示例#1
0
//=================================================
// 更新
//=================================================
void CDirectSlap::Update( void )
{
	D3DXVECTOR3 pos[2] = {
		m_pPlayerManager->GetPlayerPos( PLAYER_1 ),
		m_pPlayerManager->GetPlayerPos( PLAYER_2 )
	};

	D3DXVECTOR3 rot[2] = {
		m_pPlayerManager->GetPlayerRot( PLAYER_1 ),
		m_pPlayerManager->GetPlayerRot( PLAYER_2 )
	};

	/* ここから個別 */
	switch( m_FrameCount )
	{
		// フレーム別の処理
	case 0:
		m_pPlayerManager->SetAnimType( m_Player, CPlayer::PLAYER_SLAPPING_RIGHT );
		m_pPlayerManager->SetAnimType( m_Enemy, CPlayer::PLAYER_SLAPPING_DAMAGE_RIGHT );
		//CEffect::Create( 60, EFFECT_AURA_START, false, pos[m_Player] + TranslateCoord( m_Player, SLAP_EFFECT_AURA_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)SLAP_EFFECT_AURA_SCALE );
		m_pPlayerManager->SetAnimSpd( m_Player, DEFFAULT_ANIM_SPD * 0.7f );
		m_pPlayerManager->SetAnimSpd( m_Enemy, DEFFAULT_ANIM_SPD * 0.7f );

		m_pCameraManager->CameraMoveToCoord(
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( -30.0f, 90.0f, -70.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 30.0f, 90.0f, -70.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 25.0f, 60.0f, 0.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 25.0f, 60.0f, 0.0f ) ),
			80 );
		break;

	case 20:
		CEffect::Create( 30, EFFECT_DAGEKI_TYU, false, pos[m_Player] + TranslateCoord( m_Player, SLAP_EFFECT_GRAB_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)SLAP_EFFECT_GRAB_SCALE );
		m_pPlayerManager->TakeDamage( m_Enemy, SLAP_DAMAGE1 );
		m_pPlayerManager->SetAnimSpd( m_Player, DEFFAULT_ANIM_SPD * 1.0f );
		m_pPlayerManager->SetAnimSpd( m_Enemy, DEFFAULT_ANIM_SPD * 1.0f );
		break;

	case 60:
		m_pCameraManager->StartCameraShake( VECTOR3_ZERO, 10.0f, 20, 0 );
		m_pPlayerManager->TakeDamage( m_Enemy, SLAP_DAMAGE2 );
		m_pPlayerManager->AddTension( m_Player, SLAP_TENSION );
		
		int label = mersenne_twister_int(SOUND_LABEL_SE_SLAP01, SOUND_LABEL_SE_SLAP03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);

		CEffect::Create( 30, EFFECT_DAGEKI_KYO, false, pos[m_Player] + TranslateCoord( m_Player, SLAP_EFFECT_HIT_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)SLAP_EFFECT_HIT_SCALE );
		break;
	}
	/* ここまで個別 */



	CDirect::CheckEnd();
}
示例#2
0
 void  BlotScaledImageSizedEx ( ImageFile *pifDest, ImageFile *pifSrc
                                    , int32_t xd, int32_t yd
                                    , uint32_t wd, uint32_t hd
                                    , int32_t xs, int32_t ys
                                    , uint32_t ws, uint32_t hs
                                    , uint32_t nTransparent
                                    , uint32_t method, ... )
     // integer scalar... 0x10000 = 1
{
	CDATA *po, *pi;
	static uint32_t lock;
	uint32_t  oo;
	uint32_t srcwidth;
	int errx, erry;
	uint32_t dhd, dwd, dhs, dws;
	va_list colors;
	va_start( colors, method );
	//lprintf( WIDE("Blot enter (%d,%d)"), _wd, _hd );
	if( nTransparent > ALPHA_TRANSPARENT_MAX )
	{
		return;
	}
	if( !pifSrc ||  !pifDest
	   || !pifSrc->image //|| !pifDest->image
	   || !wd || !hd || !ws || !hs )
	{
		return;
	}

	if( ( xd > ( pifDest->x + pifDest->width ) )
	  || ( yd > ( pifDest->y + pifDest->height ) )
	  || ( ( xd + (signed)wd ) < pifDest->x )
		|| ( ( yd + (signed)hd ) < pifDest->y ) )
	{
		return;
	}
	dhd = hd;
	dhs = hs;
	dwd = wd;
	dws = ws;

	// ok - how to figure out how to do this
	// need to update the position and width to be within the 
	// the bounds of pifDest....
	//lprintf(" begin scaled output..." );
	errx = -(signed)dwd;
	erry = -(signed)dhd;

	if( xd < pifDest->x )
	{
		while( xd < pifDest->x )
		{
			errx += (signed)dws;
			while( errx >= 0 )
			{
	            errx -= (signed)dwd;
				ws--;
				xs++;
			}
			wd--;
			xd++;
		}
	}
	//Log8( WIDE("Blot scaled params: %d %d %d %d / %d %d %d %d "), 
	//       xs, ys, ws, hs, xd, yd, wd, hd );
	if( yd < pifDest->y )
	{
		while( yd < pifDest->y )
		{
			erry += (signed)dhs;
			while( erry >= 0 )
			{
				erry -= (signed)dhd;
				hs--;
				ys++;
			}
			hd--;
			yd++;
		}
	}
	//Log8( WIDE("Blot scaled params: %d %d %d %d / %d %d %d %d "), 
	//       xs, ys, ws, hs, xd, yd, wd, hd );
	if( ( xd + (signed)wd ) > ( pifDest->x + pifDest->width) )
	{
		//int newwd = TOFIXED(pifDest->width);
		//ws -= ((int64_t)( (int)wd - newwd)* (int64_t)ws )/(int)wd;
		wd = ( pifDest->x + pifDest->width ) - xd;
	}
	//Log8( WIDE("Blot scaled params: %d %d %d %d / %d %d %d %d "), 
	//       xs, ys, ws, hs, xd, yd, wd, hd );
	if( ( yd + (signed)hd ) > (pifDest->y + pifDest->height) )
	{
		//int newhd = TOFIXED(pifDest->height);
		//hs -= ((int64_t)( hd - newhd)* hs )/hd;
		hd = (pifDest->y + pifDest->height) - yd;
	}
	if( (int32_t)wd <= 0 ||
       (int32_t)hd <= 0 ||
       (int32_t)ws <= 0 ||
		 (int32_t)hs <= 0 )
	{
		return;
	}
   
