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, 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,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) { // 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, 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 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) { // 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, 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, 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 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 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 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 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_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 // 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 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) { // 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