X operations(XOPS)に非常に近いFPSゲームを制作・リメイクし、成果物をオープンソースとして公開することを目的としたプロジェクトです。
Revision | 22 (tree) |
---|---|
Time | 2015-02-01 20:21:00 |
Author | xops-mikan |
デバック用コンソール機能を追加、そのコマンドに対応するための機能拡張
@@ -39,6 +39,7 @@ | ||
39 | 39 | |
40 | 40 | #include <windows.h> |
41 | 41 | #include <mmsystem.h> |
42 | +#include <time.h> | |
42 | 43 | |
43 | 44 | #pragma comment(lib, "winmm.lib") |
44 | 45 |
@@ -46,6 +47,7 @@ | ||
46 | 47 | float GetFps(int getcnt); |
47 | 48 | bool ControlFps(); |
48 | 49 | unsigned int GetTimeMS(); |
50 | +void GetTimeName(char *str); | |
49 | 51 | void InitRand(); |
50 | 52 | int GetRand(int num); |
51 | 53 |
@@ -222,7 +222,7 @@ | ||
222 | 222 | |
223 | 223 | //マップを描画 |
224 | 224 | d3dg->ResetWorldTransform(); |
225 | - d3dg->DrawMapdata(); | |
225 | + d3dg->DrawMapdata(false); | |
226 | 226 | |
227 | 227 | //オブジェクトを描画 |
228 | 228 | ObjMgr.Render(camera_x, camera_y, camera_z, 0); |
@@ -245,11 +245,11 @@ | ||
245 | 245 | if( (int)(15.0f*GAMEFPS) <= framecnt ){ |
246 | 246 | effect = 1.0f; |
247 | 247 | } |
248 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
248 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
249 | 249 | |
250 | 250 | //上下の黒縁描画 |
251 | 251 | d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, 40, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); |
252 | - d3dg->Draw2DBox(0, SCREEN_HEIGTH - 40, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
252 | + d3dg->Draw2DBox(0, SCREEN_HEIGHT - 40, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
253 | 253 | |
254 | 254 | //プロジェクト名 |
255 | 255 | if( ((int)(0.5f*GAMEFPS) < framecnt)&&(framecnt < (int)(4.0f*GAMEFPS)) ){ |
@@ -258,7 +258,7 @@ | ||
258 | 258 | sprintf(str, GAMENAME" project", 0, 0); |
259 | 259 | if( framecnt < (int)(1.5f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 0.5f, false); } |
260 | 260 | if( framecnt > (int)(3.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 3.0f, true); } |
261 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*22/2, SCREEN_HEIGTH - 140, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,effectA), 22, 22); | |
261 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*22/2, SCREEN_HEIGHT - 140, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,effectA), 22, 22); | |
262 | 262 | } |
263 | 263 | |
264 | 264 | //スタッフ名・その1 |
@@ -299,7 +299,7 @@ | ||
299 | 299 | if( framecnt < (int)(13.0f*GAMEFPS) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 12.0f, false); } |
300 | 300 | if( ((int)(16.0f*GAMEFPS) < framecnt)&&(framecnt < (int)(17.0f*GAMEFPS)) ){ effectA = GetEffectAlpha(framecnt, 1.0f, 1.0f, 16.0f, true); } |
301 | 301 | if( framecnt >= (int)(17.0f*GAMEFPS) ){ effectA = 0.0f; } |
302 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*22/2, (SCREEN_HEIGTH-11)/2, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,effectA), 22, 22); | |
302 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*22/2, (SCREEN_HEIGHT-11)/2, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,effectA), 22, 22); | |
303 | 303 | } |
304 | 304 | } |
305 | 305 |
@@ -390,7 +390,7 @@ | ||
390 | 390 | GameSound->InitWorldSound(); |
391 | 391 | |
392 | 392 | mainmenu_mouseX = SCREEN_WIDTH/2; |
393 | - mainmenu_mouseY = SCREEN_HEIGTH/2; | |
393 | + mainmenu_mouseY = SCREEN_HEIGHT/2; | |
394 | 394 | |
395 | 395 | //標準ミッションのスクロールバーの設定 |
396 | 396 | if( TOTAL_OFFICIALMISSION > TOTAL_MENUITEMS ){ |
@@ -453,7 +453,7 @@ | ||
453 | 453 | if( mainmenu_mouseX < 0 ){ mainmenu_mouseX = 0; } |
454 | 454 | if( mainmenu_mouseX > SCREEN_WIDTH-1 ){ mainmenu_mouseX = SCREEN_WIDTH-1; } |
455 | 455 | if( mainmenu_mouseY < 0 ){ mainmenu_mouseY = 0; } |
456 | - if( mainmenu_mouseY > SCREEN_HEIGTH-1 ){ mainmenu_mouseY = SCREEN_HEIGTH-1; } | |
456 | + if( mainmenu_mouseY > SCREEN_HEIGHT-1 ){ mainmenu_mouseY = SCREEN_HEIGHT-1; } | |
457 | 457 | |
458 | 458 | //ESCキーを処理 |
459 | 459 | if( inputCtrl->CheckKeyDown(GetEscKeycode()) ){ |
@@ -575,7 +575,7 @@ | ||
575 | 575 | |
576 | 576 | //マップを描画 |
577 | 577 | d3dg->ResetWorldTransform(); |
578 | - d3dg->DrawMapdata(); | |
578 | + d3dg->DrawMapdata(false); | |
579 | 579 | |
580 | 580 | //オブジェクトを描画 |
581 | 581 | ObjMgr.Render(camera_x, camera_y, camera_z, 0); |
@@ -738,9 +738,9 @@ | ||
738 | 738 | |
739 | 739 | //マウスカーソル描画(赤線) |
740 | 740 | d3dg->Draw2DBox(0, mainmenu_mouseY-1, SCREEN_WIDTH, mainmenu_mouseY+1, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); |
741 | - d3dg->Draw2DBox(mainmenu_mouseX-1, 0, mainmenu_mouseX+1, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
741 | + d3dg->Draw2DBox(mainmenu_mouseX-1, 0, mainmenu_mouseX+1, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
742 | 742 | d3dg->Draw2DLine(0, mainmenu_mouseY, SCREEN_WIDTH, mainmenu_mouseY, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); |
743 | - d3dg->Draw2DLine(mainmenu_mouseX, 0, mainmenu_mouseX, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
743 | + d3dg->Draw2DLine(mainmenu_mouseX, 0, mainmenu_mouseX, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
744 | 744 | |
745 | 745 | //ゲームのロゴマーク描画 |
746 | 746 | d3dg->Draw2DTexture(20, 25, gametitle, 480, 80, 1.0f); |
@@ -752,7 +752,7 @@ | ||
752 | 752 | else{ |
753 | 753 | effect = 0.0f; |
754 | 754 | } |
755 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
755 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
756 | 756 | } |
757 | 757 | |
758 | 758 | void mainmenu::Destroy() |
@@ -840,9 +840,9 @@ | ||
840 | 840 | |
841 | 841 | //固定文字描画 |
842 | 842 | d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 60*4, 30, "BRIEFING", D3DCOLOR_COLORVALUE(1.0f,1.0f,0.0f,effectA), 60, 42); |
843 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - effectB_sizeW*20/2, SCREEN_HEIGTH - 37 - effectB_sizeH/2, | |
843 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - effectB_sizeW*20/2, SCREEN_HEIGHT - 37 - effectB_sizeH/2, | |
844 | 844 | "LEFT CLICK TO BEGIN", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,effectB), effectB_sizeW, effectB_sizeH); |
845 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - 18*20/2, SCREEN_HEIGTH - 37 - 26/2, "LEFT CLICK TO BEGIN", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 18, 26); | |
845 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH - 210 - 18*20/2, SCREEN_HEIGHT - 37 - 26/2, "LEFT CLICK TO BEGIN", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 18, 26); | |
846 | 846 | |
847 | 847 | //ブリーフィング画像描画 |
848 | 848 | if( TwoTexture == false ){ |
@@ -976,7 +976,14 @@ | ||
976 | 976 | view_rx = 0.0f; |
977 | 977 | view_ry = 0.0f; |
978 | 978 | Camera_Debugmode = false; |
979 | + tag = false; | |
980 | + wireframe = false; | |
981 | + CenterLine = false; | |
979 | 982 | Camera_F1mode = false; |
983 | + InvincibleID = -1; | |
984 | + PlayerAI = false; | |
985 | + AIstop = false; | |
986 | + AINoFight = false; | |
980 | 987 | framecnt = 0; |
981 | 988 | start_framecnt = 0; |
982 | 989 | end_framecnt = 0; |
@@ -989,6 +996,22 @@ | ||
989 | 996 | MainGameInfo.kill = 0; |
990 | 997 | MainGameInfo.headshot = 0; |
991 | 998 | |
999 | +#ifdef ENABLE_DEBUGCONSOLE | |
1000 | + Show_Console = false; | |
1001 | + | |
1002 | + //コンソール用初期化 | |
1003 | + InfoConsoleData = new ConsoleData [MAX_CONSOLELINES]; | |
1004 | + InputConsoleData = new ConsoleData; | |
1005 | + for(int i=0; i<MAX_CONSOLELINES; i++){ | |
1006 | + InfoConsoleData[i].color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f); | |
1007 | + InfoConsoleData[i].textdata[0] = NULL; | |
1008 | + } | |
1009 | + InputConsoleData->color = D3DCOLOR_COLORVALUE(1.0f,1.0f,0.0f,1.0f); | |
1010 | + InputConsoleData->textdata[0] = NULL; | |
1011 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Game Debug Console."); | |
1012 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), " Command list >help"); | |
1013 | +#endif | |
1014 | + | |
992 | 1015 | GameState->NextState(); |
993 | 1016 | return 0; |
994 | 1017 | } |
@@ -1088,143 +1111,57 @@ | ||
1088 | 1111 | inputCtrl->GetInputState(true); |
1089 | 1112 | inputCtrl->MoveMouseCenter(); |
1090 | 1113 | |
1091 | - //前後左右の移動(走り)操作かチェック | |
1092 | - if( CheckInputControl(KEY_MOVEFORWARD, 0) ){ | |
1093 | - ObjMgr.MoveForward(PlayerID); | |
1094 | - } | |
1095 | - if( CheckInputControl(KEY_MOVEBACKWARD, 0) ){ | |
1096 | - ObjMgr.MoveBack(PlayerID); | |
1097 | - } | |
1098 | - if( CheckInputControl(KEY_MOVELEFT, 0) ){ | |
1099 | - ObjMgr.MoveLeft(PlayerID); | |