	//Log9( WIDE("Image locations: %d(%d %d) %d(%d) %d(%d) %d(%d)")
	//          , xs, FROMFIXED(xs), FIXEDPART(xs)
	//          , ys, FROMFIXED(ys)
	//          , xd, FROMFIXED(xd)
	//          , yd, FROMFIXED(yd) );
#ifdef _INVERT_IMAGE
	// set pointer in to the starting x pixel
	// on the last line of the image to be copied 
	pi = IMG_ADDRESS( pifSrc, (xs), (ys) );
	po = IMG_ADDRESS( pifDest, (xd), (yd) );
	oo = 4*(-((signed)wd) - (pifDest->pwidth) ); // w is how much we can copy...
	// adding in multiple of 4 because it's C...
	srcwidth = -(4* pifSrc->pwidth);
#else
	// set pointer in to the starting x pixel
	// on the first line of the image to be copied...
	pi = IMG_ADDRESS( pifSrc, (xs), (ys) );
	po = IMG_ADDRESS( pifDest, (xd), (yd) );
	oo = 4*(pifDest->pwidth - (wd)); // w is how much we can copy...
	// adding in multiple of 4 because it's C...
	srcwidth = 4* pifSrc->pwidth;
#endif
	while( LockedExchange( &lock, 1 ) )
		Relinquish();
   //Log8( WIDE("Do blot work...%d(%d),%d(%d) %d(%d) %d(%d)")
   //    , ws, FROMFIXED(ws), hs, FROMFIXED(hs) 
	//    , wd, FROMFIXED(wd), hd, FROMFIXED(hd) );

	if( ( pifDest->flags & IF_FLAG_FINAL_RENDER )
		&& !( pifDest->flags & IF_FLAG_IN_MEMORY ) )
	{
		int updated = 0;
		Image topmost_parent;

		// closed loop to get the top imgae size.
		for( topmost_parent = pifSrc; topmost_parent->pParent; topmost_parent = topmost_parent->pParent );

		ReloadOpenGlTexture( pifSrc, 0 );
		if( !pifSrc->glActiveSurface )
		{
			lprintf( WIDE( "gl texture hasn't downloaded or went away?" ) );
			lock = 0;
			return;
		}
		//lprintf( WIDE( "use regular texture %p (%d,%d)" ), pifSrc, pifSrc->width, pifSrc->height );

		{
			int glDepth = 1;
			VECTOR v1[2], v3[2], v4[2], v2[2];
			int v = 0;
			double x_size, x_size2, y_size, y_size2;
			/*
			 * only a portion of the image is actually used, the rest is filled with blank space
			 *
			 */
			TranslateCoord( pifDest, &xd, &yd );
			TranslateCoord( pifSrc, &xs, &ys );

			v1[v][0] = xd;
			v1[v][1] = yd;
			v1[v][2] = 0.0;

			v2[v][0] = xd;
			v2[v][1] = yd+hd;
			v2[v][2] = 0.0;

			v3[v][0] = xd+wd;
			v3[v][1] = yd+hd;
			v3[v][2] = 0.0;

			v4[v][0] = xd+wd;
			v4[v][1] = yd;
			v4[v][2] = 0.0;

			x_size = (double) xs/ (double)topmost_parent->width;
			x_size2 = (double) (xs+ws)/ (double)topmost_parent->width;
			y_size = (double) ys/ (double)topmost_parent->height;
			y_size2 = (double) (ys+hs)/ (double)topmost_parent->height;

			while( pifDest && pifDest->pParent )
			{
				glDepth = 0;
				if( pifDest->transform )
				{
					Apply( pifDest->transform, v1[1-v], v1[v] );
					Apply( pifDest->transform, v2[1-v], v2[v] );
					Apply( pifDest->transform, v3[1-v], v3[v] );
					Apply( pifDest->transform, v4[1-v], v4[v] );
					v = 1-v;
				}
				pifDest = pifDest->pParent;
			}
			if( pifDest->transform )
			{
				Apply( pifDest->transform, v1[1-v], v1[v] );
				Apply( pifDest->transform, v2[1-v], v2[v] );
				Apply( pifDest->transform, v3[1-v], v3[v] );
				Apply( pifDest->transform, v4[1-v], v4[v] );
				v = 1-v;
			}
#if 0
			if( glDepth )
			{
				//lprintf( WIDE( "enqable depth..." ) );
				glEnable( GL_DEPTH_TEST );
			}
			else
			{
				//lprintf( WIDE( "disable depth..." ) );
				glDisable( GL_DEPTH_TEST );
			}
#endif
			glBindTexture(GL_TEXTURE_2D, pifSrc->glActiveSurface);				// Select Our Texture
			if( method == BLOT_COPY )
				glColor4ub( 255,255,255,255 );
			else if( method == BLOT_SHADED )
			{
				CDATA tmp = va_arg( colors, CDATA );
				glColor4ubv( (GLubyte*)&tmp );
			}
			else if( method == BLOT_MULTISHADE )
			{
#if !defined( __ANDROID__ )
				InitShader();
				if( glUseProgram && l.glActiveSurface->shader.multi_shader )
				{
					int err;
					CDATA r = va_arg( colors, CDATA );
					CDATA g = va_arg( colors, CDATA );
					CDATA b = va_arg( colors, CDATA );
		 			glEnable(GL_FRAGMENT_PROGRAM_ARB);
					glUseProgram( l.glActiveSurface->shader.multi_shader );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, (float)GetRedValue( r )/255.0f, (float)GetGreenValue( r )/255.0f, (float)GetBlueValue( r )/255.0f, (float)GetAlphaValue( r )/255.0f );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 1, (float)GetRedValue( g )/255.0f, (float)GetGreenValue( g )/255.0f, (float)GetBlueValue( g )/255.0f, (float)GetAlphaValue( g )/255.0f );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 2, (float)GetRedValue( b )/255.0f, (float)GetGreenValue( b )/255.0f, (float)GetBlueValue( b )/255.0f, (float)GetAlphaValue( b )/255.0f );					
					err = glGetError();
				}
				else
#endif
				{
					Image output_image;
					CDATA r = va_arg( colors, CDATA );
					CDATA g = va_arg( colors, CDATA );
					CDATA b = va_arg( colors, CDATA );
					output_image = GetShadedImage( pifSrc, r, g, b );
					glBindTexture( GL_TEXTURE_2D, output_image->glActiveSurface );
					glColor4ub( 255,255,255,255 );
				}
			}
			else if( method == BLOT_INVERTED )
			{
#if !defined( __ANDROID__ )
				InitShader();
				if( l.glActiveSurface->shader.inverse_shader )
				{
					int err;
					//lprintf( WIDE( "HAVE SHADER %d" ), l.glActiveSurface->shader.inverse_shader );
					glEnable(GL_FRAGMENT_PROGRAM_ARB);
					glUseProgram( l.glActiveSurface->shader.inverse_shader );
					err = glGetError();
				}
				else
#endif
				{
					Image output_image;
					//lprintf( WIDE( "DID NOT HAVE SHADER" ) );
					output_image = GetInvertedImage( pifSrc );
					glBindTexture( GL_TEXTURE_2D, output_image->glActiveSurface );
					glColor4ub( 255,255,255,255 );
				}
			}

