Total members 11890 |It is currently Wed Apr 24, 2024 11:38 pm Login / Join Codemiles

Java

C/C++

PHP

C#

HTML

CSS

ASP

Javascript

JQuery

AJAX

XSD

Python

Matlab

R Scripts

Weka





Beta version of a direct3d game that the author is programming at the moment.
cpp code
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <sys/timeb.h>
#include <dos.h>
// directx
#include <initguid.h>
#define D3D_OVERLOADS
#include <ddraw.h>
#include <d3d.h>

// graphics
#define XRES 640
#define YRES 480
#define BITS 16
#define VIEWDIV 8
#define MAXHEIGHT 4
#define FIELDX 64//256
#define FIELDY 64//256
#define TEXX 8 // Anz der Tex's in X-Richtung
#define TEXY 8
#define TXRES 32//256 // Anz der Texel in einer Textur
#define TYRES 32//256
#define FXRES (TXRES*TEXX/FIELDX) // Anz der Texel in X-Richtung pro Feld
#define FYRES (TYRES*TEXY/FIELDY)
#define TEXSPACEOFF 7 // OFFSET der terrain-Texturen im Textur-array
#define TREESPACEOFF 5
// dx
#define STDCOMPFUNC D3DCMP_LESSEQUAL
#define ZBCLEARVALUE 1
#define ZMULT 0.5//0.5
#define ZADD 0.8
#define VIEWPORTMINZ 0.0f
#define VIEWPORTMAXZ 1.0f
// game
#define OMILS 4
#define TREES 32
#define NUMSHOTS OMILS*200 // prov.
#define OBJECTS 2
#define PARTICLES 200
#define TANKSPEED 4
#define SHOTSPEED 4
#define TURNSPEED 4
#define TURRETTURNSPEED 3
#define SHOTGRAVITY 0
#define PARTICLELIFE 16
#define EXPLFIRE 0.25
#define EXPLFULLSMOKEBEGIN 0.15
#define EXPLFULLSMOKEEND 0.4
#define EXPSIZE 5
// math
#define PI 3.141592654
// debug
#define DEBUG TRUE
// dx
#define SHOTLIGHTOFFSET 100
#define PARTLIGHTOFFSET 100+NUMSHOTS

// windows
HWND hwnd;
MSG messages;
WNDCLASS wincl;
BOOL bQuit=FALSE;
char szClassName[ ] = "WindowsApp";
// prototypes
LRESULT CALLBACK WindowProcedure(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);

// DirectX
// defs
#define DXXRESULT(a,b,c) -((a.y-b.y)*(c.z-b.z)-(a.z-b.z)*(c.y-b.y))
#define DXYRESULT(a,b,c) -((a.z-b.z)*(c.x-b.x)-(a.x-b.x)*(c.z-b.z))
#define DXZRESULT(a,b,c) -((a.x-b.x)*(c.y-b.y)-(a.y-b.y)*(c.x-b.x))
#define DXNORM(a,b,c) dxfix(DXXRESULT(a,b,c),DXYRESULT(a,b,c),DXZRESULT(a,b,c))
//#define DXNORM(a,b,c) D3DVECTOR(DXXRESULT(a,b,c),DXYRESULT(a,b,c),DXZRESULT(a,b,c))
#define RELEASE(x) if (x) { (x)->Release(); (x)=NULL; }

// vars
LPDIRECTDRAW7 dxdd;
DDSURFACEDESC2 dxsd;
D3DVIEWPORT7 dxviewport;
LPDIRECTDRAWSURFACE7 dxprimary = NULL;
LPDIRECTDRAWSURFACE7 dxbackbuffer = NULL;
LPDIRECTDRAWSURFACE7 dxzbuffer = NULL;
LPDIRECT3D7 dxd3d = NULL;
LPDIRECT3DDEVICE7 dxd3ddevice = NULL;
LPDIRECT3DVIEWPORT3 dxd3dviewport = NULL;
DDBLTFX dxblt;
// lighting
LPDIRECT3DLIGHT dxd3dlight;
D3DLIGHT7 dxlight;
LPDIRECT3DMATERIAL3 dxd3dmat;
D3DMATERIAL7 dxmat;
D3DMATERIALHANDLE dxhmat;
// texturing
LPDIRECTDRAWSURFACE7 dxstexture[TEXSPACEOFF+TEXX*TEXY];
LPDIRECT3DTEXTURE2 dxtexture;
HDC dxtexturedc, dxtexturedc2;
// transforming
D3DMATRIX matrix;
// zbuffer
long dxzbits=0;

// types
// dx objects
struct dxtriangle {
long num;
D3DVERTEX* v;
unsigned tex;
};

struct dx3dobject {
long lists, strips, fans;
dxtriangle *list, *strip, *fan;
} obj[OBJECTS];

struct tspeed {
float t;// time of last frame
float c;// speed constant
float g;// game time
} gs;

struct tparticle {
float x, y, z, dz;
float t, size;
bool used;
bool lit;
LPDIRECT3DLIGHT light;
} part[PARTICLES];

// game
float t;// time

// terrain
struct tterrain {
unsigned char hmap[FIELDX][FIELDY];
D3DVECTOR norm[FIELDX][FIELDY];
}terra;

// view
struct tview {
float px, py;// scroll
} view;

struct mil {
float x, y, z, a, b, c, tb, sp, da, tdx, tdy, tdz, atot, tatot, ta;
char owner;
int target;
float hit;
float lastfoot, lastshot;
bool used;
} omil[OMILS];

struct ttree {
float x, y, z;
char typ;
bool used;
} tree[TREES];

struct tshot{
bool used;
float x, y, z;
float dx,dy,dz;
float t;
int owner;
LPDIRECT3DLIGHT light;
} shot[NUMSHOTS];

D3DVECTOR dxfix(float x, float y, float z){
float len=sqrt(x*x+y*y+z*z);
D3DVECTOR v=D3DVECTOR(x/len, y/len, z/len);
return v;
}

void status(long s){
#ifdef DEBUG
FILE *f;
f=fopen("status.txt", "w");
fseek(f, 0, SEEK_SET);
fwrite( &s, sizeof(s), 1, f);
fclose(f);
#endif
}

void dxloadobject(dx3dobject* obj, char* fname){
FILE *f;
unsigned short typ;
float scalex, scaley, scalez, fl;
D3DVECTOR v[3];
float tu[3], tv[3];
obj[0].lists=obj[0].strips=obj[0].fans=0;
obj[0].list=NULL;
obj[0].strip=NULL;
obj[0].fan=NULL;
f=fopen(fname, "rb");
fseek(f, 0, SEEK_SET);
while(!feof(f)){
fread(&typ, 2, 1, f);
if(typ==0){
fread(&scalex, 4, 1, f);
fread(&scaley, 4, 1, f);
fread(&scalez, 4, 1, f);
}
if(typ==1){
obj[0].lists++;
if(obj[0].list==NULL){
obj[0].list=(dxtriangle*)malloc(obj[0].lists*sizeof(dxtriangle));
} else {
obj[0].list=(dxtriangle*)realloc(obj[0].list, obj[0].lists*sizeof(dxtriangle));
}
fread(&fl, 4, 1, f);obj[0].list[obj[0].lists-1].num=(long)fl;
fread(&fl, 4, 1, f);obj[0].list[obj[0].lists-1].tex=(unsigned)fl;
obj[0].list[obj[0].lists-1].v=(D3DVERTEX*)malloc(obj[0].list[obj[0].lists-1].num*sizeof(D3DVERTEX));
for(int i=0;i<obj[0].list[obj[0].lists-1].num/3;i++){
for(int j=0;j<3;j++){
fread(&fl, 4, 1, f);v[j].x=scalex*fl;
fread(&fl, 4, 1, f);v[j].y=scaley*fl;
fread(&fl, 4, 1, f);v[j].z=scalez*fl;
fread(&tu[j], 4, 1, f);
fread(&tv[j], 4, 1, f);
}
for(int j=0;j<3;j++){
obj[0].list[obj[0].lists-1].v[i*3+j]=D3DVERTEX(v[j], DXNORM(v[0], v[1], v[2]),tu[j], tv[j]);
}
}
}
if(typ==2){
obj[0].strips++;
if(obj[0].strip==NULL){
obj[0].strip=(dxtriangle*)malloc(obj[0].strips*sizeof(dxtriangle));
} else {
obj[0].strip=(dxtriangle*)realloc(obj[0].strip, obj[0].strips*sizeof(dxtriangle));
}
fread(&fl, 4, 1, f);obj[0].strip[obj[0].strips-1].num=(long)fl;
fread(&fl, 4, 1, f);obj[0].strip[obj[0].strips-1].tex=(unsigned)fl;
obj[0].strip[obj[0].strips-1].v=(D3DVERTEX*)malloc(obj[0].strip[obj[0].strips-1].num*sizeof(D3DVERTEX));
// first 3
for(int i=0;i<3;i++){
fread(&fl, 4, 1, f);v[i].x=scalex*fl;
fread(&fl, 4, 1, f);v[i].y=scaley*fl;
fread(&fl, 4, 1, f);v[i].z=scalez*fl;
fread(&tu[i], 4, 1, f);
fread(&tv[i], 4, 1, f);
}
for(int i=0;i<3;i++){
obj[0].strip[obj[0].strips-1].v[i]=D3DVERTEX(v[i], DXNORM(v[0], v[1], v[2]),tu[i], tv[i]);
}
if(obj[0].strip[obj[0].strips-1].num>3){
for(int i=3;i<obj[0].strip[obj[0].strips-1].num;i++){
fread(&fl, 4, 1, f);v[(i-3)%3].x=scalex*fl;
fread(&fl, 4, 1, f);v[(i-3)%3].y=scaley*fl;
fread(&fl, 4, 1, f);v[(i-3)%3].z=scalez*fl;
fread(&tu[(i-3)%3], 4, 1, f);
fread(&tv[(i-3)%3], 4, 1, f);
if(i%2==0){
obj[0].strip[obj[0].strips-1].v[i]=D3DVERTEX(v[(i-3)%3], DXNORM(v[0], v[1], v[2]),tu[(i-3)%3], tv[(i-3)%3]);
} else {
obj[0].strip[obj[0].strips-1].v[i]=D3DVERTEX(v[(i-3)%3], DXNORM(v[1], v[0], v[2]),tu[(i-3)%3], tv[(i-3)%3]);
}
}
}
}
}
fclose(f);
}