1100 | - } | |
1101 | - if( CheckInputControl(KEY_MOVERIGHT, 0) ){ | |
1102 | - ObjMgr.MoveRight(PlayerID); | |
1103 | - } | |
1114 | + //マウスの移動量取得 | |
1115 | + int x, y; | |
1116 | + float MouseSensitivity; | |
1117 | + inputCtrl->GetMouseMovement(&x, &y); | |
1104 | 1118 | |
1105 | - //歩き操作かチェック | |
1106 | - if( CheckInputControl(KEY_WALK, 0) ){ | |
1107 | - ObjMgr.MoveWalk(PlayerID); | |
1108 | - } | |
1119 | + //視点の移動量計算 | |
1120 | + float mang; | |
1121 | + if( myHuman->GetScopeMode() == 0 ){ mang = 0.01f; } | |
1122 | + if( myHuman->GetScopeMode() == 1 ){ mang = 0.0032f; } | |
1123 | + if( myHuman->GetScopeMode() == 2 ){ mang = 0.0060f; } | |
1124 | + MouseSensitivity = (float)M_PI/180 * mang * GameConfig.GetMouseSensitivity(); | |
1109 | 1125 | |
1110 | - //ジャンプ操作かチェック | |
1111 | - if( CheckInputControl(KEY_JUMP, 1) ){ | |
1112 | - ObjMgr.MoveJump(PlayerID); | |
1126 | + //マウス反転(オプション設定)が有効ならば、反転する。 | |
1127 | + if( GameConfig.GetInvertMouseFlag() == true ){ | |
1128 | + y *= -1; | |
1113 | 1129 | } |
1114 | 1130 | |
1115 | - if( Camera_Debugmode == true ){ //デバックモードならば | |
1116 | - //発砲操作かチェック | |
1117 | - if( CheckInputControl(KEY_Shot, 0) ){ | |
1118 | - //前回の発射より、4フレーム分よりも時間が経っていれば | |
1119 | - if( bullettime + 4*((int)GAMEFPS) < GetTimeMS() ){ | |
1120 | - float x, y, z, rx, ry; | |
1121 | - x = camera_x; | |
1122 | - y = camera_y; | |
1123 | - z = camera_z; | |
1124 | - rx = camera_rx; | |
1125 | - ry = camera_ry; | |
1131 | + if( Camera_Debugmode == false ){ //通常モードならば | |
1132 | + if( myHuman->GetHP() > 0 ){ | |
1133 | + //マウスによる向きを計算 | |
1134 | + mouse_rx += x * MouseSensitivity; | |
1135 | + mouse_ry -= y * MouseSensitivity; | |
1126 | 1136 | |
1127 | - //未使用の弾オブジェクトを取得 | |
1128 | - bullet* newbullet = ObjMgr.GetNewBulletObject(); | |
1129 | - if( newbullet != NULL ){ | |
1130 | - //弾オブジェクトを設定 | |
1131 | - newbullet->SetPosData(x, y, z, rx, ry); | |
1132 | - newbullet->SetParamData(40, 5, 10, 1024, ObjMgr.GetPlayerID(), true); | |
1133 | - newbullet->SetDrawFlag(true); | |
1134 | - GameSound->ShotWeapon(x, y, z, 0, 1024, true); | |
1137 | + //キー操作による向きを計算 | |
1138 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x00)) ){ mouse_ry += (float)M_PI/180 * 3; } // [↑] | |
1139 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x01)) ){ mouse_ry -= (float)M_PI/180 * 3; } // [↓] | |
1140 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x02)) ){ mouse_rx -= (float)M_PI/180 * 3; } // [←] | |
1141 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x03)) ){ mouse_rx += (float)M_PI/180 * 3; } // [→] | |
1135 | 1142 | |
1136 | - //スコアに加算 | |
1137 | - MainGameInfo.fire += 1; | |
1138 | - | |
1139 | - //発射時間を記憶(連射間隔判定用) | |
1140 | - bullettime = GetTimeMS(); | |
1141 | - } | |
1142 | - } | |
1143 | + if( mouse_ry > (float)M_PI/18*7 ) mouse_ry = (float)M_PI/18*7; | |
1144 | + if( mouse_ry < (float)M_PI/18*7 *-1 ) mouse_ry = (float)M_PI/18*7 *-1; | |
1143 | 1145 | } |
1144 | 1146 | } |
1145 | - else{ //デバックモードでなければ | |
1146 | - HumanParameter humandata; | |
1147 | - int id_param; | |
1148 | - bool zombie; | |
1149 | - int keymode; | |
1147 | + else{ //デバックモードならば | |
1148 | + //キー操作によりカメラ座標を計算 | |
1149 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x00)) ){ camera_x += 2.0f; } // [↑] | |
1150 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x01)) ){ camera_x -= 2.0f; } // [↓] | |
1151 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x02)) ){ camera_z += 2.0f; } // [←] | |
1152 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x03)) ){ camera_z -= 2.0f; } // [→] | |
1153 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x48)) ){ camera_y += 2.0f; } //[NUM +] | |
1154 | + if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x49)) ){ camera_y -= 2.0f; } //[NUM -] | |
1150 | 1155 | |
1151 | - //ゾンビかどうか判定 | |
1152 | - myHuman->GetParamData(&id_param, NULL, NULL, NULL); | |
1153 | - GameParamInfo.GetHuman(id_param, &humandata); | |
1154 | - if( humandata.type == 2 ){ | |
1155 | - zombie = true; | |
1156 | - } | |
1157 | - else{ | |
1158 | - zombie = false; | |
1159 | - } | |
1160 | - | |
1161 | - //連射モードを取得 | |
1162 | - if( zombie == true ){ | |
1163 | - keymode = 1; | |
1164 | - } | |
1165 | - else if( myHuman->GetWeaponBlazingmode() == false ){ | |
1166 | - keymode = 1; | |
1167 | - } | |
1168 | - else{ | |
1169 | - keymode = 0; | |
1170 | - } | |
1171 | - | |
1172 | - //発砲操作かチェック | |
1173 | - if( CheckInputControl(KEY_Shot, keymode) ){ | |
1174 | - | |
1175 | - if( zombie == false ){ | |
1176 | - //弾の発射に成功すれば | |
1177 | - if( ObjMgr.ShotWeapon(PlayerID) == 1 ){ | |
1178 | - //スコアに加算 | |
1179 | - MainGameInfo.fire += 1; | |
1180 | - | |
1181 | - //プレイヤーの向きを取得 | |
1182 | - ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1183 | - } | |
1184 | - } | |
1185 | - else{ | |
1186 | - for(int i=0; i<MAX_HUMAN; i++){ | |
1187 | - human *EnemyHuman = ObjMgr.GeHumanObject(i); | |
1188 | - if( ObjMgr.CheckZombieAttack(myHuman, EnemyHuman) == true ){ | |
1189 | - ObjMgr.HitZombieAttack(EnemyHuman); | |
1190 | - } | |
1191 | - } | |
1192 | - } | |
1193 | - | |
1194 | - } | |
1156 | + //マウス移動をカメラの向きとして適用 | |
1157 | + //camera_rx -= x*0.0025f; | |
1158 | + //camera_ry -= y*0.0025f; | |
1159 | + camera_rx -= x * MouseSensitivity; | |
1160 | + camera_ry -= y * MouseSensitivity; | |
1161 | + if( camera_ry > (float)M_PI/18*7 ) camera_ry = (float)M_PI/18*7; | |
1162 | + if( camera_ry < (float)M_PI/18*7 *-1 ) camera_ry = (float)M_PI/18*7 *-1; | |
1195 | 1163 | } |
1196 | 1164 | |
1197 | - //リロード操作かチェック | |
1198 | - if( CheckInputControl(KEY_RELOAD, 1) ){ | |
1199 | - ObjMgr.ReloadWeapon(PlayerID); | |
1200 | - } | |
1201 | - | |
1202 | - //武器の切り替え操作かチェック | |
1203 | - if( CheckInputControl(KEY_SWITCHWEAPON, 1) ){ | |
1204 | - ObjMgr.ChangeWeapon(PlayerID, -1); | |
1205 | - } | |
1206 | - if( CheckInputControl(KEY_WEAPON1, 1) ){ | |
1207 | - ObjMgr.ChangeWeapon(PlayerID, 0); | |
1208 | - } | |
1209 | - if( CheckInputControl(KEY_WEAPON2, 1) ){ | |
1210 | - ObjMgr.ChangeWeapon(PlayerID, 1); | |
1211 | - } | |
1212 | - | |
1213 | - //武器の廃棄操作かチェック | |
1214 | - if( CheckInputControl(KEY_DROPWEAPON, 1) ){ | |
1215 | - ObjMgr.DumpWeapon(PlayerID); | |
1216 | - } | |
1217 | - | |
1218 | - //スコープ操作かチェック | |
1219 | - if( CheckInputControl(KEY_ZOOM, 1) ){ | |
1220 | - ObjMgr.ChangeScopeMode(PlayerID); | |
1221 | - } | |
1222 | - | |
1223 | - //連射モード変更操作かチェック | |
1224 | - if( CheckInputControl(KEY_ShotMODE, 1) ){ | |
1225 | - ObjMgr.ChangeShotMode(PlayerID); | |
1226 | - } | |
1227 | - | |
1228 | 1165 | //ゲーム終了操作かチェック |
1229 | 1166 | if( inputCtrl->CheckKeyDown(GetEscKeycode()) ){ |
1230 | 1167 | GameState->PushBackSpaceKey(); |
@@ -1244,22 +1181,6 @@ | ||
1244 | 1181 | } |
1245 | 1182 | } |
1246 | 1183 | |
1247 | - //カメラ操作 | |
1248 | - if( Camera_F1mode == true ){ | |
1249 | - if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x0C) ) ){ //NUM8 | |
1250 | - view_ry -= (float)M_PI/180 * 2; | |
1251 | - } | |
1252 | - if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x09) ) ){ //NUM5 | |
1253 | - view_ry += (float)M_PI/180 * 2; | |
1254 | - } | |
1255 | - if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x08) ) ){ //NUM4 | |
1256 | - view_rx -= (float)M_PI/180 * 2; | |
1257 | - } | |
1258 | - if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x0A) ) ){ //NUM6 | |
1259 | - view_rx += (float)M_PI/180 * 2; | |
1260 | - } | |
1261 | - } | |
1262 | - | |
1263 | 1184 | //画面のUI変更操作かチェック |
1264 | 1185 | if( inputCtrl->CheckKeyDown( GetFunctionKeycode(2) ) ){ |
1265 | 1186 | if( Camera_F2mode == 2 ){ |
@@ -1275,216 +1196,311 @@ | ||
1275 | 1196 | GameState->PushF12Key(); |
1276 | 1197 | } |
1277 | 1198 | |
1278 | - //裏技・上昇の操作かチェック | |
1279 | - if( (inputCtrl->CheckKeyNow( GetFunctionKeycode(5) ))&&(inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x0F))) ){ // F5 + [ENTER] | |
1280 | - Cmd_F5 = true; | |
1281 | - } | |
1282 | - else{ | |
1283 | - Cmd_F5 = false; | |
1284 | - } | |
1199 | +#ifdef ENABLE_DEBUGCONSOLE | |
1200 | + //デバック用コンソールの表示操作かチェック | |
1201 | + if( inputCtrl->CheckKeyDown( GetFunctionKeycode(11) ) ){ | |
1202 | + if( Show_Console == false ){ | |
1203 | + Show_Console = true; | |
1285 | 1204 | |
1286 | - //裏技・弾追加の操作かチェック | |
1287 | - if( inputCtrl->CheckKeyNow( GetFunctionKeycode(6) ) ){ | |
1288 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x0F)) ){ // [ENTER] | |
