Files
Client/Library/dxx8/samples/Multimedia/Demos/Donuts3D/donuts.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

2928 lines
97 KiB
C++

//-----------------------------------------------------------------------------
// File: Donuts.cpp
//
// Desc: DirectInput semantic mapper version of Donuts3D game
//
// Copyright (C) 1995-2001 Microsoft Corporation. All Rights Reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <windowsx.h>
#include <basetsd.h>
#include <cguid.h>
#include <tchar.h>
#include <mmsystem.h>
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DFile.h"
#include "D3DFont.h"
#include "D3DUtil.h"
#include "DIUtil.h"
#include "DMUtil.h"
#include "DXUtil.h"
#include "resource.h"
#include "gamemenu.h"
#include "donuts.h"
//-----------------------------------------------------------------------------
// Global access to the app (needed for the global WndProc())
//-----------------------------------------------------------------------------
CMyApplication* g_pApp = NULL;
HINSTANCE g_hInst = NULL;
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Application entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE, LPSTR, int nCmdShow )
{
CMyApplication app;
g_hInst = hInstance;
if( FAILED( app.Create( hInstance ) ) )
return 0;
return app.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyApplication()
// Desc: Constructor
//-----------------------------------------------------------------------------
CMyApplication::CMyApplication()
{
g_pApp = this;
m_strAppName = _T("Donuts3D");
m_hWndMain = NULL;
m_dwScreenWidth = 800;
m_dwScreenHeight = 600;
m_bFullScreen = FALSE;
m_bIsActive = FALSE;
m_bDisplayReady = FALSE;
m_bMouseVisible = FALSE;
m_hSplashBitmap = NULL;
m_dwAppState = APPSTATE_LOADSPLASH;
m_dwLevel = 0;
m_dwScore = 0;
m_dwViewMode = 2;
m_fViewTransition = 0.0f;
m_bAnimatingViewChange = FALSE;
m_bFirstPersonView = TRUE;
m_fBulletRechargeTime = 0.0f;
m_dwBulletType = 2;
m_pDisplayList = NULL;
m_pShip = NULL;
m_pd3dDevice = NULL;
m_pConfigSurface = NULL;
m_pViewportVB = NULL;
m_pSpriteVB = NULL;
m_pShipFileObject = NULL;
m_dwNumShipTypes = 10L;
m_dwCurrentShipType = 1;
m_pMusicManager = NULL;
m_pBeginLevelSound = NULL;
m_pEngineIdleSound = NULL;
m_pEngineRevSound = NULL;
m_pShieldBuzzSound = NULL;
m_pShipExplodeSound = NULL;
m_pFireBulletSound = NULL;
m_pShipBounceSound = NULL;
m_pDonutExplodeSound = NULL;
m_pPyramidExplodeSound = NULL;
m_pCubeExplodeSound = NULL;
m_pSphereExplodeSound = NULL;
m_pGameTexture1 = NULL;
m_pGameTexture2 = NULL;
m_pTerrain = NULL;
m_pGameFont = NULL;
m_pMenuFont = NULL;
m_pMainMenu = NULL;
m_pQuitMenu = NULL;
m_pCurrentMenu = NULL;
m_pInputDeviceManager = NULL;
m_bPaused = FALSE;
ZeroMemory( &m_UserInput, sizeof(m_UserInput) );
}
//-----------------------------------------------------------------------------
// Name: Create()
// Desc: Creates the window
//-----------------------------------------------------------------------------
HRESULT CMyApplication::Create( HINSTANCE hInstance )
{
// Register the window class
WNDCLASS wndClass = { CS_DBLCLKS, StaticMsgProc, 0, 0, hInstance,
LoadIcon( hInstance, MAKEINTRESOURCE(DONUTS_ICON) ),
LoadCursor( NULL, IDC_ARROW ),
(HBRUSH)GetStockObject( BLACK_BRUSH ),
NULL, TEXT("DonutsClass") };
RegisterClass( &wndClass );
// Create our main window
m_hWndMain = CreateWindowEx( 0, TEXT("DonutsClass"), TEXT("Donuts"),
WS_VISIBLE|WS_POPUP|WS_CAPTION|WS_SYSMENU,
0, 0, 640, 480, NULL, NULL,
hInstance, NULL );
if( NULL == m_hWndMain )
return E_FAIL;
UpdateWindow( m_hWndMain );
// Create the game objects (display objects, sounds, input devices,
// menus, etc.)
if( FAILED( OneTimeSceneInit( m_hWndMain ) ) )
{
DestroyWindow( m_hWndMain );
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Run()
// Desc: Handles the message loop and calls FrameMove() and Render() when
// idle.
//-----------------------------------------------------------------------------
INT CMyApplication::Run()
{
// Load keyboard accelerators
HACCEL hAccel = LoadAccelerators( NULL, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
// Now we're ready to recieve and process Windows messages.
BOOL bGotMsg;
MSG msg;
PeekMessage( &msg, NULL, 0U, 0U, PM_NOREMOVE );
while( WM_QUIT != msg.message )
{
// Use PeekMessage() if the app is active, so we can use idle time to
// render the scene. Else, use GetMessage() to avoid eating CPU time.
if( m_bIsActive )
bGotMsg = PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE );
else
bGotMsg = GetMessage( &msg, NULL, 0U, 0U );
if( bGotMsg )
{
// Translate and dispatch the message
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
// Render a frame during idle time (no messages are waiting)
if( m_bDisplayReady )
{
FrameMove();
RenderFrame();
}
}
}
return (int)msg.wParam;
}
//-----------------------------------------------------------------------------
// Name: StaticMsgProc()
// Desc: Static msg handler which passes messages to the application class.
//-----------------------------------------------------------------------------
LRESULT CALLBACK StaticMsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
return g_pApp->MsgProc( hWnd, uMsg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Callback for all Windows messages
//-----------------------------------------------------------------------------
LRESULT CMyApplication::MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_ACTIVATEAPP:
m_bIsActive = (BOOL)wParam;
m_bMouseVisible = FALSE;
if( m_bIsActive )
{
DXUtil_Timer( TIMER_START );
}
else
{
DXUtil_Timer( TIMER_STOP );
}
break;
case WM_GETMINMAXINFO:
((MINMAXINFO*)lParam)->ptMinTrackSize.x = 320;
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200;
break;
case WM_SETCURSOR:
if( !m_bMouseVisible && m_dwAppState!=APPSTATE_DISPLAYSPLASH )
SetCursor( NULL );
else
SetCursor( LoadCursor( NULL, IDC_ARROW ) );
return TRUE;
case WM_SYSCOMMAND:
// Prevent moving/sizing and power loss
switch( wParam )
{
case SC_MOVE:
case SC_SIZE:
case SC_MAXIMIZE:
case SC_KEYMENU:
case SC_MONITORPOWER:
return 1;
}
break;
case WM_SYSKEYDOWN:
// Handle Alt+Enter to do mode-switching
if( VK_RETURN == wParam )
{
SwitchDisplayModes( !m_bFullScreen, m_dwScreenWidth,
m_dwScreenHeight );
}
break;
case WM_KEYDOWN:
// Move from splash screen when user presses a key
if( m_dwAppState == APPSTATE_DISPLAYSPLASH )
{
if( wParam==VK_ESCAPE )
{
// Escape keys exits the app
PostMessage( hWnd, WM_CLOSE, 0, 0 );
m_bDisplayReady = FALSE;
}
else
{
// Get rid of splash bitmap
DeleteObject( m_hSplashBitmap );
// Advance to the first level
m_dwAppState = APPSTATE_BEGINLEVELSCREEN;
DXUtil_Timer( TIMER_START );
AdvanceLevel();
}
}
return 0;
case WM_PAINT:
if( m_dwAppState == APPSTATE_DISPLAYSPLASH )
{
BITMAP bmp;
RECT rc;
GetClientRect( m_hWndMain, &rc );
// Display the splash bitmap in the window
HDC hDCWindow = GetDC( m_hWndMain );
HDC hDCImage = CreateCompatibleDC( NULL );
SelectObject( hDCImage, m_hSplashBitmap );
GetObject( m_hSplashBitmap, sizeof(bmp), &bmp );
StretchBlt( hDCWindow, 0, 0, rc.right, rc.bottom,
hDCImage, 0, 0,
bmp.bmWidth, bmp.bmHeight, SRCCOPY );
DeleteDC( hDCImage );
ReleaseDC( m_hWndMain, hDCWindow );
}
else
{
if( m_bDisplayReady )
{
DrawDisplayList();
ShowFrame();
}
}
break;
case WM_DESTROY:
FinalCleanup();
PostQuitMessage( 0 );
m_bDisplayReady = FALSE;
break;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::OneTimeSceneInit( HWND hWnd )
{
HRESULT hr;
// Initialize the DirectInput stuff
if( FAILED( hr = CreateInputObjects( hWnd ) ) )
return hr;
// Initialize the DirectSound stuff. Note: if this call fails, we can
// continue with no sound.