void dxcleanup(void){
if (dxd3ddevice && dxd3dviewport){
// dxd3ddevice->DeleteViewport(dxd3dviewport);
}
RELEASE(dxd3dviewport);
RELEASE(dxd3ddevice);
RELEASE(dxd3d);
RELEASE(dxprimary);
RELEASE(dxdd);
}

void dxerror(void){
dxcleanup();
DestroyWindow(hwnd);
exit(0);
}

void winerror(void){
DestroyWindow(hwnd);
exit(0);
}

int begr(int x, int ber){
if(ber>0){
while(x<0)x+=ber;
while(x>=ber)x-=ber;
return x;
}else{
return 0;
}
}

void initterratex(void){
status(500);
ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
dxsd.dwWidth = TXRES;
dxsd.dwHeight = TYRES;
for(int i=0;i<TEXX;i++){
for(int j=0;j<TEXY;j++){
status(501);
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
if(dxdd->CreateSurface(&dxsd, &dxstexture[TEXSPACEOFF+j*TEXX+i], NULL)!=D3D_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
if(dxdd->CreateSurface(&dxsd, &dxstexture[TEXSPACEOFF+j*TEXX+i], NULL)!=D3D_OK) dxerror();
}
status(502);
dxstexture[TEXSPACEOFF+j*8+i]->GetDC(&dxtexturedc);
status(503);
for(int k=0;k<TXRES;k++){
for(int l=0;l<TYRES;l++){
SetPixel(dxtexturedc, k, l, (256)*(128+rand()%128));
// SetPixel(dxtexturedc, k, l, (256)*(128+(k+i*TXRES)%128));
}
}
status(504);
dxstexture[TEXSPACEOFF+j*8+i]->ReleaseDC(dxtexturedc);
status(505);
// if(dxstexture[j*8+i]->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&dxtexture) != S_OK) dxerror();
// dxtexture->GetHandle(dxd3ddevice, (DWORD*)&dxhtexture[TEXSPACEOFF+j*TEXX+i]);
// dxtexture->Release();
}
}
status(506);
DWORD color;
for(int k=0;k<TXRES;k++){
for(int i=0;i<TEXX;i++){
for(int j=0;j<TEXY;j++){
dxstexture[TEXSPACEOFF+j*8+i]->GetDC(&dxtexturedc);
dxstexture[TEXSPACEOFF+j*8+begr(i+1, TEXX)]->GetDC(&dxtexturedc2);
color=GetPixel(dxtexturedc2, 0, k);
SetPixel(dxtexturedc, TXRES-1, k, color);
dxstexture[TEXSPACEOFF+j*8+begr(i+1, TEXX)]->ReleaseDC(dxtexturedc2);
dxstexture[TEXSPACEOFF+begr(j+1,TEXY)*8+i]->GetDC(&dxtexturedc2);
color=GetPixel(dxtexturedc2, k, 0);
SetPixel(dxtexturedc, k, TYRES-1, color);
dxstexture[TEXSPACEOFF+begr(j+1, TEXY)*8+i]->ReleaseDC(dxtexturedc2);
dxstexture[TEXSPACEOFF+j*8+i]->ReleaseDC(dxtexturedc);
}
}
}
status(507);
}
HRESULT CALLBACK TextureSearchCallback( DDPIXELFORMAT* pddpf, VOID* param )
{
if( pddpf->dwRGBAlphaBitMask >= 0x1000000)
{
memcpy( param, pddpf, sizeof(DDPIXELFORMAT) );
return DDENUMRET_CANCEL;
}
return DDENUMRET_OK;
}

void loadtex(int to, char* fname, int width, int height, bool alphamap){
status(600);
ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT/* | DDSD_CKSRCBLT*/;
/* DDCOLORKEY ckey;
ckey.dwColorSpaceLowValue=0x00000000;
ckey.dwColorSpaceHighValue=0x00000000;
dxsd.ddckCKSrcBlt = ckey;*/
dxsd.dwWidth = width;
dxsd.dwHeight = height;
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
DDPIXELFORMAT dxtexpf;
dxd3ddevice->EnumTextureFormats( TextureSearchCallback, (VOID*)&dxtexpf );
memcpy( &dxsd.ddpfPixelFormat, &dxtexpf, sizeof(DDPIXELFORMAT) );
FILE *bm;
unsigned char *buf;
buf=(unsigned char*)VirtualAlloc(NULL, width*height*3, MEM_RESERVE|MEM_COMMIT, PAGE_READWRITE);
bm=fopen(fname, "rb");
fseek(bm, -width*height*3, SEEK_END);
fread(buf, 1, width*height*3, bm);
fclose(bm);
status(601);
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;// | DDSCAPS_MIPMAP | DDSCAPS_COMPLEX;
if(dxdd->CreateSurface(&dxsd, &dxstexture[to], NULL)!=D3D_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;// | DDSCAPS_MIPMAP | DDSCAPS_COMPLEX;
if(dxdd->CreateSurface(&dxsd, &dxstexture[to], NULL)!=D3D_OK)dxerror();
}
status(604);
dxsd.dwSize=sizeof(DDSURFACEDESC2);
status(605);
dxstexture[to]->GetSurfaceDesc( &dxsd );
status(606);
dxstexture[to]->Lock( NULL, &dxsd, DDLOCK_WAIT, 0 );
status(607);
unsigned int *texbuf=(unsigned int*)dxsd.lpSurface;
status(608);
if(dxsd.lpSurface==NULL){status(700);dxerror();}
status(609);
for(int i=0;i<height;i++){
for(int j=0;j<width;j++){
int alpha=buf[(i*width+j)*3]+buf[(i*width+j)*3+1]+buf[(i*width+j)*3+2];
if(alpha<128){
alpha=0;
}else{
alpha=255;
}
// alpha=255;// prov.
texbuf[((height-1)-i)*width+j]=16777216*alpha+65536*buf[(i*width+j)*3+2]+256*buf[(i*width+j)*3+1]+buf[(i*width+j)*3];
}
}
status(610);
dxstexture[to]->Unlock(0);
status(611);
/* dxstexture[to]->GetDC(&dxtexturedc);
for(int i=0;i<height;i++){
for(int j=0;j<width;j++){
int alpha=buf[(i*width+j)*3]+buf[(i*width+j)*3+1]+buf[(i*width+j)*3+2];
SetPixel(dxtexturedc, i, j, 16777216*0xFF+65536*buf[(i*width+j)*3]+256*buf[(i*width+j)*3+1]+buf[(i*width+j)*3+2]);
}
}
status(612);
dxstexture[to]->ReleaseDC(dxtexturedc);*/
status(613);
VirtualFree(buf, width*height*3, MEM_DECOMMIT|MEM_RELEASE);
status(614);
// if(dxstexture2->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&dxtexture) != S_OK) dxerror();
// dxtexture->GetHandle(dxd3ddevice, (DWORD*)&dxhtexture[to]);
// dxtexture->Release();
}

void dxinittex(void){
status(400);
ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
// tex.tarnfleck
dxsd.dwWidth = 64;
dxsd.dwHeight = 64;
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
status(401);
if(dxdd->CreateSurface(&dxsd, &dxstexture[0], NULL)!=D3D_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
dxdd->CreateSurface(&dxsd, &dxstexture[0], NULL);
}
status(402);
dxstexture[0]->GetDC(&dxtexturedc);
status(403);
for(int i=0;i<64;i++){
for(int j=0;j<64;j++){
SetPixel(dxtexturedc, i, j, (65536+256+1)*(long)(255*(sin(i/8.0)*

sin(j/5.0)*0.25+0.75)*(sin(j/8.0)*cos(i/15.0)*0.25+0.75)));
}
}
status(404);
dxstexture[0]->ReleaseDC(dxtexturedc);
status(405);
// if(dxstexture2->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&dxtexture) != S_OK) dxerror();
// dxtexture->GetHandle(dxd3ddevice, (DWORD*)&dxhtexture[0]);
// dxtexture->Release();
status(406);
// tex.ketten
dxsd.dwWidth = 32;
dxsd.dwHeight = 32;
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;// | DDSCAPS_MIPMAP | DDSCAPS_COMPLEX;
if(dxdd->CreateSurface(&dxsd, &dxstexture[1], NULL)!=D3D_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;// | DDSCAPS_MIPMAP | DDSCAPS_COMPLEX;
dxdd->CreateSurface(&dxsd, &dxstexture[1], NULL);
}
dxstexture[1]->GetDC(&dxtexturedc);
for(int i=0;i<32;i++){
for(int j=0;j<32;j++){
if(i>6&&i<32-6){
SetPixel(dxtexturedc, i, j, (65536+256+1)*(long)(255*((j/4)%2)));
} else {
SetPixel(dxtexturedc, i, j, (65536+256+1)*(long)(255*(((j/4)+1)%2)));
}
}
}
dxstexture[1]->ReleaseDC(dxtexturedc);
// if(dxstexture2->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&dxtexture) != S_OK) dxerror();
// dxtexture->GetHandle(dxd3ddevice, (DWORD*)&dxhtexture[1]);
// dxtexture->Release();
status(407);
// tex.hügras
dxsd.dwWidth = 8;
dxsd.dwHeight = 8;
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_VIDEOMEMORY;
if(dxdd->CreateSurface(&dxsd, &dxstexture[2], NULL)!=D3D_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
dxdd->CreateSurface(&dxsd, &dxstexture[2], NULL);
}
dxstexture[2]->GetDC(&dxtexturedc);
for(int i=0;i<8;i++){
for(int j=0;j<8;j++){
SetPixel(dxtexturedc, i, j, (256)*(128+rand()%128));
}
}
dxstexture[2]->ReleaseDC(dxtexturedc);
// if(dxstexture2->QueryInterface(IID_IDirect3DTexture2, (LPVOID *)&dxtexture) != S_OK) dxerror();
// dxtexture->GetHandle(dxd3ddevice, (DWORD*)&dxhtexture[2]);
// dxtexture->Release();
// tex.explosion
status(408);
loadtex(3, "expl.bmp", 64, 64, false);
// tex.rauch
loadtex(4, "rauch.bmp", 64, 64, false);
status(409);
// tex.tree
loadtex(TREESPACEOFF, "tree.bmp", 64, 64, true);
// tex.bush
loadtex(TREESPACEOFF+1, "bush.bmp", 64, 64, true);
status(410);
// tex.terra
initterratex();
status(411);
}