			glBegin(GL_TRIANGLE_STRIP);
			//glBegin(GL_QUADS);
			// Front Face
			//glColor4ub( 255,120,32,192 );
			scale( v1[v], v1[v], l.scale );
			scale( v2[v], v2[v], l.scale );
			scale( v3[v], v3[v], l.scale );
			scale( v4[v], v4[v], l.scale );
			glTexCoord2f(x_size, y_size); glVertex3fv(v1[v]);	// Bottom Left Of The Texture and Quad
			glTexCoord2f(x_size, y_size2); glVertex3fv(v2[v]);	// Bottom Right Of The Texture and Quad
			glTexCoord2f(x_size2, y_size); glVertex3fv(v4[v]);	// Top Left Of The Texture and Quad
			glTexCoord2f(x_size2, y_size2); glVertex3fv(v3[v]);	// Top Right Of The Texture and Quad
			// Back Face
			glEnd();
#if !defined( __ANDROID__ )
			if( method == BLOT_MULTISHADE )
			{
				if( l.glActiveSurface->shader.multi_shader )
				{
 					glDisable(GL_FRAGMENT_PROGRAM_ARB);
				}
			}
			else if( method == BLOT_INVERTED )
			{
				if( l.glActiveSurface->shader.inverse_shader )
				{
 					glDisable(GL_FRAGMENT_PROGRAM_ARB);
				}
			}
#endif
			glBindTexture(GL_TEXTURE_2D, 0);				// Select Our Texture
		}
	}

	else switch( method )
	{
	case BLOT_COPY:
		if( !nTransparent )
			cBlotScaledT0( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth );       
		else if( nTransparent == 1 )
			cBlotScaledT1( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth );       
		else if( nTransparent & ALPHA_TRANSPARENT )
			cBlotScaledTImgA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent&0xFF );
		else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
			cBlotScaledTImgAI( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent&0xFF );        
		else
			cBlotScaledTA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent );        
		break;
	case BLOT_SHADED:
		if( !nTransparent )
			cBlotScaledShadedT0( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, va_arg( colors, CDATA ) );
		else if( nTransparent == 1 )
			cBlotScaledShadedT1( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, va_arg( colors, CDATA ) );
		else if( nTransparent & ALPHA_TRANSPARENT )
			cBlotScaledShadedTImgA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent&0xFF, va_arg( colors, CDATA ) );
		else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
			cBlotScaledShadedTImgAI( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent&0xFF, va_arg( colors, CDATA ) );
		else
			cBlotScaledShadedTA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth, nTransparent, va_arg( colors, CDATA ) );
		break;
	case BLOT_MULTISHADE:
		{
			CDATA r,g,b;
			r = va_arg( colors, CDATA );
			g = va_arg( colors, CDATA );
			b = va_arg( colors, CDATA );
			if( !nTransparent )
				cBlotScaledMultiT0( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth
									  , r, g, b );
			else if( nTransparent == 1 )
				cBlotScaledMultiT1( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth
									  , r, g, b );
			else if( nTransparent & ALPHA_TRANSPARENT )
				cBlotScaledMultiTImgA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth
										  , nTransparent & 0xFF
										  , r, g, b );
			else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
				cBlotScaledMultiTImgAI( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth
											, nTransparent & 0xFF
											, r, g, b );
			else
				cBlotScaledMultiTA( po, pi, errx, erry, wd, hd, dwd, dhd, dws, dhs, oo, srcwidth
									  , nTransparent
									  , r, g, b );
		}
		break;
	}
	lock = 0;
//   Log( WIDE("Blot done") );
}
示例#3
0
//=================================================
// 更新
//=================================================
void CDirectShoulder::Update( void )
{
	D3DXVECTOR3 pos[2] = {
		m_pPlayerManager->GetPlayerPos( PLAYER_1 ),
		m_pPlayerManager->GetPlayerPos( PLAYER_2 )
	};

	D3DXVECTOR3 rot[2] = {
		m_pPlayerManager->GetPlayerRot( PLAYER_1 ),
		m_pPlayerManager->GetPlayerRot( PLAYER_2 )
	};

	/* ここから個別 */
	switch( m_FrameCount )
	{
		// フレーム別の処理
	case 0:
		m_pPlayerManager->SetAnimType( m_Player, CPlayer::PLAYER_FLYING_SHOULDER_ATTACK_LEFT );
		//CEffect::Create( 60, EFFECT_AURA_START, false, pos[m_Player] + TranslateCoord( m_Player, SHOULDER_EFFECT_AURA_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)SHOULDER_EFFECT_AURA_SCALE );
		m_pCameraManager->CameraMoveToCoord(
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 25.0f, 150.0f, -100.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 25.0f, 300.0f, -200.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 25.0f, 70.0f, 0.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 100.0f, 0.0f, 0.0f ) ),
			100 );
		break;
	
	case 40:
	{
		m_pPlayerManager->SetAnimType( m_Enemy, CPlayer::PLAYER_FLYING_SHOULDER_ATTACK_DAMAGE_LEFT );
		m_pCameraManager->StartCameraShake( VECTOR3_ZERO, 10.0f, 20, 0 );
		m_pPlayerManager->TakeDamage( m_Enemy, SHOULDER_DAMAGE );
		m_pPlayerManager->AddTension( m_Player, SHOULDER_TENSION );

		int label = mersenne_twister_int(SOUND_LABEL_SE_LARGE_DAMAGE01, SOUND_LABEL_SE_LARGE_DAMAGE03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
		CEffect::Create( 30, EFFECT_DAGEKI_KYO, false, pos[m_Player] + TranslateCoord( m_Player, SHOULDER_EFFECT_HIT_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)SHOULDER_EFFECT_HIT_SCALE );
		break;
	}

	case 60:
	{
		int label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
		break;
	}
	case 70:
		{
			int label = mersenne_twister_int(SOUND_LABEL_SE_CROWD01, SOUND_LABEL_SE_CROWD03);
			m_pManager->PlaySoundA((SOUND_LABEL)label);

			label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
			m_pManager->PlaySoundA((SOUND_LABEL)label);
			m_pPlayerManager->SetAnimSpd( m_Player, 0.0f );
			m_pPlayerManager->SetAnimSpd( m_Enemy, 0.0f );
			break;
		}
	}