CreateSoundObjects( hWnd );
// Create the display objects
if( FAILED( hr = CreateDisplayObjects( hWnd ) ) )
return hr;
// Add a ship to the displaylist
m_pShip = new CShip( D3DXVECTOR3(0.0f,0.0f,0.0f) );
m_pDisplayList = m_pShip;
// Construct the game menus
ConstructMenus();
// Initial program state is to display the splash screen
m_dwAppState = APPSTATE_LOADSPLASH;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::FinalCleanup()
{
DestroyDisplayObjects();
DestroySoundObjects();
DestroyInputObjects();
DestroyMenus();
}
//-----------------------------------------------------------------------------
// Name: AdvanceLevel()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::AdvanceLevel()
{
// Up the level
m_dwLevel++;
srand( timeGetTime() );
// Clear any stray objects (anything but the ship) out of the display list
while( m_pShip->pNext )
{
DeleteFromList( m_pShip->pNext );
}
// Create donuts for the new level
for( WORD i=0; i<(2*m_dwLevel+3); i++ )
{
D3DVECTOR vPosition = 3.0f * D3DXVECTOR3( rnd(), rnd(), 0.0f );
D3DVECTOR vVelocity = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
AddToList( new CDonut( vPosition, vVelocity ) );
}
// Delay for 2 seconds before displaying ship
m_pShip->vPos = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_pShip->vVel = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_pShip->bVisible = FALSE;
m_pShip->bExploded = FALSE;
m_pShip->fShowDelay = 2.0f;
// Stop engine sounds
StopSound( m_pEngineIdleSound );
StopSound( m_pEngineRevSound );
}
//-----------------------------------------------------------------------------
// Name: DisplayObject()
// Desc:
//-----------------------------------------------------------------------------
DisplayObject::DisplayObject( DWORD type, D3DVECTOR p, D3DVECTOR v )
{
// Set object attributes
pNext = NULL;
pPrev = NULL;
bVisible = TRUE;
dwType = type;
vPos = p;
vVel = v;
}
//-----------------------------------------------------------------------------
// Name: C3DSprite()
// Desc:
//-----------------------------------------------------------------------------
C3DSprite::C3DSprite( DWORD type, D3DVECTOR p, D3DVECTOR v )
:DisplayObject( type, p, v )
{
dwColor = 0xffffffff;
}
//-----------------------------------------------------------------------------
// Name: CDonut()
// Desc:
//-----------------------------------------------------------------------------
CDonut::CDonut( D3DVECTOR p, D3DVECTOR v )
:C3DSprite( OBJ_DONUT, p, v )
{
// Set object attributes
dwTextureWidth = DONUT_WIDTH;
dwTextureHeight = DONUT_HEIGHT;
dwTextureOffsetX = 0;
dwTextureOffsetY = 0;
fSize = dwTextureWidth / 256.0f;
vVel += 0.5f * D3DXVECTOR3( rnd(), rnd(), 0.0f );
delay = rnd( 3.0f, 12.0f );
dwFramesPerLine = 8;
frame = rnd( 0.0f, 30.0f );
fMaxFrame = NUM_DONUT_FRAMES;
}
//-----------------------------------------------------------------------------
// Name: CPyramid()
// Desc:
//-----------------------------------------------------------------------------
CPyramid::CPyramid( D3DVECTOR p, D3DVECTOR v )
:C3DSprite( OBJ_PYRAMID, p, v )
{
// Set object attributes
dwTextureWidth = PYRAMID_WIDTH;
dwTextureHeight = PYRAMID_HEIGHT;
dwTextureOffsetX = 0;
dwTextureOffsetY = 0;
fSize = dwTextureWidth / 256.0f;
vVel += 0.5f * D3DXVECTOR3( rnd(), rnd(), 0.0f );
delay = rnd( 12.0f, 40.0f );
dwFramesPerLine = 8;
frame = rnd( 0.0f, 30.0f );
fMaxFrame = NUM_PYRAMID_FRAMES;
}
//-----------------------------------------------------------------------------
// Name: CSphere()
// Desc:
//-----------------------------------------------------------------------------
CSphere::CSphere( D3DVECTOR p, D3DVECTOR v )
:C3DSprite( OBJ_SPHERE, p, v )
{
// Set object attributes
dwTextureWidth = SPHERE_WIDTH;
dwTextureHeight = SPHERE_HEIGHT;
dwTextureOffsetX = 0;
dwTextureOffsetY = 128;
fSize = dwTextureWidth / 256.0f;
vVel += 0.5f * D3DXVECTOR3( rnd(), rnd(), 0.0f );
delay = rnd( 60.0f, 80.0f );
dwFramesPerLine = 16;
frame = rnd( 0.0f, 30.0f );
fMaxFrame = NUM_SPHERE_FRAMES;
}
//-----------------------------------------------------------------------------
// Name: CCube()
// Desc:
//-----------------------------------------------------------------------------
CCube::CCube( D3DVECTOR p, D3DVECTOR v )
:C3DSprite( OBJ_CUBE, p, v )
{
// Set object attributes
dwTextureWidth = CUBE_WIDTH;
dwTextureHeight = CUBE_HEIGHT;
dwTextureOffsetX = 0;
dwTextureOffsetY = 176;
fSize = dwTextureWidth / 256.0f;
vVel += 0.5f * D3DXVECTOR3( rnd(), rnd(), 0.0f );
delay = rnd( 32.0f, 80.0f );
dwFramesPerLine = 16;
frame = rnd( 0.0f, 30.0f );
fMaxFrame = NUM_CUBE_FRAMES;
}
//-----------------------------------------------------------------------------
// Name: CCloud()
// Desc:
//-----------------------------------------------------------------------------
CCloud::CCloud( D3DVECTOR p, D3DVECTOR v )
:C3DSprite( OBJ_CLOUD, p, v )
{
// Set object attributes
dwTextureWidth = CLOUD_WIDTH;
dwTextureHeight = CLOUD_WIDTH;
dwTextureOffsetX = 224;
dwTextureOffsetY = 224;
fSize = dwTextureWidth / 256.0f;
delay = rnd( 1.0f, 3.0f );
dwFramesPerLine = 1;
frame = 0.0f;
fMaxFrame = 1;
}
//-----------------------------------------------------------------------------
// Name: CBullet()
// Desc:
//-----------------------------------------------------------------------------
CBullet::CBullet( D3DVECTOR p, D3DVECTOR v, DWORD dwCType )
:C3DSprite( OBJ_BULLET, p, v )
{
// Set object attributes
dwTextureWidth = CLOUD_WIDTH;
dwTextureHeight = CLOUD_HEIGHT;
dwTextureOffsetX = 224;
dwTextureOffsetY = 224;
if( dwCType == 0 )
dwColor = 0xff2020ff;
if( dwCType == 1 )
dwColor = 0xff208020;
if( dwCType == 2 )
dwColor = 0xff208080;
if( dwCType == 3 )
dwColor = 0xff802020;
fSize = 4 / 256.0f;
fMaxFrame = NUM_BULLET_FRAMES;
delay = 1000.0f;
dwFramesPerLine = 1;
frame = 0.0f;
}
//-----------------------------------------------------------------------------
// Name: CShip()
// Desc:
//-----------------------------------------------------------------------------
CShip::CShip( D3DVECTOR p )
:DisplayObject( OBJ_SHIP, p, D3DXVECTOR3(0,0,0) )
{
fSize = 10.0f / 256.0f;
bExploded = FALSE;
fShowDelay = 0.0f;
fRoll = 0.0f;
fAngle = 0.0f;
}
//-----------------------------------------------------------------------------
// Name: AddToList()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::AddToList( DisplayObject* pObject )
{
pObject->pNext = m_pDisplayList->pNext;
pObject->pPrev = m_pDisplayList;
if( m_pDisplayList->pNext )
m_pDisplayList->pNext->pPrev = pObject;
m_pDisplayList->pNext = pObject;
}
//-----------------------------------------------------------------------------
// Name: IsDisplayListEmpty()
// Desc:
//-----------------------------------------------------------------------------
BOOL CMyApplication::IsDisplayListEmpty()
{
DisplayObject* pObject = m_pDisplayList->pNext;
while( pObject )
{
if( pObject->dwType != OBJ_BULLET )
return FALSE;
pObject = pObject->pNext;
}
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: LoadTerrainModel()
// Desc: Loads the 3D geometry for the terrain
//-----------------------------------------------------------------------------
HRESULT CMyApplication::LoadTerrainModel()
{
LPDIRECT3DVERTEXBUFFER8 pVB;
DWORD dwNumVertices;
MODELVERTEX* pVertices;
// Delete old object
SAFE_DELETE( m_pTerrain );
// Create new object
m_pTerrain = new CD3DMesh();
if( FAILED( m_pTerrain->Create( m_pd3dDevice, _T("SeaFloor.x") ) ) )
return E_FAIL;
// Set the FVF to a reasonable type
m_pTerrain->SetFVF( m_pd3dDevice, D3DFVF_MODELVERTEX );
// Gain access to the model's vertices
m_pTerrain->GetSysMemMesh()->GetVertexBuffer( &pVB );
dwNumVertices = m_pTerrain->GetSysMemMesh()->GetNumVertices();
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
for( DWORD i=0; i<dwNumVertices; i++ )
{
pVertices[i].p.x *= 0.1f;
pVertices[i].p.z *= 0.1f;
pVertices[i].p.y = HeightField( pVertices[i].p.x, pVertices[i].p.z );
}
// Done with the vertex buffer
pVB->Unlock();
pVB->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: LoadShipModel()
// Desc: Loads the 3D geometry for the player's ship
//-----------------------------------------------------------------------------
HRESULT CMyApplication::LoadShipModel()
{
LPDIRECT3DVERTEXBUFFER8 pVB;
DWORD dwNumVertices;
MODELVERTEX* pVertices;
D3DXVECTOR3 vCenter;
FLOAT fRadius;
// Delete old object
SAFE_DELETE( m_pShipFileObject );
// Create new object
m_pShipFileObject = new CD3DMesh();
if( FAILED( m_pShipFileObject->Create( m_pd3dDevice,
g_strShipFiles[m_dwCurrentShipType] ) ) )
return E_FAIL;
// Set the FVF to a reasonable type
m_pShipFileObject->SetFVF( m_pd3dDevice, D3DFVF_MODELVERTEX );
// Gain access to the model's vertices
m_pShipFileObject->GetSysMemMesh()->GetVertexBuffer( &pVB );
dwNumVertices = m_pShipFileObject->GetSysMemMesh()->GetNumVertices();
pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 );
// Scale the new object to a standard size
D3DXComputeBoundingSphere( pVertices, dwNumVertices,
D3DFVF_MODELVERTEX, &vCenter, &fRadius );
for( DWORD i=0; i<dwNumVertices; i++ )
{
pVertices[i].p /= 12*fRadius;
}
// Done with the vertex buffer
pVB->Unlock();
pVB->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SwitchModel()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::SwitchModel()
{
// Select next model
m_dwCurrentShipType++;
if( m_dwCurrentShipType >= m_dwNumShipTypes )
m_dwCurrentShipType = 0L;
// Create new object
if( SUCCEEDED( LoadShipModel() ) )
{
// Initialize the new object's device dependent objects
if( SUCCEEDED( m_pShipFileObject->RestoreDeviceObjects( m_pd3dDevice ) ) )
return S_OK;
}
// Return with a fatal error
PostMessage( m_hWndMain, WM_CLOSE, 0, 0 );
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::FrameMove()
{
switch( m_dwAppState )
{
case APPSTATE_LOADSPLASH:
// Set the app state to displaying splash
m_dwAppState = APPSTATE_DISPLAYSPLASH;
// Draw the splash bitmap
m_hSplashBitmap = (HBITMAP)LoadImage( GetModuleHandle( NULL ),
TEXT("SPLASH"), IMAGE_BITMAP,
0, 0, LR_CREATEDIBSECTION );
SendMessage( m_hWndMain, WM_PAINT, 0, 0 );
break;
case APPSTATE_ACTIVE:
UpdateDisplayList();
CheckForHits();
if( IsDisplayListEmpty() )
{
AdvanceLevel();
m_dwAppState = APPSTATE_BEGINLEVELSCREEN;
}
break;
case APPSTATE_BEGINLEVELSCREEN:
PlaySound( m_pBeginLevelSound );
DXUtil_Timer( TIMER_RESET );
m_dwAppState = APPSTATE_DISPLAYLEVELSCREEN;
break;
case APPSTATE_DISPLAYLEVELSCREEN:
// Only show the Level intro screen for 3 seconds
if( DXUtil_Timer( TIMER_GETAPPTIME ) > 3.0f )
{
m_dwAppState = APPSTATE_ACTIVE;
}
break;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderFrame()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::RenderFrame()
{
// Test cooperative level
HRESULT hr;
// Test the cooperative level to see if it's okay to render
if( FAILED( hr = m_pd3dDevice->TestCooperativeLevel() ) )
{
// If the device was lost, do not render until we get it back
if( D3DERR_DEVICELOST == hr )
return S_OK;
// Check if the device needs to be resized.