void setmatopacity(float diffa, float diff, float amb, float spec){
// mat.objects
RELEASE(dxd3dmat);
// dxd3d->CreateMaterial(&dxd3dmat, NULL);
memset(&dxmat, 0, sizeof(D3DMATERIAL7));
dxmat.diffuse.r = diff;
dxmat.diffuse.g = diff;
dxmat.diffuse.b = diff;
dxmat.diffuse.a = diffa;
dxmat.ambient.r = amb;
dxmat.ambient.g = amb;
dxmat.ambient.b = amb;
dxmat.ambient.a = diffa;
dxmat.specular.r = spec;// Licht spiegeln
dxmat.specular.g = spec;
dxmat.specular.b = spec;
dxmat.power = (float)0.5;
dxd3ddevice->SetMaterial(&dxmat);
// dxd3dmat->SetMaterial(&dxmat);
// dxd3dmat->GetHandle(dxd3ddevice, &dxhmat);
// dxd3ddevice->SetLightState(D3DLIGHTSTATE_MATERIAL,dxhmat);
}

void dxinitlight(){
// material
// dxd3d->CreateMaterial(&dxd3dmat, NULL);
memset(&dxmat, 0, sizeof(D3DMATERIAL7));
dxmat.diffuse.r = 1.0;
dxmat.diffuse.g = (D3DVALUE)1.0;
dxmat.diffuse.b = (D3DVALUE)1.0;
dxmat.diffuse.a = (D3DVALUE)1.0;
dxmat.ambient.r = 1.0;
dxmat.ambient.g = (D3DVALUE)1.0;
dxmat.ambient.b = (D3DVALUE)1.0;
dxmat.ambient.a = (D3DVALUE)1.0;
dxmat.specular.r = (D3DVALUE)0.3;// Licht spiegeln
dxmat.specular.g = (D3DVALUE)0.3;
dxmat.specular.b = (D3DVALUE)0.3;
// mat.background
dxd3ddevice->SetMaterial(&dxmat);
// dxd3dmat->GetHandle(dxd3ddevice, &dxhmat);
// dxd3dviewport->SetBackground(dxhmat);
// mat.objects
setmatopacity(1, 1, 1, 0.3);
// lighting
// dxd3d->CreateLight(&dxd3dlight, NULL);
memset(&dxlight, 0, sizeof(D3DLIGHT7));
dxlight.dltType = D3DLIGHT_DIRECTIONAL;
dxlight.dcvDiffuse.r = 0;
dxlight.dcvDiffuse.g = 0.0;
dxlight.dcvDiffuse.b = D3DVAL(0.8);
dxlight.dvAttenuation0 = 0.0;
dxlight.dvAttenuation1 = 0.0;
dxlight.dvAttenuation2 = 0.0;
dxlight.dvPosition.x = 0.0;
dxlight.dvPosition.y = D3DVAL(0.0);
dxlight.dvPosition.z = D3DVAL(0);
dxlight.dvDirection.x = 0;
dxlight.dvDirection.y = D3DVAL(0.0);
dxlight.dvDirection.z = D3DVAL(1);
dxd3ddevice->SetLight(1, &dxlight);
dxd3ddevice->LightEnable(1, TRUE);
// dxd3dviewport->AddLight(dxd3dlight);
// dxd3d->CreateLight(&dxd3dlight, NULL);
dxlight.dcvDiffuse.r = 0.8;
dxlight.dcvDiffuse.g = 0.7;
dxlight.dcvDiffuse.b = D3DVAL(0.2);
dxlight.dvDirection.x = 1;
dxlight.dvDirection.y = D3DVAL(0.0);
dxlight.dvDirection.z = D3DVAL(0.5);
dxd3ddevice->SetLight(2, &dxlight);
dxd3ddevice->LightEnable(2, TRUE);
// dxd3dviewport->AddLight(dxd3dlight);
}

static HRESULT WINAPI EnumZBufferCallback( DDPIXELFORMAT* pddpf,
VOID* pddpfDesired )
{
if( pddpf->dwFlags == DDPF_ZBUFFER )
{
if(dxzbits<16){
memcpy( pddpfDesired, pddpf, sizeof(DDPIXELFORMAT) );
dxzbits=pddpf->dwZBufferBitDepth;
}
// Return with D3DENUMRET_CANCEL to end the search.
return D3DENUMRET_CANCEL;
}

// Return with D3DENUMRET_OK to continue the search.
return D3DENUMRET_OK;
}

void dxinit(void){
// Init DirectX and Direct3D
// create direct draw object on primary surface
status(301);
DirectDrawCreateEx( NULL, (VOID**)&dxdd, IID_IDirectDraw7, NULL );
/* LPDIRECTDRAW dxdd1;
if(DirectDrawCreate(NULL, &dxdd1, NULL )!=DD_OK)dxerror();
status(302);
// create a DX7 version of the interface
if(dxdd1->QueryInterface(IID_IDirectDraw7, (LPVOID*)&dxdd)!=DD_OK)dxerror();
// we're done with the DD1 interface
RELEASE(dxdd1);*/
status(303);
// set the cooperative level
if (dxdd->SetCooperativeLevel(hwnd, DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE

| DDSCL_ALLOWMODEX | DDSCL_FPUSETUP)!=DD_OK) dxerror();
status(304);
if(dxdd->SetDisplayMode(XRES,YRES,BITS, 0, 0)!=DD_OK) dxerror();
status(305);
// create the primary surface
ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS|DDSD_BACKBUFFERCOUNT;
dxsd.dwBackBufferCount=1;
dxsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE|DDSCAPS_VIDEOMEMORY |DDSCAPS_3DDEVICE |
DDSCAPS_FLIP | DDSCAPS_COMPLEX;
if (dxdd->CreateSurface(&dxsd, &dxprimary, NULL )!=DD_OK){
dxsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE|DDSCAPS_SYSTEMMEMORY;
if (dxdd->CreateSurface(&dxsd, &dxprimary, NULL )!=DD_OK) dxerror();
}
status(306);
DDSCAPS2 ddscaps = { DDSCAPS_BACKBUFFER, 0, 0, 0 };
if( dxprimary->GetAttachedSurface( &ddscaps,&dxbackbuffer )!=DD_OK )dxerror();
// Create backbuffer
/* ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
dxsd.dwWidth = XRES;
dxsd.dwHeight = YRES;
dxsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE | DDSCAPS_VIDEOMEMORY;
status(307);
if (dxdd->CreateSurface(&dxsd, &dxbackbuffer, NULL) != DD_OK){
status(308);
dxsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE | DDSCAPS_SYSTEMMEMORY;
if (dxdd->CreateSurface(&dxsd, &dxbackbuffer, NULL) != DD_OK) dxerror();
status(309);
}
status(310);
if (dxprimary->AddAttachedSurface(dxbackbuffer) != DD_OK) dxerror();*/
status(311);
// get the direct3d object
if (dxdd->QueryInterface(IID_IDirect3D7, (LPVOID*)&dxd3d)!=DD_OK) dxerror();
status(312);
// Create a z-buffer and attach it to the backbuffer
DDPIXELFORMAT ddpfZBuffer;
dxd3d->EnumZBufferFormats( IID_IDirect3DHALDevice,
EnumZBufferCallback, (VOID*)&ddpfZBuffer );
status(313);
if( sizeof(DDPIXELFORMAT) != ddpfZBuffer.dwSize )dxerror();
status(314);
dxsd.dwFlags = DDSD_CAPS|DDSD_WIDTH|DDSD_HEIGHT|DDSD_PIXELFORMAT;
dxsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
dxsd.dwWidth = XRES;
dxsd.dwHeight = YRES;
memcpy( &dxsd.ddpfPixelFormat, &ddpfZBuffer, sizeof(DDPIXELFORMAT) );
dxsd.ddsCaps.dwCaps |= DDSCAPS_VIDEOMEMORY;
status(315);
if( dxdd->CreateSurface( &dxsd, &dxzbuffer, NULL )!=DD_OK )dxerror();
status(316);
if( dxbackbuffer->AddAttachedSurface( dxzbuffer )!=DD_OK )dxerror();
status(317);