1289 | - ObjMgr.CheatAddBullet(PlayerID); | |
1205 | + strcpy(InputConsoleData->textdata, CONSOLE_PROMPT); | |
1290 | 1206 | } |
1207 | + else{ | |
1208 | + Show_Console = false; | |
1209 | + } | |
1291 | 1210 | } |
1292 | 1211 | |
1293 | - //裏技・武器変更の操作かチェック | |
1294 | - if( inputCtrl->CheckKeyNow( GetFunctionKeycode(7) ) ){ | |
1295 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x02)) ){ // [←] | |
1296 | - int id_param = myHuman->GetMainWeaponTypeNO(); | |
1212 | + if( Show_Console == false ){ | |
1213 | +#endif | |
1297 | 1214 | |
1298 | - //次の武器番号を計算 | |
1299 | - if( id_param >= TOTAL_PARAMETERINFO_WEAPON-1 ){ id_param = 0; } | |
1300 | - else{ id_param += 1; } | |
1215 | + if( PlayerAI == false ){ | |
1301 | 1216 | |
1302 | - ObjMgr.CheatNewWeapon(PlayerID, id_param); | |
1303 | - } | |
1304 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x03)) ){ // [→] | |
1305 | - int id_param = myHuman->GetMainWeaponTypeNO(); | |
1217 | + //前後左右の移動(走り)操作かチェック | |
1218 | + if( CheckInputControl(KEY_MOVEFORWARD, 0) ){ | |
1219 | + ObjMgr.MoveForward(PlayerID); | |
1220 | + } | |
1221 | + if( CheckInputControl(KEY_MOVEBACKWARD, 0) ){ | |
1222 | + ObjMgr.MoveBack(PlayerID); | |
1223 | + } | |
1224 | + if( CheckInputControl(KEY_MOVELEFT, 0) ){ | |
1225 | + ObjMgr.MoveLeft(PlayerID); | |
1226 | + } | |
1227 | + if( CheckInputControl(KEY_MOVERIGHT, 0) ){ | |
1228 | + ObjMgr.MoveRight(PlayerID); | |
1229 | + } | |
1306 | 1230 | |
1307 | - //次の武器番号を計算 | |
1308 | - if( id_param <= 0 ){ id_param = TOTAL_PARAMETERINFO_WEAPON-1; } | |
1309 | - else{ id_param -= 1; } | |
1231 | + //歩き操作かチェック | |
1232 | + if( CheckInputControl(KEY_WALK, 0) ){ | |
1233 | + ObjMgr.MoveWalk(PlayerID); | |
1234 | + } | |
1310 | 1235 | |
1311 | - ObjMgr.CheatNewWeapon(PlayerID, id_param); | |
1312 | - } | |
1313 | - } | |
1236 | + //ジャンプ操作かチェック | |
1237 | + if( CheckInputControl(KEY_JUMP, 1) ){ | |
1238 | + ObjMgr.MoveJump(PlayerID); | |
1239 | + } | |
1314 | 1240 | |
1315 | - //裏技・人変更の操作かチェック | |
1316 | - if( inputCtrl->CheckKeyNow( GetFunctionKeycode(8) ) ){ | |
1317 | - int Player_HumanID; | |
1241 | + if( Camera_Debugmode == true ){ //デバックモードならば | |
1242 | + //発砲操作かチェック | |
1243 | + if( CheckInputControl(KEY_Shot, 0) ){ | |
1244 | + //前回の発射より、4フレーム分よりも時間が経っていれば | |
1245 | + if( bullettime + 4*((int)GAMEFPS) < GetTimeMS() ){ | |
1246 | + float x, y, z, rx, ry; | |
1247 | + x = camera_x; | |
1248 | + y = camera_y; | |
1249 | + z = camera_z; | |
1250 | + rx = camera_rx; | |
1251 | + ry = camera_ry; | |
1318 | 1252 | |
1319 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x02)) ){ // [←] | |
1320 | - //現在のプレイヤー番号を取得 | |
1321 | - Player_HumanID = ObjMgr.GetPlayerID(); | |
1253 | + //未使用の弾オブジェクトを取得 | |
1254 | + bullet* newbullet = ObjMgr.GetNewBulletObject(); | |
1255 | + if( newbullet != NULL ){ | |
1256 | + //弾オブジェクトを設定 | |
1257 | + newbullet->SetPosData(x, y, z, rx, ry); | |
1258 | + newbullet->SetParamData(40, 5, 10, 1024, ObjMgr.GetPlayerID(), true); | |
1259 | + newbullet->SetDrawFlag(true); | |
1260 | + GameSound->ShotWeapon(x, y, z, 0, 1024, true); | |
1322 | 1261 | |
1323 | - //次の人を計算 | |
1324 | - Player_HumanID += 1; | |
1325 | - if( Player_HumanID >= MAX_HUMAN ){ Player_HumanID = 0; } | |
1262 | + //スコアに加算 | |
1263 | + MainGameInfo.fire += 1; | |
1326 | 1264 | |
1327 | - //対象プレイヤー番号を適用 | |
1328 | - ObjMgr.SetPlayerID(Player_HumanID); | |
1265 | + //発射時間を記憶(連射間隔判定用) | |
1266 | + bullettime = GetTimeMS(); | |
1267 | + } | |
1268 | + } | |
1269 | + } | |
1270 | + } | |
1271 | + else{ //デバックモードでなければ | |
1272 | + HumanParameter humandata; | |
1273 | + int id_param; | |
1274 | + bool zombie; | |
1275 | + int keymode; | |
1329 | 1276 | |
1330 | - //プレイヤーの向きを取得 | |
1331 | - ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1332 | - } | |
1333 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x03)) ){ // [→] | |
1334 | - //現在のプレイヤー番号を取得 | |
1335 | - Player_HumanID = ObjMgr.GetPlayerID(); | |
1277 | + //ゾンビかどうか判定 | |
1278 | + myHuman->GetParamData(&id_param, NULL, NULL, NULL); | |
1279 | + GameParamInfo.GetHuman(id_param, &humandata); | |
1280 | + if( humandata.type == 2 ){ | |
1281 | + zombie = true; | |
1282 | + } | |
1283 | + else{ | |
1284 | + zombie = false; | |
1285 | + } | |
1336 | 1286 | |
1337 | - //次の人を計算 | |
1338 | - Player_HumanID -= 1; | |
1339 | - if( Player_HumanID < 0 ){ Player_HumanID = MAX_HUMAN-1; } | |
1287 | + //連射モードを取得 | |
1288 | + if( zombie == true ){ | |
1289 | + keymode = 1; | |
1290 | + } | |
1291 | + else if( myHuman->GetWeaponBlazingmode() == false ){ | |
1292 | + keymode = 1; | |
1293 | + } | |
1294 | + else{ | |
1295 | + keymode = 0; | |
1296 | + } | |
1340 | 1297 | |
1341 | - //対象プレイヤー番号を適用 | |
1342 | - ObjMgr.SetPlayerID(Player_HumanID); | |
1298 | + //発砲操作かチェック | |
1299 | + if( CheckInputControl(KEY_Shot, keymode) ){ | |
1343 | 1300 | |
1344 | - //プレイヤーの向きを取得 | |
1345 | - ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1346 | - } | |
1347 | - } | |
1301 | + if( zombie == false ){ | |
1302 | + //弾の発射に成功すれば | |
1303 | + if( ObjMgr.ShotWeapon(PlayerID) == 1 ){ | |
1304 | + //スコアに加算 | |
1305 | + MainGameInfo.fire += 1; | |
1348 | 1306 | |
1349 | - //裏技・人追加の操作かチェック | |
1350 | - if( inputCtrl->CheckKeyNow( GetFunctionKeycode(9) ) ){ | |
1351 | - if( (inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x00)))||(inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x01))) ){ // [↑]・[↓] | |
1352 | - float x, y, z, r; | |
1353 | - int param, dataid, team; | |
1354 | - int selectweapon; | |
1355 | - weapon *weapon[TOTAL_HAVEWEAPON]; | |
1356 | - int weapon_paramid[TOTAL_HAVEWEAPON]; | |
1357 | - for(int i=0; i<TOTAL_HAVEWEAPON; i++){ | |
1358 | - weapon[i] = NULL; | |
1359 | - weapon_paramid[i] = 0; | |
1307 | + //プレイヤーの向きを取得 | |
1308 | + ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1309 | + } | |
1310 | + } | |
1311 | + else{ | |
1312 | + for(int i=0; i<MAX_HUMAN; i++){ | |
1313 | + human *EnemyHuman = ObjMgr.GeHumanObject(i); | |
1314 | + if( ObjMgr.CheckZombieAttack(myHuman, EnemyHuman) == true ){ | |
1315 | + ObjMgr.HitZombieAttack(EnemyHuman); | |
1316 | + } | |
1317 | + } | |
1318 | + } | |
1319 | + | |
1320 | + } | |
1360 | 1321 | } |
1361 | - int id; | |
1362 | 1322 | |
1363 | - //プレイヤーの座標や武器を取得 | |
1364 | - myHuman->GetPosData(&x, &y, &z, &r); | |
1365 | - myHuman->GetParamData(¶m, &dataid, NULL, &team); | |
1366 | - myHuman->GetWeapon(&selectweapon, weapon); | |
1367 | - for(int i=0; i<TOTAL_HAVEWEAPON; i++){ | |
1368 | - if( weapon[i] != NULL ){ | |
1369 | - weapon[i]->GetParamData(&weapon_paramid[i], NULL, NULL); | |
1323 | + //リロード操作かチェック | |
1324 | + if( CheckInputControl(KEY_RELOAD, 1) ){ | |
1325 | + ObjMgr.ReloadWeapon(PlayerID); | |
1326 | + } | |
1327 | + | |
1328 | + //武器の切り替え操作かチェック | |
1329 | + if( CheckInputControl(KEY_SWITCHWEAPON, 1) ){ | |
1330 | + ObjMgr.ChangeWeapon(PlayerID, -1); | |
1331 | + } | |
1332 | + if( CheckInputControl(KEY_WEAPON1, 1) ){ | |
1333 | + ObjMgr.ChangeWeapon(PlayerID, 0); | |
1334 | + } | |
1335 | + if( CheckInputControl(KEY_WEAPON2, 1) ){ | |
1336 | + ObjMgr.ChangeWeapon(PlayerID, 1); | |
1337 | + } | |
1338 | + | |
1339 | + //武器の廃棄操作かチェック | |
1340 | + if( CheckInputControl(KEY_DROPWEAPON, 1) ){ | |
1341 | + ObjMgr.DumpWeapon(PlayerID); | |
1342 | + } | |
1343 | + | |
1344 | + //スコープ操作かチェック | |
1345 | + if( CheckInputControl(KEY_ZOOM, 1) ){ | |
1346 | + ObjMgr.ChangeScopeMode(PlayerID); | |
1347 | + } | |
1348 | + | |
1349 | + //連射モード変更操作かチェック | |
1350 | + if( CheckInputControl(KEY_ShotMODE, 1) ){ | |
1351 | + ObjMgr.ChangeShotMode(PlayerID); | |
1352 | + } | |
1353 | + | |
1354 | + //カメラ操作 | |
1355 | + if( Camera_F1mode == true ){ | |
1356 | + if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x0C) ) ){ //NUM8 | |
1357 | + view_ry -= (float)M_PI/180 * 2; | |
1370 | 1358 | } |
1359 | + if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x09) ) ){ //NUM5 | |
1360 | + view_ry += (float)M_PI/180 * 2; | |
1361 | + } | |
1362 | + if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x08) ) ){ //NUM4 | |
1363 | + view_rx -= (float)M_PI/180 * 2; | |
1364 | + } | |
1365 | + if( inputCtrl->CheckKeyNow( OriginalkeycodeToDinputdef(0x0A) ) ){ //NUM6 | |
1366 | + view_rx += (float)M_PI/180 * 2; | |
1367 | + } | |
1371 | 1368 | } |
1372 | 1369 | |
1373 | - //プレイヤーの目の前の座標を取得 | |
1374 | - x += cos(r*-1 + (float)M_PI/2)*10.0f; | |
1375 | - y += 5.0f; | |