	// バトルフェードスタート
	if (m_FrameCount == m_TotalFrame - 15)
	{
		m_pManager->GetUiManager()->StartBattleFade();
	}
	/* ここまで個別 */



	CDirect::CheckEnd();
}
示例#4
0
//=================================================
// 更新
//=================================================
void CDirectStunnerRope::Update( void )
{
	D3DXVECTOR3 pos[2] = {
		m_pPlayerManager->GetPlayerPos( PLAYER_1 ),
		m_pPlayerManager->GetPlayerPos( PLAYER_2 )
	};

	D3DXVECTOR3 rot[2] = {
		m_pPlayerManager->GetPlayerRot( PLAYER_1 ),
		m_pPlayerManager->GetPlayerRot( PLAYER_2 )
	};

	/* ここから個別 */
	switch( m_FrameCount )
	{
		// フレーム別の処理
	case 0:
		m_pUIManager->StartCutIn( m_Player, CUT_IN_JIJII );

		m_pPlayerManager->SetPos( m_Player, pos[m_Player] + TranslateCoord( m_Player, STUNNER_POS1_OFFSET ) );
		m_pPlayerManager->SetRot( m_Enemy, rot[m_Enemy] + TranslateCoord( m_Enemy, STUNNER_ROT_OFFSET ) );
		m_pPlayerManager->SetPos( m_Enemy, pos[m_Enemy] + TranslateCoord( m_Enemy, STUNNER_POS2_OFFSET ) );
		pos[PLAYER_1] = m_pPlayerManager->GetPlayerPos( PLAYER_1 );
		pos[PLAYER_2] = m_pPlayerManager->GetPlayerPos( PLAYER_2 );

		m_pPlayerManager->SetAnimType( m_Player, CPlayer::PLAYER_STUNNER_RIGHT );
		m_pPlayerManager->SetAnimMortionOfTime(m_Player, 15 * DEFFAULT_ANIM_SPD);
		m_pPlayerManager->SetAnimType( m_Enemy, CPlayer::PLAYER_STUNNER_DAMAGE_RIGHT );
		m_pPlayerManager->SetAnimMortionOfTime(m_Enemy, 15 * DEFFAULT_ANIM_SPD);
		m_pPlayerManager->SetAnimSpd( m_Player, 0.0f );
		m_pPlayerManager->SetAnimSpd( m_Enemy, 0.0f );

		m_pPlayerManager->SetAnimSpd( m_Player, DEFFAULT_ANIM_SPD * 0.7f );
		m_pPlayerManager->SetAnimSpd( m_Enemy, DEFFAULT_ANIM_SPD * 0.7f );
		//CEffect::Create( 60, EFFECT_AURA_START, false, pos[m_Player] + TranslateCoord( m_Player, STUNNER_EFFECT_AURA_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)STUNNER_EFFECT_AURA_SCALE );
		m_pPlayerManager->TakeDamage( m_Enemy, STUNNER_DAMAGE1 );
		m_pCameraManager->CameraMoveToCoord(
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 200.0f, 100.0f, -100.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 200.0f, 100.0f, +100.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 0.0f, 70.0f, 0.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 40.0f, 0.0f, 0.0f ) ),
			100 );

		m_FrameCount = 70;
		break;

	case 130:
	{
		m_pPlayerManager->SetAnimSpd(m_Player, DEFFAULT_ANIM_SPD * 1.0f);
		m_pPlayerManager->SetAnimSpd(m_Enemy, DEFFAULT_ANIM_SPD * 1.0f);
		m_pCameraManager->StartCameraShake(VECTOR3_ZERO, 10.0f, 20, 0);
		m_pPlayerManager->TakeDamage(m_Enemy, STUNNER_DAMAGE2);
		m_pPlayerManager->AddTension(m_Player, STUNNER_TENSION);
		int label = mersenne_twister_int(SOUND_LABEL_SE_LARGE_DAMAGE01, SOUND_LABEL_SE_LARGE_DAMAGE03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
		CEffect::Create(30, EFFECT_SHOCK_WAVE, false, pos[m_Player] + TranslateCoord(m_Player, STUNNER_EFFECT_HIT_OFFSET), VECTOR3_ZERO, (D3DXVECTOR3)STUNNER_EFFECT_HIT_SCALE);
	}
		break;

	case 155:
	{
		int label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
	}
		break;

	case 165:
		{
				int label = mersenne_twister_int(SOUND_LABEL_SE_CROWD01, SOUND_LABEL_SE_CROWD03);
				m_pManager->PlaySoundA((SOUND_LABEL)label);

				label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
				m_pManager->PlaySoundA((SOUND_LABEL)label);

				m_pPlayerManager->SetAnimSpd(m_Player, 0.0f);
				//m_pPlayerManager->SetAnimSpd(m_Enemy, 0.0f);
		}
		break;

	case 190:
		m_pPlayerManager->SetAnimSpd( m_Player, DEFFAULT_ANIM_SPD );
		m_pPlayerManager->SetAnimType(m_Player, CPlayer::PLAYER_APPEAL02, 0.5);
		m_pPlayerManager->SetAnimSpd(m_Enemy, 0.0f);

		m_pManager->GetCameraManager()->CameraMoveToCoord(pos[m_Player] + TranslateCoord(m_Player, D3DXVECTOR3(200.0f, 100.0f, +100.0f))
														, pos[m_Player] + TranslateCoord(m_Player, D3DXVECTOR3(50.0f, 30.0f, 0.0f))
														, pos[m_Player] + TranslateCoord(m_Player, D3DXVECTOR3(40.0f, 0.0f, 0.0f))
														, pos[m_Player] + TranslateCoord(m_Player, D3DXVECTOR3(0.0f, 80.0f, 0.0f))
														, 100);
		break;

	case 300:
		m_pPlayerManager->SetAnimSpd(m_Player, 0.0f);
		break;

	}

	// バトルフェードスタート
	if (m_FrameCount == m_TotalFrame - 15)
	{
		m_pManager->GetUiManager()->StartBattleFade();
	}
	/* ここまで個別 */



	CDirect::CheckEnd();
}
示例#5
0
//=================================================
// 更新
//=================================================
void CDirectBackdrop::Update( void )
{
	D3DXVECTOR3 pos[2] = {
		m_pPlayerManager->GetPlayerPos( PLAYER_1 ),
		m_pPlayerManager->GetPlayerPos( PLAYER_2 )
	};