/* dxsd.ddpfPixelFormat.dwSize=sizeof(DDPIXELFORMAT);
dxsd.ddpfPixelFormat.dwFlags=DDPF_ZBUFFER;
dxsd.ddpfPixelFormat.dwZBufferBitDepth = 16;
dxsd.dwFlags = DDSD_CAPS|DDSD_WIDTH|DDSD_HEIGHT|DDSD_PIXELFORMAT;
dxsd.dwWidth = XRES;
dxsd.dwHeight = YRES;
status(312);
dxsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER|DDSCAPS_VIDEOMEMORY;
if( dxdd->CreateSurface( &dxsd, &dxzbuffer, NULL )!=DD_OK){
status(313);
dxsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER|DDSCAPS_SYSTEMMEMORY;
if( dxdd->CreateSurface( &dxsd, &dxzbuffer, NULL )!=DD_OK)dxerror();
status(314);
}
status(315);
if( dxbackbuffer->AddAttachedSurface( dxzbuffer )!=DD_OK)dxerror();*/
/* ZeroMemory(&dxsd, sizeof(dxsd));
dxsd.dwSize = sizeof(dxsd);
dxsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
dxsd.dwWidth = XRES;
dxsd.dwHeight = YRES;
dxsd.ddpfPixelFormat.dwSize=sizeof(DDPIXELFORMAT);
dxsd.ddpfPixelFormat.dwRGBBitCount = 16;
dxsd.ddpfPixelFormat.dwZBufferBitDepth = 16;
dxsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_VIDEOMEMORY;
status(312);
if (dxdd->CreateSurface(&dxsd, &dxzbuffer, NULL) != DD_OK){
status(313);
dxsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER | DDSCAPS_SYSTEMMEMORY;
if (dxdd->CreateSurface(&dxsd, &dxzbuffer, NULL) != DD_OK) dxerror();
status(314);
}
if (dxbackbuffer->AddAttachedSurface(dxzbuffer) != DD_OK) dxerror();
status(315);*/
// create the direct 3d device from the surface
// if (dxd3d->CreateDevice(IID_IDirect3DTnLHALDevice,dxbackbuffer, &dxd3ddevice)!=DD_OK){
// MessageBox(hwnd, "No TnL","Hardware notification",MB_OK);
if (dxd3d->CreateDevice(IID_IDirect3DHALDevice,dxbackbuffer, &dxd3ddevice)!=DD_OK){
MessageBox(hwnd, "Warning! You don't have a suitable 3D-accelerator card. Trying slow software mode...","Hardware warning",MB_OK);
if (dxd3d->CreateDevice(IID_IDirect3DMMXDevice,dxbackbuffer, &dxd3ddevice)!=DD_OK){
if (dxd3d->CreateDevice(IID_IDirect3DRGBDevice,dxbackbuffer, &dxd3ddevice)!=DD_OK){
if (dxd3d->CreateDevice(IID_IDirect3DRampDevice,dxbackbuffer, &dxd3ddevice)!=DD_OK){
MessageBox(hwnd, "Failed to initiate Direct3D","Hardware error",MB_OK);
dxerror();
}
}
}
}
// }
status(318);
// get the surface description so we know the width & height
if (dxprimary->GetSurfaceDesc(&dxsd)!=DD_OK) dxerror();
// create the viewport
// if (dxd3d->CreateViewport(&dxd3dviewport, NULL)!=D3D_OK) dxerror();
ZeroMemory(&dxviewport, sizeof(dxviewport));
// dxviewport.dwSize = sizeof(dxviewport);
dxviewport.dwX = 0;
dxviewport.dwY = 0;
dxviewport.dwWidth = XRES;
dxviewport.dwHeight = YRES;
dxviewport.dvMinZ = VIEWPORTMINZ;
dxviewport.dvMaxZ = VIEWPORTMAXZ;
if (dxd3ddevice->SetViewport(&dxviewport)!=DD_OK) dxerror();
// lighting
status(319);
dxinitlight();
// textures
status(320);
dxinittex();
status(321);
// state
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_NORMALIZENORMALS,TRUE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREADDRESS, D3DTADDRESS_CLAMP);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREPERSPECTIVE,FALSE);
dxd3ddevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTFG_LINEAR);
dxd3ddevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTFG_LINEAR);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZENABLE,TRUE);//D3DZB_USEW
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,TRUE);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZFUNC,STDCOMPFUNC);
dxd3ddevice->SetRenderState( D3DRENDERSTATE_AMBIENT, 0x40404000 );
// dxd3ddevice->SetLightState (D3DLIGHTSTATE_AMBIENT, RGBA_MAKE(0, 0, 0, 255));
// dxd3ddevice->SetLightState (D3DLIGHTSTATE_AMBIENT, RGBA_MAKE(80, 80, 80, 0));
// dxd3ddevice->SetLightState (D3DLIGHTSTATE_AMBIENT, RGBA_MAKE(255, 255, 255, 255));
dxd3ddevice->SetRenderState(D3DRENDERSTATE_LIGHTING,TRUE);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_SPECULARENABLE,FALSE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_BLENDENABLE, TRUE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_EDGEANTIALIAS,TRUE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_FILLMODE, D3DFILL_WIREFRAME);
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0.5, 0,0,0,1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &matrix);
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,ZMULT,0, 0,0,ZADD,1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_PROJECTION, &matrix);
// load objects
status(322);
dxloadobject(&obj[0], "tank.3do");
dxloadobject(&obj[1], "turret.3do");
status(323);
}

void renderobj(dx3dobject obj, float x, float y, float z, float a, float b, float c){
// D3DVERTEX v[3];
// transformations
matrix=D3DMATRIX(cos(a),sin(a),0,0, -sin(a),cos(a),0,0, 0,0,1,0, x, y, z, 1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(cos(c),0,-sin(c),0, 0,1,0,0, sin(c),0,cos(c),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(1,0,0,0, 0,cos(b),-sin(b),0, 0,sin(b),cos(b),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
// drawing
if(obj.lists>0){
for(int i=0;i<obj.lists;i++){
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, dxhtexture[obj.list[i].tex]);
dxd3ddevice->SetTexture(0, dxstexture[obj.list[i].tex]);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,D3DFVF_VERTEX,&obj.list[i].v[0],obj.list[i].num,0);
}
}
if(obj.strips>0){
for(int i=0;i<obj.strips;i++){
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, dxhtexture[obj.strip[i].tex]);
dxd3ddevice->SetTexture(0, dxstexture[obj.strip[i].tex]);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_VERTEX,&obj.strip[i].v[0],obj.strip[i].num,0);
}
}
}

void rendersecobj(dx3dobject obj, float x, float y, float z, float a, float b, float c, float pa, float pb, float pc){
// D3DVERTEX v[3];
// transformations
matrix=D3DMATRIX(cos(pa),sin(pa),0,0, -sin(pa),cos(pa),0,0, 0,0,1,0, x, y, z, 1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(cos(pc),0,-sin(pc),0, 0,1,0,0, sin(pc),0,cos(pc),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(1,0,0,0, 0,cos(pb),-sin(pb),0, 0,sin(pb),cos(pb),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(cos(a),sin(a),0,0, -sin(a),cos(a),0,0, 0,0,1,0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(cos(c),0,-sin(c),0, 0,1,0,0, sin(c),0,cos(c),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
matrix=D3DMATRIX(1,0,0,0, 0,cos(b),-sin(b),0, 0,sin(b),cos(b),0, 0, 0, 0, 1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
// drawing
if(obj.lists>0){
for(int i=0;i<obj.lists;i++){
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, dxhtexture[obj.list[i].tex]);
dxd3ddevice->SetTexture(0, dxstexture[obj.list[i].tex]);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST,D3DFVF_VERTEX,&obj.list[i].v[0],obj.list[i].num,0);
}
}
if(obj.strips>0){
for(int i=0;i<obj.strips;i++){
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, dxhtexture[obj.strip[i].tex]);
dxd3ddevice->SetTexture(0, dxstexture[obj.strip[i].tex]);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_VERTEX,&obj.strip[i].v[0],obj.strip[i].num,0);
}
}
}

float begrf(float x, float ber){
if(ber>0){
while(x<0)x+=ber;
while(x>=ber)x-=ber;
return x;
}else{
return 0;
}
}

void renderterra(void){
D3DVERTEX vx[4];
int l=-15, r=16, o=22, u=-33;
int tx, ty;
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
for(int j=u+(int)view.py;j<o+(int)view.py;j++){
for(int i=l+(int)view.px;i<r+(int)view.px;i++){
tx=begr(i, FIELDX)*TEXX/FIELDX;
ty=begr(j, FIELDY)*TEXY/FIELDY;
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE, dxhtexture[TEXSPACEOFF+ty*TEXX+tx]);

dxd3ddevice->SetTexture(0, dxstexture[TEXSPACEOFF+ty*TEXX+tx]);
vx[0]=D3DVERTEX(D3DVECTOR(i, j, -terra.hmap[begr(i,FIELDX)][begr(j,FIELDY)]/255.0*MAXHEIGHT),

terra.norm[begr(i, FIELDX)][begr(j, FIELDX)], FXRES*1.0f/TXRES*
begr(i, FIELDX)-tx, FYRES*1.0f/TYRES*begr(j, FIELDY)-ty);

vx[1]=D3DVERTEX(D3DVECTOR(i, j+1, -terra.hmap[begr(i,FIELDX)][begr(j+1,FIELDY)]/255.0*MAXHEIGHT),

terra.norm[begr(i, FIELDX)][begr(j+1, FIELDX)],
FXRES*1.0f/TXRES*begr(i, FIELDX)-tx, FYRES*1.0f/TYRES*begr(j, FIELDY)+FYRES*1.0f/TYRES-ty);

vx[2]=D3DVERTEX(D3DVECTOR(i+1, j, -terra.hmap[begr(i+1,FIELDX)][begr(j,FIELDY)]/255.0*MAXHEIGHT),

terra.norm[begr(i+1, FIELDX)][begr(j, FIELDX)], FXRES*1.0f/TXRES*begr(i, FIELDX)+
FXRES*1.0f/TXRES-tx, FYRES*1.0f/TYRES*begr(j, FIELDY)-ty);

vx[3]=D3DVERTEX(D3DVECTOR(i+1, j+1, -terra.hmap[begr(i+1,FIELDX)]

[begr(j+1,FIELDY)]/255.0*MAXHEIGHT), terra.norm[begr(i+1, FIELDX)]