1376 | - z += sin(r*-1 + (float)M_PI/2)*10.0f; | |
1370 | + //裏技・上昇の操作かチェック | |
1371 | + if( (inputCtrl->CheckKeyNow( GetFunctionKeycode(5) ))&&(inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x0F))) ){ // F5 + [ENTER] | |
1372 | + Cmd_F5 = true; | |
1373 | + } | |
1374 | + else{ | |
1375 | + Cmd_F5 = false; | |
1376 | + } | |
1377 | 1377 | |
1378 | - //人を追加 | |
1379 | - id = ObjMgr.AddHumanIndex(x, y, z, r, param, team, weapon_paramid); | |
1380 | - if( id >= 0 ){ | |
1381 | - ObjMgr.ChangeWeapon(id, selectweapon); | |
1378 | + //裏技・弾追加の操作かチェック | |
1379 | + if( inputCtrl->CheckKeyNow( GetFunctionKeycode(6) ) ){ | |
1380 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x0F)) ){ // [ENTER] | |
1381 | + ObjMgr.CheatAddBullet(PlayerID); | |
1382 | + } | |
1383 | + } | |
1382 | 1384 | |
1383 | - //AIを設定 | |
1384 | - HumanAI[id].Init(); | |
1385 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x00)) ){ // [↑] | |
1386 | - HumanAI[id].SetHoldTracking(dataid); | |
1385 | + //裏技・武器変更の操作かチェック | |
1386 | + if( inputCtrl->CheckKeyNow( GetFunctionKeycode(7) ) ){ | |
1387 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x02)) ){ // [←] | |
1388 | + int id_param = myHuman->GetMainWeaponTypeNO(); | |
1389 | + | |
1390 | + //次の武器番号を計算 | |
1391 | + if( id_param >= TOTAL_PARAMETERINFO_WEAPON-1 ){ id_param = 0; } | |
1392 | + else{ id_param += 1; } | |
1393 | + | |
1394 | + ObjMgr.CheatNewWeapon(PlayerID, id_param); | |
1387 | 1395 | } |
1388 | - if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x01)) ){ // [↓] | |
1389 | - HumanAI[id].SetHoldWait(x, z, r); | |
1396 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x03)) ){ // [→] | |
1397 | + int id_param = myHuman->GetMainWeaponTypeNO(); | |
1398 | + | |
1399 | + //次の武器番号を計算 | |
1400 | + if( id_param <= 0 ){ id_param = TOTAL_PARAMETERINFO_WEAPON-1; } | |
1401 | + else{ id_param -= 1; } | |
1402 | + | |
1403 | + ObjMgr.CheatNewWeapon(PlayerID, id_param); | |
1390 | 1404 | } |
1391 | 1405 | } |
1392 | - } | |
1393 | - } | |
1394 | 1406 | |
1395 | - //裏技・腕表示の操作かチェック | |
1396 | - if( inputCtrl->CheckKeyDown( GetHomeKeycode() ) ){ | |
1397 | - if( Camera_HOMEmode == false ){ | |
1398 | - Camera_HOMEmode = true; | |
1399 | - } | |
1400 | - else{ | |
1401 | - Camera_HOMEmode = false; | |
1402 | - } | |
1403 | - } | |
1407 | + //裏技・人変更の操作かチェック | |
1408 | + if( inputCtrl->CheckKeyNow( GetFunctionKeycode(8) ) ){ | |
1409 | + int Player_HumanID; | |
1404 | 1410 | |
1405 | - //デバックモード使用操作かチェック | |
1406 | -#ifdef _DEBUG | |
1407 | - if( inputCtrl->CheckKeyDown( GetFunctionKeycode(4) ) ){ | |
1408 | -#else | |
1409 | - if( 0 ){ | |
1410 | -#endif | |
1411 | - if( Camera_Debugmode == false ){ | |
1412 | - Camera_Debugmode = true; | |
1413 | - } | |
1414 | - else{ | |
1415 | - Camera_Debugmode = false; | |
1416 | - } | |
1411 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x02)) ){ // [←] | |
1412 | + //現在のプレイヤー番号を取得 | |
1413 | + Player_HumanID = ObjMgr.GetPlayerID(); | |
1417 | 1414 | |
1418 | - //デバックモード開始時のカメラ設定 | |
1419 | - if( Camera_Debugmode == true ){ | |
1420 | - camera_x = 100.0f; | |
1421 | - camera_y = 100.0f; | |
1422 | - camera_z = -100.0f; | |
1423 | - camera_rx = (float)M_PI/180*135; | |
1424 | - camera_ry = (float)M_PI/180*(-40); | |
1425 | - } | |
1426 | - } | |
1415 | + //次の人を計算 | |
1416 | + Player_HumanID += 1; | |
1417 | + if( Player_HumanID >= MAX_HUMAN ){ Player_HumanID = 0; } | |
1427 | 1418 | |
1428 | - //ゲーム実行情報の表示操作かチェック | |
1429 | - if( inputCtrl->CheckKeyDown( GetFunctionKeycode(11) ) ){ | |
1430 | - if( ShowInfo_Debugmode == false ){ | |
1431 | - ShowInfo_Debugmode = true; | |
1432 | - } | |
1433 | - else{ | |
1434 | - ShowInfo_Debugmode = false; | |
1435 | - } | |
1436 | - } | |
1419 | + //対象プレイヤー番号を適用 | |
1420 | + ObjMgr.SetPlayerID(Player_HumanID); | |
1437 | 1421 | |
1438 | - //マウスの移動量取得 | |
1439 | - int x, y; | |
1440 | - float MouseSensitivity; | |
1441 | - inputCtrl->GetMouseMovement(&x, &y); | |
1422 | + //プレイヤーの向きを取得 | |
1423 | + ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1424 | + } | |
1425 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x03)) ){ // [→] | |
1426 | + //現在のプレイヤー番号を取得 | |
1427 | + Player_HumanID = ObjMgr.GetPlayerID(); | |
1442 | 1428 | |
1443 | - //視点の移動量計算 | |
1444 | - float mang; | |
1445 | - if( myHuman->GetScopeMode() == 0 ){ mang = 0.01f; } | |
1446 | - if( myHuman->GetScopeMode() == 1 ){ mang = 0.0032f; } | |
1447 | - if( myHuman->GetScopeMode() == 2 ){ mang = 0.0060f; } | |
1448 | - MouseSensitivity = (float)M_PI/180 * mang * GameConfig.GetMouseSensitivity(); | |
1429 | + //次の人を計算 | |
1430 | + Player_HumanID -= 1; | |
1431 | + if( Player_HumanID < 0 ){ Player_HumanID = MAX_HUMAN-1; } | |
1449 | 1432 | |
1450 | - //マウス反転(オプション設定)が有効ならば、反転する。 | |
1451 | - if( GameConfig.GetInvertMouseFlag() == true ){ | |
1452 | - y *= -1; | |
1453 | - } | |
1433 | + //対象プレイヤー番号を適用 | |
1434 | + ObjMgr.SetPlayerID(Player_HumanID); | |
1454 | 1435 | |
1455 | - if( Camera_Debugmode == false ){ //通常モードならば | |
1456 | - if( myHuman->GetHP() > 0 ){ | |
1457 | - //マウスによる向きを計算 | |
1458 | - mouse_rx += x * MouseSensitivity; | |
1459 | - mouse_ry -= y * MouseSensitivity; | |
1436 | + //プレイヤーの向きを取得 | |
1437 | + ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1438 | + } | |
1439 | + } | |
1460 | 1440 | |
1461 | - //キー操作による向きを計算 | |
1462 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x00)) ){ mouse_ry += (float)M_PI/180 * 3; } // [↑] | |
1463 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x01)) ){ mouse_ry -= (float)M_PI/180 * 3; } // [↓] | |
1464 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x02)) ){ mouse_rx -= (float)M_PI/180 * 3; } // [←] | |
1465 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x03)) ){ mouse_rx += (float)M_PI/180 * 3; } // [→] | |
1441 | + //裏技・人追加の操作かチェック | |
1442 | + if( inputCtrl->CheckKeyNow( GetFunctionKeycode(9) ) ){ | |
1443 | + if( (inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x00)))||(inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x01))) ){ // [↑]・[↓] | |
1444 | + float x, y, z, r; | |
1445 | + int param, dataid, team; | |
1446 | + int selectweapon; | |
1447 | + weapon *weapon[TOTAL_HAVEWEAPON]; | |
1448 | + int weapon_paramid[TOTAL_HAVEWEAPON]; | |
1449 | + for(int i=0; i<TOTAL_HAVEWEAPON; i++){ | |
1450 | + weapon[i] = NULL; | |
1451 | + weapon_paramid[i] = 0; | |
1452 | + } | |
1453 | + int id; | |
1466 | 1454 | |
1467 | - if( mouse_ry > (float)M_PI/18*7 ) mouse_ry = (float)M_PI/18*7; | |
1468 | - if( mouse_ry < (float)M_PI/18*7 *-1 ) mouse_ry = (float)M_PI/18*7 *-1; | |
1455 | + //プレイヤーの座標や武器を取得 | |
1456 | + myHuman->GetPosData(&x, &y, &z, &r); | |
1457 | + myHuman->GetParamData(¶m, &dataid, NULL, &team); | |
1458 | + myHuman->GetWeapon(&selectweapon, weapon); | |
1459 | + for(int i=0; i<TOTAL_HAVEWEAPON; i++){ | |
1460 | + if( weapon[i] != NULL ){ | |
1461 | + weapon[i]->GetParamData(&weapon_paramid[i], NULL, NULL); | |
1462 | + } | |
1463 | + } | |
1464 | + | |
1465 | + //プレイヤーの目の前の座標を取得 | |
1466 | + x += cos(r*-1 + (float)M_PI/2)*10.0f; | |
1467 | + y += 5.0f; | |
1468 | + z += sin(r*-1 + (float)M_PI/2)*10.0f; | |
1469 | + | |
1470 | + //人を追加 | |
1471 | + id = ObjMgr.AddHumanIndex(x, y, z, r, param, team, weapon_paramid); | |
1472 | + if( id >= 0 ){ | |
1473 | + ObjMgr.ChangeWeapon(id, selectweapon); | |
1474 | + | |
1475 | + //AIを設定 | |
1476 | + HumanAI[id].Init(); | |
1477 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x00)) ){ // [↑] | |
1478 | + HumanAI[id].SetHoldTracking(dataid); | |
1479 | + } | |
1480 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x01)) ){ // [↓] | |
1481 | + HumanAI[id].SetHoldWait(x, z, r); | |
1482 | + } | |
1483 | + } | |
1484 | + } | |
1485 | + } | |
1486 | + | |
1487 | + //裏技・腕表示の操作かチェック | |
1488 | + if( inputCtrl->CheckKeyDown( GetHomeKeycode() ) ){ | |
1489 | + if( Camera_HOMEmode == false ){ | |
1490 | + Camera_HOMEmode = true; | |
1491 | + } | |
1492 | + else{ | |
1493 | + Camera_HOMEmode = false; | |
1494 | + } | |
1495 | + } | |
1469 | 1496 | } |
1470 | - } | |
1471 | - else{ //デバックモードならば | |
1472 | - //キー操作によりカメラ座標を計算 | |
1473 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x00)) ){ camera_x += 2.0f; } // [↑] | |
1474 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x01)) ){ camera_x -= 2.0f; } // [↓] | |
1475 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x02)) ){ camera_z += 2.0f; } // [←] | |