if( D3DERR_DEVICENOTRESET == hr )
{
m_bDisplayReady = FALSE;
InvalidateDisplayObjects();
// Resize the device
if( SUCCEEDED( m_pd3dDevice->Reset( &m_d3dpp ) ) )
{
// Initialize the app's device-dependent objects
if( SUCCEEDED( RestoreDisplayObjects() ) )
{
m_bDisplayReady = TRUE;
return S_OK;
}
}
PostMessage( m_hWndMain, WM_CLOSE, 0, 0 );
}
return hr;
}
// Render the scene based on current state of the app
switch( m_dwAppState )
{
case APPSTATE_LOADSPLASH:
// Nothing to render while loading the splash screen
break;
case APPSTATE_DISPLAYSPLASH:
// Rendering of the splash screen is handled by WM_PAINT
break;
case APPSTATE_BEGINLEVELSCREEN:
// Nothing to render while starting sound to advance a level
break;
case APPSTATE_DISPLAYLEVELSCREEN:
DisplayLevelIntroScreen( m_dwLevel );
ShowFrame();
break;
case APPSTATE_ACTIVE:
DrawDisplayList();
ShowFrame();
break;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DarkenScene()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DarkenScene( FLOAT fAmount )
{
if( m_pd3dDevice==NULL )
return;
// Setup a dark square to cover the scene
DWORD dwAlpha = (fAmount<1.0f) ? ((DWORD)(255*fAmount))<<24L : 0xff000000;
SCREENVERTEX* v;
m_pViewportVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = v[1].color = v[2].color = v[3].color = dwAlpha;
m_pViewportVB->Unlock();
// Set renderstates
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetTexture( 0, NULL );
// Draw a big, gray square
m_pd3dDevice->SetVertexShader( D3DFVF_SCREENVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pViewportVB, sizeof(SCREENVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP,0, 2 );
// Restore states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::RenderFieryText( CD3DFont* pFont, TCHAR* strText )
{
if( NULL==pFont || NULL==strText )
return;
// Render the fiery portion of the text
for( DWORD i=0; i<20; i++ )
{
FLOAT x = -0.5f;
FLOAT y = 1.8f;
FLOAT v1 = rnd(0.0f, 1.0f);
FLOAT red1 = v1*v1*v1;
FLOAT grn1 = v1*v1;
FLOAT blu1 = v1;
FLOAT a1 = rnd(0.0f, 2*D3DX_PI);
FLOAT r1 = v1 * 0.05f;
x += r1*sinf(a1);
y += r1*cosf(a1);
if( cosf(a1) < 0.0f )
y -= 2*r1*cosf(a1)*cosf(a1);
DWORD r = (CHAR)((1.0f-red1)*256.0f);
DWORD g = (CHAR)((1.0f-grn1)*256.0f);
DWORD b = (CHAR)((1.0f-blu1)*256.0f);
DWORD a = (CHAR)255;
DWORD dwColor = (a<<24) + (r<<16) + (g<<8) + b;
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
pFont->DrawTextScaled( x, y, 0.9f, 0.25f, 0.25f, dwColor, strText, D3DFONT_FILTERED );
}
// Render the plain, black portion of the text
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
FLOAT x = -0.5f;
FLOAT y = 1.8f;
pFont->DrawTextScaled( x, y, 0.9f, 0.25f, 0.25f, 0xff000000, strText, D3DFONT_FILTERED );
}
//-----------------------------------------------------------------------------
// Name: DisplayLevelIntroScreen()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DisplayLevelIntroScreen( DWORD dwLevel )
{
if( m_pd3dDevice==NULL )
return;
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Erase the screen
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0L, 1.0f, 0L );
TCHAR strLevel[80];
_stprintf( strLevel, _T("Level %ld"), dwLevel );
RenderFieryText( m_pGameFont, strLevel );
DarkenScene( 1.0f - sinf(D3DX_PI*DXUtil_Timer( TIMER_GETAPPTIME )/3.0f) );
// End the scene
m_pd3dDevice->EndScene();
}
}
//-----------------------------------------------------------------------------
// Name: UpdateDisplayList()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::UpdateDisplayList()
{
DisplayObject* pObject;
// Get the time lapsed since the last frame
FLOAT fTimeLapsed = DXUtil_Timer( TIMER_GETELAPSEDTIME );
// Read input from the joystick/keyboard/etc
UpdateInput( &m_UserInput );
// Check for game menu condition
if( m_pCurrentMenu )
{
UpdateMenus();
return;
}
if( m_bPaused )
return;
if( m_pShip->fShowDelay > 0.0f )
{
m_pShip->fShowDelay -= fTimeLapsed;
if( m_pShip->fShowDelay <= 0.0f )
{
m_pShip->vVel = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
m_pShip->fShowDelay = 0.0f;
m_pShip->bVisible = TRUE;
m_pShip->bExploded = FALSE;
}
}
// Update the ship
if( m_pShip->bVisible )
{
m_pShip->vPos += m_pShip->vVel * fTimeLapsed;
}
// Apply banking motion
m_pShip->fRoll += m_UserInput.fAxisRotateLR * 1.0f * fTimeLapsed;
if( m_pShip->fRoll > 0.5f )
m_pShip->fRoll = 0.5f;
if( m_pShip->fRoll < -0.5f )
m_pShip->fRoll = -0.5f;
m_pShip->fAngle += 5 * m_pShip->fRoll * fTimeLapsed;
if( m_UserInput.fAxisRotateLR < 0.2f && m_UserInput.fAxisRotateLR > -0.2f )
{
m_pShip->fRoll *= 0.95f;
}
// Slow the ship down
m_pShip->vVel.x *= 0.97f;
m_pShip->vVel.y *= 0.97f;
// Apply thrust
m_pShip->vVel.x += sinf( m_pShip->fAngle ) * m_UserInput.fAxisMoveUD * 5.0f * fTimeLapsed;
m_pShip->vVel.y += -cosf( m_pShip->fAngle ) * m_UserInput.fAxisMoveUD * 5.0f * fTimeLapsed;
// Play thrusting sounds
{
static bPlayingEngineRevSound = FALSE;
if( m_UserInput.fAxisMoveUD > 0.5f )
{
if( FALSE == bPlayingEngineRevSound )
{
bPlayingEngineRevSound = TRUE;
}
}
else
{
if( TRUE == bPlayingEngineRevSound )
{
StopSound( m_pEngineRevSound );
bPlayingEngineRevSound = FALSE;
}
}
}
m_fBulletRechargeTime -= fTimeLapsed;
// Fire a bullet
if( m_UserInput.bButtonFireWeapons && m_fBulletRechargeTime <= 0.0f )
{
// Ship must be visible and have no shields on to fire
if( m_pShip->bVisible )
{
// Bullets cost one score point
if( m_dwScore )
m_dwScore--;
// Play the "fire" effects
PlaySound( m_pFireBulletSound );
// Add a bullet to the display list
if( m_dwBulletType == 0 )
{
D3DXVECTOR3 vDir = D3DXVECTOR3( sinf( m_pShip->fAngle ), -cosf( m_pShip->fAngle ), 0.0f );
AddToList( new CBullet( m_pShip->vPos, m_pShip->vVel + 2*vDir, 0 ) );
m_fBulletRechargeTime = 0.05f;
}
else if( m_dwBulletType == 1 )
{
D3DXVECTOR3 vOffset = 0.02f * D3DXVECTOR3( cosf(m_pShip->fAngle), sinf(m_pShip->fAngle), 0.0f );
D3DXVECTOR3 vDir = D3DXVECTOR3( sinf( m_pShip->fAngle ), -cosf( m_pShip->fAngle ), 0.0f );
AddToList( new CBullet( m_pShip->vPos + vOffset, m_pShip->vVel + 2*vDir, 1 ) );
AddToList( new CBullet( m_pShip->vPos - vOffset, m_pShip->vVel + 2*vDir, 1 ) );
m_fBulletRechargeTime = 0.10f;
}
else if( m_dwBulletType == 2 )
{
FLOAT fBulletAngle = m_pShip->fAngle + 0.2f*rnd();
D3DXVECTOR3 vDir = D3DXVECTOR3( sinf(fBulletAngle), -cosf(fBulletAngle), 0.0f );
AddToList( new CBullet( m_pShip->vPos, m_pShip->vVel + 2*vDir, 2 ) );
m_fBulletRechargeTime = 0.01f;
}
else
{
for( DWORD i=0; i<50; i++ )
{
FLOAT fBulletAngle = m_pShip->fAngle + D3DX_PI*rnd();
D3DXVECTOR3 vDir = D3DXVECTOR3( sinf(fBulletAngle), -cosf(fBulletAngle), 0.0f );
AddToList( new CBullet( m_pShip->vPos, 2*vDir, 3 ) );
}
m_fBulletRechargeTime = 1.0f;
}
}
}
// Keep ship in bounds
if( m_pShip->vPos.x < -5.0f || m_pShip->vPos.x > +5.0f ||
m_pShip->vPos.y < -5.0f || m_pShip->vPos.y > +5.0f )
{
D3DXVec3Normalize( &m_pShip->vVel, &m_pShip->vPos );
m_pShip->vVel.x *= -1.0f;
m_pShip->vVel.y *= -1.0f;
m_pShip->vVel.z *= -1.0f;
}
// Finally, move all objects on the screen
for( pObject = m_pDisplayList; pObject; pObject = pObject->pNext )
{
// The ship is moved by the code above
if( pObject->dwType == OBJ_SHIP )
continue;
C3DSprite* pSprite = (C3DSprite*)pObject;
// Update the position and animation frame
pSprite->vPos += pSprite->vVel * fTimeLapsed;
pSprite->frame += pSprite->delay * fTimeLapsed;
// If this is an "expired" cloud, removed it from list
if( pObject->dwType == OBJ_CLOUD )
{
if( pSprite->frame >= pSprite->fMaxFrame )
{
DisplayObject* pVictim = pObject;
pObject = pObject->pPrev;
DeleteFromList( pVictim );
}
}
else if( pObject->dwType == OBJ_BULLET )
{
// Remove bullets when they leave the scene
if( pObject->vPos.x < -6.0f || pObject->vPos.x > +6.0f ||
pObject->vPos.y < -6.0f || pObject->vPos.y > +6.0f )
{
DisplayObject* pVictim = pObject;
pObject = pObject->pPrev;
DeleteFromList( pVictim );
}
}
else if( pObject->dwType != OBJ_CLOUD )
{
// Keep object in bounds in X
if( pObject->vPos.x < -4.0f || pObject->vPos.x > +4.0f )
{
if( pObject->vPos.x < -4.0f ) pObject->vPos.x = -4.0f;
if( pObject->vPos.x > +4.0f ) pObject->vPos.x = +4.0f;
pObject->vVel.x = -pObject->vVel.x;
}
// Keep object in bounds in Y
if( pObject->vPos.y < -4.0f || pObject->vPos.y > +4.0f )
{
if( pObject->vPos.y < -4.0f ) pObject->vPos.y = -4.0f;
if( pObject->vPos.y > +4.0f ) pObject->vPos.y = +4.0f;
pObject->vVel.y = -pObject->vVel.y;
}
// Keep animation frame in bounds
if( pSprite->frame < 0.0f )
pSprite->frame += pSprite->fMaxFrame;
if( pSprite->frame >= pSprite->fMaxFrame )
pSprite->frame -= pSprite->fMaxFrame;
}
}
D3DXVECTOR3 vEyePt[NUMVIEWMODES];
D3DXVECTOR3 vLookatPt[NUMVIEWMODES];
D3DXVECTOR3 vUpVec[NUMVIEWMODES];
// Update the view
if( m_UserInput.bDoChangeView )
{
m_bAnimatingViewChange = TRUE;
m_UserInput.bDoChangeView = FALSE;
}
if( m_bAnimatingViewChange )
{
m_fViewTransition += fTimeLapsed;
if( m_fViewTransition >= 1.0f )
{
m_dwViewMode++;
if( m_dwViewMode >= NUMVIEWMODES )
m_dwViewMode = 0;
m_fViewTransition = 0.0f;
m_bAnimatingViewChange = FALSE;
}
}
FLOAT fX = m_pShip->vPos.x;
FLOAT fZ = -m_pShip->vPos.y;
FLOAT fY = 0.1f + HeightField( fX, fZ );
// View mode 0 (third person)
vEyePt[0] = D3DXVECTOR3( fX-sinf(m_pShip->fAngle)/2, fY+0.2f, fZ-cosf(m_pShip->fAngle)/2 );
vLookatPt[0] = D3DXVECTOR3( fX+sinf(m_pShip->fAngle)/2, fY, fZ+cosf(m_pShip->fAngle)/2 );
vUpVec[0] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
// View mode 1 (first person)
FLOAT fX2 = fX+sinf(m_pShip->fAngle);
FLOAT fZ2 = fZ+cosf(m_pShip->fAngle);
FLOAT fY2 = 0.1f + HeightField( fX2, fZ2 );
vEyePt[1] = D3DXVECTOR3( fX, fY+0.1f, fZ );
vLookatPt[1] = D3DXVECTOR3( fX2, fY2+0.1f, fZ2 );
vUpVec[1] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
// View mode 2 (top down view)
vEyePt[2] = D3DXVECTOR3( fX+1.5f, fY+1.5f, fZ+1.5f );
vLookatPt[2] = D3DXVECTOR3( fX, fY, fZ );
vUpVec[2] = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
DWORD start = m_dwViewMode;
DWORD end = ( start < (NUMVIEWMODES-1) ) ? m_dwViewMode+1: 0;
if( start == 1 && m_fViewTransition<0.2f)
m_bFirstPersonView = TRUE;
else
m_bFirstPersonView = FALSE;
D3DXVECTOR3 vEyePt0 = (1.0f-m_fViewTransition)*vEyePt[start] + m_fViewTransition*vEyePt[end];
D3DXVECTOR3 vLookatPt0 = (1.0f-m_fViewTransition)*vLookatPt[start] + m_fViewTransition*vLookatPt[end];
D3DXVECTOR3 vUpVec0 = (1.0f-m_fViewTransition)*vUpVec[start] + m_fViewTransition*vUpVec[end];
// Shake screen if ship exploded
if( m_pShip->bExploded == TRUE )
vEyePt0 += D3DXVECTOR3( rnd(), rnd(), rnd() ) * m_pShip->fShowDelay / 50.0f;
m_Camera.SetViewParams( vEyePt0, vLookatPt0, vUpVec0 );
}
//-----------------------------------------------------------------------------
// Name: CheckForHits()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::CheckForHits()
{
DisplayObject* pObject;
DisplayObject* pBullet;
for( pBullet = m_pDisplayList; pBullet; pBullet = pBullet->pNext )
{
BOOL bBulletHit = FALSE;
// Only bullet objects and the ship (if shieleds are on) can hit
// other objects. Skip all others.