[begr(j+1, FIELDX)], FXRES*1.0f/TXRES*begr(i, FIELDX)
+FXRES*1.0f/TXRES-tx, FYRES*1.0f/TYRES*begr(j, FIELDY)+FYRES*1.0f/TYRES-ty);

dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_VERTEX,&vx[0],4,0);
}
}
}

void rendertrees(void){
D3DVERTEX vx[4];
D3DVECTOR v[4];
dxd3ddevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);//SRCCOLOR
dxd3ddevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);//INVSRCCOLOR
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
//tree
for(int i=0;i<TREES;i++){
if(tree[i].used){
dxd3ddevice->SetTexture(0, dxstexture[TREESPACEOFF+tree[i].typ]);
v[0]=D3DVECTOR(-1+tree[i].x, 0.0+tree[i].y, -5+tree[i].z);
v[1]=D3DVECTOR(1+tree[i].x, -0.0+tree[i].y, -5+tree[i].z);
v[2]=D3DVECTOR(-1+tree[i].x, 0.0+tree[i].y, tree[i].z);
v[3]=D3DVECTOR(1+tree[i].x, -0.0+tree[i].y, tree[i].z);
vx[0]=D3DVERTEX(v[0], DXNORM(v[0], v[1], v[2]), 0, 0);
vx[1]=D3DVERTEX(v[1], DXNORM(v[0], v[1], v[2]), 1, 0);
vx[2]=D3DVERTEX(v[2], DXNORM(v[0], v[1], v[2]), 0, 1);
vx[3]=D3DVERTEX(v[3], DXNORM(v[0], v[1], v[2]), 1, 1);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_VERTEX,&vx[0],4,0);
}
}
}

void rendermil(mil milobj){
renderobj(obj[0], milobj.x, milobj.y, milobj.z, milobj.a, milobj.b, milobj.c);
rendersecobj(obj[1], milobj.x, milobj.y, milobj.z,milobj.ta,milobj.tb,0, milobj.a, milobj.b, milobj.c);
}

void rendershot(int n){
D3DVERTEX vx[4];
matrix=D3DMATRIX(cos(gs.g),sin(gs.g),0,0, -sin(gs.g),cos(gs.g),0,0, 0,0,1,0, shot[n].x, shot[n].y, shot[n].z, 1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
dxd3ddevice->SetTexture(0, dxstexture[0]);
vx[0]=D3DVERTEX(D3DVECTOR(-0.08, -0.08, 0), D3DVECTOR(0,0,-1), 0, 0);
vx[1]=D3DVERTEX(D3DVECTOR(-0.08, 0.08, 0), D3DVECTOR(0,0,-1), 0, 1);
vx[2]=D3DVERTEX(D3DVECTOR(0.08, -0.08, 0), D3DVECTOR(0,0,-1), 1, 0);
vx[3]=D3DVERTEX(D3DVECTOR(0.08, 0.08, 0), D3DVECTOR(0,0,-1), 1, 1);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_VERTEX,&vx[0],4,0);
}

float height(float x, float y){
int xi, yi;
xi=x<0?((int)x-1):(int)x;
yi=y<0?((int)y-1):(int)y;
return -(terra.hmap[begr(xi, FIELDX)][begr(yi, FIELDY)]*(1-(x-xi))*(1-(y-yi))
+terra.hmap[begr(xi+1, FIELDX)][begr(yi, FIELDY)]*(x-xi)*(1-(y-yi))
+terra.hmap[begr(xi, FIELDX)][begr(yi+1, FIELDY)]*(1-(x-xi))*(y-yi)
+terra.hmap[begr(xi+1, FIELDX)][begr(yi+1, FIELDY)]*(x-xi)*(y-yi)
)/255.0*MAXHEIGHT;
}

void renderparticle(int n){
D3DLVERTEX vx[4];
// D3DVERTEX vx[4];
unsigned char opy;
dxd3ddevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCCOLOR);//SRCALPHA
dxd3ddevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);//ONE
/* dxd3ddevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_ADDSMOOTH );
dxd3ddevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
dxd3ddevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );*/
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0, part[n].x, part[n].y, part[n].z, 1);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matrix);
if(gs.g-part[n].t<PARTICLELIFE*EXPLFIRE){
opy=(unsigned char)((1.0-(gs.g-part[n].t)/(PARTICLELIFE*EXPLFIRE))*255.0);
dxd3ddevice->SetTexture(0, dxstexture[3]);
vx[0]=D3DLVERTEX(D3DVECTOR(-0.65*part[n].size, -0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 0, 0);
vx[1]=D3DLVERTEX(D3DVECTOR(-0.65*part[n].size, 0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 0, 1);

vx[2]=D3DLVERTEX(D3DVECTOR(0.65*part[n].size, -0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 1, 0);

vx[3]=D3DLVERTEX(D3DVECTOR(0.65*part[n].size, 0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 1, 1);

dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_LVERTEX,&vx[0],4,0);
}
dxd3ddevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCCOLOR);//SRCCOLOR

dxd3ddevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCCOLOR);//INVSRCCOLOR

if(gs.g-part[n].t<PARTICLELIFE*EXPLFULLSMOKEBEGIN){
opy=(unsigned char)(((gs.g-part[n].t)/(PARTICLELIFE*EXPLFULLSMOKEBEGIN))*255.0);
} else {
if(gs.g-part[n].t<PARTICLELIFE*EXPLFULLSMOKEEND){
opy=255;
} else {
opy=(unsigned char)((1-(gs.g-part[n].t-PARTICLELIFE*EXPLFULLSMOKEEND)/(PARTICLELIFE*(1-EXPLFULLSMOKEEND)))*255.0);
}
}
dxd3ddevice->SetTexture(0, dxstexture[4]);
vx[0]=D3DLVERTEX(D3DVECTOR(-0.65*part[n].size, -0.65*part[n].size, 0),
RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 0, 0);


vx[1]=D3DLVERTEX(D3DVECTOR(-0.65*part[n].size, 0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 0, 1);

vx[2]=D3DLVERTEX(D3DVECTOR(0.65*part[n].size, -0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 1, 0);

vx[3]=D3DLVERTEX(D3DVECTOR(0.65*part[n].size, 0.65*part[n].size, 0),

RGBA_MAKE(opy,opy,opy,opy), RGBA_MAKE(0,0,0,0), 1, 1);
dxd3ddevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,D3DFVF_LVERTEX,&vx[0],4,0);
}

void render(void){
status(200);
// clear zbuf, backbuf
ZeroMemory(&dxblt, sizeof(dxblt));
dxblt.dwSize = sizeof(dxblt);
status(201);
if(dxbackbuffer->Blt(NULL,NULL,NULL,/*DDBLT_WAIT|*/DDBLT_COLORFILL,&dxblt)!=DD_OK) dxerror();
status(202);
D3DRECT rect;
rect.x1 = 0;rect.y1 = 0;
rect.x2 = XRES; rect.y2 = YRES;
status(203);
// if(dxd3dviewport->Clear(1, &rect, D3DCLEAR_ZBUFFER)!=DD_OK) dxerror();
if(dxd3ddevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0, ZBCLEARVALUE, 0)!=DD_OK) dxerror();
// set up camera
status(204);
matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0, -view.px,-view.py,0,VIEWDIV);
dxd3ddevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &matrix);
matrix=D3DMATRIX(1,0,0,0, 0,cos(PI/4),sin(PI/4),0, 0,-sin(PI/4),cos(PI/4),0, 0,0,0,1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_VIEW, &matrix);
/* matrix=D3DMATRIX(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,-1,0,1);
dxd3ddevice->MultiplyTransform(D3DTRANSFORMSTATE_VIEW, &matrix);*/
// view.px+=0.03;
status(205);
// draw scene
if (dxd3ddevice->BeginScene()!=D3D_OK) dxerror();
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREADDRESS, D3DTADDRESS_CLAMP);
dxd3ddevice->SetTextureStageState( 0, D3DTSS_ADDRESS, D3DTADDRESS_CLAMP);
renderterra();
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_TEXTUREADDRESS, D3DTADDRESS_WRAP);
dxd3ddevice->SetTextureStageState( 0, D3DTSS_ADDRESS, D3DTADDRESS_WRAP);
status(206);
for(int i=0;i<OMILS;i++){
rendermil(omil[i]);
};
status(208);
for(int i=0;i<NUMSHOTS;i++){
if(shot[i].used){
rendershot(i);
}
};
status(210);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
dxd3ddevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, TRUE );
dxd3ddevice->SetRenderState( D3DRENDERSTATE_ALPHAREF, (DWORD)0x00202020);
dxd3ddevice->SetRenderState( D3DRENDERSTATE_ALPHAFUNC, D3DCMP_GREATEREQUAL );
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_COLORKEYBLENDENABLE, TRUE);
rendertrees();
dxd3ddevice->SetRenderState( D3DRENDERSTATE_ALPHATESTENABLE, FALSE );
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_COLORKEYBLENDENABLE, FALSE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
// Transparente surfaces zuletzt!
dxd3ddevice->SetRenderState(D3DRENDERSTATE_BLENDENABLE, TRUE);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,FALSE);
dxd3ddevice->SetRenderState( D3DRENDERSTATE_LIGHTING, FALSE );
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZFUNC,D3DCMP_ALWAYS);
status(211);
for(int i=0;i<PARTICLES;i++){
if(part[i].used&&part[i].t<gs.g){
renderparticle(i);
}
};
status(213);
dxd3ddevice->SetRenderState( D3DRENDERSTATE_LIGHTING, TRUE );
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZWRITEENABLE,TRUE);
// dxd3ddevice->SetRenderState(D3DRENDERSTATE_ZFUNC,STDCOMPFUNC);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_BLENDENABLE, FALSE);
dxd3ddevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
status(214);
if (dxd3ddevice->EndScene()!=D3D_OK) dxerror();
// flip buffers
status(215);
if(dxprimary->Flip(NULL,DDFLIP_NOVSYNC)!=DD_OK)dxerror();//DDFLIP_NOVSYNC DDFLIP_WAIT
status(216);
}

BOOL wininit(HINSTANCE hThisInstance){
wincl.hInstance = hThisInstance;
wincl.lpszClassName = szClassName;
wincl.lpfnWndProc = WindowProcedure;
wincl.style = CS_NOCLOSE;
wincl.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wincl.hCursor = LoadCursor(NULL, IDC_ARROW);
wincl.lpszMenuName = NULL;
wincl.cbClsExtra = 0;
wincl.cbWndExtra = 0;
wincl.hbrBackground = (HBRUSH) GetStockObject(LTGRAY_BRUSH);
if(!RegisterClass(&wincl)) return FALSE;
hwnd = CreateWindowEx(
WS_EX_TOPMOST,
szClassName,
"Tank 3.0",
WS_POPUPWINDOW,
0,
0,
XRES,
YRES,
HWND_DESKTOP,
NULL,
hThisInstance,
NULL
);
ShowWindow(hwnd, SW_SHOWMAXIMIZED);
return true;
}

