Code:
/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <stdarg.h>
#include <cstdlib> //for rand() and srand()
#include<ctime> //for time(0)
#pragma comment(lib, "OpenGL32.lib")
#pragma comment(lib, "GLu32.lib")
#pragma comment(lib, "GLaux.lib")
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
bool light; // Lighting ON/OFF ( NEW )
bool lp; // L Pressed? ( NEW )
bool fp; // F Pressed? ( NEW )
bool firstshot;
bool enemyaround;
float tankposhoriz;
float lastshot;
float newshot;
float lastmove, newmove;
GLfloat xrot; // X Rotation
GLfloat yrot; // Y Rotation
GLfloat xspeed; // X Rotation Speed
GLfloat yspeed; // Y Rotation Speed
GLfloat z=-5.0f; // Depth Into The Screen
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
GLuint filter; // Which Filter To Use
GLuint texture[3]; // Storage For 3 Textures
GLuint base;
struct bullet
{
float ypos;
float xpos;
float speed;
bullet *next;
};
bullet *headB;
bullet *tailB;
bullet *currentB;
struct enemy
{
float ypos;
float xpos;
float speed;
enemy *next;
};
enemy normalenemy;
//enemy *headE;
//enemy *tailE;
//enemy *currentE;
GLUquadricObj *quadratic;
void updatebullet();
void updateenemy();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("barrel.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create Three Textures
// Create MipMapped Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
if (TextureImage[0]=LoadBMP("normalshot3.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[1]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("ground.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[2]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("opencom.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[3]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[3]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]=LoadBMP("closedcom.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[4]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[4]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
////////////////////////////////////////////////////////////////////////////////////////
tankposhoriz = 0.0f;
firstshot = true;
newmove = GetTickCount() * 0.001;
srand(time(0));
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
//glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
//glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
//glLightfv(GL_LIGHT1, GL_POSITION,LightPosition); // Position The Light
//glEnable(GL_LIGHT1); // Enable Light One
/////
quadratic=gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0,0.0f,-7.0f);
//untextured stuff first (drawn in the correct order :D )
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
//draws the grass
//glColor3f(0.0, 0.7, 0.0);
//draws the main part of the tank>>>>>>>>>>>>>>>>>>>>
glColor3f(0.5, 0.5, 0.5);
//left side======================================
glVertex3f((tankposhoriz-0.4), -1.61f, 1.0f);
glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.51f, 1.0f);
//
glVertex3f((tankposhoriz-0.4), -1.61f, 1.0f);
glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz-0.4), -1.71f, 1.0f);
//
glVertex3f((tankposhoriz-0.4), -1.71f, 1.0f);
glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.81f, 1.0f);
//right side=====================================
glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz+0.4), -1.61f, 1.0f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.0f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
//
glVertex3f((tankposhoriz+0.4), -1.61f, 1.0f);
glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz+0.4), -1.71f, 1.0f);
//
glVertex3f((tankposhoriz+0.4), -1.71f, 1.0f);
glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.81f, 1.0f);
//front side=====================================
//main part
glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
//left gap fill
glVertex3f((tankposhoriz-0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz-0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz-0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
//right gap fill
glVertex3f((tankposhoriz+0.3), -1.81f, 1.2f);
glVertex3f((tankposhoriz+0.4), -1.71f, 1.2f);
glVertex3f((tankposhoriz+0.4), -1.61f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
//top============================================
glVertex3f((tankposhoriz-0.3), -1.51f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.2f);
glVertex3f((tankposhoriz+0.3), -1.51f, 1.0f);
glVertex3f((tankposhoriz-0.3), -1.51f, 1.0f);
//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
//draws the contrast part of the tank
glColor3f(0.6, 0.6, 0.6);
//left side contrast gap
glVertex3f((tankposhoriz-0.3), -1.54, 1.21f);
glVertex3f((tankposhoriz-0.38), -1.62f, 1.21f);
glVertex3f((tankposhoriz-0.38), -1.70f, 1.21f);
glVertex3f((tankposhoriz-0.3), -1.78f, 1.21f);
//right side contrast gap
glVertex3f((tankposhoriz+0.3), -1.54, 1.21f);
glVertex3f((tankposhoriz+0.38), -1.62f, 1.21f);
glVertex3f((tankposhoriz+0.38), -1.70f, 1.21f);
glVertex3f((tankposhoriz+0.3), -1.78f, 1.21f);
//main contrast
glVertex3f((tankposhoriz-0.3), -1.78f, 1.21f);
glVertex3f((tankposhoriz+0.3), -1.78f, 1.21f);
glVertex3f((tankposhoriz+0.3), -1.54f, 1.21f);
glVertex3f((tankposhoriz-0.3), -1.54f, 1.21f);
//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
//turret draw
//front
glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
glVertex3f((tankposhoriz+0.2), -1.51f, 1.2f);
glVertex3f((tankposhoriz-0.2), -1.51f, 1.2f);
//right side
glVertex3f((tankposhoriz+0.2), -1.41f, 1.0f);
glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
glVertex3f((tankposhoriz+0.2), -1.51f, 1.2f);
glVertex3f((tankposhoriz+0.2), -1.51f, 1.0f);
//left side
glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
glVertex3f((tankposhoriz-0.2), -1.41f, 1.0f);
glVertex3f((tankposhoriz-0.2), -1.51f, 1.0f);
glVertex3f((tankposhoriz-0.2), -1.51f, 1.2f);
//top turret
glVertex3f((tankposhoriz+0.2), -1.41f, 1.0f);
glVertex3f((tankposhoriz-0.2), -1.41f, 1.0f);
glVertex3f((tankposhoriz-0.2), -1.41f, 1.2f);
glVertex3f((tankposhoriz+0.2), -1.41f, 1.2f);
//>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
//barrel draw
glEnd();
/*glBegin(GL_QUADS);
glVertex3f((normalenemy.xpos-0.15), normalenemy.ypos, 1.2f);
glVertex3f((normalenemy.xpos+0.15), normalenemy.ypos, 1.2f);
glVertex3f((normalenemy.xpos+0.15), (normalenemy.ypos+.4), 1.2f);
glVertex3f((normalenemy.xpos-0.15), (normalenemy.ypos+.4), 1.2f);
glEnd();
*/
//TEXTURED DRAWING PART
//resets the color so the textured surfaces display correctly
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f((tankposhoriz+0.05), -1.41f, 1.1f);
glTexCoord2f(1.0f, 0.0f); glVertex3f((tankposhoriz-0.05), -1.41f, 1.1f);
glTexCoord2f(1.0f, 1.0f); glVertex3f((tankposhoriz-0.05), -1.21f, 1.1f);
glTexCoord2f(0.0f, 1.0f); glVertex3f((tankposhoriz+0.05), -1.21f, 1.1f);
glEnd();
//enemy part
//glColor3f(1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, texture[3]);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0f);glVertex3f((normalenemy.xpos-0.15), normalenemy.ypos+.4, 1.2f);
glTexCoord2f(1.0f, 1.0f);glVertex3f((normalenemy.xpos+0.15), normalenemy.ypos+.4, 1.2f);
glTexCoord2f(1.0f, 0.0f);glVertex3f((normalenemy.xpos+0.15), (normalenemy.ypos), 1.2f);
