/* アサルトライフルの情報をロードする関数 */ int Weapon_Gun::GunLoad_Assault( const int Wpno){ //変数の初期化 int ech = 0; char loadname[256] = ""; //一時的な変数(モデル格納等など) int hsid;//銃モデルのID int g_spid;//銃スプライトのスプライトID int bone[4];//銃のボーン int sound[6];//効果音データ int Garbage = 0;//いらない変数を格納します if( Wpno == 0){//M4 //モデルデータのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\m4\\m4a5.sig", System::path); ech = E3DSigLoad( loadname, 0, 0.042f, &hsid); _ASSERT( ech != 1 );//エラーチェック //武器スプライトのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\m4\\pict.png", System::path); ech = E3DCreateSprite( loadname, 0, 0, &g_spid); _ASSERT( ech != 1 );//エラーチェック //武器のモーションを読み込み wsprintf( loadname, "%s\\data\\3d\\weapon\\handgun\\m1911\\wait.qua", System::path); //ech = E3DAddMotion( hsid, loadname, 1, &Garbage, &Garbage); _ASSERT( ech != 1 );//エラーチェック /* ////////////////////////////// */ // ボーンデータのロードを行います /* ////////////////////////////// */ // ボーンネームからボーンIDの取得「銃根」 ech = E3DGetBoneNoByName( hsid, "銃根", &bone[0]); _ASSERT( ech != 1 );//エラーチェック //ボーンネームからボーンIDの取得「銃先」 ech = E3DGetBoneNoByName( hsid, "銃先", &bone[1]); _ASSERT( ech != 1 );//エラーチェック } if( Wpno == 1){//AK-74u //モデルデータのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\ak-74u\\ak-74u.sig", System::path); ech = E3DSigLoad( loadname, 0, 0.096f, &hsid); _ASSERT( ech != 1 );//エラーチェック //武器スプライトのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\ak-74u\\pict.png", System::path); ech = E3DCreateSprite( loadname, 0, 0, &g_spid); _ASSERT( ech != 1 );//エラーチェック //武器のモーションを読み込み /*wsprintf( loadname, "%s\\data\\3d\\weapon\\handgun\\m1911\\wait.qua", System::path); ech = E3DAddMotion( hsid, loadname, 1, &Garbage, &Garbage); _ASSERT( ech != 1 );//エラーチェック*/ /* ////////////////////////////// */ // ボーンデータのロードを行います /* ////////////////////////////// */ // ボーンネームからボーンIDの取得「銃根」 ech = E3DGetBoneNoByName( hsid, "銃根", &bone[0]); _ASSERT( ech != 1 );//エラーチェック //ボーンネームからボーンIDの取得「銃先」 ech = E3DGetBoneNoByName( hsid, "銃先", &bone[1]); _ASSERT( ech != 1 );//エラーチェック } if( Wpno == 6){//HK 416 //モデルデータのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\hk_416\\hk_416.sig", System::path); ech = E3DSigLoad( loadname, 0, 0.042f, &hsid); _ASSERT( ech != 1 );//エラーチェック //武器スプライトのロード wsprintf( loadname, "%s\\data\\3d\\weapon\\assault\\hk_416\\pict.png", System::path); ech = E3DCreateSprite( loadname, 0, 0, &g_spid); _ASSERT( ech != 1 );//エラーチェック //武器のモーションを読み込み wsprintf( loadname, "%s\\data\\3d\\weapon\\handgun\\m1911\\wait.qua", System::path); //ech = E3DAddMotion( hsid, loadname, 1, &Garbage, &Garbage); _ASSERT( ech != 1 );//エラーチェック /* ////////////////////////////// */ // ボーンデータのロードを行います /* ////////////////////////////// */ // ボーンネームからボーンIDの取得「銃根」 E3DGetBoneNoByName( hsid, "銃根", &bone[0]); _ASSERT( ech != 1 );//エラーチェック //ボーンネームからボーンIDの取得「銃先」 E3DGetBoneNoByName( hsid, "銃先", &bone[1]); _ASSERT( ech != 1 );//エラーチェック } /*サウンドをロードします*/ //発射音 wsprintf( loadname, "%s\\data\\sound\\se\\shot\\rifle_fire.wav", System::path); ech = E3DLoadSound( loadname, 1, 1, 30, &sound[0]); _ASSERT( ech != 1 );//エラーチェック //空撃ち wsprintf( loadname, "%s\\data\\sound\\se\\shot\\sky_fire.wav", System::path); ech = E3DLoadSound( loadname, 1, 0, 30, &sound[1]); _ASSERT( ech != 1 );//エラーチェック /*音が届く範囲を指定*/ ech = E3DSet3DSoundEmiDist( sound[0], 25000.0f); _ASSERT( ech != 1 );//エラーチェック ech = E3DSet3DSoundEmiDist( sound[1], 4000.0f); _ASSERT( ech != 1 );//エラーチェック //変数をメンバー変数に格納します Set_Model( hsid);//武器のモデルを格納 Set_Sprite( g_spid);//武器スプライトを格納 OtherModel = 0;//武器の使用済み弾薬モデルを格納 Set_Bones( bone[0], 0);//銃口手前のボーンを格納 Set_Bones( bone[1], 0);//銃口手先のボーンを格納 Set_Sounds( sound[0], 0); Set_Sounds( sound[1], 1); return 0; }