if( (pBullet->dwType != OBJ_BULLET) && (pBullet->dwType != OBJ_SHIP) )
continue;
for( pObject = m_pDisplayList->pNext; pObject; pObject = pObject->pNext )
{
// Only trying to hit explodable targets
if( ( pObject->dwType != OBJ_DONUT ) &&
( pObject->dwType != OBJ_PYRAMID ) &&
( pObject->dwType != OBJ_SPHERE ) &&
( pObject->dwType != OBJ_CUBE ) )
continue;
// Check if bullet is in radius of object
FLOAT fDistance = D3DXVec3Length( &(pBullet->vPos - pObject->vPos) );
if( fDistance < (pObject->fSize+pBullet->fSize) )
{
// The object was hit
switch( pObject->dwType )
{
case OBJ_DONUT:
PlaySound( m_pDonutExplodeSound );
AddToList( new CPyramid( pObject->vPos, pObject->vVel ) );
AddToList( new CPyramid( pObject->vPos, pObject->vVel ) );
AddToList( new CPyramid( pObject->vPos, pObject->vVel ) );
AddToList( new CPyramid( pObject->vPos, pObject->vVel ) );
m_dwScore += 10;
break;
case OBJ_PYRAMID:
PlaySound( m_pPyramidExplodeSound );
AddToList( new CCube( pObject->vPos, pObject->vVel ) );
AddToList( new CCube( pObject->vPos, pObject->vVel ) );
AddToList( new CCube( pObject->vPos, pObject->vVel ) );
AddToList( new CCube( pObject->vPos, pObject->vVel ) );
m_dwScore += 20;
break;
case OBJ_CUBE:
PlaySound( m_pCubeExplodeSound );
AddToList( new CSphere( pObject->vPos, pObject->vVel ) );
m_dwScore += 40;
break;
case OBJ_SPHERE:
PlaySound( m_pSphereExplodeSound );
m_dwScore += 20;
break;
}
// Add explosion effects to scene
for( DWORD c=0; c<4; c++ )
AddToList( new CCloud( pObject->vPos, 0.05f*D3DXVECTOR3(rnd(),rnd(),0.0f) ) );
// Remove the victim from the scene
DisplayObject* pVictim = pObject;
pObject = pObject->pPrev;
DeleteFromList( pVictim );
bBulletHit = TRUE;
}
if( bBulletHit )
{
if( pBullet->dwType == OBJ_SHIP )
{
bBulletHit = FALSE;
if( m_pShip->bVisible )
{
// Ship has exploded
PlaySound( m_pShipExplodeSound );
if( m_dwScore < 150 )
m_dwScore = 0;
else
m_dwScore -= 150;
// Add explosion debris to scene
for( DWORD sphere=0; sphere<4; sphere++ )
AddToList( new CSphere( m_pShip->vPos, pObject->vVel ) );
for( DWORD bullet=0; bullet<20; bullet++ )
{
FLOAT angle = D3DX_PI * rnd();
D3DVECTOR vDir = D3DXVECTOR3(cosf(angle),sinf(angle),0.0f);
AddToList( new CBullet( m_pShip->vPos, 500.0f*vDir, 0 ) );
}
for( DWORD cloud=0; cloud<100; cloud++ )
{
FLOAT magnitude = 1.0f + 0.1f*rnd();
FLOAT angle = D3DX_PI * rnd();
D3DVECTOR vDir = D3DXVECTOR3(cosf(angle),sinf(angle),0.0f);
AddToList( new CCloud( m_pShip->vPos, magnitude*vDir ) );
}
// Clear out ship params
m_pShip->vVel.x = 0.0f;
m_pShip->vVel.y = 0.0f;
m_UserInput.fAxisMoveUD = 0.0f;
m_UserInput.fAxisRotateLR = 0.0f;
// Delay for 2 seconds before displaying ship
m_pShip->fShowDelay = 2.0f;
m_pShip->bVisible = FALSE;
m_pShip->bExploded = TRUE;
}
}
break;
}
}
if( bBulletHit )
{
DisplayObject* pLastBullet = pBullet;
pBullet = pBullet->pPrev;
DeleteFromList( pLastBullet );
}
}
}
//-----------------------------------------------------------------------------
// Name: DrawDisplayList()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DrawDisplayList()
{
TCHAR strBuffer[80];
// Set the world matrix
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Set the app view matrix for normal viewing
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix() );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 );
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Clear the display
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0L, 1.0f, 0L );
// Draw the terrain
m_pTerrain->Render( m_pd3dDevice );
// Render the ship
if( m_pShip->bVisible && m_bFirstPersonView == FALSE )
{
// Point of ship, on terrain
D3DXVECTOR3 vShipPt;
vShipPt.x = m_pShip->vPos.x;
vShipPt.z = -m_pShip->vPos.y;
vShipPt.y = 0.1f + HeightField( vShipPt.x, vShipPt.z );
// Point ahead of ship, on terrain
D3DXVECTOR3 vForwardPt;
vForwardPt.x = vShipPt.x+sinf(m_pShip->fAngle);
vForwardPt.z = vShipPt.z+cosf(m_pShip->fAngle);
vForwardPt.y = 0.1f + HeightField( vForwardPt.x, vForwardPt.z );
// Point to side of ship, on terrain
D3DXVECTOR3 vSidePt;
vSidePt.x = vShipPt.x+sinf(m_pShip->fAngle + D3DX_PI/2.0f);
vSidePt.z = vShipPt.z+cosf(m_pShip->fAngle + D3DX_PI/2.0f);
vSidePt.y = 0.1f + HeightField( vSidePt.x, vSidePt.z );
// Compute vectors of the ship's orientation
D3DXVECTOR3 vForwardDir = vForwardPt - vShipPt;
D3DXVECTOR3 vSideDir = vSidePt - vShipPt;
D3DXVECTOR3 vNormalDir;
D3DXVec3Cross( &vNormalDir, &vForwardDir, &vSideDir );
// Construct matrix to orient ship
D3DXMATRIX matWorld, matLookAt, matRotateZ;
D3DXMatrixRotationZ( &matRotateZ, m_pShip->fRoll );
D3DXMatrixLookAtLH( &matLookAt, &vShipPt, &(vShipPt-vForwardDir), &vNormalDir );
D3DXMatrixInverse( &matLookAt, NULL, &matLookAt );
D3DXMatrixIdentity( &matWorld );
D3DXMatrixMultiply( &matWorld, &matWorld, &matRotateZ );
D3DXMatrixMultiply( &matWorld, &matWorld, &matLookAt );
// Set renderstates for rendering the ship
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
// Render the ship - opaque parts
m_pShipFileObject->Render( m_pd3dDevice, TRUE, FALSE );
// Render the ship - transparent parts
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
m_pShipFileObject->Render( m_pd3dDevice, FALSE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
}
// Remaining objects don't need lighting
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Enable alpha blending and testing
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
// Display all visible objects in the display list
for( DisplayObject* pObject = m_pDisplayList; pObject; pObject = pObject->pNext )
{
if( !pObject->bVisible )
continue;
if( pObject->dwType == OBJ_SHIP )
continue;
if( pObject->dwType == OBJ_BULLET )
continue;
// This is really a 3D sprite
C3DSprite* pSprite = (C3DSprite*)pObject;
FLOAT fX = pObject->vPos.x;
FLOAT fZ = -pObject->vPos.y;
FLOAT fY = HeightField( fX, fZ );
FLOAT x1 = -pObject->fSize;
FLOAT x2 = pObject->fSize;
FLOAT y1 = -pObject->fSize;
FLOAT y2 = pObject->fSize;
FLOAT u1 = (FLOAT)(pSprite->dwTextureOffsetX + pSprite->dwTextureWidth *(((int)pSprite->frame)%pSprite->dwFramesPerLine));
FLOAT v1 = (FLOAT)(pSprite->dwTextureOffsetY + pSprite->dwTextureHeight*(((int)pSprite->frame)/pSprite->dwFramesPerLine));
FLOAT tu1 = u1 / (256.0f-1.0f);
FLOAT tv1 = v1 / (256.0f-1.0f);
FLOAT tu2 = (u1 + pSprite->dwTextureWidth -1) / (256.0f-1.0f);
FLOAT tv2 = (v1 + pSprite->dwTextureHeight-1) / (256.0f-1.0f);
// Set the game texture
switch( pObject->dwType )
{
case OBJ_DONUT:
case OBJ_CUBE:
case OBJ_SPHERE:
m_pd3dDevice->SetTexture( 0, m_pGameTexture1 );
break;
case OBJ_PYRAMID:
case OBJ_CLOUD:
m_pd3dDevice->SetTexture( 0, m_pGameTexture2 );
break;
}
// Translate the billboard into place
D3DXMATRIX mat = m_Camera.GetBillboardMatrix();
mat._41 = fX;
mat._42 = fY;
mat._43 = fZ;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
DWORD dwColor = pSprite->dwColor;
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
if( pObject->dwType == OBJ_CLOUD )
{
DWORD red = 255-(int)(pSprite->frame*255.0f);
DWORD grn = 255-(int)(pSprite->frame*511.0f);
DWORD blu = 255-(int)(pSprite->frame*1023.0f);
if( grn > 255 ) grn = 0;
if( blu > 255 ) blu = 0;
dwColor = 0xff000000 + (red<<16) + (grn<<8) + blu;
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
}
FLOAT h = 300.0f*pObject->vPos.z + 0.1f;
SPRITEVERTEX* v;