LRESULT CALLBACK WindowProcedure(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message){
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
if(wParam==VK_ESCAPE)PostQuitMessage(0);
break;
case WM_KEYUP:
break;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
return 0;
}

void terranorm(void){
D3DVECTOR v[3];
for(int j=0;j<FIELDY;j++){
for(int i=0;i<FIELDX;i++){
v[0]=D3DVECTOR(i, j, -terra.hmap[begr(i,FIELDX)][begr(j,FIELDY)]/255.0*MAXHEIGHT);
v[1]=D3DVECTOR(i, j+1, -terra.hmap[begr(i,FIELDX)][begr(j+1,FIELDY)]/255.0*MAXHEIGHT);
v[2]=D3DVECTOR(i+1, j, -terra.hmap[begr(i+1,FIELDX)][begr(j,FIELDY)]/255.0*MAXHEIGHT);
terra.norm[i][j]=DXNORM(v[0], v[1], v[2]);
}
}
}

void terrainit(void){
float thmap[FIELDX][FIELDY];
float min, max;
struct timeb t2;
ftime(&t2);
srand(t2.millitm+1000*t2.time);
for(int i=0;i<FIELDX;i++){
for(int j=0;j<FIELDY;j++){
thmap[i][j]=begr(rand(), 10000);
}
}
int anz=2;
for(int k=0;k<anz;k++){
for(int i=0;i<FIELDX;i++){
for(int j=0;j<FIELDY;j++){
thmap[i][j]=(thmap[i][j]+thmap[begr(i+1,FIELDX)][j]+thmap[i][begr(j+1,FIELDY)]

+thmap[begr(i+1,FIELDX)][begr(j+1,FIELDY)]

+thmap[begr(i-1,FIELDX)][j]+thmap[i][begr(j-1,FIELDY)]+

thmap[begr(i-1,FIELDX)][begr(j-1,FIELDY)])/7;
}
}
}
min=thmap[0][0];
max=thmap[0][0];
for(int i=0;i<FIELDX;i++){
for(int j=0;j<FIELDY;j++){
if(thmap[i][j]>max)max=thmap[i][j];
if(thmap[i][j]<min)min=thmap[i][j];
}
}
for(int i=0;i<FIELDX;i++){
for(int j=0;j<FIELDY;j++){
terra.hmap[i][j]=(unsigned char)(((thmap[i][j]-min)/(max-min))*255.0);
}
}
terranorm();
}

D3DLIGHT7 partlight(int i){
D3DLIGHT7 pdxlight;
float intensity;
if(gs.g-part[i].t<PARTICLELIFE*0.3){
intensity=1.0-(gs.g-part[i].t)/(PARTICLELIFE*0.3);
} else {
intensity=0;
}
memset(&pdxlight, 0, sizeof(D3DLIGHT7));
pdxlight.dltType = D3DLIGHT_POINT;
pdxlight.dcvDiffuse.r = intensity;//*part[i].size/EXPSIZE;
pdxlight.dcvDiffuse.g = intensity;//*part[i].size/EXPSIZE;
pdxlight.dcvDiffuse.b = 0;
pdxlight.dcvDiffuse.a = 0;//*part[i].size/EXPSIZE;
pdxlight.dvAttenuation0 = 0.0;
pdxlight.dvAttenuation1 = 0.0;
pdxlight.dvAttenuation2 = 1.5;
pdxlight.dvPosition.x = part[i].x;
pdxlight.dvPosition.y = part[i].y;
pdxlight.dvPosition.z = part[i].z;
pdxlight.dvDirection.x = 0;
pdxlight.dvDirection.y = 0;
pdxlight.dvDirection.z = 0;
pdxlight.dvRange = 8.0f/**intensity*/*part[i].size/EXPSIZE;
return pdxlight;
}

D3DLIGHT7 shotlight(int i){
D3DLIGHT7 pdxlight;
memset(&pdxlight, 0, sizeof(D3DLIGHT7));
pdxlight.dltType = D3DLIGHT_POINT;
pdxlight.dcvDiffuse.r = 1;
pdxlight.dcvDiffuse.g = 1;
pdxlight.dcvDiffuse.b = 1;
pdxlight.dvAttenuation0 = 0.0;
pdxlight.dvAttenuation1 = 0.0;
pdxlight.dvAttenuation2 = 3.0;
pdxlight.dvPosition.x = shot[i].x;
pdxlight.dvPosition.y = shot[i].y;
pdxlight.dvPosition.z = shot[i].z;
pdxlight.dvDirection.x = 0;
pdxlight.dvDirection.y = 0;
pdxlight.dvDirection.z = 0;
pdxlight.dvRange = 2.0f;
return pdxlight;
}

void shoot(int n){
if(gs.g>omil[n].lastshot+1){
for(int i=0;i<NUMSHOTS;i++){
if(!shot[i].used){
shot[i].used=true;
shot[i].x=omil[n].x+0.999*omil[n].tdx;
shot[i].y=omil[n].y+0.999*omil[n].tdy;
shot[i].z=omil[n].z-0.111+0.999*omil[n].tdz;
shot[i].dx=omil[n].tdx*2*SHOTSPEED;
shot[i].dy=omil[n].tdy*2*SHOTSPEED;
shot[i].dz=omil[n].tdz*2*SHOTSPEED;
shot[i].t=gs.g;
shot[i].owner=n;
// lighting
// dxd3d->CreateLight(&shot[i].light, NULL);
dxlight=shotlight(i);
// shot[i].light->SetLight(&dxlight);
dxd3ddevice->SetLight(SHOTLIGHTOFFSET+i, &dxlight);
dxd3ddevice->LightEnable(SHOTLIGHTOFFSET+i, TRUE);
// dxd3dviewport->AddLight(shot[i].light);
break;
}
}
omil[n].lastshot=gs.g;
}
}

void input(void){
omil[0].sp=0;
if(GetAsyncKeyState(0x26)!=0){omil[0].sp=1*TANKSPEED;}
if(GetAsyncKeyState(0x28)!=0){omil[0].sp=-0.6*TANKSPEED;}
omil[0].da=0;
if(GetAsyncKeyState(0x25)!=0){omil[0].da=0.6*TURNSPEED;}
if(GetAsyncKeyState(0x27)!=0){omil[0].da=-0.6*TURNSPEED;}
if(omil[0].sp<0)omil[0].da=-omil[0].da;
if(GetAsyncKeyState(0x20)!=0)shoot(0);
/* if((GetAsyncKeyState(0x27)&128==128||GetAsyncKeyState(0x27)&1==1)){shoot(0);}
if((GetAsyncKeyState(0x0D)&128==128||GetAsyncKeyState(0x0D)&1==1)){shoot(0);}*/
}

float minf(float a, float b){
if(a<b){
return a;
}else{
return b;
}
}

void ki(int n){
if(omil[n].target==-1){
for(int i=0;i<OMILS;i++){
if(i!=n&&omil[i].owner!=omil[n].owner){
omil[n].target=i;
}
}
}
if(omil[n].target!=-1){
float posd=100, negd=100, aot;
if(omil[n].atot-omil[n].a>0&&omil[n].atot-omil[n].a<posd)posd=omil[n].atot-omil[n].a;
if(omil[n].a-omil[n].atot>0&&omil[n].a-omil[n].atot<negd)negd=omil[n].a-omil[n].atot;
if(omil[n].atot-omil[n].a+2*PI>0&&omil[n].atot-omil[n].a+2*PI<posd)
posd=omil[n].atot-omil[n].a+2*PI;
if(omil[n].a-omil[n].atot+2*PI>0&&omil[n].a-omil[n].atot+2*PI<negd)
negd=omil[n].a-omil[n].atot+2*PI;
if(omil[n].atot-omil[n].a-2*PI>0&&omil[n].atot-omil[n].a-2*PI<posd)
posd=omil[n].atot-omil[n].a-2*PI;
if(omil[n].a-omil[n].atot-2*PI>0&&omil[n].a-omil[n].atot-2*PI<negd)
negd=omil[n].a-omil[n].atot-2*PI;
omil[n].da=0;
if(posd<negd){
omil[n].da=minf(0.6*TURNSPEED, posd*3);
aot=posd;
}else{
omil[n].da=-minf(0.6*TURNSPEED, negd*3);
aot=-negd;
}
float dst=sqrt((omil[omil[n].target].y-omil[n].y)*(omil[omil[n].target].y-omil[n].y)
+(omil[omil[n].target].x-omil[n].x)*(omil[omil[n].target].x-omil[n].x));
omil[n].sp=0;
if(dst>5&&aot<PI/4){
omil[n].sp=minf(1.0*TANKSPEED, dst-5);
}
if(aot<PI/8)shoot(n);
}
}

void killshot(int n){
shot[n].used=false;
dxd3ddevice->LightEnable(SHOTLIGHTOFFSET+n, FALSE);
dxd3ddevice->SetLight(SHOTLIGHTOFFSET+n, NULL);
RELEASE(shot[n].light);
}

void speed(void){
struct timeb t2;
ftime(&t2);
float f2=0.001*(1000*t2.time+t2.millitm);
gs.c=0.9*gs.c+0.1*(f2-gs.t);
gs.g+=gs.c;
gs.t=f2;
}