1476 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x03)) ){ camera_z -= 2.0f; } // [→] | |
1477 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x48)) ){ camera_y += 2.0f; } //[NUM +] | |
1478 | - if( inputCtrl->CheckKeyNow(OriginalkeycodeToDinputdef(0x49)) ){ camera_y -= 2.0f; } //[NUM -] | |
1479 | 1497 | |
1480 | - //マウス移動をカメラの向きとして適用 | |
1481 | - //camera_rx -= x*0.0025f; | |
1482 | - //camera_ry -= y*0.0025f; | |
1483 | - camera_rx -= x * MouseSensitivity; | |
1484 | - camera_ry -= y * MouseSensitivity; | |
1485 | - if( camera_ry > (float)M_PI/18*7 ) camera_ry = (float)M_PI/18*7; | |
1486 | - if( camera_ry < (float)M_PI/18*7 *-1 ) camera_ry = (float)M_PI/18*7 *-1; | |
1498 | +#ifdef ENABLE_DEBUGCONSOLE | |
1487 | 1499 | } |
1500 | + if( Show_Console == true ){ | |
1501 | + InputConsole(); | |
1502 | + } | |
1503 | +#endif | |
1488 | 1504 | |
1489 | 1505 | time_input = GetTimeMS() - time; |
1490 | 1506 | } |
@@ -1507,7 +1523,7 @@ | ||
1507 | 1523 | GameParamInfo.GetWeapon(weaponid, &data); |
1508 | 1524 | |
1509 | 1525 | //プレイヤー(オブジェクト)の向きを設定 |
1510 | - if( myHuman->GetHP() > 0 ){ | |
1526 | + if( (PlayerAI == false)&&(myHuman->GetHP() > 0) ){ | |
1511 | 1527 | myHuman->SetRxRy(mouse_rx, mouse_ry); |
1512 | 1528 | } |
1513 | 1529 |
@@ -1530,9 +1546,10 @@ | ||
1530 | 1546 | //----------------------------------- |
1531 | 1547 | |
1532 | 1548 | time = GetTimeMS(); |
1533 | - int PlayerID = ObjMgr.GetPlayerID(); | |
1534 | - for(int i=0; i<MAX_HUMAN; i++){ | |
1535 | - if( i != PlayerID ){ | |
1549 | + if( AIstop == false ){ | |
1550 | + int PlayerID = ObjMgr.GetPlayerID(); | |
1551 | + for(int i=0; i<MAX_HUMAN; i++){ | |
1552 | + if( (PlayerAI == false)&&(i == PlayerID) ){ continue; } | |
1536 | 1553 | //AIを実行 |
1537 | 1554 | HumanAI[i].Process(); |
1538 | 1555 | } |
@@ -1588,6 +1605,11 @@ | ||
1588 | 1605 | float x, y, z; |
1589 | 1606 | myHuman->GetPosData(&x, &y, &z, NULL); |
1590 | 1607 | |
1608 | + if( PlayerAI == true ){ | |
1609 | + //プレイヤーの向きを取得 | |
1610 | + ObjMgr.GetPlayerHumanObject()->GetRxRy(&mouse_rx, &mouse_ry); | |
1611 | + } | |
1612 | + | |
1591 | 1613 | //カメラワークを求める |
1592 | 1614 | if( Camera_Debugmode == true ){ |
1593 | 1615 | // |
@@ -1630,6 +1652,18 @@ | ||
1630 | 1652 | //ダメージを受けていれば、レッドフラッシュを描画する |
1631 | 1653 | redflash_flag = myHuman->CheckHit(); |
1632 | 1654 | |
1655 | + //----------------------------------- | |
1656 | + | |
1657 | +#ifdef ENABLE_DEBUGCONSOLE | |
1658 | + //デバック用コンソールを表示しており、かつミッション終了のカウントが始まっていなければ〜 | |
1659 | + if( (Show_Console == true)&&(end_framecnt == 0) ){ | |
1660 | + //デバック用コンソールのメイン処理 | |
1661 | + ProcessConsole(); | |
1662 | + } | |
1663 | +#endif | |
1664 | + | |
1665 | + //----------------------------------- | |
1666 | + | |
1633 | 1667 | framecnt += 1; |
1634 | 1668 | if( start_framecnt < (int)(1.0f*GAMEFPS) ){ //ミッション開始中なら |
1635 | 1669 | start_framecnt += 1; |
@@ -1692,12 +1726,14 @@ | ||
1692 | 1726 | //Zバッファを初期化 |
1693 | 1727 | d3dg->ResetZbuffer(); |
1694 | 1728 | |
1695 | - //中心線描画(デバック用) | |
1696 | - //d3dg->Centerline(); | |
1729 | + if( CenterLine == true ){ | |
1730 | + //中心線描画(デバック用) | |
1731 | + d3dg->Centerline(); | |
1732 | + } | |
1697 | 1733 | |
1698 | 1734 | //マップを描画 |
1699 | 1735 | d3dg->ResetWorldTransform(); |
1700 | - d3dg->DrawMapdata(); | |
1736 | + d3dg->DrawMapdata(wireframe); | |
1701 | 1737 | |
1702 | 1738 | //プレイヤーの描画有無の決定 |
1703 | 1739 | int DrawPlayer = 0; |
@@ -1766,30 +1802,30 @@ | ||
1766 | 1802 | |
1767 | 1803 | //レッドフラッシュ描画 |
1768 | 1804 | if( redflash_flag == true ){ |
1769 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
1805 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
1770 | 1806 | redflash_flag = false; |
1771 | 1807 | } |
1772 | 1808 | |
1773 | 1809 | //スコープ表示 |
1774 | 1810 | if( (Camera_F1mode == false)&&(myHuman->GetScopeMode() == 1) ){ |
1775 | - d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGTH, 1.0f); | |
1776 | - d3dg->Draw2DLine(SCREEN_WIDTH/2-49, SCREEN_HEIGTH/2, SCREEN_WIDTH/2-4, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1777 | - d3dg->Draw2DLine(SCREEN_WIDTH/2+4, SCREEN_HEIGTH/2, SCREEN_WIDTH/2+49, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1778 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGTH/2-49, SCREEN_WIDTH/2, SCREEN_HEIGTH/2-4, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1779 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGTH/2+4, SCREEN_WIDTH/2, SCREEN_HEIGTH/2+49, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1780 | - d3dg->Draw2DBox(SCREEN_WIDTH/2-50, SCREEN_HEIGTH/2-1, SCREEN_WIDTH/20+50, SCREEN_HEIGTH/2+1, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1781 | - d3dg->Draw2DBox(SCREEN_WIDTH/2-1, SCREEN_HEIGTH/2-50, SCREEN_WIDTH/2+1, SCREEN_HEIGTH/2+50, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1811 | + d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f); | |
1812 | + d3dg->Draw2DLine(SCREEN_WIDTH/2-49, SCREEN_HEIGHT/2, SCREEN_WIDTH/2-4, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1813 | + d3dg->Draw2DLine(SCREEN_WIDTH/2+4, SCREEN_HEIGHT/2, SCREEN_WIDTH/2+49, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1814 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGHT/2-49, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-4, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1815 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGHT/2+4, SCREEN_WIDTH/2, SCREEN_HEIGHT/2+49, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1816 | + d3dg->Draw2DBox(SCREEN_WIDTH/2-50, SCREEN_HEIGHT/2-1, SCREEN_WIDTH/20+50, SCREEN_HEIGHT/2+1, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1817 | + d3dg->Draw2DBox(SCREEN_WIDTH/2-1, SCREEN_HEIGHT/2-50, SCREEN_WIDTH/2+1, SCREEN_HEIGHT/2+50, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1782 | 1818 | } |
1783 | 1819 | if( (Camera_F1mode == false)&&(myHuman->GetScopeMode() == 2) ){ |
1784 | - d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGTH, 1.0f); | |
1785 | - d3dg->Draw2DLine(0, SCREEN_HEIGTH/2, SCREEN_WIDTH, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1786 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1787 | - d3dg->Draw2DBox(0, SCREEN_HEIGTH/2-1, SCREEN_WIDTH, SCREEN_HEIGTH/2+1, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1788 | - d3dg->Draw2DBox(SCREEN_WIDTH/2-1, 0, SCREEN_WIDTH/2+1, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1820 | + d3dg->Draw2DTexture(0, 0, Resource.GetScopeTexture(), SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f); | |
1821 | + d3dg->Draw2DLine(0, SCREEN_HEIGHT/2, SCREEN_WIDTH, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1822 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1823 | + d3dg->Draw2DBox(0, SCREEN_HEIGHT/2-1, SCREEN_WIDTH, SCREEN_HEIGHT/2+1, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1824 | + d3dg->Draw2DBox(SCREEN_WIDTH/2-1, 0, SCREEN_WIDTH/2+1, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.5f)); | |
1789 | 1825 | } |
1790 | 1826 | |
1791 | 1827 | //目隠し表示 |
1792 | - if( hp > 0 ){ | |
1828 | + if( (Camera_Debugmode == false)&&(hp > 0) ){ | |
1793 | 1829 | |
1794 | 1830 | int scopemode = myHuman->GetScopeMode(); |
1795 | 1831 | float addang; |
@@ -1802,22 +1838,22 @@ | ||
1802 | 1838 | |
1803 | 1839 | //上 |
1804 | 1840 | if( CollD.CheckALLBlockInside(camera_x + cos(camera_rx)*cos(camera_ry + addang) * adddist, camera_y + sin(camera_ry + addang) * adddist, camera_z + sin(camera_rx)*cos(camera_ry + addang) * adddist) == true ){ |
1805 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1841 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1806 | 1842 | } |
1807 | 1843 | |
1808 | 1844 | //下 |
1809 | 1845 | if( CollD.CheckALLBlockInside(camera_x + cos(camera_rx)*cos(camera_ry - addang) * adddist, camera_y + sin(camera_ry - addang) * adddist, camera_z + sin(camera_rx)*cos(camera_ry - addang) * adddist) == true ){ |
1810 | - d3dg->Draw2DBox(0, SCREEN_HEIGTH/2, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1846 | + d3dg->Draw2DBox(0, SCREEN_HEIGHT/2, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1811 | 1847 | } |
1812 | 1848 | |
1813 | 1849 | //左 |
1814 | 1850 | if( CollD.CheckALLBlockInside(camera_x + cos(camera_rx + addang)*cos(camera_ry) * adddist, camera_y + sin(camera_ry) * adddist, camera_z + sin(camera_rx + addang)*cos(camera_ry) * adddist) == true ){ |
