text: // DEMO12_1.CPP - fly brain demo
  // to compile make sure to include DDRAW.LIB, DSOUND.LIB,
  // DINPUT.LIB, WINMM.LIB, and of course 
  // T3DLIB1.CPP,T3DLIB2.CPP,T3DLIB3.CPP,
  
  // INCLUDES ///////////////////////////////////////////////
  
  #define INITGUID
  
  #define WIN32_LEAN_AND_MEAN  
  
  #include <windows.h>   // include important windows stuff
  #include <windowsx.h> 
  #include <mmsystem.h>
  #include <iostream.h> // include important C/C++ stuff
  #include <conio.h>
  #include <stdlib.h>
  #include <malloc.h>
  #include <memory.h>
  #include <string.h>
  #include <stdarg.h>
  #include <stdio.h> 
  #include <math.h>
  #include <io.h>
  #include <fcntl.h>
  
  #include <ddraw.h>  // directX includes
  #include <dsound.h>
  #include <dmksctrl.h>
  #include <dmusici.h>
  #include <dmusicc.h>
  #include <dmusicf.h>
  #include <dinput.h>
  #include "T3DLIB1.h" // game library includes
  #include "T3DLIB2.h"
  #include "T3DLIB3.h"
  
  
  // DEFINES ////////////////////////////////////////////////
  
  // defines for windows 
  #define WINDOW_CLASS_NAME "WINXCLASS"  // class name
  
  #define WINDOW_WIDTH    320   // size of window
  #define WINDOW_HEIGHT   240
  
  // defines for flys
  #define MAX_FLYS        128
  
  // bounding box for flys
  #define MIN_X_FLY       190 
  #define MAX_X_FLY       450
  #define MIN_Y_FLY       350
  #define MAX_Y_FLY       470
  
  // PROTOTYPES /////////////////////////////////////////////
  
  // game console
  int Game_Init(void *parms=NULL);
  int Game_Shutdown(void *parms=NULL);
  int Game_Main(void *parms=NULL);
  
  // GLOBALS ////////////////////////////////////////////////
  
  HWND main_window_handle           = NULL; // save the window handle
  HINSTANCE main_instance           = NULL; // save the instance
  char buffer[80];                          // used to print text
  
  BITMAP_IMAGE background_bmp;   // holds the background
  
  BOB flys[MAX_FLYS];            // the flys
  
  int fly_sound_id = -1;         // sound id for fly sound
  
  // FUNCTIONS //////////////////////////////////////////////
  
  LRESULT CALLBACK WindowProc(HWND hwnd, 
  						    UINT msg, 
                              WPARAM wparam, 
                              LPARAM lparam)
  {
  // this is the main message handler of the system
  PAINTSTRUCT	ps;		   // used in WM_PAINT
  HDC			hdc;	   // handle to a device context
  
  // what is the message 
  switch(msg)
  	{	
  	case WM_CREATE: 
          {
  		// do initialization stuff here
  		return(0);
  		} break;
  
      case WM_PAINT:
           {
           // start painting
           hdc = BeginPaint(hwnd,&ps);
  
           // end painting
           EndPaint(hwnd,&ps);
           return(0);
          } break;
  
  	case WM_DESTROY: 
  		{
  		// kill the application			
  		PostQuitMessage(0);
  		return(0);
  		} break;
  
  	default:break;
  
      } // end switch
  
  // process any messages that we didn't take care of 
  return (DefWindowProc(hwnd, msg, wparam, lparam));
  
  } // end WinProc
  
  // WINMAIN ////////////////////////////////////////////////
  
  int WINAPI WinMain(	HINSTANCE hinstance,
  					HINSTANCE hprevinstance,
  					LPSTR lpcmdline,
  					int ncmdshow)
  {
  // this is the winmain function
  
  WNDCLASS winclass;	// this will hold the class we create
  HWND	 hwnd;		// generic window handle
  MSG		 msg;		// generic message
  HDC      hdc;       // generic dc
  PAINTSTRUCT ps;     // generic paintstruct
  