int OneTimeSceneInit() { int ret; D3DXVECTOR3 campos = D3DXVECTOR3( -1955.0f, 4875.0f, 622.0f ); ret = E3DSetCameraPos( campos ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 camtar = D3DXVECTOR3( -2203.0f, 3135.0f, 4871.0f ); D3DXVECTOR3 camup = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); ret = E3DSetCameraTarget( camtar, camup ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetProjection( 1000.0f, 40000.0f, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char gname[MAX_PATH]; sprintf_s( gname, MAX_PATH, "%s\\ground05mv.sig", szMediaDir ); ret = E3DLoadSigFileAsGround( gname, 1.0f, 0, &hsid0 ); if( ret ){ _ASSERT( 0 ); return 1; } char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\moro.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } char motname[MAX_PATH]; sprintf_s( motname, MAX_PATH, "%s\\moro.qua", szMediaDir ); int maxframe; ret = E3DAddMotion( hsid1, motname, 1.0f, &motid1, &maxframe ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionKind( hsid1, motid1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 1.0f, -1.0f, 1.0f ); E3DCOLOR4UC col= {255, 255, 255, 255 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateFont( 20, 0, 400, 0, 0, 0, "MS ゴシック", &fontid1 ); if( ret ){ _ASSERT( 0 ); return 1; } //へたくそなアニメですまん。。。急いでたんだよ char animname[MAX_PATH]; sprintf_s( animname, MAX_PATH, "%s\\test1.gpa", szMediaDir ); ret = E3DLoadGPFile( hsid1, animname, &animno1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetGPGroundHSID( hsid1, animno1, hsid0 ); if( ret ){ _ASSERT( 0 ); return 1; } sprintf_s( animname, MAX_PATH, "%s\\test2.gpa", szMediaDir ); ret = E3DLoadGPFile( hsid1, animname, &animno2 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetGPGroundHSID( hsid1, animno2, hsid0 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetGPAnimNo( hsid1, animno1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetNextGPAnimFrameNo( hsid1, animno1, animno2, 0, -1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetNextGPAnimFrameNo( hsid1, animno2, animno1, 0, -1 ); if( ret ){ _ASSERT( 0 ); return 1; } return 0; }
int OneTimeSceneInit() { int ret; D3DXVECTOR3 campos = D3DXVECTOR3( 53898.0f, 3000.0f, 44982.0f - 2500.0f ); ret = E3DSetCameraPos( campos ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 camtar = D3DXVECTOR3( 53898.0f, 2500.0f, 44982.0f ); D3DXVECTOR3 camup = D3DXVECTOR3( 0.0f, 1.0f, 0.0f ); ret = E3DSetCameraTarget( camtar, camup ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetProjection( 1000.0f, proj_far, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } //地面データのロード char name1[MAX_PATH]; sprintf_s( name1, MAX_PATH, "%s\\g_6_20_1.bmp", szMediaDir ); char name2[MAX_PATH]; sprintf_s( name2, MAX_PATH, "%s\\8.bmp", szMediaDir ); char name3[MAX_PATH]; sprintf_s( name3, MAX_PATH, "%s\\g_river_6_20_1.bmp", szMediaDir ); char name4[MAX_PATH]; sprintf_s( name4, MAX_PATH, "%s\\BG43.bmp", szMediaDir ); float mapsize = 120000.0f; int mapdiv = 50; float mapheight = 5500.0f; ret = E3DLoadGroundBMP( name1, name2, name3, name4, mapsize, mapsize, mapdiv, mapdiv, mapheight, &hsid0 ); if( ret ){ _ASSERT( 0 ); return 1; } //モロ星人のロード char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\morob_6_26_r3.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } char quaname[MAX_PATH]; sprintf_s( quaname, MAX_PATH, "%s\\morob_6_26_r3.qua", szMediaDir ); int maxframe; ret = E3DAddMotion( hsid1, quaname, 1.0f, &motid1, &maxframe ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionKind( hsid1, motid1 ); if( ret ){ _ASSERT( 0 ); return 1; } curpos = D3DXVECTOR3( 53898.0f, 3000.0f, 44982.0f ); befpos = curpos; ret = E3DSetPos( hsid1, curpos ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 deg = D3DXVECTOR3( 0.0f, 120.0f, 0.0f ); ret = E3DSetDir( hsid1, deg ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetBeforePos( hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } //木(ビルボード)の読み込みと設置 // PosOnGround 命令を使うために、ChkInViewを、あらかじめ、呼んでおく必要があります。 int state; ret = E3DChkInView( scid, hsid0, &state ); if( ret ){ _ASSERT( 0 ); return 1; } srand( 321 ); int bbcnt; for( bbcnt = 0; bbcnt < BBNUM; bbcnt++ ){ int treekind; char treename[MAX_PATH]; treekind = rand() % 3; if( treekind == 0 ){ sprintf_s( treename, MAX_PATH, "%s\\tree01S.tga", szMediaDir ); }else if( treekind == 1 ){ sprintf_s( treename, MAX_PATH, "%s\\tree02S.tga", szMediaDir ); }else{ sprintf_s( treename, MAX_PATH, "%s\\tree35S.tga", szMediaDir ); } ret = E3DCreateBillboard( treename, 2000.0f, 3000.0f, 0, 0, 0, bbid + bbcnt ); if( ret ){ _ASSERT( 0 ); return 1; } int divsize; divsize = (int)mapsize / 4; int randx, randz; randx = ( rand() % divsize ) * 4; randz = ( rand() % divsize ) * 4; ret = E3DSetBillboardOnGround( bbid[bbcnt], hsid0, mapheight, -100.0f, (float)randx, (float)randz ); if( ret ){ _ASSERT( 0 ); return 1; } } //ライト ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 0.0f, -1.0f, 2.0f ); E3DCOLOR4UC col= {255, 255, 255, 255 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } //フォグ E3DCOLOR4UC fogcol = { 255, 0, 0, 255 }; ret = E3DSetLinearFogParams( 1, fogcol, 1000.0f, proj_far, -1 ); if( ret ){ _ASSERT( 0 ); return 1; } //モーションブラーの準備 //3番目の引数で何フレーム前のデータでブラーを作るかを指定 ret = E3DSetMotionBlur( hsid0, BLUR_CAMERA, 15 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionBlur( hsid1, BLUR_CAMERA, 5 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionBlur( -1, BLUR_CAMERA, 3 );//-1はビルボード if( ret ){ _ASSERT( 0 ); return 1; } blurdisp[0] = hsid0; blurdisp[1] = hsid1; blurdisp[2] = -1; return 0; }