1815 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH/2, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1851 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH/2, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1816 | 1852 | } |
1817 | 1853 | |
1818 | 1854 | //右 |
1819 | 1855 | if( CollD.CheckALLBlockInside(camera_x + cos(camera_rx - addang)*cos(camera_ry) * adddist, camera_y + sin(camera_ry) * adddist, camera_z + sin(camera_rx - addang)*cos(camera_ry) * adddist) == true ){ |
1820 | - d3dg->Draw2DBox(SCREEN_WIDTH/2, 0, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1856 | + d3dg->Draw2DBox(SCREEN_WIDTH/2, 0, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f)); | |
1821 | 1857 | } |
1822 | 1858 | } |
1823 | 1859 |
@@ -1852,10 +1888,6 @@ | ||
1852 | 1888 | d3dg->Draw2DTextureFontText(10+1, 90+1, str, D3DCOLOR_COLORVALUE(0.1f,0.1f,0.1f,1.0f), 10, 14); |
1853 | 1889 | d3dg->Draw2DTextureFontText(10, 90, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 10, 14); |
1854 | 1890 | } |
1855 | - else{ | |
1856 | - d3dg->Draw2DTextureFontText(10+1, 10+1, "Debug information [F11]", D3DCOLOR_COLORVALUE(0.1f,0.1f,0.1f,1.0f), 12, 18); | |
1857 | - d3dg->Draw2DTextureFontText(10, 10, "Debug information [F11]", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 12, 18); | |
1858 | - } | |
1859 | 1891 | |
1860 | 1892 | //ゲーム実行速度の表示 |
1861 | 1893 | if( 1 ){ |
@@ -1874,17 +1906,17 @@ | ||
1874 | 1906 | //"ウエエエエエエオ" |
1875 | 1907 | str[0] = (signed char)0xB3; str[1] = (signed char)0xB4; str[2] = (signed char)0xB4; str[3] = (signed char)0xB4; str[4] = (signed char)0xB4; |
1876 | 1908 | str[5] = (signed char)0xB4; str[6] = (signed char)0xB4; str[7] = (signed char)0xB5; str[8] = (signed char)0x00; |
1877 | - d3dg->Draw2DTextureFontText(15, SCREEN_HEIGTH - 105, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1909 | + d3dg->Draw2DTextureFontText(15, SCREEN_HEIGHT - 105, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1878 | 1910 | //"テトトトトトトナ" |
1879 | 1911 | for(int i=0; str[i] != 0x00; i++){ str[i] += (signed char)0x10; } |
1880 | - d3dg->Draw2DTextureFontText(15, SCREEN_HEIGTH - 105 +32, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1912 | + d3dg->Draw2DTextureFontText(15, SCREEN_HEIGHT - 105 +32, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1881 | 1913 | //"ウエエカキキキクケ" |
1882 | 1914 | str[0] = (signed char)0xB3; str[1] = (signed char)0xB4; str[2] = (signed char)0xB4; str[3] = (signed char)0xB6; str[4] = (signed char)0xB7; |
1883 | 1915 | str[5] = (signed char)0xB7; str[6] = (signed char)0xB7; str[7] = (signed char)0xB8; str[8] = (signed char)0xB9; str[9] = (signed char)0x00; |
1884 | - d3dg->Draw2DTextureFontText(15, SCREEN_HEIGTH - 55, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1916 | + d3dg->Draw2DTextureFontText(15, SCREEN_HEIGHT - 55, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1885 | 1917 | //"テトトニヌヌヌネノ" |
1886 | 1918 | for(int i=0; str[i] != 0x00; i++){ str[i] += (signed char)0x10; } |
1887 | - d3dg->Draw2DTextureFontText(15, SCREEN_HEIGTH - 55 +32, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1919 | + d3dg->Draw2DTextureFontText(15, SCREEN_HEIGHT - 55 +32, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,0.5f), 32, 32); | |
1888 | 1920 | |
1889 | 1921 | //右下エリア用文字コード設定 |
1890 | 1922 | str[0] = (signed char)0xB0;//'ー'; |
@@ -1909,7 +1941,7 @@ | ||
1909 | 1941 | if( str[i] == 'A' ){ str[i] = (signed char)0xBB; } //'サ' |
1910 | 1942 | if( str[i] == 'B' ){ str[i] = (signed char)0xBA; } //'コ' |
1911 | 1943 | } |
1912 | - d3dg->Draw2DTextureFontText(25, SCREEN_HEIGTH - 96, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 23, 24); | |
1944 | + d3dg->Draw2DTextureFontText(25, SCREEN_HEIGHT - 96, str, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 23, 24); | |
1913 | 1945 | |
1914 | 1946 | //HPによる色の決定 |
1915 | 1947 | int statecolor; |
@@ -1928,20 +1960,20 @@ | ||
1928 | 1960 | |
1929 | 1961 | //HP表示 |
1930 | 1962 | if( hp >= 80 ){ |
1931 | - d3dg->Draw2DTextureFontText(23, SCREEN_HEIGTH - 45, "STATE", statecolor, 18, 24); | |
1932 | - d3dg->Draw2DTextureFontText(155, SCREEN_HEIGTH - 45, "FINE", statecolor, 18, 24); | |
1963 | + d3dg->Draw2DTextureFontText(23, SCREEN_HEIGHT - 45, "STATE", statecolor, 18, 24); | |
1964 | + d3dg->Draw2DTextureFontText(155, SCREEN_HEIGHT - 45, "FINE", statecolor, 18, 24); | |
1933 | 1965 | } |
1934 | 1966 | else if( hp >= 40 ){ |
1935 | - d3dg->Draw2DTextureFontText(23, SCREEN_HEIGTH - 45, "STATE", statecolor, 18, 24); | |
1936 | - d3dg->Draw2DTextureFontText(135, SCREEN_HEIGTH - 45, "CAUTION", statecolor, 18, 24); | |
1967 | + d3dg->Draw2DTextureFontText(23, SCREEN_HEIGHT - 45, "STATE", statecolor, 18, 24); | |
1968 | + d3dg->Draw2DTextureFontText(135, SCREEN_HEIGHT - 45, "CAUTION", statecolor, 18, 24); | |
1937 | 1969 | } |
1938 | 1970 | else if( hp > 0 ){ |
1939 | - d3dg->Draw2DTextureFontText(23, SCREEN_HEIGTH - 45, "STATE", statecolor, 18, 24); | |
1940 | - d3dg->Draw2DTextureFontText(140, SCREEN_HEIGTH - 45, "DANGER", statecolor, 18, 24); | |
1971 | + d3dg->Draw2DTextureFontText(23, SCREEN_HEIGHT - 45, "STATE", statecolor, 18, 24); | |
1972 | + d3dg->Draw2DTextureFontText(140, SCREEN_HEIGHT - 45, "DANGER", statecolor, 18, 24); | |
1941 | 1973 | } |
1942 | 1974 | else{ |
1943 | - d3dg->Draw2DTextureFontText(23, SCREEN_HEIGTH - 45, "STATE", statecolor, 18, 24); | |
1944 | - d3dg->Draw2DTextureFontText(155, SCREEN_HEIGTH - 45, "DEAD", statecolor, 18, 24); | |
1975 | + d3dg->Draw2DTextureFontText(23, SCREEN_HEIGHT - 45, "STATE", statecolor, 18, 24); | |
1976 | + d3dg->Draw2DTextureFontText(155, SCREEN_HEIGHT - 45, "DEAD", statecolor, 18, 24); | |
1945 | 1977 | } |
1946 | 1978 | |
1947 | 1979 | //武器名表示 |
@@ -1952,13 +1984,13 @@ | ||
1952 | 1984 | if( Camera_F2mode == 1 ){ |
1953 | 1985 | //画面周りの線 |
1954 | 1986 | d3dg->Draw2DLine(0, 0, SCREEN_WIDTH-1, 0, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); |
1955 | - d3dg->Draw2DLine(SCREEN_WIDTH-1, 0, SCREEN_WIDTH-1, SCREEN_HEIGTH-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1956 | - d3dg->Draw2DLine(0, 0, 0, SCREEN_HEIGTH-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1957 | - d3dg->Draw2DLine(0, SCREEN_HEIGTH-1, SCREEN_WIDTH-1, SCREEN_HEIGTH-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1987 | + d3dg->Draw2DLine(SCREEN_WIDTH-1, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1988 | + d3dg->Draw2DLine(0, 0, 0, SCREEN_HEIGHT-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1989 | + d3dg->Draw2DLine(0, SCREEN_HEIGHT-1, SCREEN_WIDTH-1, SCREEN_HEIGHT-1, D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f)); | |
1958 | 1990 | |
1959 | 1991 | //武器名表示 |
1960 | - d3dg->Draw2DBox(8, SCREEN_HEIGTH - 32, 227, SCREEN_HEIGTH - 7, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.3f)); | |
1961 | - d3dg->Draw2DTextureFontText(10, SCREEN_HEIGTH - 30, weaponname, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 16, 20); | |
1992 | + d3dg->Draw2DBox(8, SCREEN_HEIGHT - 32, 227, SCREEN_HEIGHT - 7, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.3f)); | |
1993 | + d3dg->Draw2DTextureFontText(10, SCREEN_HEIGHT - 30, weaponname, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 16, 20); | |
1962 | 1994 | } |
1963 | 1995 | |
1964 | 1996 | //イベントメッセージ表示 |
@@ -1968,20 +2000,20 @@ | ||
1968 | 2000 | float effectA = 1.0f; |
1969 | 2001 | if( message_cnt < (int)(0.2f*GAMEFPS) ){ effectA = GetEffectAlpha(message_cnt, 1.0f, 0.2f, 0.0f, false); } |
1970 | 2002 | if( (int)((TOTAL_EVENTENT_SHOWMESSEC-0.2f)*GAMEFPS) < message_cnt ){ effectA = GetEffectAlpha(message_cnt, 1.0f, 0.2f, (TOTAL_EVENTENT_SHOWMESSEC - 0.2f), true); } |
1971 | - d3dg->Draw2DMSFontTextCenter(0 +1, SCREEN_HEIGTH - 140 +1, SCREEN_WIDTH, 140, messtr, D3DCOLOR_COLORVALUE(0.1f,0.1f,0.1f,effectA)); | |
1972 | - d3dg->Draw2DMSFontTextCenter(0, SCREEN_HEIGTH - 140, SCREEN_WIDTH, 140, messtr, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,effectA)); | |
2003 | + d3dg->Draw2DMSFontTextCenter(0 +1, SCREEN_HEIGHT - 140 +1, SCREEN_WIDTH, 140, messtr, D3DCOLOR_COLORVALUE(0.1f,0.1f,0.1f,effectA)); | |
2004 | + d3dg->Draw2DMSFontTextCenter(0, SCREEN_HEIGHT - 140, SCREEN_WIDTH, 140, messtr, D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,effectA)); | |
1973 | 2005 | } |
1974 | 2006 | |
1975 | 2007 | //リロード表示 |
1976 | 2008 | if( reloadcnt > 0 ){ |
1977 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 145 +3, SCREEN_HEIGTH - 180+3, "RELOADING", D3DCOLOR_COLORVALUE(0.2f,0.2f,0.2f,1.0f), 32, 34); | |