m_pSpriteVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3(x1,y1+h,0); v[0].color=dwColor; v[0].tu=tu1; v[0].tv=tv2;
v[1].p = D3DXVECTOR3(x1,y2+h,0); v[1].color=dwColor; v[1].tu=tu1; v[1].tv=tv1;
v[2].p = D3DXVECTOR3(x2,y1+h,0); v[2].color=dwColor; v[2].tu=tu2; v[2].tv=tv2;
v[3].p = D3DXVECTOR3(x2,y2+h,0); v[3].color=dwColor; v[3].tu=tu2; v[3].tv=tv1;
m_pSpriteVB->Unlock();
// Render the billboarded sprite
m_pd3dDevice->SetVertexShader( D3DFVF_SPRITEVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pSpriteVB, sizeof(SPRITEVERTEX) );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
// Display all bullets
for( pObject = m_pDisplayList; pObject; pObject = pObject->pNext )
{
if( pObject->dwType != OBJ_BULLET )
continue;
// This is really a 3D sprite
C3DSprite* pSprite = (C3DSprite*)pObject;
FLOAT u1 = (FLOAT)(pSprite->dwTextureOffsetX + pSprite->dwTextureWidth *(((int)pSprite->frame)%pSprite->dwFramesPerLine));
FLOAT v1 = (FLOAT)(pSprite->dwTextureOffsetY + pSprite->dwTextureHeight*(((int)pSprite->frame)/pSprite->dwFramesPerLine));
u1 = (FLOAT)(pSprite->dwTextureOffsetX);
v1 = (FLOAT)(pSprite->dwTextureOffsetY);
FLOAT tu1 = u1 / (256.0f-1.0f);
FLOAT tv1 = v1 / (256.0f-1.0f);
FLOAT tu2 = (u1 + pSprite->dwTextureWidth -1) / (256.0f-1.0f);
FLOAT tv2 = (v1 + pSprite->dwTextureHeight-1) / (256.0f-1.0f);
// Set render states
m_pd3dDevice->SetTexture( 0, m_pGameTexture2 );
m_pd3dDevice->SetVertexShader( D3DFVF_SPRITEVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pSpriteVB, sizeof(SPRITEVERTEX) );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
FLOAT x1 = -0.01f;
FLOAT x2 = 0.01f;
FLOAT y1 = -0.01f;
FLOAT y2 = 0.01f;
DWORD dwColor = pSprite->dwColor;
for( DWORD a=0; a<6; a++ )
{
FLOAT fX = pObject->vPos.x - a*a*0.0005f*pObject->vVel.x;
FLOAT fZ = -pObject->vPos.y + a*a*0.0005f*pObject->vVel.y;
FLOAT fY = HeightField( fX, fZ );
// Translate the billboard into place
D3DXMATRIX mat = m_Camera.GetBillboardMatrix();
mat._41 = fX;
mat._42 = fY;
mat._43 = fZ;
m_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
FLOAT h = 300.0f*pObject->vPos.z + 0.1f;
SPRITEVERTEX* v;
m_pSpriteVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3(x1,y1+h,0); v[0].color=dwColor; v[0].tu=tu1; v[0].tv=tv2;
v[1].p = D3DXVECTOR3(x1,y2+h,0); v[1].color=dwColor; v[1].tu=tu1; v[1].tv=tv1;
v[2].p = D3DXVECTOR3(x2,y1+h,0); v[2].color=dwColor; v[2].tu=tu2; v[2].tv=tv2;
v[3].p = D3DXVECTOR3(x2,y2+h,0); v[3].color=dwColor; v[3].tu=tu2; v[3].tv=tv1;
m_pSpriteVB->Unlock();
// Render the billboarded sprite
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
}
// Restore state
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE );
// Display help
_stprintf( strBuffer, _T("F1 for menu") );
m_pGameFont->DrawTextScaled( -1.0f, 1.1f, 0.9f, 0.05f, 0.05f,
0xffffff00, strBuffer, D3DFONT_FILTERED );
// Display score
_stprintf( strBuffer, _T("Score: %08ld"), m_dwScore );
m_pGameFont->DrawTextScaled( -1.0f, 1.0f, 0.9f, 0.05f, 0.05f,
0xffffff00, strBuffer, D3DFONT_FILTERED );
// Display ship type
_stprintf( strBuffer, _T("Ship: %s"), g_strShipNames[m_dwCurrentShipType] );
m_pGameFont->DrawTextScaled( 0.0f, 1.0f, 0.9f, 0.05f, 0.05f,
0xffffff00, strBuffer, D3DFONT_FILTERED );
// Display weapon type
TCHAR* strWeapon;
if( m_dwBulletType == 0 ) strWeapon = _T("Weapon: Blaster");
else if( m_dwBulletType == 1 ) strWeapon = _T("Weapon: Double blaster");
else if( m_dwBulletType == 2 ) strWeapon = _T("Weapon: Spray gun");
else strWeapon = _T("Weapon: Proximity killer");
m_pGameFont->DrawTextScaled( 0.0f, 1.1f, 0.9f, 0.05f, 0.05f,
0xffffff00, strWeapon, D3DFONT_FILTERED );
// Render "Paused" text if game is paused
if( m_bPaused && m_pGameFont )
{
DarkenScene( 0.5f );
RenderFieryText( m_pMenuFont, _T("Paused") );
}
if( m_pShip->fShowDelay > 0.0f )
DarkenScene( m_pShip->fShowDelay/2.0f );
// Render game menu
if( m_pCurrentMenu )
{
DarkenScene( 0.5f );
m_pCurrentMenu->Render( m_pd3dDevice, m_pMenuFont );
}
m_pd3dDevice->EndScene();
}
}
//-----------------------------------------------------------------------------
// Name: DeleteFromList()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DeleteFromList( DisplayObject* pObject )
{
if( pObject->pNext )
pObject->pNext->pPrev = pObject->pPrev;
if( pObject->pPrev )
pObject->pPrev->pNext = pObject->pNext;
delete( pObject );
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::ConstructMenus()
{
// Build video sub menu
CMenuItem* pVideoSubMenu = new CMenuItem( _T("Video Menu"), MENU_VIDEO );
pVideoSubMenu->Add( new CMenuItem( _T("Windowed"), MENU_WINDOWED ) );
pVideoSubMenu->Add( new CMenuItem( _T("640x480"), MENU_640x480 ) );
pVideoSubMenu->Add( new CMenuItem( _T("800x600"), MENU_800x600 ) );
pVideoSubMenu->Add( new CMenuItem( _T("1024x768"), MENU_1024x768 ) );
pVideoSubMenu->Add( new CMenuItem( _T("Back"), MENU_BACK ) );
// Build sound menu
CMenuItem* pSoundSubMenu = new CMenuItem( _T("Sound Menu"), MENU_SOUND );
pSoundSubMenu->Add( new CMenuItem( _T("Sound On"), MENU_SOUNDON ) );
pSoundSubMenu->Add( new CMenuItem( _T("Sound Off"), MENU_SOUNDOFF ) );
pSoundSubMenu->Add( new CMenuItem( _T("Back"), MENU_BACK ) );
// Build input menu
CMenuItem* pInputSubMenu = new CMenuItem( _T("Input Menu"), MENU_INPUT );
pInputSubMenu->Add( new CMenuItem( _T("View Devices"), MENU_VIEWDEVICES ) );
pInputSubMenu->Add( new CMenuItem( _T("Config Devices"), MENU_CONFIGDEVICES ) );
pInputSubMenu->Add( new CMenuItem( _T("Back"), MENU_BACK ) );
// Build main menu
m_pMainMenu = new CMenuItem( _T("Main Menu"), MENU_MAIN );
m_pMainMenu->Add( pVideoSubMenu );
m_pMainMenu->Add( pSoundSubMenu );
m_pMainMenu->Add( pInputSubMenu );
m_pMainMenu->Add( new CMenuItem( _T("Back to Game"), MENU_BACK ) );
// Build "quit game?" menu
m_pQuitMenu = new CMenuItem( _T("Quit Game?"), MENU_MAIN );
m_pQuitMenu->Add( new CMenuItem( _T("Yes"), MENU_QUIT ) );
m_pQuitMenu->Add( new CMenuItem( _T("No"), MENU_BACK ) );
return;
}
//-----------------------------------------------------------------------------
// Name:
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DestroyMenus()
{
SAFE_DELETE( m_pQuitMenu );
SAFE_DELETE( m_pMainMenu );
}
//-----------------------------------------------------------------------------
// Name: UpdateMenus()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::UpdateMenus()
{
if( m_pCurrentMenu == NULL )
return;
// Keep track of current selected menu, to check later for changes
DWORD dwCurrentSelectedMenu = m_pCurrentMenu->dwSelectedMenu;
// Check for menu up/down input
if( m_UserInput.bDoMenuUp )
{
m_UserInput.bDoMenuUp = FALSE;
if( m_pCurrentMenu->dwSelectedMenu > 0 )
m_pCurrentMenu->dwSelectedMenu--;
}
else if( m_UserInput.bDoMenuDown )
{
m_UserInput.bDoMenuDown = FALSE;
if( (m_pCurrentMenu->dwSelectedMenu+1) < m_pCurrentMenu->dwNumChildren )
m_pCurrentMenu->dwSelectedMenu++;
}
// The the current menu changed, play a sound
if( dwCurrentSelectedMenu != m_pCurrentMenu->dwSelectedMenu )
PlaySound( m_pSphereExplodeSound );
if( m_UserInput.bDoMenuSelect )
{
m_UserInput.bDoMenuSelect = FALSE;
PlaySound( m_pSphereExplodeSound );
DWORD dwID = m_pCurrentMenu->pChild[m_pCurrentMenu->dwSelectedMenu]->dwID;
switch( dwID )
{
case MENU_BACK:
m_pCurrentMenu = m_pCurrentMenu->pParent;
break;
case MENU_VIDEO:
case MENU_SOUND:
case MENU_INPUT:
m_pCurrentMenu = m_pCurrentMenu->pChild[m_pCurrentMenu->dwSelectedMenu];
break;
case MENU_WINDOWED:
SwitchDisplayModes( FALSE, 0L, 0L );
m_pCurrentMenu = NULL;
break;
case MENU_640x480:
SwitchDisplayModes( TRUE, 640, 480 );
m_pCurrentMenu = NULL;
break;
case MENU_800x600:
SwitchDisplayModes( TRUE, 800, 600 );
m_pCurrentMenu = NULL;
break;
case MENU_1024x768:
SwitchDisplayModes( TRUE, 1024, 768 );
m_pCurrentMenu = NULL;
break;
case MENU_SOUNDON:
if( m_pMusicManager == NULL )
CreateSoundObjects( m_hWndMain );
m_pCurrentMenu = NULL;
break;
case MENU_SOUNDOFF:
if( m_pMusicManager )
DestroySoundObjects();
m_pCurrentMenu = NULL;
break;
case MENU_VIEWDEVICES:
{
// Put action format to game play actions
m_pInputDeviceManager->SetActionFormat( m_diafGame, FALSE );
m_bMouseVisible = TRUE;
DXUtil_Timer( TIMER_STOP );
// Configure the devices (with view capability only)
if( m_bFullScreen )
m_pInputDeviceManager->ConfigureDevices( m_hWndMain,
m_pConfigSurface,
(VOID*)StaticConfigureInputDevicesCB,
DICD_DEFAULT, this );
else
m_pInputDeviceManager->ConfigureDevices( m_hWndMain, NULL, NULL,
DICD_DEFAULT, this );
m_bMouseVisible = FALSE;
DXUtil_Timer( TIMER_START );
m_pCurrentMenu = NULL;
break;
}
case MENU_CONFIGDEVICES:
{
// Put action format to game play actions
m_pInputDeviceManager->SetActionFormat( m_diafGame, FALSE );
m_bMouseVisible = TRUE;
DXUtil_Timer( TIMER_STOP );
// Get access to the list of semantically-mapped input devices
// to delete all InputDeviceState structs before calling ConfigureDevices()
CInputDeviceManager::DeviceInfo* pDeviceInfos;
DWORD dwNumDevices;
m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
for( DWORD i=0; i<dwNumDevices; i++ )
{
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
SAFE_DELETE( pInputDeviceState );
pDeviceInfos[i].pParam = NULL;
}
// Configure the devices (with edit capability)
if( m_bFullScreen )
m_pInputDeviceManager->ConfigureDevices( m_hWndMain,
m_pConfigSurface,
(VOID*)StaticConfigureInputDevicesCB,
DICD_EDIT, this );
else
m_pInputDeviceManager->ConfigureDevices( m_hWndMain, NULL, NULL,
DICD_EDIT, this );
DXUtil_Timer( TIMER_START );
m_bMouseVisible = FALSE;
m_pCurrentMenu = NULL;
break;
}
case MENU_QUIT:
PostMessage( m_hWndMain, WM_CLOSE, 0, 0 );
m_pCurrentMenu = NULL;
break;
}
}
// Check if the menu system is being exitted
if( m_UserInput.bDoMenuQuit )
{
m_UserInput.bDoMenuQuit = FALSE;
m_pCurrentMenu = NULL;
}
// If the menu is going away, go back to game play actions
if( m_pCurrentMenu == NULL )
m_pInputDeviceManager->SetActionFormat( m_diafGame, FALSE );
}
//-----------------------------------------------------------------------------
// Display support code (using Direct3D functionality from D3DUtil.h)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: CreateDisplayObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::CreateDisplayObjects( HWND hWnd )
{
HRESULT hr, hr1, hr2;
// Construct a new display
LPDIRECT3D8 pD3D = Direct3DCreate8( D3D_SDK_VERSION );
if( NULL == pD3D )
{
CleanupAndDisplayError( DONUTS3DERR_NODIRECT3D );
return E_FAIL;
}
// Get the current desktop format
pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &m_DesktopMode );
const D3DFORMAT fmtFullscreenArray[] =
{
D3DFMT_R5G6B5,
D3DFMT_X1R5G5B5,
D3DFMT_A1R5G5B5,
D3DFMT_X8R8G8B8,
D3DFMT_A8R8G8B8,
};
const INT numFullscreenFmts = sizeof(fmtFullscreenArray) / sizeof(fmtFullscreenArray[0]);
INT iFmt;
// Find a pixel format that will be good for fullscreen back buffers
for( iFmt = 0; iFmt < numFullscreenFmts; iFmt++ )
{
if( SUCCEEDED( pD3D->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
fmtFullscreenArray[iFmt], fmtFullscreenArray[iFmt], FALSE ) ) )
{
m_d3dfmtFullscreen = fmtFullscreenArray[iFmt];
break;
}
}
const D3DFORMAT fmtTextureArray[] =
{
D3DFMT_A1R5G5B5,
D3DFMT_A4R4G4B4,
D3DFMT_A8R8G8B8,
};
const INT numTextureFmts = sizeof(fmtTextureArray) / sizeof(fmtTextureArray[0]);
// Find a format that is supported as a texture map for the current mode
for( iFmt = 0; iFmt < numTextureFmts; iFmt++ )
{
if( SUCCEEDED( pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
m_DesktopMode.Format, 0, D3DRTYPE_TEXTURE, fmtTextureArray[iFmt] ) ) )
{
m_d3dfmtTexture = fmtTextureArray[iFmt];
break;
}
}
// Set up presentation parameters for the display
ZeroMemory( &m_d3dpp, sizeof(m_d3dpp) );
m_d3dpp.Windowed = !m_bFullScreen;
m_d3dpp.BackBufferCount = 1;
m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
m_d3dpp.EnableAutoDepthStencil = TRUE;
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if( m_bFullScreen )
{
m_d3dpp.hDeviceWindow = hWnd;
m_d3dpp.BackBufferWidth = m_dwScreenWidth;
m_d3dpp.BackBufferHeight = m_dwScreenHeight;
m_d3dpp.BackBufferFormat = m_d3dfmtFullscreen;
}
else
{
m_d3dpp.BackBufferFormat = m_DesktopMode.Format;
}
// Create the device
hr = pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&m_d3dpp, &m_pd3dDevice );
pD3D->Release();
if( FAILED(hr) )
{
CleanupAndDisplayError( DONUTS3DERR_NOD3DDEVICE );
return E_FAIL;
}
// Create some game fonts
m_pGameFont = new CD3DFont( _T("Tahoma"), 30, 0L );
m_pGameFont->InitDeviceObjects( m_pd3dDevice );
m_pMenuFont = new CD3DFont( _T("Impact"), 48, 0L );
m_pMenuFont->InitDeviceObjects( m_pd3dDevice );
// Find the media files (textures and geometry models) for the game
TCHAR strGameTexture1[512];
TCHAR strGameTexture2[512];
hr1 = DXUtil_FindMediaFile( strGameTexture1, _T("Donuts1.bmp") );
hr2 = DXUtil_FindMediaFile( strGameTexture2, _T("Donuts2.bmp") );
if( FAILED(hr1) || FAILED(hr2) )
{
CleanupAndDisplayError( DONUTS3DERR_NOTEXTURES );
return E_FAIL;
}
// Load the game textures
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, strGameTexture1,
&m_pGameTexture1, m_d3dfmtTexture ) ) ||
FAILED( D3DUtil_CreateTexture( m_pd3dDevice, strGameTexture2,
&m_pGameTexture2, m_d3dfmtTexture ) ) )
{
CleanupAndDisplayError( DONUTS3DERR_NOTEXTURES );
return E_FAIL;
}
D3DUtil_SetColorKey( m_pGameTexture1, 0x00000000 );
D3DUtil_SetColorKey( m_pGameTexture2, 0x00000000 );
// Load the geometry models
hr1 = LoadShipModel();
hr2 = LoadTerrainModel();
if( FAILED(hr1) || FAILED(hr2) )
{
CleanupAndDisplayError( DONUTS3DERR_NOGEOMETRY );
return E_FAIL;
}
// Create a viewport covering sqaure
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SCREENVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_SCREENVERTEX,
D3DPOOL_MANAGED, &m_pViewportVB ) ) )
{
CleanupAndDisplayError( DONUTS3DERR_NO3DRESOURCES );
return E_FAIL;
}
// Create a sqaure for rendering the sprites
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(SPRITEVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_SPRITEVERTEX,
D3DPOOL_MANAGED, &m_pSpriteVB ) ) )
{
CleanupAndDisplayError( DONUTS3DERR_NO3DRESOURCES );
return E_FAIL;
}
// Now that all the display objects are created, "restore" them (create
// local mem objects and set state)
if( FAILED( RestoreDisplayObjects() ) )
return E_FAIL;
// The display is now ready
m_bDisplayReady = TRUE;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDisplayObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::RestoreDisplayObjects()
{
HRESULT hr;
HWND hWnd = m_hWndMain;
if( FALSE == m_bFullScreen )
{
// If we are still a WS_POPUP window we should convert to a normal app
// window so we look like a windows app.