  // first fill in the window class stucture
  winclass.style			= CS_DBLCLKS | CS_OWNDC | 
                            CS_HREDRAW | CS_VREDRAW;
  winclass.lpfnWndProc	= WindowProc;
  winclass.cbClsExtra		= 0;
  winclass.cbWndExtra		= 0;
  winclass.hInstance		= hinstance;
  winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);
  winclass.hCursor		= LoadCursor(NULL, IDC_ARROW);
  winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH);
  winclass.lpszMenuName	= NULL; 
  winclass.lpszClassName	= WINDOW_CLASS_NAME;
  
  // register the window class
  if (!RegisterClass(&winclass))
  	return(0);
  
  // create the window, note the use of WS_POPUP
  if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
  						  "Fly Brain Demo",	 // title
  						  WS_POPUP | WS_VISIBLE,
  					 	  0,0,	   // x,y
  						  WINDOW_WIDTH,  // width
                            WINDOW_HEIGHT, // height
  						  NULL,	   // handle to parent 
  						  NULL,	   // handle to menu
  						  hinstance,// instance
  						  NULL)))	// creation parms
  return(0);
  
  // save the window handle and instance in a global
  main_window_handle = hwnd;
  main_instance      = hinstance;
  
  // perform all game console specific initialization
  Game_Init();
  
  // enter main event loop
  while(1)
  	{
  	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
  		{ 
  		// test if this is a quit
          if (msg.message == WM_QUIT)
             break;
  	
  		// translate any accelerator keys
  		TranslateMessage(&msg);
  
  		// send the message to the window proc
  		DispatchMessage(&msg);
  		} // end if
      
      // main game processing goes here
      Game_Main();
  
  	} // end while
  
  // shutdown game and release all resources
  Game_Shutdown();
  
  // return to Windows like this
  return(msg.wParam);
  
  } // end WinMain
  
  // T3D GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
  
  int Game_Init(void *parms)
  {
  // this function is where you do all the initialization 
  // for your game
  
  int index; // looping variable
  
  // start up DirectDraw (replace the parms as you desire)
  DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
  
  // load background image
  Load_Bitmap_File(&bitmap8bit, "FLYBACK.BMP");
  Create_Bitmap(&background_bmp,0,0,640,480);
  Load_Image_Bitmap(&background_bmp, &bitmap8bit,0,0,BITMAP_EXTRACT_MODE_ABS);
  Set_Palette(bitmap8bit.palette);
  Unload_Bitmap_File(&bitmap8bit);
  
  // load the fly bitmaps
  Load_Bitmap_File(&bitmap8bit, "FLYS8.BMP");
  
  // create master fly bob
  Create_BOB(&flys[0],320,200, 8,8, 4, BOB_ATTR_MULTI_FRAME | BOB_ATTR_VISIBLE, DDSCAPS_SYSTEMMEMORY);
  Set_Anim_Speed_BOB(&flys[0], 1);
  
  // load the fly in 
  for (index=0; index<4; index++)
      Load_Frame_BOB(&flys[0], &bitmap8bit, index, index, 0, BITMAP_EXTRACT_MODE_CELL);
  
  // unload flys
  Unload_Bitmap_File(&bitmap8bit);
  
  
  // now replicate flys
  for (index = 1; index<MAX_FLYS; index++)
      Clone_BOB(&flys[0], &flys[index]);
  
  // now set all of their values
  for (index=0; index<MAX_FLYS; index++)
      {
      // set positions
      Set_Pos_BOB(&flys[index], 320-32+rand()%64, 450-rand()%32);
  
      // set start frame randomly
      flys[index].curr_frame = 0;
  
      } // end for index
  
  // initilize DirectSound
  DSound_Init();
  
  // load fly sound
  fly_sound_id = DSound_Load_WAV("FLYS.WAV");
  
