy->SetDataFormat(&c_dfDIJoystick2)!=DI_OK) return(0); // set the range of the joystick DIPROPRANGE joy_axis_range; // first x axis joy_axis_range.lMin = -32; joy_axis_range.lMax = 32; joy_axis_range.diph.dwSize = sizeof(DIPROPRANGE); joy_axis_range.diph.dwHeaderSize = sizeof(DIPROPHEADER); joy_axis_range.diph.dwObj = DIJOFS_X; joy_axis_range.diph.dwHow = DIPH_BYOFFSET; lpdijoy->SetProperty(DIPROP_RANGE,&joy_axis_range.diph); // now y-axis joy_axis_range.lMin = -32; joy_axis_range.lMax = 32; joy_axis_range.diph.dwSize = sizeof(DIPROPRANGE); joy_axis_range.diph.dwHeaderSize = sizeof(DIPROPHEADER); joy_axis_range.diph.dwObj = DIJOFS_Y; joy_axis_range.diph.dwHow = DIPH_BYOFFSET; lpdijoy->SetProperty(DIPROP_RANGE,&joy_axis_range.diph); // and now the dead band DIPROPDWORD dead_band; // here's our property word dead_band.diph.dwSize = sizeof(dead_band); dead_band.diph.dwHeaderSize = sizeof(dead_band.diph); dead_band.diph.dwObj = DIJOFS_X; dead_band.diph.dwHow = DIPH_BYOFFSET; // 4 will be used on both sides of the range +/- dead_band.dwData = 1000; // finally set the property lpdijoy->SetProperty(DIPROP_DEADZONE,&dead_band.diph); dead_band.diph.dwSize = sizeof(dead_band); dead_band.diph.dwHeaderSize = sizeof(dead_band.diph); dead_band.diph.dwObj = DIJOFS_Y; dead_band.diph.dwHow = DIPH_BYOFFSET; // 4 will be used on both sides of the range +/- dead_band.dwData = 1000; // finally set the property lpdijoy->SetProperty(DIPROP_DEADZONE,&dead_band.diph); // acquire the joystick if (lpdijoy->Acquire()!=DI_OK) return(0); // force feedback setup DWORD dwAxes[2] = { DIJOFS_X, DIJOFS_Y }; LONG lDirection[2] = { 0, 0 }; DIPERIODIC diPeriodic; // type-specific parameters DIENVELOPE diEnvelope; // envelope DIEFFECT diEffect; // general parameters // setup the periodic structure diPeriodic.dwMagnitude = DI_FFNOMINALMAX; diPeriodic.lOffset = 0; diPeriodic.dwPhase = 0; diPeriodic.dwPeriod = (DWORD) (0.05 * DI_SECONDS); // set the modulation envelope diEnvelope.dwSize = sizeof(DIENVELOPE); diEnvelope.dwAttackLevel = 0; diEnvelope.dwAttackTime = (DWORD) (0.01 * DI_SECONDS); diEnvelope.dwFadeLevel = 0; diEnvelope.dwFadeTime = (DWORD) (3.0 * DI_SECONDS); // set up the effect structure itself diEffect.dwSize = sizeof(DIEFFECT); diEffect.dwFlags = DIEFF_POLAR | DIEFF_OBJECTOFFSETS; diEffect.dwDuration = (DWORD) INFINITE; // (1 * DI_SECONDS); // set up details of effect diEffect.dwSamplePeriod = 0; // = default diEffect.dwGain = DI_FFNOMINALMAX; // no scaling diEffect.dwTriggerButton = DIJOFS_BUTTON0; // connect effect to trigger button diEffect.dwTriggerRepeatInterval = 0; diEffect.cAxes = 2; diEffect.rgdwAxes = dwAxes; diEffect.rglDirection = &lDirection[0]; diEffect.lpEnvelope = &diEnvelope; diEffect.cbTypeSpecificParams = sizeof(diPeriodic); diEffect.lpvTypeSpecificParams = &diPeriodic; // create the effect and get the interface to it lpdijoy->CreateEffect(GUID_Square, // standard GUID &diEffect, // where the data is &lpdieffect, // where to put interface pointer NULL); // no aggregation /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap16bit, "MUSH_24.BMP"); // load in the four frames of the mushroom for (index=0; index<4; index++) { // create mushroom bitmaps Create_Bitmap(&mushrooms[index],0,0,32,32,16); Load_Image_Bitmap16(&mushrooms[index],&bitmap16bit,index,0,BITMAP_EXTRACT_MODE_CELL); } // end for index // now create the bug blaster bob Create_BOB(&blaster,0,0,32,32,3, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM | BOB_ATTR_ANIM_ONE_SHOT, DDSCAPS_SYSTEMMEMORY,0,16); // load in the four frames of the mushroom for (index=0; index<3; index++) Load_Frame_BOB16(&blaster,&bitmap16bit,index,index,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap16bit); // set