	D3DXVECTOR3 rot[2] = {
		m_pPlayerManager->GetPlayerRot( PLAYER_1 ),
		m_pPlayerManager->GetPlayerRot( PLAYER_2 )
	};

	/* ここから個別 */
	switch( m_FrameCount )
	{
		// フレーム別の処理
	case 0:
		m_pPlayerManager->SetPos( m_Player, pos[m_Player] + TranslateCoord( m_Player, BACKDROP_POS1_OFFSET ) );
		m_pPlayerManager->SetPos( m_Enemy, pos[m_Enemy] + TranslateCoord( m_Enemy, BACKDROP_POS2_OFFSET ) );
		m_pPlayerManager->SetAnimType( m_Player, CPlayer::PLAYER_BACKDROP );
		m_pPlayerManager->SetAnimType( m_Enemy, CPlayer::PLAYER_BACKDROP_DAMAGE );
		//CEffect::Create( 60, EFFECT_AURA_START, false, pos[m_Player] + TranslateCoord( m_Player, BACKDROP_EFFECT_AURA_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)BACKDROP_EFFECT_AURA_SCALE );
		m_pPlayerManager->TakeDamage( m_Enemy, BACKDROP_DAMAGE1 );
		m_pPlayerManager->SetRot( m_Enemy, rot[m_Enemy] + TranslateCoord( m_Enemy, BACKDROP_ROT_OFFSET ) );
		m_pCameraManager->CameraMoveToCoord(
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 0.0f, 100.0f, -100.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( -40.0f, 200.0f, -140.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( 0.0f, 70.0f, 0.0f ) ),
			pos[m_Player] + TranslateCoord( m_Player, D3DXVECTOR3( -40.0f, 0.0f, 0.0f ) ),
			100 );
		break;
	
	case 90:
	{
		m_pCameraManager->StartCameraShake( VECTOR3_ZERO, 10.0f, 20, 0 );
		m_pPlayerManager->TakeDamage( m_Enemy, BACKDROP_DAMAGE2 );
		m_pPlayerManager->AddTension( m_Player, BACKDROP_TENSION );
		int label = mersenne_twister_int(SOUND_LABEL_SE_LARGE_DAMAGE01, SOUND_LABEL_SE_LARGE_DAMAGE03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
		CEffect::Create( 30, EFFECT_SHOCK_WAVE, false, pos[m_Player] + TranslateCoord( m_Player, BACKDROP_EFFECT_SLAM_OFFSET ), VECTOR3_ZERO, (D3DXVECTOR3)BACKDROP_EFFECT_SLAM_SCALE );
		break;
	}

	case 100:
	{
		int label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
		m_pManager->PlaySoundA((SOUND_LABEL)label);
		break;
	}

	case 110:
		{
				int label = mersenne_twister_int(SOUND_LABEL_SE_CROWD01, SOUND_LABEL_SE_CROWD03);
				m_pManager->PlaySoundA((SOUND_LABEL)label);

				label = mersenne_twister_int(SOUND_LABEL_SE_DOWN01, SOUND_LABEL_SE_DOWN03);
				m_pManager->PlaySoundA((SOUND_LABEL)label);
				break;
		}
	}

	// バトルフェードスタート
	if (m_FrameCount == m_TotalFrame - 15)
	{
		m_pManager->GetUiManager()->StartBattleFade();
	}
	/* ここまで個別 */



	CDirect::CheckEnd();
}
示例#6
0
/* void do_line(BITMAP *bmp, int x1, y1, x2, y2, int d, void (*proc)())
 *  Calculates all the points along a line between x1, y1 and x2, y2,
 *  calling the supplied function for each one. This will be passed a
 *  copy of the bmp parameter, the x and y position, and a copy of the
 *  d parameter (so do_line() can be used with putpixel()).
 */
IMAGE_NAMESPACE

#define int S_32
//unsigned long DOALPHA( unsigned long over, unsigned long in, unsigned long a );

#define FIX_SHIFT 18
#define ROUND_ERROR ( ( 1<< ( FIX_SHIFT - 1 ) ) - 1 )


void CPROC do_line( ImageFile *pImage, int x1, int y1
						 , int x2, int y2, CDATA d )
{
	if( pImage->flags & IF_FLAG_FINAL_RENDER )
	{
		int glDepth = 1;
		VECTOR v1[2], v2[2];
		VECTOR v3[2], v4[2];
		VECTOR slope;
		RCOORD tmp;
		VECTOR normal;
		int v = 0;

		TranslateCoord( pImage, (S_32*)&x1, (S_32*)&y1 );
		TranslateCoord( pImage, (S_32*)&x2, (S_32*)&y2 );
		v1[v][0] = x1;
		v1[v][1] = y1;
		v1[v][2] = 0.0;
		v2[v][0] = x2;
		v2[v][1] = y2;
		v2[v][2] = 0.0;

		sub( slope, v2[v], v1[v] );
		normalize( slope );
		tmp = slope[0];
		slope[0] = -slope[1];
		slope[1] = tmp;

		addscaled( v1[v], v1[v], slope, -0.5 );
		addscaled( v4[v], v1[v], slope, 1.0 );
		addscaled( v2[v], v2[v], slope, -0.5 );
		addscaled( v3[v], v2[v], slope, 1.0 );

		while( pImage && pImage->pParent )
		{
			glDepth = 0;
			if(pImage->transform )
			{
				Apply( pImage->transform, v1[1-v], v1[v] );
				Apply( pImage->transform, v2[1-v], v2[v] );
				Apply( pImage->transform, v3[1-v], v3[v] );
				Apply( pImage->transform, v4[1-v], v4[v] );
				v = 1-v;
			}
			pImage = pImage->pParent;
		}
		if( pImage->transform )
		{
			Apply( pImage->transform, v1[1-v], v1[v] );
			Apply( pImage->transform, v2[1-v], v2[v] );
			Apply( pImage->transform, v3[1-v], v3[v] );
			Apply( pImage->transform, v4[1-v], v4[v] );
			v = 1-v;
		}

			static LPDIRECT3DVERTEXBUFFER9 pQuadVB;