1978 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 145, SCREEN_HEIGTH - 180, "RELOADING", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 32, 34); | |
2009 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 145 +3, SCREEN_HEIGHT - 180+3, "RELOADING", D3DCOLOR_COLORVALUE(0.2f,0.2f,0.2f,1.0f), 32, 34); | |
2010 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 145, SCREEN_HEIGHT - 180, "RELOADING", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 32, 34); | |
1979 | 2011 | } |
1980 | 2012 | |
1981 | 2013 | //武器切り替え表示 |
1982 | 2014 | if( selectweaponcnt > 0 ){ |
1983 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 130 +3, SCREEN_HEIGTH - 180+3, "CHANGING", D3DCOLOR_COLORVALUE(0.2f,0.2f,0.2f,1.0f), 32, 34); | |
1984 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 130, SCREEN_HEIGTH - 180, "CHANGING", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 32, 34); | |
2015 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 130 +3, SCREEN_HEIGHT - 180+3, "CHANGING", D3DCOLOR_COLORVALUE(0.2f,0.2f,0.2f,1.0f), 32, 34); | |
2016 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 130, SCREEN_HEIGHT - 180, "CHANGING", D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), 32, 34); | |
1985 | 2017 | } |
1986 | 2018 | |
1987 | 2019 | //照準表示 |
@@ -1991,28 +2023,36 @@ | ||
1991 | 2023 | float alpha = 1.0f - (float)ErrorRange/40.0f; |
1992 | 2024 | if( alpha < 0.0f ){ alpha = 0.0f; } |
1993 | 2025 | |
1994 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGTH/2, SCREEN_WIDTH/2, SCREEN_HEIGTH/2+4, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
1995 | - d3dg->Draw2DLine(SCREEN_WIDTH/2-15, SCREEN_HEIGTH/2+15, SCREEN_WIDTH/2-19, SCREEN_HEIGTH/2+19, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
1996 | - d3dg->Draw2DLine(SCREEN_WIDTH/2+15, SCREEN_HEIGTH/2+15, SCREEN_WIDTH/2+19, SCREEN_HEIGTH/2+19, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
1997 | - d3dg->Draw2DLine(SCREEN_WIDTH/2-4, SCREEN_HEIGTH/2+4, SCREEN_WIDTH/2+4, SCREEN_HEIGTH/2+4, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2026 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_WIDTH/2, SCREEN_HEIGHT/2+4, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
2027 | + d3dg->Draw2DLine(SCREEN_WIDTH/2-15, SCREEN_HEIGHT/2+15, SCREEN_WIDTH/2-19, SCREEN_HEIGHT/2+19, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
2028 | + d3dg->Draw2DLine(SCREEN_WIDTH/2+15, SCREEN_HEIGHT/2+15, SCREEN_WIDTH/2+19, SCREEN_HEIGHT/2+19, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f)); | |
2029 | + d3dg->Draw2DLine(SCREEN_WIDTH/2-4, SCREEN_HEIGHT/2+4, SCREEN_WIDTH/2+4, SCREEN_HEIGHT/2+4, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
1998 | 2030 | |
1999 | - d3dg->Draw2DLine(SCREEN_WIDTH/2-4 - ErrorRange, SCREEN_HEIGTH/2-4 - ErrorRange/2, SCREEN_WIDTH/2-4 - ErrorRange, SCREEN_HEIGTH/2+4 + ErrorRange/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,alpha)); | |
2000 | - d3dg->Draw2DLine(SCREEN_WIDTH/2+4 + ErrorRange, SCREEN_HEIGTH/2-4 - ErrorRange/2, SCREEN_WIDTH/2+4 + ErrorRange, SCREEN_HEIGTH/2+4 + ErrorRange/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,alpha)); | |
2031 | + d3dg->Draw2DLine(SCREEN_WIDTH/2-4 - ErrorRange, SCREEN_HEIGHT/2-4 - ErrorRange/2, SCREEN_WIDTH/2-4 - ErrorRange, SCREEN_HEIGHT/2+4 + ErrorRange/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,alpha)); | |
2032 | + d3dg->Draw2DLine(SCREEN_WIDTH/2+4 + ErrorRange, SCREEN_HEIGHT/2-4 - ErrorRange/2, SCREEN_WIDTH/2+4 + ErrorRange, SCREEN_HEIGHT/2+4 + ErrorRange/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,alpha)); | |
2001 | 2033 | } |
2002 | 2034 | else{ //標準型 |
2003 | - d3dg->Draw2DLine(SCREEN_WIDTH/2-13, SCREEN_HEIGTH/2, SCREEN_WIDTH/2-3, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2004 | - d3dg->Draw2DLine(SCREEN_WIDTH/2+13, SCREEN_HEIGTH/2, SCREEN_WIDTH/2+3, SCREEN_HEIGTH/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2005 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGTH/2-13, SCREEN_WIDTH/2, SCREEN_HEIGTH/2-3, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2006 | - d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGTH/2+13, SCREEN_WIDTH/2, SCREEN_HEIGTH/2+3, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2035 | + d3dg->Draw2DLine(SCREEN_WIDTH/2-13, SCREEN_HEIGHT/2, SCREEN_WIDTH/2-3, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2036 | + d3dg->Draw2DLine(SCREEN_WIDTH/2+13, SCREEN_HEIGHT/2, SCREEN_WIDTH/2+3, SCREEN_HEIGHT/2, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2037 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGHT/2-13, SCREEN_WIDTH/2, SCREEN_HEIGHT/2-3, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2038 | + d3dg->Draw2DLine(SCREEN_WIDTH/2, SCREEN_HEIGHT/2+13, SCREEN_WIDTH/2, SCREEN_HEIGHT/2+3, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f)); | |
2007 | 2039 | |
2008 | 2040 | str[0] = (signed char)0xBD; str[1] = 0x00; //"ス" |
2009 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 16 - ErrorRange, SCREEN_HEIGTH/2 - 16, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f), 32, 32); | |
2041 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 16 - ErrorRange, SCREEN_HEIGHT/2 - 16, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f), 32, 32); | |
2010 | 2042 | str[0] = (signed char)0xBE; str[1] = 0x00; //"セ" |
2011 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 16 + ErrorRange, SCREEN_HEIGTH/2 - 16, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f), 32, 32); | |
2043 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 16 + ErrorRange, SCREEN_HEIGHT/2 - 16, str, D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,0.5f), 32, 32); | |
2012 | 2044 | } |
2013 | 2045 | } |
2014 | 2046 | |
2047 | + if( tag == true ){ | |
2048 | + int color; | |
2049 | + if( ObjMgr.GetObjectInfoTag(camera_x, camera_y, camera_z, camera_rx, camera_ry, &color, str) == true ){ | |
2050 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*14/2 + 1, SCREEN_HEIGHT/2 + 30 +1 , str, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 14, 18); | |
2051 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - strlen(str)*14/2, SCREEN_HEIGHT/2 + 30, str, color, 14, 18); | |
2052 | + } | |
2053 | + } | |
2015 | 2054 | |
2055 | + | |
2016 | 2056 | //----------------------------------- |
2017 | 2057 | |
2018 | 2058 | //Zバッファを初期化 |
@@ -2042,7 +2082,17 @@ | ||
2042 | 2082 | |
2043 | 2083 | //----------------------------------- |
2044 | 2084 | |
2085 | +#ifdef ENABLE_DEBUGCONSOLE | |
2086 | + if( Show_Console == true ){ | |
2087 | + if( ScreenShot == false ){ | |
2088 | + RenderConsole(); | |
2089 | + } | |
2090 | + } | |
2091 | +#endif | |
2045 | 2092 | |
2093 | + //----------------------------------- | |
2094 | + | |
2095 | + | |
2046 | 2096 | //スタート時と終了時のブラックアウト設定 |
2047 | 2097 | if( start_framecnt < (int)(1.0f*GAMEFPS) ){ |
2048 | 2098 | effect = GetEffectAlpha(start_framecnt, 1.0f, 1.0f, 0.0f, true); |
@@ -2053,7 +2103,7 @@ | ||
2053 | 2103 | else{ |
2054 | 2104 | effect = 0.0f; |
2055 | 2105 | } |
2056 | - d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGTH, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
2106 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,effect)); | |
2057 | 2107 | |
2058 | 2108 | //終了時の文字表示 |
2059 | 2109 | if( end_framecnt > 0 ){ |
@@ -2068,10 +2118,10 @@ | ||
2068 | 2118 | } |
2069 | 2119 | |
2070 | 2120 | if( GameInfoData.missioncomplete == true ){ |
2071 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 252, SCREEN_HEIGTH/2 + 10, "objective complete", D3DCOLOR_COLORVALUE(1.0f,0.5f,0.0f,effect), 28, 32); | |
2121 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 252, SCREEN_HEIGHT/2 + 10, "objective complete", D3DCOLOR_COLORVALUE(1.0f,0.5f,0.0f,effect), 28, 32); | |
2072 | 2122 | } |
2073 | 2123 | else{ |
2074 | - d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 210, SCREEN_HEIGTH/2 + 10, "mission failure", D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,effect), 28, 32); | |
2124 | + d3dg->Draw2DTextureFontText(SCREEN_WIDTH/2 - 210, SCREEN_HEIGHT/2 + 10, "mission failure", D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,effect), 28, 32); | |
2075 | 2125 | } |
2076 | 2126 | } |
2077 | 2127 |
@@ -2079,6 +2129,481 @@ | ||
2079 | 2129 | time_render = GetTimeMS() - time; |
2080 | 2130 | } |
2081 | 2131 | |
2132 | +#ifdef ENABLE_DEBUGCONSOLE | |