the animation sequences for bug blaster Load_Animation_BOB(&blaster,0,5,blaster_anim); // set up stating state of bug blaster Set_Pos_BOB(&blaster,320, 400); Set_Anim_Speed_BOB(&blaster,3); // create mushroom playfield bitmap Create_Bitmap(&playfield,0,0,SCREEN_WIDTH,SCREEN_HEIGHT,16); playfield.attr |= BITMAP_ATTR_LOADED; // fill in the background Load_Bitmap_File(&bitmap16bit, "GRASS_24.BMP"); // load the grass bitmap image Load_Image_Bitmap16(&playfield,&bitmap16bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap16bit); // seed random number generator srand(Start_Clock()); // create the random mushroom patch for (index=0; index<50; index++) { // select a mushroom int mush = rand()%4; // set mushroom to random position mushrooms[mush].x = rand()%(SCREEN_WIDTH-32); mushrooms[mush].y = rand()%(SCREEN_HEIGHT-128); // now draw the mushroom into playfield Draw_Bitmap16(&mushrooms[mush], playfield.buffer, playfield.width*2,1); } // end for // hide the mouse if (!WINDOWED_APP) ShowCursor(FALSE); // return success return(1); } // end Game_Init
int Game_Init(void *parms) { // this function is where you do all the initialization // for your game char filename[80]; // used to read files // start up DirectDraw (replace the parms as you desire) DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP); // initialize directinput DInput_Init(); // acquire the keyboard DInput_Init_Keyboard(); // add calls to acquire other directinput devices here... // initialize directsound and directmusic DSound_Init(); DMusic_Init(); // hide the mouse ShowCursor(FALSE); // seed random number generator srand(Start_Clock()); // all your initialization code goes here... /////////////////////////////////////////////////////////// // load the background Load_Bitmap_File(&bitmap8bit, "REACTOR.BMP"); // set the palette to background image palette Set_Palette(bitmap8bit.palette); // create and load the reactor bitmap image Create_Bitmap(&reactor, 0,0, 640, 480); Load_Image_Bitmap(&reactor,&bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS); Unload_Bitmap_File(&bitmap8bit); // now let's load in all the frames for the skelaton!!! // create skelaton bob if (!Create_BOB(&skelaton,0,0,56,72,32, BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_ANIM,DDSCAPS_SYSTEMMEMORY)) return(0); // load the frames in 8 directions, 4 frames each // each set of frames has a walk and a fire, frame sets // are loaded in counter clockwise order looking down // from a birds eys view or the x-z plane for (int direction = 0; direction < 8; direction++) { // build up file name sprintf(filename,"SKELSP%d.BMP",direction); // load in new bitmap file Load_Bitmap_File(&bitmap8bit,filename); Load_Frame_BOB(&skelaton,&bitmap8bit,0+direction*4,0,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,1+direction*4,1,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,2+direction*4,2,0,BITMAP_EXTRACT_MODE_CELL); Load_Frame_BOB(&skelaton,&bitmap8bit,3+direction*4,0,1,BITMAP_EXTRACT_MODE_CELL); // unload the bitmap file Unload_Bitmap_File(&bitmap8bit); // set the animation sequences for skelaton Load_Animation_BOB(&skelaton,direction,4,skelaton_anims[direction]); } // end for direction // set up stating state of skelaton Set_Animation_BOB(&skelaton, 0); Set_Anim_Speed_BOB(&skelaton, 4); Set_Vel_BOB(&skelaton, 0,0); Set_Pos_BOB(&skelaton, 0, 128); // return success return(1); } // end Game_Init