         if( !pQuadVB )
				g_d3d_device->CreateVertexBuffer(sizeof( D3DVERTEX )*4,
															D3DUSAGE_WRITEONLY,
															D3DFVF_CUSTOMVERTEX,
															D3DPOOL_MANAGED,
															&pQuadVB,
															NULL);
			D3DVERTEX* pData;
			//lock buffer (NEW)
			pQuadVB->Lock(0,0,(void**)&pData,0);
         //lprintf( "line color should be %08x", d );
			//copy data to buffer (NEW)
			{
				pData[0].fX = v1[v][vRight] * l.scale;
				pData[0].fY = v1[v][vUp] * l.scale;
				pData[0].fZ = v1[v][vForward] * l.scale;
				pData[0].dwColor = d;
				pData[1].fX = v2[v][vRight] * l.scale;
				pData[1].fY = v2[v][vUp] * l.scale;
				pData[1].fZ = v2[v][vForward] * l.scale;
				pData[1].dwColor = d;
				pData[2].fX = v4[v][vRight] * l.scale;
				pData[2].fY = v4[v][vUp] * l.scale;
				pData[2].fZ = v4[v][vForward] * l.scale;
				pData[2].dwColor = d;
				pData[3].fX = v3[v][vRight] * l.scale;
				pData[3].fY = v3[v][vUp] * l.scale;
				pData[3].fZ = v3[v][vForward] * l.scale;
				pData[3].dwColor = d;
			}
			//unlock buffer (NEW)
			pQuadVB->Unlock();

			g_d3d_device->SetFVF( D3DFVF_CUSTOMVERTEX );
			g_d3d_device->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX));
			g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,2);
			//pQuadVB->Release();

	}
   else
	{
   int err, delx, dely, len, inc;
   if( !pImage || !pImage->image ) return;
   delx = x2 - x1;
   if( delx < 0 )
      delx = -delx;

   dely = y2 - y1;
   if( dely < 0 )
      dely = -dely;

   if( dely > delx ) // length for y is more than length for x
   {
      len = dely;
      if( y1 > y2 )
      {
         int tmp = x1;
         x1 = x2;
         x2 = tmp;
         y1 = y2; // x1 is start...
      }
      if( x2 > x1 )
         inc = 1;
      else
         inc = -1;

      err = -(dely / 2);
      while( len >= 0 )
      {
         plot( pImage, x1, y1, d );
         y1++;
         err += delx;
         while( err >= 0 )
         {
            err -= dely;
            x1 += inc;
         }
         len--;
      }
   }
   else
   {
      if( !delx ) // 0 length line
         return;
      len = delx;
      if( x1 > x2 )
      {
         int tmp = y1;
         y1 = y2;
         y2 = tmp;
         x1 = x2; // x1 is start...
      }
      if( y2 > y1 )
         inc = 1;
      else
         inc = -1;

      err = -(delx / 2);
      while( len >= 0 )
      {
         plot( pImage, x1, y1, d );
         x1++;
         err += dely;
         while( err >= 0 )
         {
            err -= delx;
            y1 += inc;
         }
         len--;
      }
   }
   MarkImageUpdated( pImage );
	}
}
示例#7
0
//---------------------------------------------------------------------------
// x, y is position
// xs, ys is starting position on source bitmap (x, y is upper left) + xs, ys )
// w, h is height and width of the image to use.
// default behavior is to omit copying 0 pixels for transparency
// overlays....
 void  BlotImageSizedEx ( ImageFile *pifDest, ImageFile *pifSrc
                              , int32_t xd, int32_t yd
                              , int32_t xs, int32_t ys
                              , uint32_t ws, uint32_t hs
                              , uint32_t nTransparent
                              , uint32_t method
                              , ... )
{
#define BROKEN_CODE
	PCDATA po, pi;
	//int  hd, wd;
	uint32_t oo, oi; // treated as an adder... it is unsigned by math, but still results correct offset?
	static uint32_t lock;
	va_list colors;
	va_start( colors, method );
	if( nTransparent > ALPHA_TRANSPARENT_MAX )
		return;

	if(  !pifSrc
		|| !pifSrc->image
		|| !pifDest
		//|| !pifDest->image

	  )
	{
		// this will happen when mixing modes...
		lprintf( WIDE( "sanity check failed %p %p %p" ), pifSrc, pifDest, pifSrc?pifSrc->image:NULL );
		return;
	}
	//lprintf( WIDE( "BlotImageSized %d,%d to %d,%d by %d,%d" ), xs, ys, xd, yd, ws, hs );

	{
		IMAGE_RECTANGLE r1;
		IMAGE_RECTANGLE r2;
		IMAGE_RECTANGLE rs;
		IMAGE_RECTANGLE rd;
		int tmp;
		//IMAGE_RECTANGLE r3;
		r1.x = xd;
		r1.y = yd;
		r1.width = ws;
		r1.height = hs;
		r2.x = pifDest->eff_x;
		r2.y = pifDest->eff_y;
		tmp = (pifDest->eff_maxx - pifDest->eff_x) + 1;
		if( tmp < 0 )
			r2.width = 0;
		else
			r2.width = (IMAGE_SIZE_COORDINATE)tmp;
		tmp = (pifDest->eff_maxy - pifDest->eff_y) + 1;
		if( tmp < 0 )
			r2.height = 0;
		else
			r2.height = (IMAGE_SIZE_COORDINATE)tmp;
		if( !IntersectRectangle( &rd, &r1, &r2 ) )
		{
			//lprintf( WIDE( "Images do not overlap. %d,%d %d,%d vs %d,%d %d,%d" ), r1.x,r1.y,r1.width,r1.height
			//		 , r2.x,r2.y,r2.width,r2.height);
			return;
		}

		//lprintf( WIDE( "Correcting coordinates by %d,%d" )
		//		 , rd.x - xd
		//		 , rd.y - yd
		//		 );

