コード例 #1
0
ファイル: Fight.cpp プロジェクト: toughie88/E3DSamples
int Render()
{
	int ret;

	ret = E3DBeginScene( scid, 0 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

		ret = E3DRender( scid, groundhsid, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, ci[CHARA_RED].hsid, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, ci[CHARA_BLUE].hsid, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}

		ret = DrawText();
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		
	ret = E3DEndScene();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DPresent( scid );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DWaitbyFPS( 60, &retfps );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	E3DSetBeforePos( ci[CHARA_RED].hsid );
	E3DSetBeforePos( ci[CHARA_BLUE].hsid );

	return 0;
}
コード例 #2
0
int Batch_Render::BatchBeforePos(){

	/*変数の初期化*/
	int ech = 0;//エラーチェック用の確認変数 
	vector<Model>::iterator it;// イテレータ


	for( it = Mdl.begin(); it != Mdl.end(); it++ ){
			if( (*it).ID != 0){
					ech = E3DSetBeforePos( (*it).ID);
					_ASSERT( ech != 1 );//エラーチェック
			}
	}


	return 0;
}
コード例 #3
0
ファイル: MotionBlur.cpp プロジェクト: toughie88/E3DSamples
int Render3DEnvironment()
{
	int ret;
	E3DGetKeyboardCnt( keybuf );

	ret = MoveChara();
	_ASSERT( !ret );
	ret = MoveCamera();
	_ASSERT( !ret );

	int frameno;
	ret = E3DSetNewPose( hsid1, &frameno );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DBeginScene( scid, 0 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
		
		//視野内チェック
		int status;
		ret = E3DChkInView( scid, hsid0, &status );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DChkInView( scid, hsid1, &status );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}

		//当たり判定( ChkInViewより後で呼ぶ )
		ret = ChkConf();
		_ASSERT( !ret );


		//不透明部分をレンダー
		ret = E3DRender( scid, hsid0, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, hsid1, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		//半透明部分をレンダー
		ret = E3DRender( scid, hsid0, 1, 1, 1, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, hsid1, 1, 1, 1, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}

		ret = E3DRenderBillboard( scid, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}

		//モーションブラーの描画
		if( rendercnt == 0 ){
			//E3DSetMotinBlurをしてから初回のレンダー時には必ず必要。
			//SetではなくてInitであるところに注意。
			ret = E3DInitBeforeBlur( hsid0 );
			_ASSERT( !ret );
			ret = E3DInitBeforeBlur( hsid1 );
			_ASSERT( !ret );
			ret = E3DInitBeforeBlur( -1 );
			_ASSERT( !ret );
		}
		ret = E3DRenderMotionBlur( scid, blurdisp, 3 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		rendercnt++;

		//毎フレーム呼び出す
		E3DSetBeforeBlur( hsid0 );
		E3DSetBeforeBlur( hsid1 );
		E3DSetBeforeBlur( -1 );

		ret = DrawText();
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		
	ret = E3DEndScene();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DPresent( scid );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DWaitbyFPS( 60, &retfps );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	//位置の記録
	ret = E3DGetPos( hsid1, &curpos );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetBeforePos( hsid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	befpos = curpos;

	return 0;
}
コード例 #4
0
ファイル: MotionBlur.cpp プロジェクト: toughie88/E3DSamples
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;
}
コード例 #5
0
ファイル: Wall.cpp プロジェクト: toughie88/E3DSamples
int Render3DEnvironment()
{
	int ret;
	ret = E3DGetKeyboardState( keybuf );
	_ASSERT( !ret );
	if( keybuf[VK_ESCAPE] == 1 ){
		return 1;
	}

	ret = MoveChara();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = MoveCamera();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	int curframe;
	ret = E3DSetNewPose( hsid1, &curframe );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	int status0, status1, status2;
	ret = E3DChkInView( scid, hsid0, &status0 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DChkInView( scid, hsid1, &status1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DChkInView( scid, hsid2, &status2 );//壁もChkInViewが必要
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = ChkConf();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}


	ret = E3DBeginScene( scid, 0 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
			//不透明
		ret = E3DRender( scid, hsid0, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, hsid1, 0, 1, 0, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
			//半透明
		ret = E3DRender( scid, hsid0, 1, 1, 1, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		ret = E3DRender( scid, hsid1, 1, 1, 1, 0 );
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}

		ret = DrawText();
		if( ret ){
			_ASSERT( 0 );
			return 1;
		}
		
	ret = E3DEndScene();
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DPresent( scid );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	befpos1 = pos1;

	ret = E3DGetPos( hsid1, &pos1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}
	ret = E3DSetBeforePos( hsid1 );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}

	ret = E3DPCWait( 60, &retfps );
	if( ret ){
		_ASSERT( 0 );
		return 1;
	}


	return 0;
}
コード例 #6
0
ファイル: Wall.cpp プロジェクト: toughie88/E3DSamples
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;

}
コード例 #7
0
ファイル: Fight.cpp プロジェクト: toughie88/E3DSamples
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;
}