DWORD dwStyle = GetWindowStyle( hWnd );
dwStyle &= ~WS_POPUP;
dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX;
SetWindowLong( hWnd, GWL_STYLE, dwStyle );
// Aet window size
RECT rc;
SetRect( &rc, 0, 0, 640, 480 );
AdjustWindowRectEx( &rc, GetWindowStyle(hWnd), GetMenu(hWnd) != NULL,
GetWindowExStyle(hWnd) );
SetWindowPos( hWnd, NULL, 0, 0, rc.right-rc.left, rc.bottom-rc.top,
SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE );
SetWindowPos( hWnd, HWND_NOTOPMOST, 0, 0, 0, 0,
SWP_NOSIZE | SWP_NOMOVE | SWP_NOACTIVATE );
// Make sure our window does not hang outside of the work area
RECT rcWork;
SystemParametersInfo( SPI_GETWORKAREA, 0, &rcWork, 0 );
GetWindowRect( hWnd, &rc );
if( rc.left < rcWork.left ) rc.left = rcWork.left;
if( rc.top < rcWork.top ) rc.top = rcWork.top;
SetWindowPos( hWnd, NULL, rc.left, rc.top, 0, 0,
SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE );
}
// Create the device-dependent objects for the file-based mesh objects
m_pShipFileObject->RestoreDeviceObjects( m_pd3dDevice );
m_pTerrain->RestoreDeviceObjects( m_pd3dDevice );
m_pGameFont->RestoreDeviceObjects();
m_pMenuFont->RestoreDeviceObjects();
// Get viewport dimensions
D3DVIEWPORT8 vp;
m_pd3dDevice->GetViewport(&vp);
FLOAT sx = (FLOAT)vp.Width;
FLOAT sy = (FLOAT)vp.Height;
// Setup dimensions for the viewport covering sqaure
SCREENVERTEX* v;
m_pViewportVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR4( 0,sy,0.0f,1.0f);
v[1].p = D3DXVECTOR4( 0, 0,0.0f,1.0f);
v[2].p = D3DXVECTOR4(sx,sy,0.0f,1.0f);
v[3].p = D3DXVECTOR4(sx, 0,0.0f,1.0f);
m_pViewportVB->Unlock();
// Create a surface for confguring DInput devices
hr = m_pd3dDevice->CreateImageSurface( 640, 480, m_d3dfmtFullscreen, &m_pConfigSurface );
if( FAILED(hr) )
{
CleanupAndDisplayError( DONUTS3DERR_NO3DRESOURCES );
return E_FAIL;
}
// Set up the camera
m_Camera.SetViewParams( D3DXVECTOR3(0.0f,0.0f,0.0f), D3DXVECTOR3(0.0f,0.0f,1.0f),
D3DXVECTOR3(0.0f,1.0f,0.0f) );
m_Camera.SetProjParams( D3DX_PI/4, 1.0f, 0.1f, 100.0f );
// Set up default matrices (using the CD3DCamera class)
m_pd3dDevice->SetTransform( D3DTS_VIEW, &m_Camera.GetViewMatrix() );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &m_Camera.GetProjMatrix() );
// Setup a material
D3DMATERIAL8 mtrl;
D3DUtil_InitMaterial( mtrl, 1.0f, 1.0f, 1.0f );
m_pd3dDevice->SetMaterial( &mtrl );
// Set up lighting states
D3DLIGHT8 light;
D3DUtil_InitLight( light, D3DLIGHT_DIRECTIONAL, 1.0f, -1.0f, 1.0f );
m_pd3dDevice->SetLight( 0, &light );
m_pd3dDevice->LightEnable( 0, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x33333333 );
// Set miscellaneous render states
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDisplayObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::InvalidateDisplayObjects()
{
m_pShipFileObject->InvalidateDeviceObjects();
m_pTerrain->InvalidateDeviceObjects();
m_pGameFont->InvalidateDeviceObjects();
m_pMenuFont->InvalidateDeviceObjects();
SAFE_RELEASE( m_pConfigSurface );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DestroyDisplayObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::DestroyDisplayObjects()
{
DisplayObject* pDO;
while( m_pDisplayList != NULL )
{
pDO = m_pDisplayList;
m_pDisplayList = m_pDisplayList->pNext;
delete pDO;
if( m_pDisplayList != NULL)
m_pDisplayList->pPrev = NULL;
}
SAFE_RELEASE( m_pGameTexture1 );
SAFE_RELEASE( m_pGameTexture2 );
SAFE_DELETE( m_pGameFont );
SAFE_DELETE( m_pMenuFont );
SAFE_RELEASE( m_pConfigSurface );
if( m_pShipFileObject != NULL )
m_pShipFileObject->Destroy();
if( m_pTerrain != NULL )
m_pTerrain->Destroy();
SAFE_DELETE( m_pTerrain );
SAFE_DELETE( m_pShipFileObject );
SAFE_RELEASE( m_pViewportVB );
SAFE_RELEASE( m_pSpriteVB );
SAFE_RELEASE( m_pd3dDevice );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SwitchDisplayModes()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::SwitchDisplayModes( BOOL bFullScreen, DWORD dwWidth, DWORD dwHeight )
{
HRESULT hr;
if( FALSE==m_bIsActive || FALSE==m_bDisplayReady )
return S_OK;
// Check to see if a change was actually requested
if( bFullScreen )
{
if( m_dwScreenWidth==dwWidth && m_dwScreenHeight==dwHeight &&
m_bFullScreen==bFullScreen )
return S_OK;
}
else
{
if( m_bFullScreen == FALSE )
return S_OK;
}
// Invalidate the old display objects
m_bDisplayReady = FALSE;
InvalidateDisplayObjects();
// Set up the new presentation paramters
if( bFullScreen )
{
m_d3dpp.Windowed = FALSE;
m_d3dpp.hDeviceWindow = m_hWndMain;
m_d3dpp.BackBufferWidth = m_dwScreenWidth = dwWidth;
m_d3dpp.BackBufferHeight = m_dwScreenHeight = dwHeight;
m_d3dpp.BackBufferFormat = m_d3dfmtFullscreen;
}
else
{
m_d3dpp.Windowed = TRUE;
m_d3dpp.hDeviceWindow = NULL;
m_d3dpp.BackBufferWidth = 0L;
m_d3dpp.BackBufferHeight = 0L;
m_d3dpp.BackBufferFormat = m_DesktopMode.Format;
}
// Reset the device
if( SUCCEEDED( hr = m_pd3dDevice->Reset( &m_d3dpp ) ) )
{
m_bFullScreen = bFullScreen;
if( SUCCEEDED( hr = RestoreDisplayObjects() ) )
{
m_bDisplayReady = TRUE;
SetCursor( NULL );
return S_OK;
}
}
// If we get here, a fatal error occurred
PostMessage( m_hWndMain, WM_CLOSE, 0, 0 );
return E_FAIL;
}
//-----------------------------------------------------------------------------
// Name: ShowFrame()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::ShowFrame()
{
if( NULL == m_pd3dDevice )
return;
// Present the backbuffer contents to the front buffer
m_pd3dDevice->Present( 0, 0, 0, 0 );
}
//-----------------------------------------------------------------------------
// Sound support code (using DMusic functionality from DMUtil.h)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: CreateSoundObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::CreateSoundObjects( HWND hWnd )
{
// Create the music manager class, used to create the sounds
m_pMusicManager = new CMusicManager();
if( FAILED( m_pMusicManager->Initialize( hWnd ) ) )
return E_FAIL;
// Instruct the music manager where to find the files
m_pMusicManager->SetSearchDirectory( DXUtil_GetDXSDKMediaPath() );
// Create the sounds
m_pMusicManager->CreateSegmentFromResource( &m_pBeginLevelSound, _T("BEGINLEVEL"), _T("WAV") );
m_pMusicManager->CreateSegmentFromResource( &m_pEngineIdleSound, _T("ENGINEIDLE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pEngineRevSound, _T("ENGINEREV") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pShieldBuzzSound, _T("SHIELDBUZZ") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pShipExplodeSound, _T("SHIPEXPLODE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pFireBulletSound, _T("GUNFIRE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pShipBounceSound, _T("SHIPBOUNCE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pDonutExplodeSound, _T("DONUTEXPLODE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pPyramidExplodeSound, _T("PYRAMIDEXPLODE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pCubeExplodeSound, _T("CUBEEXPLODE") , _T("WAV"));
m_pMusicManager->CreateSegmentFromResource( &m_pSphereExplodeSound, _T("SPHEREEXPLODE") , _T("WAV"));
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DestroySoundObjects()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DestroySoundObjects()
{
SAFE_DELETE( m_pBeginLevelSound );
SAFE_DELETE( m_pEngineIdleSound );
SAFE_DELETE( m_pEngineRevSound );
SAFE_DELETE( m_pShieldBuzzSound );
SAFE_DELETE( m_pShipExplodeSound );
SAFE_DELETE( m_pFireBulletSound );
SAFE_DELETE( m_pShipBounceSound );
SAFE_DELETE( m_pDonutExplodeSound );
SAFE_DELETE( m_pPyramidExplodeSound );
SAFE_DELETE( m_pCubeExplodeSound );
SAFE_DELETE( m_pSphereExplodeSound );
SAFE_DELETE( m_pMusicManager );
}
//-----------------------------------------------------------------------------
// Input support code (using DInput functionality from DIUtil.h)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: CreateInputObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyApplication::CreateInputObjects( HWND hWnd )
{
HRESULT hr;
// Setup action format for the acutal gameplay
ZeroMemory( &m_diafGame, sizeof(DIACTIONFORMAT) );
m_diafGame.dwSize = sizeof(DIACTIONFORMAT);
m_diafGame.dwActionSize = sizeof(DIACTION);
m_diafGame.dwDataSize = NUMBER_OF_GAMEACTIONS * sizeof(DWORD);
m_diafGame.guidActionMap = g_guidApp;
m_diafGame.dwGenre = DIVIRTUAL_SPACESIM;
m_diafGame.dwNumActions = NUMBER_OF_GAMEACTIONS;
m_diafGame.rgoAction = g_rgGameAction;
m_diafGame.lAxisMin = -10;
m_diafGame.lAxisMax = 10;
m_diafGame.dwBufferSize = 16;
_tcscpy( m_diafGame.tszActionMap, _T("Donuts3D New") );
// Setup action format for the in-game menus
ZeroMemory( &m_diafBrowser, sizeof(DIACTIONFORMAT) );
m_diafBrowser.dwSize = sizeof(DIACTIONFORMAT);
m_diafBrowser.dwActionSize = sizeof(DIACTION);
m_diafBrowser.dwDataSize = NUMBER_OF_BROWSERACTIONS * sizeof(DWORD);
m_diafBrowser.guidActionMap = g_guidApp;
m_diafBrowser.dwGenre = DIVIRTUAL_BROWSER_CONTROL;
m_diafBrowser.dwNumActions = NUMBER_OF_BROWSERACTIONS;
m_diafBrowser.rgoAction = g_rgBrowserAction;
m_diafBrowser.lAxisMin = -10;
m_diafBrowser.lAxisMax = 10;
m_diafBrowser.dwBufferSize = 16;
_tcscpy( m_diafBrowser.tszActionMap, _T("Donuts New") );
// Create a new input device manager
m_pInputDeviceManager = new CInputDeviceManager();
if( FAILED( hr = m_pInputDeviceManager->Create( hWnd, NULL, m_diafGame,
StaticInputAddDeviceCB, this ) ) )
{
CleanupAndDisplayError( DONUTS3DERR_NOINPUT );
return E_FAIL;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: StaticInputAddDeviceCB()
// Desc: Static callback helper to call into CMyApplication class
//-----------------------------------------------------------------------------
HRESULT CALLBACK CMyApplication::StaticInputAddDeviceCB(
CInputDeviceManager::DeviceInfo* pDeviceInfo,
const DIDEVICEINSTANCE* pdidi,
LPVOID pParam )
{
CMyApplication* pApp = (CMyApplication*) pParam;
return pApp->InputAddDeviceCB( pDeviceInfo, pdidi );
}
//-----------------------------------------------------------------------------
// Name: InputAddDeviceCB()
// Desc: Called from CInputDeviceManager whenever a device is added.