int OneTimeSceneInit() { int ret; D3DXVECTOR3 campos = D3DXVECTOR3( 0.0f, 800.0f, -2000.0 ); ret = E3DSetCameraPos( campos ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetCameraDeg( 180.0f, 0.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetProjection( 1000.0f, 30000.0f, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\befmorph5.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 0.0f, 0.0f, 1.0f ); E3DCOLOR4UC col= {255, 255, 255, 255 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateFont( 20, 0, 400, 0, 0, 0, "MS ゴシック", &fontid1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = CreateMorph(); if( ret ){ _ASSERT( 0 ); return 1; } ret = GetMorphDispInfo(); if( ret ){ _ASSERT( 0 ); return 1; } ret = GetMorphMotion(); if( ret ){ _ASSERT( 0 ); return 1; } return 0; }
int OneTimeSceneInit() { int ret; D3DXVECTOR3 campos = D3DXVECTOR3( 0.0f, 800.0f, -2000.0 ); ret = E3DSetCameraPos( campos ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetCameraDeg( 180.0f, 0.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetProjection( 1000.0f, 30000.0f, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\poo\\poo.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } char motname[MAX_PATH]; sprintf_s( motname, MAX_PATH, "%s\\poo\\idling.qua", szMediaDir ); ret = E3DAddMotion( hsid1, motname, 1.0f, &motid1, &maxframe1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionKind( hsid1, motid1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 0.0f, 0.0f, 1.0f ); E3DCOLOR4UC col= {255, 200, 200, 200 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } int okflag; SIZE largesize = { 256, 256 }; SIZE smallsize = { 64, 64 }; ret = E3DCreateRenderTargetTexture( largesize, D3DFMT_X8R8G8B8, &scid_org, &texid_org, &okflag ); if( ret || !okflag ){ _ASSERT( 0 ); return 1; } E3DCOLOR4UC clearcol = { 0, 0, 0, 0 }; ret = E3DSetClearCol( scid_org, clearcol ); _ASSERT( !ret ); ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_small, &texid_small, &okflag ); if( ret || !okflag ){ _ASSERT( 0 ); return 1; } ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_work, &texid_work, &okflag ); if( ret || !okflag ){ _ASSERT( 0 ); return 1; } ret = E3DCreateRenderTargetTexture( smallsize, D3DFMT_A8R8G8B8, &scid_blur, &texid_blur, &okflag ); if( ret || !okflag ){ _ASSERT( 0 ); return 1; } ret = E3DCreateRenderTargetTexture( largesize, D3DFMT_A8R8G8B8, &scid_final, &texid_final, &okflag ); if( ret || !okflag ){ _ASSERT( 0 ); return 1; } char spname[MAX_PATH]; sprintf_s( spname, MAX_PATH, "%s\\dummy256.png", szMediaDir ); ret = E3DCreateSprite( spname, 0, 0, &spid1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetTextureToDispObj( -2, spid1, texid_org ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateSprite( spname, 0, 0, &spid2 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetTextureToDispObj( -2, spid2, texid_blur ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateSprite( spname, 0, 0, &spid3 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetTextureToDispObj( -2, spid3, texid_final ); if( ret ){ _ASSERT( 0 ); return 1; } return 0; }