int toint(float a){
if(a>=0){
return (int)a;
}else{
return (int)(a-1);
}
}

void addpixel(float x,float y){
int i=begr(toint(x), FIELDX)*TEXX/FIELDX;
int j=begr(toint(y), FIELDY)*TEXY/FIELDY;
dxstexture[TEXSPACEOFF+j*8+i]->GetDC(&dxtexturedc);
unsigned int color;
int bb=begr(rand(),32),bg=begr(rand(),bb),br=begr(rand(),bg);
int r, g, b;
int tx, ty;
tx=begr(toint(x*FXRES), TXRES);
ty=begr(toint(y*FYRES), TYRES);
color=GetPixel(dxtexturedc, tx, ty);
r=((color&0xFF0000)>>16)-32;
if(r<br)r=br;
g=((color&0xFF00)>>8)-32;
if(g<bg)g=bg;
b=(color&0xFF)-32;
if(b<bb)b=bb;
color=0x10000*r+0x100*g+b;
SetPixel(dxtexturedc, tx, ty, color);
dxstexture[TEXSPACEOFF+j*8+i]->ReleaseDC(dxtexturedc);
if(tx==0||ty==0){
int il, jo;
if(tx==0){il=begr(i-1, TEXX);}else{il=i;}
if(ty==0){jo=begr(j-1, TEXY);}else{jo=j;}
dxstexture[TEXSPACEOFF+jo*8+il]->GetDC(&dxtexturedc);
int otx, oty;
if(tx==0){otx=TXRES-1;}else{otx=tx;}
if(ty==0){oty=TYRES-1;}else{oty=ty;}
SetPixel(dxtexturedc, otx, oty, color);
dxstexture[TEXSPACEOFF+jo*8+il]->ReleaseDC(dxtexturedc);
}
if(tx==TXRES-1||ty==TYRES-1){
int il, jo;
if(tx==TXRES-1){il=begr(i+1, TEXX);}else{il=i;}
if(ty==TYRES-1){jo=begr(j+1, TEXY);}else{jo=j;}
dxstexture[TEXSPACEOFF+jo*8+il]->GetDC(&dxtexturedc);
int otx, oty;
if(tx==TXRES-1){otx=0;}else{otx=tx;}
if(ty==TYRES-1){oty=0;}else{oty=ty;}
SetPixel(dxtexturedc, otx, oty, color);
dxstexture[TEXSPACEOFF+jo*8+il]->ReleaseDC(dxtexturedc);
}
}

void addfoot(int n){
for(int i=-8;i<8;i+=2){
addpixel(omil[n].x+0.45*cos(omil[n].a)+0.1*i*sin(omil[n].a),

omil[n].y+0.45*sin(omil[n].a)-0.1*i*cos(omil[n].a));

addpixel(omil[n].x-0.45*cos(omil[n].a)+0.1*i*sin(omil[n].a),

omil[n].y-0.45*sin(omil[n].a)-0.1*i*cos(omil[n].a));
}
}

void einschlag(float x, float y){
for(int i=-4;i<=4;i++){
for(int j=-4;j<=4;j++){
if(sqrt(i*i+j*j)<=2){
addpixel(x+(float)i/FXRES, y+(float)j/FYRES);
}
}
}
for(int i=-1;i<=1;i++){
for(int j=-1;j<=1;j++){
if(sqrt(i*i+j*j)<=1){
addpixel(x+(float)i/FXRES, y+(float)j/FYRES);
}
}
}
addpixel(x, y);
/* if(terra.hmap[begr(toint(x), FIELDX)][begr(toint(y), FIELDY)]>0){
terra.hmap[begr(toint(x), FIELDX)][begr(toint(y), FIELDY)]--;
}*/
}

void killparticle(int n){
part[n].used=false;
if(part[n].lit){
dxd3ddevice->LightEnable(PARTLIGHTOFFSET+n, FALSE);
dxd3ddevice->SetLight(PARTLIGHTOFFSET+n, NULL);
// dxd3dviewport->DeleteLight(part[n].light);
RELEASE(part[n].light);
}
}

void newparticle(unsigned char typ, float x, float y, float z, float size, bool lit) {
for(int i=0;i<PARTICLES;i++){
if(!part[i].used){
part[i].used=true;
part[i].x=x;
part[i].y=y;
part[i].z=z;
part[i].size=size;
part[i].t=gs.g+begrf(rand()/1000.0, 0.18);
if(typ==1){
part[i].dz=-0.005-begrf(rand()/10000.0, 0.01);
}
part[i].lit=lit;
if(lit){
// lighting
// dxd3d->CreateLight(&part[i].light, NULL);
dxlight=partlight(i);
// part[i].light->SetLight(&dxlight);
dxd3ddevice->SetLight(PARTLIGHTOFFSET+i, &dxlight);
dxd3ddevice->LightEnable(PARTLIGHTOFFSET+i, TRUE);
}
goto out;
}
}
if(typ==2){
int i=begr(rand(), PARTICLES);
part[i].used=true;
part[i].x=x;
part[i].y=y;
part[i].z=z;
part[i].t=gs.g;
}
out:;
}

void explode(int n){
newparticle(1, omil[n].x, omil[n].y, omil[n].z-0.5, EXPSIZE, true);
for(int i=0;i<10;i++){
newparticle(1, omil[n].x+begrf(rand()/1000.0, 1), omil[n].y+begrf(rand()/1000.0, 1),

omil[n].z-0.5+begrf(rand()/1000.0, 1), EXPSIZE*0.8-begrf(rand()/1000.0, EXPSIZE*0.6), false);

}
do{omil[n].target=begr(rand(), OMILS);}while(omil[n].target==n);
omil[n].lastfoot=gs.g;
omil[n].lastshot=gs.g;
omil[n].x=begr(rand(),20)-10;
omil[n].y=begr(rand(),20)-10;
omil[n].a=begrf(rand(),2*PI);
omil[n].tb=PI/8;
omil[n].hit=80;
}

float absf(float x){
if(x>=0){
return x;
} else {
return -x;
}
}

void checkhit(int n, int s){
if(absf(omil[n].x-shot[s].x)<0.6&&absf(omil[n].y-shot[s].y)<0.6&&

absf(omil[n].z-shot[s].z)<0.35&&shot[s].owner!=n){

omil[n].hit-=10;
killshot(s);
newparticle(1, omil[n].x, omil[n].y, omil[n].z-0.5, 1.3-begrf(rand()/1000.0, 1.0), true);
if(omil[n].hit<0){
explode(n);
}
}
}

void calcomil(int i){
// fahren
omil[i].x-=sin(omil[i].a)*omil[i].sp*gs.c;
omil[i].y+=cos(omil[i].a)*omil[i].sp*gs.c;
// drehen
omil[i].a+=omil[i].da*gs.c;
// z-position
omil[i].z=height(omil[i].x, omil[i].y)-0.35;
// a, b
omil[i].b=atan((height(omil[i].x+0.88*sin(omil[i].a),

omil[i].y-0.88*cos(omil[i].a))-height(omil[i].x-0.88*sin(omil[i].a), omil[i].y+0.88*cos(omil[i].a)))/1.76);

omil[i].c=atan((height(omil[i].x-0.66*cos(omil[i].a),


omil[i].y-0.66*sin(omil[i].a))-height(omil[i].x+0.66*cos(omil[i].a), omil[i].y+0.66*sin(omil[i].a)))/1.32);
// a, ta auf 2*PI begrenzen
omil[i].a=begrf(omil[i].a, 2*PI);
omil[i].ta=begrf(omil[i].ta, 2*PI);
// Zielberechnungen
status(103);
if(omil[i].target!=-1){
// virtuelle Position des Ziels
float tgtx, tgty, tgtz, nx, ny, nz;
tgtx=omil[omil[i].target].x-omil[i].x;
tgty=omil[omil[i].target].y-omil[i].y;
tgtz=omil[omil[i].target].z-omil[i].z;
nx=tgtx*cos(-omil[i].a)-tgty*sin(-omil[i].a);
ny=tgty*cos(-omil[i].a)+tgtx*sin(-omil[i].a);
tgtx=nx;
tgty=ny;
nx=tgtz*sin(-omil[i].c)+tgtx*cos(-omil[i].c);
nz=tgtz*cos(-omil[i].c)-tgtx*sin(-omil[i].c);
tgtx=nx;
tgtz=nz;
ny=tgtz*sin(-omil[i].b)+tgty*cos(-omil[i].b);
nz=tgtz*cos(-omil[i].b)-tgty*sin(-omil[i].b);
tgty=ny;
tgtz=nz;
tgtx+=omil[i].x;
tgty+=omil[i].y;
tgtz+=omil[i].z;
// if(i==0)newparticle(2, tgtx, tgty, tgtz);
// Entfernung des Ziels
float dst=sqrt((omil[i].x-tgtx)*(omil[i].x-tgtx)
+(omil[i].y-tgty)*(omil[i].y-tgty));
// Richtung des Ziels (Panzer)
if(omil[omil[i].target].y-omil[i].y!=0){
omil[i].atot=atan((omil[i].x-omil[omil[i].target].x)/(omil[omil[i].target].y-omil[i].y));
}else{
omil[i].atot=atan((omil[i].x-omil[omil[i].target].x)/(1E-20));
}
if(omil[omil[i].target].y<omil[i].y)omil[i].atot=omil[i].atot+PI;
// Richtung des Ziels (Turm)
if(tgty-omil[i].y!=0){
omil[i].tatot=atan((omil[i].x-tgtx)/(tgty-omil[i].y));
}else{
omil[i].tatot=atan((omil[i].x-tgtx)/(1E-20));
}
if(tgty<omil[i].y)omil[i].tatot=omil[i].tatot+PI;
// Turm b-Richtung
omil[i].tb=atan((omil[i].z-tgtz)/dst);
// begrenzen
if(omil[i].tb>PI/4)omil[i].tb=PI/4;
if(omil[i].tb<-0.17)omil[i].tb=-0.17;
// Turm a-Richtung
float posd=100, negd=100;
if(omil[i].tatot-(0*omil[i].a+omil[i].ta)>=0&&

omil[i].tatot-(0*omil[i].a+omil[i].ta)<posd)posd=omil[i].tatot-(0*omil[i].a+omil[i].ta);

if((0*omil[i].a+omil[i].ta)-omil[i].tatot>0&&

(0*omil[i].a+omil[i].ta)-omil[i].tatot<negd)negd=(0*omil[i].a+omil[i].ta)-omil[i].tatot;
if(omil[i].tatot-(0*omil[i].a+omil[i].ta)+2*PI>=0&&

omil[i].tatot-(0*omil[i].a+omil[i].ta)+2*PI<posd)posd=omil[i].tatot-(0*omil[i].a+omil[i].ta)+2*PI;
if((0*omil[i].a+omil[i].ta)-omil[i].tatot+2*PI>0&&