// Set the dead zone, and creates a new InputDeviceState for each device
//-----------------------------------------------------------------------------
HRESULT CMyApplication::InputAddDeviceCB( CInputDeviceManager::DeviceInfo* pDeviceInfo,
const DIDEVICEINSTANCE* pdidi )
{
// Setup the deadzone
DIPROPDWORD dipdw;
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
dipdw.diph.dwObj = 0;
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = 500;
pDeviceInfo->pdidDevice->SetProperty( DIPROP_DEADZONE, &dipdw.diph );
if( GET_DIDEVICE_TYPE(pdidi->dwDevType) == DI8DEVTYPE_MOUSE )
pDeviceInfo->pdidDevice->SetCooperativeLevel( m_hWndMain, DISCL_EXCLUSIVE|DISCL_FOREGROUND );
// Create a new InputDeviceState for each device so the
// app can record its state
InputDeviceState* pNewInputDeviceState = new InputDeviceState;
ZeroMemory( pNewInputDeviceState, sizeof(InputDeviceState) );
pDeviceInfo->pParam = (LPVOID) pNewInputDeviceState;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DestroyInputObjects()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::DestroyInputObjects()
{
if( m_pInputDeviceManager )
{
// Get access to the list of semantically-mapped input devices
// to delete all InputDeviceState structs
CInputDeviceManager::DeviceInfo* pDeviceInfos;
DWORD dwNumDevices;
m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
for( DWORD i=0; i<dwNumDevices; i++ )
{
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
SAFE_DELETE( pInputDeviceState );
pDeviceInfos[i].pParam = NULL;
}
// Delete input device manager
SAFE_DELETE( m_pInputDeviceManager );
}
}
//-----------------------------------------------------------------------------
// Name: StaticConfigureInputDevicesCB()
// Desc: Static callback helper to call into CMyD3DApplication class
//-----------------------------------------------------------------------------
BOOL CALLBACK CMyApplication::StaticConfigureInputDevicesCB( IUnknown* pUnknown, VOID* pUserData )
{
CMyApplication* pApp = (CMyApplication*) pUserData;
return pApp->ConfigureInputDevicesCB( pUnknown );
}
//-----------------------------------------------------------------------------
// Name: ConfigureInputDevicesCB()
// Desc: Callback function for configuring input devices. This function is
// called in fullscreen modes, so that the input device configuration
// window can update the screen.
//-----------------------------------------------------------------------------
BOOL CMyApplication::ConfigureInputDevicesCB( IUnknown* pUnknown )
{
if( m_dwAppState != APPSTATE_ACTIVE )
return TRUE;
// Get access to the surface
LPDIRECT3DSURFACE8 pConfigSurface;
if( FAILED( pUnknown->QueryInterface( IID_IDirect3DSurface8,
(VOID**)&pConfigSurface ) ) )
return TRUE;
// Draw the scene, with the config surface blitted on top
DrawDisplayList();
RECT rcSrc;
SetRect( &rcSrc, 0, 0, 640, 480 );
POINT ptDst;
ptDst.x = (m_dwScreenWidth-640)/2;
ptDst.y = (m_dwScreenHeight-480)/2;
LPDIRECT3DSURFACE8 pBackBuffer;
m_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
m_pd3dDevice->CopyRects( pConfigSurface, &rcSrc, 1, pBackBuffer, &ptDst );
pBackBuffer->Release();
ShowFrame();
// Release the surface
pConfigSurface->Release();
return TRUE;
}
//-----------------------------------------------------------------------------
// Name: GetInput()
// Desc: Processes data from the input device. Uses GetDeviceState().
//-----------------------------------------------------------------------------
void CMyApplication::UpdateInput( UserInput* pUserInput )
{
if( NULL == m_pInputDeviceManager )
return;
// Get access to the list of semantically-mapped input devices
CInputDeviceManager::DeviceInfo* pDeviceInfos;
DWORD dwNumDevices;
m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
// Loop through all devices and check game input
for( DWORD i=0; i<dwNumDevices; i++ )
{
DIDEVICEOBJECTDATA rgdod[10];
DWORD dwItems = 10;
HRESULT hr;
LPDIRECTINPUTDEVICE8 pdidDevice = pDeviceInfos[i].pdidDevice;
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
hr = pdidDevice->Acquire();
hr = pdidDevice->Poll();
hr = pdidDevice->GetDeviceData( sizeof(DIDEVICEOBJECTDATA),
rgdod, &dwItems, 0 );
if( FAILED(hr) )
continue;
// Get the sematics codes for the game menu
for( DWORD j=0; j<dwItems; j++ )
{
BOOL bButtonState = (rgdod[j].dwData==0x80) ? TRUE : FALSE;
FLOAT fButtonState = (rgdod[j].dwData==0x80) ? 1.0f : 0.0f;
FLOAT fAxisState = (FLOAT)((int)rgdod[j].dwData)/10.0f;
switch( rgdod[j].uAppData )
{
// Handle semantics for normal game play
// Handle relative axis data
case INPUT_AXIS_LR:
pInputDeviceState->fAxisRotateLR = fAxisState;
break;
case INPUT_AXIS_UD:
pInputDeviceState->fAxisMoveUD = -fAxisState;
break;
// Handle mouse data
case INPUT_MOUSE_LR:
if( fAxisState > -0.4f && fAxisState < 0.4f )
pInputDeviceState->fAxisRotateLR = 0.0f;
else
pInputDeviceState->fAxisRotateLR =fAxisState;
break;
case INPUT_MOUSE_UD:
if( fAxisState > -0.4f && fAxisState < 0.4f )
pInputDeviceState->fAxisMoveUD = 0.0f;
else
pInputDeviceState->fAxisMoveUD = -fAxisState;
break;
// Handle buttons separately so the button state data
// doesn't overwrite the axis state data, and handle
// each button separately so they don't overwrite each other
case INPUT_TURNLEFT: pInputDeviceState->bButtonRotateLeft = bButtonState; break;
case INPUT_TURNRIGHT: pInputDeviceState->bButtonRotateRight = bButtonState; break;
case INPUT_FORWARDTHRUST: pInputDeviceState->bButtonForwardThrust = bButtonState; break;
case INPUT_REVERSETHRUST: pInputDeviceState->bButtonReverseThrust = bButtonState; break;
case INPUT_FIREWEAPONS: pInputDeviceState->bButtonFireWeapons = bButtonState; break;
// Handle one-shot buttons
case INPUT_MOUSE_SHIPTYPE:
SwitchModel();
break;
case INPUT_CHANGESHIPTYPE:
if( bButtonState )
SwitchModel();
break;
case INPUT_CHANGEVIEW:
if( bButtonState )
pUserInput->bDoChangeView = TRUE;
break;
case INPUT_CHANGEWEAPONS:
if( bButtonState )
{
if( ++m_dwBulletType > 3 )
m_dwBulletType = 0L;
}
break;
case INPUT_START:
if( bButtonState )
m_bPaused = !m_bPaused;
break;
case INPUT_DISPLAYGAMEMENU:
if( bButtonState )
{
PlaySound( m_pSphereExplodeSound );
m_pCurrentMenu = m_pMainMenu;
m_pInputDeviceManager->SetActionFormat( m_diafBrowser, FALSE );
}
break;
case INPUT_QUITGAME:
if( bButtonState )
{
PlaySound( m_pSphereExplodeSound );
m_pCurrentMenu = m_pQuitMenu;
m_pInputDeviceManager->SetActionFormat( m_diafBrowser, FALSE );
}
break;
// Handle semantics for the game menu
case INPUT_MENU_UD: pInputDeviceState->fAxisMenuUD = -fAxisState; break;
case INPUT_MENU_UP: if( bButtonState ) pUserInput->bDoMenuUp = TRUE; break;
case INPUT_MENU_DOWN: if( bButtonState ) pUserInput->bDoMenuDown = TRUE; break;
case INPUT_MENU_SELECT: if( bButtonState ) pUserInput->bDoMenuSelect = TRUE; break;
case INPUT_MENU_QUIT: if( bButtonState ) pUserInput->bDoMenuQuit = TRUE; break;
case INPUT_MENU_WHEEL:
if( fAxisState > 0.0f )
pUserInput->bDoMenuUp = TRUE;
else
pUserInput->bDoMenuDown = TRUE;
break;
}
}
}
pUserInput->bButtonFireWeapons = FALSE;
pUserInput->fAxisRotateLR = 0.0f;
pUserInput->fAxisMoveUD = 0.0f;
if( m_pShip->bVisible )
{
// Accumulate thrust inputs
// Concatinate the data from all the DirectInput devices
for( i=0; i<dwNumDevices; i++ )
{
InputDeviceState* pInputDeviceState = (InputDeviceState*) pDeviceInfos[i].pParam;
// Use the axis data that is furthest from zero
if( fabs(pInputDeviceState->fAxisRotateLR) > fabs(pUserInput->fAxisRotateLR) )
pUserInput->fAxisRotateLR = pInputDeviceState->fAxisRotateLR;
if( fabs(pInputDeviceState->fAxisMoveUD) > fabs(pUserInput->fAxisMoveUD) )
pUserInput->fAxisMoveUD = pInputDeviceState->fAxisMoveUD;
// Process the button data
if( pInputDeviceState->bButtonRotateLeft )
pUserInput->fAxisRotateLR = -1.0f;
else if( pInputDeviceState->bButtonRotateRight )
pUserInput->fAxisRotateLR = 1.0f;
if( pInputDeviceState->bButtonForwardThrust )
pUserInput->fAxisMoveUD = 1.0f;
else if( pInputDeviceState->bButtonReverseThrust )
pUserInput->fAxisMoveUD = -1.0f;
if( pInputDeviceState->bButtonFireWeapons )
pUserInput->bButtonFireWeapons = TRUE;
}
}
}
//-----------------------------------------------------------------------------
// Error handling
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Name: CleanupAndDisplayError()
// Desc:
//-----------------------------------------------------------------------------
VOID CMyApplication::CleanupAndDisplayError( DWORD dwError )
{
TCHAR* strDbgOut;
TCHAR* strMsgBox;
// Cleanup the app
FinalCleanup();
// Make the cursor visible
SetCursor( LoadCursor( NULL, IDC_ARROW ) );
m_bMouseVisible = TRUE;
// Get the appropriate error strings
switch( dwError )
{
case DONUTS3DERR_NODIRECT3D:
strDbgOut = _T("Could not create Direct3D\n");
strMsgBox = _T("Could not create Direct3D.\n\n")
_T("Please make sure you have the latest DirectX\n")
_T(".dlls installed on your system.");
break;
case DONUTS3DERR_NOD3DDEVICE:
strDbgOut = _T("Could not create a Direct3D device\n");
strMsgBox = _T("Could not create a Direct3D device. Your\n")
_T("graphics accelerator is not sufficient to\n")
_T("run this demo, or your desktop is using\n")
_T("a color format that cannot be accelerated by\n")
_T("your graphics card (try 16-bit mode).");
break;
case DONUTS3DERR_NOTEXTURES:
strDbgOut = _T("Could not load textures\n");
strMsgBox = _T("Couldn't load game textures.\n\n")
_T("Either your graphics hardware does not have\n")
_T("sufficient resources, or the DirectX SDK was\n")
_T("not properly installed.");
break;
case DONUTS3DERR_NOGEOMETRY:
strDbgOut = _T("Could not load .x models\n");
strMsgBox = _T("Couldn't load game geometry.\n\n")
_T("Either your graphics hardware does not have\n")
_T("sufficient resources, or the DirectX SDK was\n")
_T("not properly installed.");
break;
case DONUTS3DERR_NO3DRESOURCES:
strDbgOut = _T("Couldn't load create a d3d object\n");
strMsgBox = _T("Couldn't create display objects.\n")
_T("Yourr graphics hardware does not have\n")
_T("sufficient resources to run this app.");
break;
case DONUTS3DERR_NOINPUT:
strDbgOut = _T("Could not create input objects\n");
strMsgBox = _T("Could not create input objects.");
break;
}
// Output the error strings
OutputDebugString( strDbgOut );
MessageBox( m_hWndMain, strMsgBox, _T("Donuts3D"), MB_OK );
}