int OneTimeSceneInit() { int ret; result1 = 0; result2 = 0; adj1 = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); adj2 = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); n1 = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); n2 = D3DXVECTOR3( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 campos = D3DXVECTOR3( 0.0f, 2500.0f, 0.0f ); ret = E3DSetCameraPos( campos ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetCameraDeg( 180.0f, 0.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetProjection( 1000.0f, 50000.0f, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char gname1[MAX_PATH]; char gname2[MAX_PATH]; char gname3[MAX_PATH]; char gname4[MAX_PATH]; sprintf_s( gname1, MAX_PATH, "%s\\g_6_20_1.bmp", szMediaDir ); sprintf_s( gname2, MAX_PATH, "%s\\8.bmp", szMediaDir ); sprintf_s( gname3, MAX_PATH, "%s\\g_river_6_20_1.bmp", szMediaDir ); sprintf_s( gname4, MAX_PATH, "%s\\BG43.bmp", szMediaDir ); ret = E3DLoadGroundBMP( gname1, gname2, gname3, gname4, MAPSIZE, MAPSIZE, MAPDIV, MAPDIV, MAPHEIGHT, &hsid0 ); if( ret ){ _ASSERT( 0 ); return 1; } char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\morob_6_26_r3.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &hsid1 ); if( ret ){ _ASSERT( 0 ); return 1; } char motname[MAX_PATH]; sprintf_s( motname, MAX_PATH, "%s\\morob_6_26_r3.qua", szMediaDir ); ret = E3DAddMotion( hsid1, motname, 1.0f, &motid1, &maxframe1 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMotionKind( hsid1, motid1 ); if( ret ){ _ASSERT( 0 ); return 1; } pos1.x = 53898.0f; pos1.y = 3000.0f;//初期位置は必ず地面よりも上でなければならない。 pos1.z = 44982.0; befpos1 = pos1; D3DXVECTOR3 deg1( 0.0f, 180.0f, 0.0f ); ret = E3DSetPos( hsid1, pos1 ); _ASSERT( !ret ); ret = E3DSetDir( hsid1, deg1 ); _ASSERT( !ret ); ret = E3DSetBeforePos( hsid1 );//位置を初期化した直後に必ず呼ぶこと! if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetMovableArea( gname2, MAPSIZE, MAPSIZE, MAPDIV, MAPDIV, MAPHEIGHT + 1000.0f, &hsid2 ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 0.0f, 0.0f, 1.0f ); E3DCOLOR4UC col= {255, 255, 255, 255 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } E3DCOLOR4UC fogcol; fogcol.a = 255; fogcol.r = 0; fogcol.g = 0; fogcol.b = 255; ret = E3DSetLinearFogParams( 1, fogcol, 1000.0f, 50000.0f, -1 ); if( ret ){ _ASSERT( 0 ); return 1; } char bgname1[MAX_PATH]; char bgname2[MAX_PATH]; sprintf_s( bgname1, MAX_PATH, "%s\\lake.bmp", szMediaDir ); sprintf_s( bgname2, MAX_PATH, "%s\\cloud3.bmp", szMediaDir ); ret = E3DCreateBG( scid, bgname1, bgname2, 0.001f, 0.0f, 0, 50000.0f ); if( ret ){ _ASSERT( 0 ); return 1; } return 0; }
int OneTimeSceneInit() { int ret; cameradist = 3000.0f; cameraheight = 800.0f; campos.x = (float)GROUND_SIZE * 0.5f; campos.y = (float)GROUND_HEIGHT + cameraheight; campos.z = ( (float)GROUND_SIZE * 0.5f ) - cameradist; ret = E3DSetProjection( 500.0f, 50000.0f, 60.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ZeroMemory( ci, sizeof( CHARAINFO ) * CHARA_MAX ); //赤キャラ初期化 char signame[MAX_PATH]; sprintf_s( signame, MAX_PATH, "%s\\poo\\poo.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &(ci[CHARA_RED].hsid) ); if( ret ){ _ASSERT( 0 ); return 1; } ci[CHARA_RED].pos = D3DXVECTOR3( 1000.0f, GROUND_HEIGHT, 0.0f ); ret = E3DSetPos( ci[CHARA_RED].hsid, ci[CHARA_RED].pos ); if( ret ){ _ASSERT( 0 ); return 1; } E3DCOLOR4UC redcol = { 255, 255, 0, 0 }; ret = E3DSetToonEdge0Color( ci[CHARA_RED].hsid, -1, "dummy", redcol ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetToonEdge0Width( ci[CHARA_RED].hsid, -1, "dummy", 10.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DRotateY( ci[CHARA_RED].hsid, 90.