		xs += rd.x - xd;
		ys += rd.y - yd;
		tmp = rd.x - xd;
		if( tmp > 0 && (unsigned)tmp > ws )
			ws = 0;
		else
		{
			if( tmp < 0 )
				ws += (unsigned)-tmp;
			else
				ws -= (unsigned)tmp;
		}
		tmp = rd.y - yd;
		if( tmp > 0 && (unsigned)tmp > hs )
			hs = 0;
		else
		{
			if( tmp < 0 )
				hs += (unsigned)-tmp;
			else
				hs -= (unsigned)tmp;
		}
		//lprintf( WIDE( "Resulting dest is %d,%d %d,%d" ), rd.x,rd.y,rd.width,rd.height );
		xd = rd.x;
		yd = rd.y;
		r1.x = xs;
		r1.y = ys;
		r1.width = ws;
		r1.height = hs;
		r2.x = pifSrc->eff_x;
		r2.y = pifSrc->eff_y;
		tmp = (pifSrc->eff_maxx - pifSrc->eff_x) + 1;
		if( tmp < 0 )
			r2.width = 0;
		else
			r2.width = (IMAGE_SIZE_COORDINATE)tmp;
		tmp = (pifSrc->eff_maxy - pifSrc->eff_y) + 1;
		if( tmp < 0 )
			r2.height = 0;
		else
			r2.height = (IMAGE_SIZE_COORDINATE)tmp;
		if( !IntersectRectangle( &rs, &r1, &r2 ) )
		{
			lprintf( WIDE( "Desired Output does not overlap..." ) );
			return;
		}
		//lprintf( WIDE( "Resulting dest is %d,%d %d,%d" ), rs.x,rs.y,rs.width,rs.height );
		ws = rs.width<rd.width?rs.width:rd.width;
		hs = rs.height<rd.height?rs.height:rd.height;
		xs = rs.x;
		ys = rs.y;
		//lprintf( WIDE( "Resulting rect is %d,%d to %d,%d dim: %d,%d" ), rs.x, rs.y, rd.x, rd.y, rs.width, rs.height );
		//lprintf( WIDE( "Resulting rect is %d,%d to %d,%d dim: %d,%d" ), xs, ys, xd, yd, ws, hs );
	}
		//lprintf( WIDE(WIDE( "Doing image (%d,%d)-(%d,%d) (%d,%d)-(%d,%d)" )), xs, ys, ws, hs, xd, yd, wd, hd );
	if( (int32_t)ws <= 0 ||
        (int32_t)hs <= 0 /*||
        (int32_t)wd <= 0 ||
		(int32_t)hd <= 0 */ )
	{
		lprintf( WIDE( "out of bounds" ) );
		return;
	}
#ifdef _INVERT_IMAGE
	// set pointer in to the starting x pixel
	// on the last line of the image to be copied
	//pi = IMG_ADDRESS( pifSrc, xs, ys );
	//po = IMG_ADDRESS( pifDest, xd, yd );
	pi = IMG_ADDRESS( pifSrc, xs, ys );
	po = IMG_ADDRESS( pifDest, xd, yd );
//cpg 19 Jan 2007 2>c:\work\sack\src\imglib\blotdirect.c(492) : warning C4146: unary minus operator applied to unsigned type, result still unsigned
//cpg 19 Jan 2007 2>c:\work\sack\src\imglib\blotdirect.c(493) : warning C4146: unary minus operator applied to unsigned type, result still unsigned
	oo = 4*-(int)(ws+pifDest->pwidth);     // w is how much we can copy...
	oi = 4*-(int)(ws+pifSrc->pwidth); // adding remaining width...
#else
	// set pointer in to the starting x pixel
	// on the first line of the image to be copied...
	pi = IMG_ADDRESS( pifSrc, xs, ys );
	po = IMG_ADDRESS( pifDest, xd, yd );
	oo = 4*(pifDest->pwidth - ws);     // w is how much we can copy...
	oi = 4*(pifSrc->pwidth - ws); // adding remaining width...
#endif
	//lprintf( WIDE("Doing image (%d,%d)-(%d,%d) (%d,%d)-(%d,%d)"), xs, ys, ws, hs, xd, yd, wd, hd );
	//oo = 4*(pifDest->pwidth - ws);     // w is how much we can copy...
	//oi = 4*(pifSrc->pwidth - ws); // adding remaining width...
	while( LockedExchange( &lock, 1 ) )
		Relinquish();

	if( ( pifDest->flags & IF_FLAG_FINAL_RENDER )
		&& !( pifDest->flags & IF_FLAG_IN_MEMORY ) )
	{
		Image topmost_parent;

		ReloadOpenGlTexture( pifSrc, 0 );
		if( !pifSrc->glActiveSurface )
		{
	        //lprintf( WIDE( "gl texture hasn't updated or went away?" ) );
		    lock = 0;
			return;
		}
		//lprintf( WIDE( "use regular texture %p (%d,%d)" ), pifSrc, pifSrc->width, pifSrc->height );
      //DebugBreak();        g

		// closed loop to get the top imgae size.
		for( topmost_parent = pifSrc; topmost_parent->pParent; topmost_parent = topmost_parent->pParent );

		/*
		 * only a portion of the image is actually used, the rest is filled with blank space
		 *
		 */
		TranslateCoord( pifDest, &xd, &yd );
		TranslateCoord( pifSrc, &xs, &ys );
		{
			int glDepth = 1;
			double x_size, x_size2, y_size, y_size2;
			VECTOR v1[2], v3[2],v4[2],v2[2];
			int v = 0;

			v1[v][0] = xd;
			v1[v][1] = yd;
			v1[v][2] = 0.0;

			v2[v][0] = xd;
			v2[v][1] = yd+hs;
			v2[v][2] = 0.0;

			v3[v][0] = xd+ws;
			v3[v][1] = yd+hs;
			v3[v][2] = 0.0;

			v4[v][0] = xd+ws;
			v4[v][1] = yd;
			v4[v][2] = 0.0;