glTexCoord2f(0.0f, 0.0f);glVertex3f((normalenemy.xpos-0.15), (normalenemy.ypos), 1.2f);
glEnd();
//grass part
//glColor3f(0.0, 0.95, 0.0);
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);glVertex3f(2.5, -1.6f, 1.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(0, -1.6f, 1.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(0, -2.5f, 1.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(2.5, -2.5f, 1.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0, -1.6f, 1.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-2.5, -1.6f, 1.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-2.5, -2.5f, 1.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(0, -2.5f, 1.0f);
glEnd();
/*
glTexCoord2f(0.0f, 0.0f);glVertex3f(2.5, -1.6f, 1.0f);
glTexCoord2f(1.0f, 0.0f);glVertex3f(-2.5, -1.6f, 1.0f);
glTexCoord2f(1.0f, 1.0f);glVertex3f(-2.5, -2.5f, 1.0f);
glTexCoord2f(0.0f, 1.0f);glVertex3f(2.5, -2.5f, 1.0f);
*/
//draws the bullets
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
currentB = headB;
glColor3f(1.0, 1.0, 1.0);
while(currentB != NULL)
{
glTexCoord2f(0.0f, 0.0f); glVertex3f((currentB->xpos-.07), (currentB->ypos), 1.09f);
glTexCoord2f(1.0f, 0.0f); glVertex3f((currentB->xpos+.07), (currentB->ypos), 1.09f);
glTexCoord2f(1.0f, 1.0f); glVertex3f((currentB->xpos+.07), (currentB->ypos+.2), 1.09f);
glTexCoord2f(0.0f, 1.0f); glVertex3f((currentB->xpos-.07), (currentB->ypos+.2), 1.09f);
currentB = currentB->next;
}
glEnd();
return TRUE; // Keep Going
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
//if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
//{
fullscreen=FALSE; // Windowed Mode
//}
// Create Our OpenGL Window
if (!CreateGLWindow("TANK game v1.0",600,705,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
newmove = GetTickCount() * 0.01;
if((newmove - lastmove) > 0.001)
{
if(keys['A'] || keys[VK_LEFT])
{
if(tankposhoriz > -2.5)
{
tankposhoriz-= .06f;
}
else
{
tankposhoriz = 2.4;
}
}
if(keys['D'] || keys[VK_RIGHT])
{
if(tankposhoriz < 2.5)
{
tankposhoriz+= .06f;
}
else
{
tankposhoriz = -2.4;
}
}
/////////////////////////////
if(keys[VK_SPACE])
{
newshot = GetTickCount() * 0.001;
if((newshot - lastshot) > .7)
{
bullet *shot;
shot = new bullet;
if(firstshot == true)
{
headB = shot;
currentB = headB;
tailB = currentB;
tailB->next = NULL;
currentB->xpos = tankposhoriz;
currentB->ypos = -1.3;
currentB->speed = .03;
currentB->next = NULL;
firstshot = false;
}
else
{
currentB = tailB;
currentB->next = shot;
currentB = shot;
currentB->next = NULL;
currentB->xpos = tankposhoriz;
currentB->ypos = -1.3;
currentB->speed = .03;
tailB = currentB;
}
keys[VK_SPACE] = false;
lastshot = newshot;
}
}
lastmove = newmove;
if(firstshot == false)
updatebullet();
if(enemyaround == false)
{
//set the values for the enemy portion of the code
normalenemy.ypos = 2.5;
normalenemy.speed = .02;
normalenemy.xpos = -22+rand()%(45);
normalenemy.xpos = normalenemy.xpos*.1;
enemyaround = true;
}
updateenemy();
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
void updatebullet()
{
currentB = headB;
if(currentB->ypos > 2.5)
{
if(currentB->next != NULL)
{
currentB = currentB->next;
delete headB;
headB = currentB;
}
else
{
firstshot = true;
}
}
while(currentB != NULL)
{
currentB->ypos = (currentB->ypos + currentB->speed);
currentB = currentB->next;
}
}
void updateenemy()
{
if(normalenemy.ypos > -1.7)
{
normalenemy.ypos = normalenemy.ypos - normalenemy.speed;
}
else
{
enemyaround = false;
//set the information for the enemy on the ground
}
//float ypos;
//float xpos;
//float speed;
}
thanks for looking at that guys, sorry it's such a mess (and ignore the 100 some warnings, oops