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char motname[MAX_PATH]; sprintf_s( motname, MAX_PATH, "%s\\poo\\poo.moa", szMediaDir ); ret = E3DLoadMOAFile( ci[CHARA_RED].hsid, motname, 10, 1.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateQ( &(ci[CHARA_RED].qid) ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetBeforePos( ci[CHARA_RED].hsid ); if( ret ){ _ASSERT( 0 ); return 1; } ci[CHARA_RED].hp = HPMAX; //青きゃらの初期化 sprintf_s( signame, MAX_PATH, "%s\\poo\\poo.sig", szMediaDir ); ret = E3DSigLoad( signame, 0, 1.0f, &(ci[CHARA_BLUE].hsid) ); if( ret ){ _ASSERT( 0 ); return 1; } ci[CHARA_BLUE].pos = D3DXVECTOR3( -1000.0f, GROUND_HEIGHT, 0.0f ); ret = E3DSetPos( ci[CHARA_BLUE].hsid, ci[CHARA_BLUE].pos ); if( ret ){ _ASSERT( 0 ); return 1; } E3DCOLOR4UC bcol = { 255, 0, 0, 255 }; ret = E3DSetToonEdge0Color( ci[CHARA_BLUE].hsid, -1, "dummy", bcol ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetToonEdge0Width( ci[CHARA_BLUE].hsid, -1, "dummy", 10.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DRotateY( ci[CHARA_BLUE].hsid, -90.0f ); if( ret ){ _ASSERT( 0 ); return 1; } sprintf_s( motname, MAX_PATH, "%s\\poo\\poo.moa", szMediaDir ); ret = E3DLoadMOAFile( ci[CHARA_BLUE].hsid, motname, 10, 1.0f ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateQ( &(ci[CHARA_BLUE].qid) ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DSetBeforePos( ci[CHARA_BLUE].hsid ); if( ret ){ _ASSERT( 0 ); return 1; } ci[CHARA_BLUE].hp = HPMAX; /////////////////// E3DGetMotionNum( ci[CHARA_RED].hsid, &motnum ); motionidptr = (int*)malloc( sizeof( int ) * motnum ); if( !motionidptr ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "idling", motionidptr + MOT_IDLING ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "walk", motionidptr + MOT_WALK ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "tsuki", motionidptr + MOT_TSUKI ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "kick", motionidptr + MOT_KICK ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "defence", motionidptr + MOT_DEFENCE ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "mochiage", motionidptr + MOT_MOCHIAGE ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "jitabata", motionidptr + MOT_JITABATA ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "nagerare", motionidptr + MOT_NAGERARE ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DGetMotionIDByName( ci[CHARA_RED].hsid, "tsunagi", motionidptr + MOT_TSUNAGI ); if( ret ){ _ASSERT( 0 ); return 1; } //////////////////// char bgname[MAX_PATH]; sprintf_s( bgname, MAX_PATH, "%s\\bmpfile\\a007bcg.bmp", szMediaDir ); ret = E3DCreateBG( scid, bgname, "dummy", 0.0f, 0.0f, 0, 50000.0f ); if( ret ){ _ASSERT( 0 ); return 1; } char gname[MAX_PATH]; sprintf_s( gname, MAX_PATH, "%s\\bmpfile\\gplane.mqo", szMediaDir ); ret = E3DLoadMQOFileAsGround( gname, 100.0, 0, BONETYPE_RDB2, &groundhsid ); if( ret ){ _ASSERT( 0 ); return 1; } ret = E3DCreateLight( &lid1 ); if( ret ){ _ASSERT( 0 ); return 1; } D3DXVECTOR3 ldir( 0.0f, -1.0f, 1.0f ); E3DCOLOR4UC col= {255, 255, 255, 255 }; ret = E3DSetDirectionalLight( lid1, ldir, col ); if( ret ){ _ASSERT( 0 ); return 1; } confflag = 0; gameflag = 0; return 0; }