			x_size = (double) xs/ (double)topmost_parent->width;
			x_size2 = (double) (xs+ws)/ (double)topmost_parent->width;
			y_size = (double) ys/ (double)topmost_parent->height;
			y_size2 = (double) (ys+hs)/ (double)topmost_parent->height;
			// Front Face
			//glColor4ub( 255,120,32,192 );
			//lprintf( WIDE( "Texture size is %g,%g to %g,%g" ), x_size, y_size, x_size2, y_size2 );
			while( pifDest && pifDest->pParent )
			{
				glDepth = 0;
				if( pifDest->transform )
				{
					Apply( pifDest->transform, v1[1-v], v1[v] );
					Apply( pifDest->transform, v2[1-v], v2[v] );
					Apply( pifDest->transform, v3[1-v], v3[v] );
					Apply( pifDest->transform, v4[1-v], v4[v] );
					v = 1-v;
				}
				pifDest = pifDest->pParent;
			}
			if( pifDest->transform )
			{
				Apply( pifDest->transform, v1[1-v], v1[v] );
				Apply( pifDest->transform, v2[1-v], v2[v] );
				Apply( pifDest->transform, v3[1-v], v3[v] );
				Apply( pifDest->transform, v4[1-v], v4[v] );
				v = 1-v;
			}
#if 0
			if( glDepth )
			{
				//lprintf( WIDE( "enqable depth..." ) );
				glEnable( GL_DEPTH_TEST );
			}
			else
			{
				//lprintf( WIDE( "disable depth..." ) );
				glDisable( GL_DEPTH_TEST );
			}
#endif
			glBindTexture(GL_TEXTURE_2D, pifSrc->glActiveSurface);				// Select Our Texture
			if( method == BLOT_COPY )
				glColor4ub( 255,255,255,255 );
			else if( method == BLOT_SHADED )
			{
				CDATA tmp = va_arg( colors, CDATA );
				glColor4ubv( (GLubyte*)&tmp );
			}
			else if( method == BLOT_MULTISHADE )
			{
#if !defined( __ANDROID__ )
				InitShader();
				if( glUseProgram && l.glActiveSurface->shader.multi_shader )
				{
					int err;
					CDATA r = va_arg( colors, CDATA );
					CDATA g = va_arg( colors, CDATA );
					CDATA b = va_arg( colors, CDATA );
		 			glEnable(GL_FRAGMENT_PROGRAM_ARB);
					glUseProgram( l.glActiveSurface->shader.multi_shader );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 0, (float)GetRedValue( r )/255.0f, (float)GetGreenValue( r )/255.0f, (float)GetBlueValue( r )/255.0f, (float)GetAlphaValue( r )/255.0f );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 1, (float)GetRedValue( g )/255.0f, (float)GetGreenValue( g )/255.0f, (float)GetBlueValue( g )/255.0f, (float)GetAlphaValue( g )/255.0f );
					err = glGetError();
					glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 2, (float)GetRedValue( b )/255.0f, (float)GetGreenValue( b )/255.0f, (float)GetBlueValue( b )/255.0f, (float)GetAlphaValue( b )/255.0f );					
					err = glGetError();
				}
				else
#endif
				{
					Image output_image;
					CDATA r = va_arg( colors, CDATA );
					CDATA g = va_arg( colors, CDATA );
					CDATA b = va_arg( colors, CDATA );
					output_image = GetShadedImage( pifSrc, r, g, b );
					glBindTexture( GL_TEXTURE_2D, output_image->glActiveSurface );
					glColor4ub( 255,255,255,255 );
				}
			}
			else if( method == BLOT_INVERTED )
			{
#if !defined( __ANDROID__ )
				InitShader();
				if( l.glActiveSurface->shader.inverse_shader )
				{
					int err;
		 			glEnable(GL_FRAGMENT_PROGRAM_ARB);
					glUseProgram( l.glActiveSurface->shader.inverse_shader );
					err = glGetError();
				}
				else
#endif
				{
					Image output_image;
					output_image = GetInvertedImage( pifSrc );
					glBindTexture( GL_TEXTURE_2D, output_image->glActiveSurface );
					glColor4ub( 255,255,255,255 );
				}
			}
			glBegin(GL_TRIANGLE_STRIP);
			//glBegin(GL_QUADS);
			scale( v1[v], v1[v], l.scale );
			scale( v2[v], v2[v], l.scale );
			scale( v3[v], v3[v], l.scale );
			scale( v4[v], v4[v], l.scale );
			glTexCoord2f(x_size, y_size); glVertex3fv(v1[v]);	// Bottom Left Of The Texture and Quad
			glTexCoord2f(x_size, y_size2); glVertex3fv(v2[v]);	// Top Left Of The Texture and Quad
			glTexCoord2f(x_size2, y_size); glVertex3fv(v4[v]);	// Bottom Right Of The Texture and Quad
			glTexCoord2f(x_size2, y_size2); glVertex3fv(v3[v]);	// Top Right Of The Texture and Quad
			// Back Face
			glEnd();
#if !defined( __ANDROID__ )
			if( method == BLOT_MULTISHADE )
			{
				if( l.glActiveSurface->shader.multi_shader )
				{
 					glDisable(GL_FRAGMENT_PROGRAM_ARB);
				}
			}
			else if( method == BLOT_INVERTED )
			{
				if( l.glActiveSurface->shader.inverse_shader )
				{
 					glDisable(GL_FRAGMENT_PROGRAM_ARB);
				}
			}
#endif
			glBindTexture(GL_TEXTURE_2D, 0);				// Select Our Texture
		}
	}
	else
	{
		switch( method )
		{
		case BLOT_COPY:
			if( !nTransparent )
				CopyPixelsT0( po, pi, oo, oi, ws, hs );
			else if( nTransparent == 1 )
				CopyPixelsT1( po, pi, oo, oi, ws, hs );
			else if( nTransparent & ALPHA_TRANSPARENT )
				CopyPixelsTImgA( po, pi, oo, oi, ws, hs, nTransparent & 0xFF);
			else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
				CopyPixelsTImgAI( po, pi, oo, oi, ws, hs, nTransparent & 0xFF );
			else
				CopyPixelsTA( po, pi, oo, oi, ws, hs, nTransparent );
			break;
		case BLOT_SHADED:
			if( !nTransparent )
				CopyPixelsShadedT0( po, pi, oo, oi, ws, hs
                           , va_arg( colors, CDATA ) );
			else if( nTransparent == 1 )
				CopyPixelsShadedT1( po, pi, oo, oi, ws, hs
                           , va_arg( colors, CDATA ) );
			else if( nTransparent & ALPHA_TRANSPARENT )
				CopyPixelsShadedTImgA( po, pi, oo, oi, ws, hs, nTransparent & 0xFF
                           , va_arg( colors, CDATA ) );
			else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
				CopyPixelsShadedTImgAI( po, pi, oo, oi, ws, hs, nTransparent & 0xFF
                           , va_arg( colors, CDATA ) );
			else
				CopyPixelsShadedTA( po, pi, oo, oi, ws, hs, nTransparent
                           , va_arg( colors, CDATA ) );
			break;
		case BLOT_MULTISHADE:
			{
				CDATA r,g,b;
				r = va_arg( colors, CDATA );
				g = va_arg( colors, CDATA );
				b = va_arg( colors, CDATA );
				//lprintf( WIDE( "r g b %08x %08x %08x" ), r,g, b );
				if( !nTransparent )
					CopyPixelsMultiT0( po, pi, oo, oi, ws, hs
										  , r, g, b );
				else if( nTransparent == 1 )
					CopyPixelsMultiT1( po, pi, oo, oi, ws, hs
										  , r, g, b );
				else if( nTransparent & ALPHA_TRANSPARENT )
					CopyPixelsMultiTImgA( po, pi, oo, oi, ws, hs, nTransparent & 0xFF
											  , r, g, b );
				else if( nTransparent & ALPHA_TRANSPARENT_INVERT )
					CopyPixelsMultiTImgAI( po, pi, oo, oi, ws, hs, nTransparent & 0xFF
												, r, g, b );
				else
					CopyPixelsMultiTA( po, pi, oo, oi, ws, hs, nTransparent
										  , r, g, b );
			}
			break;
		}
		MarkImageUpdated( pifDest );
	}
	lock = 0;
	//lprintf( WIDE( "Image done.." ) );
}