(0*omil[i].a+omil[i].ta)-omil[i].tatot+2*PI<negd)negd=(0*omil[i].a+omil[i].ta)-omil[i].tatot+2*PI;

if(omil[i].tatot-(0*omil[i].a+omil[i].ta)-2*PI>=0&&

omil[i].tatot-(0*omil[i].a+omil[i].ta)-2*PI<posd)posd=omil[i].tatot-(0*omil[i].a+omil[i].ta)-2*PI;

if((0*omil[i].a+omil[i].ta)-omil[i].tatot-2*PI>0&&

(0*omil[i].a+omil[i].ta)-omil[i].tatot-2*PI<negd)negd=(0*omil[i].a+omil[i].ta)-omil[i].tatot-2*PI;

if(omil[i].tatot-(0*omil[i].a+omil[i].ta)+4*PI>=0&&

omil[i].tatot-(0*omil[i].a+omil[i].ta)+4*PI<posd)posd=omil[i].tatot-(0*omil[i].a+omil[i].ta)+4*PI;

if((0*omil[i].a+omil[i].ta)-omil[i].tatot+4*PI>0&&
(0*omil[i].a+omil[i].ta)-omil[i].tatot+4*PI<negd)negd=(0*omil[i].a+omil[i].ta)-omil[i].tatot+4*PI;

if(omil[i].tatot-(0*omil[i].a+omil[i].ta)-4*PI>=0&&
omil[i].tatot-(0*omil[i].a+omil[i].ta)-4*PI<posd)posd=omil[i].tatot-(0*omil[i].a+omil[i].ta)-4*PI;

if((0*omil[i].a+omil[i].ta)-omil[i].tatot-4*PI>0&&

(0*omil[i].a+omil[i].ta)-omil[i].tatot-4*PI<negd)negd=(0*omil[i].a+omil[i].ta)-omil[i].tatot-4*PI;

if(posd<negd){
// omil[i].ta+=posd;
omil[i].ta+=minf(gs.c*minf(1.0*TURRETTURNSPEED, posd*9), posd);
}else{
// omil[i].ta-=negd;
omil[i].ta-=minf(gs.c*minf(1.0*TURRETTURNSPEED, negd*9), negd);
}
// calculate heading of turret
omil[i].tdx=0;
omil[i].tdy=1;
omil[i].tdz=0;
ny=omil[i].tdy*cos(omil[i].tb)+omil[i].tdz*sin(omil[i].tb);
nz=omil[i].tdz*cos(omil[i].tb)-omil[i].tdy*sin(omil[i].tb);
omil[i].tdy=ny;
omil[i].tdz=nz;
nx=omil[i].tdx*cos(omil[i].ta)-omil[i].tdy*sin(omil[i].ta);
ny=omil[i].tdy*cos(omil[i].ta)+omil[i].tdx*sin(omil[i].ta);
omil[i].tdx=nx;
omil[i].tdy=ny;
ny=omil[i].tdy*cos(omil[i].b)+omil[i].tdz*sin(omil[i].b);
nz=omil[i].tdz*cos(omil[i].b)-omil[i].tdy*sin(omil[i].b);
omil[i].tdy=ny;
omil[i].tdz=nz;
nx=omil[i].tdx*cos(omil[i].c)+omil[i].tdz*sin(omil[i].c);
nz=omil[i].tdz*cos(omil[i].c)-omil[i].tdx*sin(omil[i].c);
omil[i].tdx=nx;
omil[i].tdz=nz;
nx=omil[i].tdx*cos(omil[i].a)-omil[i].tdy*sin(omil[i].a);
ny=omil[i].tdy*cos(omil[i].a)+omil[i].tdx*sin(omil[i].a);
omil[i].tdx=nx;
omil[i].tdy=ny;
}
if(omil[i].owner!=0){
ki(i);
}
if((omil[i].sp!=0||omil[i].da!=0)&&gs.g>omil[i].lastfoot+0.6/TANKSPEED){
omil[i].lastfoot=gs.g;
addfoot(i);
}
}

void calccol(int i, int j){
float xdst=omil[i].x-omil[j].x;
float ydst=omil[i].y-omil[j].y;
float dst=sqrt(xdst*xdst+ydst*ydst);
if(dst<1.5){
omil[i].x+=xdst*0.2;
omil[i].y+=ydst*0.2;
omil[j].x-=xdst*0.2;
omil[j].y-=ydst*0.2;
}
}

void calctreecol(int i, int j){
float xdst=omil[i].x-tree[j].x;
float ydst=omil[i].y-tree[j].y;
float dst=sqrt(xdst*xdst+ydst*ydst);
if(dst<0.75){
omil[i].x+=xdst*0.2;
omil[i].y+=ydst*0.2;
}
}

void calculate(void){
status(100);
speed();
status(101);
for(int i=0;i<OMILS;i++){
if(omil[i].used){
calcomil(i);
for(int j=0;j<OMILS;j++){
if(omil[j].used&&i!=j){
calccol(i, j);
}
}
for(int j=0;j<TREES;j++){
if(tree[j].used){
calctreecol(i, j);
}
}
}
}
status(106);
tparticle swap;
for(int i=0;i<PARTICLES;i++){
if(part[i].used){
if(gs.g-part[i].t>=PARTICLELIFE){
status(107);
killparticle(i);
status(108);
} else {
part[i].z=part[i].z+part[i].dz;
if(i+1<PARTICLES&&part[i+1].used){
if(part[i].z<part[i+1].z){
swap=part[i];
part[i]=part[i+1];
part[i+1]=swap;
}
}
if(part[i].lit){
// lighting
dxlight=partlight(i);
dxd3ddevice->SetLight(PARTLIGHTOFFSET+i, &dxlight);
// dxd3ddevice->LightEnable(PARTLIGHTOFFSET+i, TRUE);
}
}
}
}
status(114);
for(int i=0;i<NUMSHOTS;i++){
if(shot[i].used){
shot[i].x+=shot[i].dx*gs.c;
shot[i].y+=shot[i].dy*gs.c;
shot[i].z+=shot[i].dz*gs.c;
shot[i].dz+=SHOTGRAVITY*gs.c;
if(gs.g-shot[i].t>10){
killshot(i);
status(116);
continue;
}
if(height(shot[i].x,shot[i].y)<shot[i].z){
einschlag(shot[i].x, shot[i].y);
killshot(i);
continue;
}
// lighting
dxlight=shotlight(i);
dxd3ddevice->SetLight(SHOTLIGHTOFFSET+i, &dxlight);
// dxd3ddevice->LightEnable(SHOTLIGHTOFFSET+i, TRUE);
for(int j=0;j<OMILS;j++){
if(omil[j].used)checkhit(j, i);// der shot könnte danach nicht mehr existieren
}
}
}
status(126);
}

void gameinit(void){
// time
gs.c=1/25;
struct timeb t2;
ftime(&t2);
float f2=0.001*(1000*t2.time+t2.millitm);
gs.t=f2;
gs.g=0;
for(int i=0;i<OMILS;i++){
omil[i].owner=i==0?0:1;
/*prov.*/
do{omil[i].target=begr(rand(), OMILS);}while(omil[i].target==i);
omil[i].lastfoot=gs.g;
omil[i].lastshot=gs.g;
omil[i].x=begr(rand(),20)-10;
omil[i].y=begr(rand(),20)-10;
omil[i].a=begrf(rand()*0.1,2*PI);
omil[i].tb=PI/8;
omil[i].hit=80;
omil[i].used=true;
}
}

void treeinit(void){
for(int i=0;i<TREES;i++){
tree[i].x=begr(rand(), 10)-5;
tree[i].y=begr(rand(), 10)-5;
tree[i].z=-terra.hmap[begr((int)tree[i].x,FIELDX)][begr((int)tree[i].y,FIELDY)]/255.0*MAXHEIGHT;
if(rand()<1000){
tree[i].typ=1;
}else{
tree[i].typ=0;
}
tree[i].used=true;
}
}

int WINAPI WinMain(HINSTANCE hThisInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nFunsterStil){
status(1);
if(!wininit(hThisInstance))winerror();
status(2);
dxinit();
status(3);
terrainit();
treeinit();
status(4);
gameinit();
status(5);
// render
while ( !bQuit ) {
if ( PeekMessage( &messages, NULL, 0, 0, PM_REMOVE ) ) {
status(6);
if ( messages.message == WM_QUIT ) {
status(7);
bQuit=TRUE;
} else {
status(8);
TranslateMessage( &messages );
DispatchMessage( &messages );
}
} else {
status(9);
input();
status(10);
calculate();
status(11);
render();
status(12);
t+=0.005;
}
}
status(13);
dxcleanup();
status(14);
DestroyWindow(hwnd);
status(15);
return 0;
}





Attachments:
File comment: tank 3d game code
tank3b5.zip [80.31 KiB]
Downloaded 5641 times

_________________
Please recommend my post if you found it helpful
Author:
Beginner
User avatar Posts: 95
Have thanks: 2 time

free code for Tank game using C++ , updated.


_________________
M. S. Rakha, Ph.D.
Queen's University
Canada


Author:
Mastermind
User avatar Posts: 2715
Have thanks: 74 time
Post new topic Reply to topic  [ 2 posts ] 

  Related Posts  to : Tank game code
 Game code request     -  
 3D c++ game with source code     -  
 3d OpenGL game with source code     -  
 race game source code in j2me     -  
 ping pong java code-Sticker-ball game     -  
 Draw Tank with animation and using threads too     -  
 ping pong game - java-Sticker-ball game (modified v1.1)     -  
 fill all Squares of game board - 2d Java Game Example     -  
 2d game in java-Monster-Java 2D Game Graphics and Animation     -  
 Freeman chain code algorithm code     -  



Topic Tags

C++ Projects
cron





Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
All copyrights reserved to codemiles.com 2007-2011
mileX v1.0 designed by codemiles team
Codemiles.com is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com