int Game_Init(void *parms = NULL, int num_parms = 0) { // this is called once after the initial window is created and // before the main event loop is entered, do all your initialization // here // create IDirectDraw interface 7.0 object and test for error if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL))) return(0); // set cooperation to full screen if (FAILED(lpdd->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))) return(0); // set display mode to 640x480x24 if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0))) return(0); // clear ddsd and set size DDRAW_INIT_STRUCT(ddsd); // enable valid fields ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.dwBackBufferCount = 1; // // request primary surface ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP; // create the primary surface if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL))) return(0); ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER; if(FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback))) return 0; // 把主屏和缓冲屏都填充为黑色初始化 DDraw_Fill_Surface(lpddsprimary, _RGB32BIT(0, 0,0,0)); DDraw_Fill_Surface(lpddsback, _RGB32BIT(0, 0,0,0)); // load the 24-bit image char* bmp_wc = "WarCraft24.bmp"; char* bmp_b8 = "bitmap8b.bmp"; char* bmp_b24 = "bitmap24.bmp"; char* bmp_b24e = "bitmap24_edit.bmp"; char* bmp_mo24 = "mosaic-600x.bmp"; char* bmp_ni24 = "nightelf-640x.bmp"; char* bmp_alley24 = "alley8_24bit.bmp"; // 载入背景图片 if (!Load_Bitmap_File(&bitmap, bmp_ni24)) return(0); // 创建背景表面、但实际上不是直接用背景表面来显示的、而是拷贝去缓冲表面和人物动作混合 // 后才一次性打到显示表面 // 这里头两个参数是指在屏幕的高和宽、第二个是指表面建立的地点、0指在显存建立、其它表示在 // 系统内存建立、当然速度自然是在显存建立快了、最后一个参数是是否设置为色彩键、这里设定为-1 // 也就是不设定任何色彩过滤、因为这个是背景表面、所以不需要任何透明的色彩键 lpddsbackground = DDraw_Create_Surface(640,480,0,-1); // 把bmp的内容拷贝至缓冲表面中 Bmp2Surface(lpddsbackground, SCREEN_WIDTH, SCREEN_HEIGHT); // 从现在开始创建人物动作了 if (!Load_Bitmap_File(&bitmap, "Dedsp0_24bit.bmp")) return(0); // seed random number generator // GetTickCount是一个系统启动至今的毫秒数、 // 配合srandg来产生一个随机数 srand(GetTickCount()); // initialize all the aliens // alien on level 1 of complex // //系统在调用rand()之前都会自动调用srand(),如果用户在rand()之前曾调用过srand()给参数seed指定了一个值, //那么rand()就会将seed的值作为产生伪随机数的初始值; //而如果用户在rand()前没有调用过srand(),那么rand()就会自动调用srand(1),即系统默认将1作为伪随机数的初始值。 //所以前面要调用一次srand来确保以下调用rand()的值会产生不同 // aliens[0].x = rand()%SCREEN_WIDTH; aliens[0].y = 116 - 72; aliens[0].velocity = 2+rand()%4; aliens[0].current_frame = 0; aliens[0].counter = 0; // alien on level 2 of complex aliens[1].x = rand()%SCREEN_WIDTH; aliens[1].y = 246 - 72; aliens[1].velocity = 2+rand()%4; aliens[1].current_frame = 0; aliens[1].counter = 0; // alien on level 3 of complex aliens[2].x = rand()%SCREEN_WIDTH; aliens[2].y = 382 - 72; aliens[2].velocity = 2+rand()%4; aliens[2].current_frame = 0; aliens[2].counter = 0; // now load the bitmap containing the alien imagery // then scan the images out into the surfaces of alien[0] // and copy then into the other two, be careful of reference counts! // 现在开始载入人物的动画帧图片了 if (!Load_Bitmap_File(&bitmap,"Dedsp0_24bit.bmp")) return(0); // create each surface and load bits // 初始化异形0号的三个动作帧表面、 // 其实、所有的异形动作帧表面都一样的、所以没有必要为每个异形都创建相应的动作帧、 // 所以其它异形的动作帧都指向这个异形0号的动作帧就可以了 for (int index = 0; index < 3; index++) { // create surface to hold image aliens[0].frames[index] = DDraw_Create_Surface(72,80,0); // now load bits... Scan_Image_Bitmap(&bitmap, // bitmap file to scan image data from aliens[0].frames[index], // surface to hold data index, 0); // cell to scan image from } // end for index // unload the bitmap file, we no longer need it Unload_Bitmap_File(&bitmap); // now for the tricky part. There is no need to create more surfaces with the same // data, so I'm going to copy the surface pointers member for member to each alien // however, be careful, since the reference counts do NOT go up, you still only need // to release() each surface once! for (index = 0; index < 3; index++) aliens[1].frames[index] = aliens[2].frames[index] = aliens[0].frames[index]; // return success or failure or your own return code here return(1); } // end Game_Init