int ObjWat2::GetPassable(u32 index) { #if (__GNUC__ == 4 && __GNUC_MINOR__ == 4) // fixed: array subscript is above array bounds const u8 disabled[] = { 11, 12, 19, 22, 255 }; #else const u8 disabled[] = { 11, 12, 19, 22 }; #endif const u8 restricted[] = { 2, 20 }; if(isShadow(index)) return DIRECTION_ALL; else if(10 == index) return Direction::CENTER | Direction::TOP | Direction::LEFT | Direction::TOP_LEFT; else if(22 == index) return DIRECTION_CENTER_ROW | Direction::BOTTOM | Direction::BOTTOM_LEFT; else if(isAction(index) || ARRAY_COUNT_END(disabled) != std::find(disabled, ARRAY_COUNT_END(disabled), index)) return 0; return ARRAY_COUNT_END(restricted) != std::find(restricted, ARRAY_COUNT_END(restricted), index) ? DIRECTION_CENTER_ROW | DIRECTION_BOTTOM_ROW : DIRECTION_ALL; }
int ObjMnts2::GetPassable(int icn, u32 index) { const u8 disabled1[] = { 6, 7, 8, 9, 14, 15, 16, 28, 29, 30, 31, 33, 34, 35, 50, 51, 52, 65, 77, 78, 87, 94, 99, 112 }; if(isShadow(index)) return DIRECTION_ALL; // fix: disable passable: invalid top sprite if(icn == ICN::MTNDIRT && (73 == index || 84 == index || 86 == index)) return 0; return ARRAY_COUNT_END(disabled1) != std::find(disabled1, ARRAY_COUNT_END(disabled1), index) ? 0 : DIRECTION_CENTER_ROW | DIRECTION_BOTTOM_ROW; }
int ObjMnts1::GetPassable(int icn, u32 index) { const u8 disabled2[] = { 6, 7, 8, 9, 14, 15, 16, 28, 29, 30, 31, 33, 34, 35, 47, 48, 56, 57, 64, 67, 68, 69, 82 }; if(isShadow(index)) return DIRECTION_ALL; else // fix: disable passable: invalid top sprite if(icn == ICN::MTNGRAS && (25 == index || 43 == index || 44 == index || 53 == index || 54 == index || 78 == index)) return 0; return ARRAY_COUNT_END(disabled2) != std::find(disabled2, ARRAY_COUNT_END(disabled2), index) ? 0 : DIRECTION_CENTER_ROW | DIRECTION_BOTTOM_ROW; }
u16 ObjDirt::GetPassable(const u8 & index) { const u8 disabled[] = { 23, 24, 25, 26, 27, 28, 29, 30, 32, 33, 34, 35, 36, 37, 48, 49, 50, 51 }; const u8 restricted[] = { 7, 9, 12, 13, 15, 16, 17, 18 ,19, 20, 21, 22, 40, 41, 42, 43, 44, 45, 53, 54, 55, 56, 57, 58, 60, 61, 63, 64, 66, 67, 69, 71, 73, 74, 76, 77, 79, 80, 82, 83, 85, 86, 88, 89, 90, 92, 93, 98, 99, 101, 102, 104, 105, 118, 123, 127, 130, 133, 134, 137, 139, 152, 189 }; if(isShadow(index)) return DIRECTION_ALL; else if(isAction(index) || ARRAY_COUNT_END(disabled) != std::find(disabled, ARRAY_COUNT_END(disabled), index)) return 0; return ARRAY_COUNT_END(restricted) != std::find(restricted, ARRAY_COUNT_END(restricted), index) ? DIRECTION_CENTER_ROW | DIRECTION_BOTTOM_ROW : DIRECTION_ALL; }
int ObjWatr::GetPassable(u32 index) { #if (__GNUC__ == 4 && __GNUC_MINOR__ == 4) // fixed: array subscript is above array bounds const u8 disabled[] = { 11, 12, 19, 22, 255 }; #else const u8 disabled[] = { 11, 12, 19, 22 }; #endif const u8 restricted[] = { 69, 182, 183, 185, 186, 187, 248 }; if(isShadow(index)) return DIRECTION_ALL; else if(isAction(index) || ARRAY_COUNT_END(disabled) != std::find(disabled, ARRAY_COUNT_END(disabled), index)) return 0; return ARRAY_COUNT_END(restricted) != std::find(restricted, ARRAY_COUNT_END(restricted), index) ? DIRECTION_CENTER_ROW | DIRECTION_BOTTOM_ROW : DIRECTION_ALL; }
bool World::render(RenderFrame* pRenderFrame,RenderMesh** ppRenderMesh,INT iMeshCount) { //デバイスの状況チェック if(!isDeviceActive()) return false; IDirect3DDevice9* pd3dDevice = Device::getInterface(); if(!pd3dDevice) return false; m_screen.setTarget(); //描画先のクリア if(Device::getCaps()->StencilCaps) { pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, m_colorClear, 1.0f, 0 ); pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET , m_colorClear, 1.0f, 0 ); } else pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, m_colorClear, 1.0f, 0 ); if(m_camera) { //カメラ位置設定 m_camera->setAngle(Device::getTargetWidth(),Device::getTargetHeight()); //投影設定 pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)&m_camera->getProjection()); } //ライト設定 std::vector<Light>::iterator itLight; INT i; for(i=0,itLight=m_light.begin();itLight != m_light.end();++itLight,i++) { if((*itLight).isEnable()) { pd3dDevice->SetLight( i, &*itLight); pd3dDevice->LightEnable(i,true); } else pd3dDevice->LightEnable(i,false); } //フォグの設定 if(m_fog.isEnable()) { FLOAT fStart = m_fog.getFogStart(); FLOAT fEnd = m_fog.getFogEnd(); DWORD dwColor = m_fog.getFogColor(); pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true); pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, dwColor); pd3dDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); pd3dDevice->SetRenderState(D3DRS_FOGSTART, *(LPDWORD)&fStart); pd3dDevice->SetRenderState(D3DRS_FOGEND, *(LPDWORD)&fEnd); } else pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); //描画開始 pd3dDevice->BeginScene(); if(ppRenderMesh) { for(i=0;i<iMeshCount;i++) { if(ppRenderMesh[i]->renderFrame->renderUnit->unit->isView2D()) break; drawImage(pRenderFrame,ppRenderMesh[i]); } } //影描画処理 if(isShadow() && Device::getCaps()->StencilCaps && i) { DWORD color = 0x30050505; struct VECTCOLOR { D3DVECTOR vect; FLOAT w; DWORD col; }vectDraw[]= { 0,0,0,1,color, (FLOAT)Device::getTargetWidth()-1,0,0,1,color, (FLOAT)Device::getTargetWidth()-1,(FLOAT)Device::getTargetHeight()-1,0,1,color, 0,(FLOAT)Device::getTargetHeight()-1,0,1,color }; pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); pd3dDevice->SetRenderState(D3DRS_STENCILENABLE,true); pd3dDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE); pd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL); pd3dDevice->SetRenderState(D3DRS_STENCILREF, 1); pd3dDevice->SetFVF(D3DFVF_XYZRHW|D3DFVF_DIFFUSE); pd3dDevice->SetTexture(0,NULL); pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN ,2,vectDraw,sizeof(VECTCOLOR)); pd3dDevice->SetRenderState(D3DRS_STENCILENABLE,false); } for(;i<iMeshCount;i++) { if(!ppRenderMesh[i]->renderFrame->renderUnit->unit->isView2D()) break; drawImage(pRenderFrame,ppRenderMesh[i]); } pd3dDevice->EndScene(); return true; }