  // start the sound
  DSound_Play(fly_sound_id, DSBPLAY_LOOPING);
  
  // return success
  return(1);
  
  } // end Game_Init
  
  ///////////////////////////////////////////////////////////
  
  int Game_Shutdown(void *parms)
  {
  // this function is where you shutdown your game and
  // release all resources that you allocated
  
  // shut everything down
  
  // kill all the flys
  for (int index=0; index<MAX_FLYS; index++)
      Destroy_BOB(&flys[index]);
  
  // shutdown directdraw last
  DDraw_Shutdown();
  
  // now directsound
  DSound_Stop_All_Sounds();
  DSound_Shutdown();
  
  // return success
  return(1);
  } // end Game_Shutdown
  
  ///////////////////////////////////////////////////////////
  
  void Flys_AI(void)
  {
  // this function performs the AI for the flys
  
  for (int curr_fly=0; curr_fly<MAX_FLYS; curr_fly++)
      {   
      // test if fly directional counter <= 0
      if (--flys[curr_fly].varsI[0] <= 0)
          {
          // select a new random directional velocity
          flys[curr_fly].xv = -4 + rand()%9;
          flys[curr_fly].yv = -4 + rand()%9;
  
          // set time for motion to occur
          flys[curr_fly].varsI[0] = 2+rand()%8;
  
          } // end if
  
      // move the fly
      Move_BOB(&flys[curr_fly]);
  
      // animate the fly
      Animate_BOB(&flys[curr_fly]);
  
      // test if fly has left the fresh meat
      if (flys[curr_fly].x > MAX_X_FLY) 
         {
         flys[curr_fly].xv=-flys[curr_fly].xv;
         flys[curr_fly].x = MAX_X_FLY;
         } // end if
  
      if (flys[curr_fly].x < MIN_X_FLY) 
         {
         flys[curr_fly].xv=-flys[curr_fly].xv;
         flys[curr_fly].x = MIN_X_FLY;
         } // end if
  
      if (flys[curr_fly].y > MAX_Y_FLY) 
         {
         flys[curr_fly].yv=-flys[curr_fly].yv;
         flys[curr_fly].y = MAX_Y_FLY;
         } // end if
  
      if (flys[curr_fly].y < MIN_Y_FLY) 
         {
         flys[curr_fly].yv=-flys[curr_fly].yv;
         flys[curr_fly].y = MIN_Y_FLY;
         } // end if
  
      } // end for curr_fly
  
  } // end Flys_AI
  
  //////////////////////////////////////////////////////////
  
  int Game_Main(void *parms)
  {
  // this is the workhorse of your game it will be called
  // continuously in real-time this is like main() in C
  // all the calls for you game go here!
  
  int index; // looping var
  
  // check of user is trying to exit
  if (KEY_DOWN(VK_ESCAPE))
      {
      PostMessage(main_window_handle, WM_DESTROY,0,0);
  
      // stop all sounds
      DSound_Stop_All_Sounds();
  
      // do a screen transition
      Screen_Transitions(SCREEN_REDNESS,NULL,0);
  
      } // end if
  
  // start the timing clock
  Start_Clock();
  
  // clear the drawing surface
  DDraw_Fill_Surface(lpddsback, 0);
  
  // lock back buffer and copy background into it
  DDraw_Lock_Back_Surface();
  
  // draw background
  Draw_Bitmap(&background_bmp, back_buffer, back_lpitch,0);
  
  // unlock back surface
  DDraw_Unlock_Back_Surface();
  
  // process the fly ai, move them buzz around dead bodies
  Flys_AI();
  
  // draw the flys
  for (index=0; index < MAX_FLYS; index++)
       Draw_BOB(&flys[index], lpddsback);
  
  // flip the surfaces
  DDraw_Flip();
  
  // sync to 30ish fps
  Wait_Clock(30);
  
  // return success
  return(1);
  
  } // end Game_Main
  
  //////////////////////////////////////////////////////////