2133 | + | |
2134 | +//! デバック用コンソールに新たな文字列を追加 | |
2135 | +//! @param color 文字の色 | |
2136 | +//! @param str 追加する文字列のポインタ | |
2137 | +//! @attention 新しい文字列は常に下から追加されます。 | |
2138 | +//! @attention 表示可能行数(定数:MAX_CONSOLELINES)を上回る場合、最初の行(1行目)を削除し1行ずつずらした上で、一番下の行に追加します。 | |
2139 | +void maingame::AddInfoConsole(int color, char *str) | |
2140 | +{ | |
2141 | + for(int i=0; i<MAX_CONSOLELINES; i++){ | |
2142 | + if( InfoConsoleData[i].textdata[0] == NULL ){ | |
2143 | + InfoConsoleData[i].color = color; | |
2144 | + strcpy(InfoConsoleData[i].textdata, str); | |
2145 | + return; | |
2146 | + } | |
2147 | + } | |
2148 | + | |
2149 | + for(int i=1; i<MAX_CONSOLELINES; i++){ | |
2150 | + memcpy(&(InfoConsoleData[i-1]), &(InfoConsoleData[i]), sizeof(ConsoleData)); | |
2151 | + } | |
2152 | + InfoConsoleData[MAX_CONSOLELINES-1].color = color; | |
2153 | + strcpy(InfoConsoleData[MAX_CONSOLELINES-1].textdata, str); | |
2154 | +} | |
2155 | + | |
2156 | +//! 入力用コンソールに文字を一文字追加 | |
2157 | +//! @param inchar 追加する文字 | |
2158 | +void maingame::ConsoleInputText(char inchar) | |
2159 | +{ | |
2160 | + for(int i=0; i<MAX_CONSOLELEN; i++){ | |
2161 | + if( InputConsoleData->textdata[i] == NULL ){ | |
2162 | + InputConsoleData->textdata[i] = inchar; | |
2163 | + InputConsoleData->textdata[i+1] = NULL; | |
2164 | + return; | |
2165 | + } | |
2166 | + } | |
2167 | +} | |
2168 | + | |
2169 | +//! 入力用コンソールの文字を一文字削除 | |
2170 | +void maingame::ConsoleDeleteText() | |
2171 | +{ | |
2172 | + int s = strlen(InputConsoleData->textdata); | |
2173 | + if( s == strlen(CONSOLE_PROMPT) ){ return; } | |
2174 | + InputConsoleData->textdata[ s-1 ] = NULL; | |
2175 | +} | |
2176 | + | |
2177 | +//! コマンドの判定および引数(整数値)を取得 | |
2178 | +//! @param cmd 判定するコマンド文字のポインタ | |
2179 | +//! @param num 与えられた引数を受け取るポインタ | |
2180 | +//! @return 取得:true 判定外:false | |
2181 | +bool maingame::GetCommandNum(char *cmd, int *num) | |
2182 | +{ | |
2183 | + char str[MAX_CONSOLELEN]; | |
2184 | + | |
2185 | + //コマンド名を調べる | |
2186 | + strcpy(str, NewCommand); | |
2187 | + str[ strlen(cmd) ] = NULL; | |
2188 | + if( strcmp(str, cmd) != 0 ){ return false; } | |
2189 | + | |
2190 | + //「コマンド名_X」分の文字数に達しているかどうか | |
2191 | + if( strlen(cmd)+2 > strlen(NewCommand) ){ return false; } | |
2192 | + | |
2193 | + //与えられた数字を調べる | |
2194 | + *num = atoi(&(NewCommand[ strlen(cmd)+1 ])); | |
2195 | + return true; | |
2196 | +} | |
2197 | + | |
2198 | +//! デバック用コンソールの入力処理 | |
2199 | +void maingame::InputConsole() | |
2200 | +{ | |
2201 | + NewCommand[0] = NULL; | |
2202 | + | |
2203 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x0F)) ){ // [ENTER] | |
2204 | + //何か入力されていれば〜 | |
2205 | + if( strcmp(InputConsoleData->textdata, CONSOLE_PROMPT) != 0 ){ | |
2206 | + //コンソールに追加し、未処理コマンドとして登録 | |
2207 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), InputConsoleData->textdata); | |
2208 | + strcpy(NewCommand, &(InputConsoleData->textdata[strlen(CONSOLE_PROMPT)])); | |
2209 | + } | |
2210 | + | |
2211 | + //入力エリアを初期化 | |
2212 | + strcpy(InputConsoleData->textdata, CONSOLE_PROMPT); | |
2213 | + } | |
2214 | + else{ | |
2215 | + //数字 | |
2216 | + for(int key=0x16; key<=0x1F; key++){ | |
2217 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(key)) ){ | |
2218 | + ConsoleInputText(key + 0x1A); | |
2219 | + } | |
2220 | + } | |
2221 | + for(int key=0x04; key<=0x0D; key++){ | |
2222 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(key)) ){ | |
2223 | + ConsoleInputText(key + 0x2C); | |
2224 | + } | |
2225 | + } | |
2226 | + | |
2227 | + //アルファベット小文字 | |
2228 | + for(int key=0x20; key<=0x39; key++){ | |
2229 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(key)) ){ | |
2230 | + ConsoleInputText(key + 0x41); | |
2231 | + } | |
2232 | + } | |
2233 | + | |
2234 | + //スペース | |
2235 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x11)) ){ // [SPACE] | |
2236 | + ConsoleInputText(' '); | |
2237 | + } | |
2238 | + | |
2239 | + //一文字削除 | |
2240 | + if( inputCtrl->CheckKeyDown(OriginalkeycodeToDinputdef(0x0E)) ){ // [BACK] | |
2241 | + ConsoleDeleteText(); | |
2242 | + } | |
2243 | + } | |
2244 | +} | |
2245 | + | |
2246 | +//! デバック用コンソールのメイン処理 | |
2247 | +void maingame::ProcessConsole() | |
2248 | +{ | |
2249 | + char str[MAX_CONSOLELEN]; | |
2250 | + int id; | |
2251 | + | |
2252 | + //コマンドリスト | |
2253 | + if( strcmp(NewCommand, "help") == 0 ){ | |
2254 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "help human result"); | |
2255 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "info view center map"); | |
2256 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "tag"); | |
2257 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "revive treat <NUM> nodamage <NUM>"); | |
2258 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "kill <NUM> break <NUM> newobj <NUM>"); | |
2259 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "bot nofight caution stop"); | |
2260 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "ver ss clear"); | |
2261 | + } | |
2262 | + | |
2263 | + //人の統計情報 | |
2264 | + if( strcmp(NewCommand, "human") == 0 ){ | |
2265 | + int alivemyfriend = 0; | |
2266 | + int myfriend = 0; | |
2267 | + int aliveenemy = 0; | |
2268 | + int enemy = 0; | |
2269 | + int myteamid; | |
2270 | + | |
2271 | + //プレイヤーのチーム番号を取得 | |
2272 | + ObjMgr.GetPlayerHumanObject()->GetParamData(NULL, NULL, NULL, &myteamid); | |
2273 | + | |
2274 | + for(int i=0; i<MAX_HUMAN; i++){ | |
2275 | + int teamid; | |
2276 | + bool deadflag; | |
2277 | + human *thuman = ObjMgr.GeHumanObject(i); | |
2278 | + if( thuman->GetDrawFlag() == true ){ | |
2279 | + //死亡状態とチーム番号を取得 | |
2280 | + deadflag = thuman->GetDeadFlag(); | |
2281 | + thuman->GetParamData(NULL, NULL, NULL, &teamid); | |
2282 | + | |
2283 | + //カウント | |
2284 | + if( teamid == myteamid ){ | |
2285 | + myfriend += 1; | |
2286 | + if( deadflag == false ){ alivemyfriend += 1; } | |
2287 | + } | |
2288 | + else{ | |
2289 | + enemy += 1; | |
2290 | + if( deadflag == false ){ aliveenemy += 1; } | |
2291 | + } | |
2292 | + } | |
2293 | + } | |
2294 | + | |
2295 | + sprintf(str, "Friend:%d/%d Enemy:%d/%d Total:%d/%d", | |
2296 | + alivemyfriend, myfriend, aliveenemy, enemy, alivemyfriend + aliveenemy, myfriend + enemy); | |
2297 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2298 | + } | |
2299 | + | |
2300 | + //暫定リザルト表示 | |
2301 | + if( strcmp(NewCommand, "result") == 0 ){ | |
2302 | + float rate; | |
2303 | + if( MainGameInfo.fire == 0 ){ | |
2304 | + rate = 0.0f; | |
2305 | + } | |
2306 | + else{ | |
2307 | + rate = (float)MainGameInfo.ontarget / MainGameInfo.fire * 100; | |
2308 | + } | |
2309 | + | |
2310 | + sprintf(str, "Time %02d:%02d / Fired %d / On target %d", framecnt/(int)GAMEFPS/60, framecnt/(int)GAMEFPS%60, MainGameInfo.fire, MainGameInfo.ontarget); | |
2311 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2312 | + sprintf(str, "AR rate %.1f%% / Kill %d / HS %d", rate, MainGameInfo.kill, MainGameInfo.headshot); | |
2313 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2314 | + } | |
2315 | + | |
2316 | + //デバック用文字の表示 | |
2317 | + if( strcmp(NewCommand, "info") == 0 ){ | |
2318 | + if( ShowInfo_Debugmode == false ){ | |
2319 | + ShowInfo_Debugmode = true; | |
2320 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Show Debug information."); | |
2321 | + } | |
2322 | + else{ | |
2323 | + ShowInfo_Debugmode = false; | |
2324 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Hide Debug information."); | |
2325 | + } | |
2326 | + } | |
2327 | + | |
2328 | + //フリーカメラ切り替え | |
2329 | + if( strcmp(NewCommand, "view") == 0 ){ | |
2330 | + if( Camera_Debugmode == false ){ | |
2331 | + Camera_Debugmode = true; | |
2332 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Change FreeView mode."); | |
2333 | + } | |
2334 | + else{ | |
2335 | + Camera_Debugmode = false; | |
2336 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Change PlayerView mode."); | |
2337 | + } | |
2338 | + | |
2339 | + //デバックモード開始時のカメラ設定 | |
2340 | + if( Camera_Debugmode == true ){ | |
2341 | + camera_x = 100.0f; | |
2342 | + camera_y = 100.0f; | |
2343 | + camera_z = -100.0f; | |
2344 | + camera_rx = (float)M_PI/180*135; | |
2345 | + camera_ry = (float)M_PI/180*(-40); | |
2346 | + } | |
2347 | + } | |
2348 | + | |
2349 | + //3Dの中心線表示 | |
2350 | + if( strcmp(NewCommand, "center") == 0 ){ | |
2351 | + if( CenterLine == false ){ | |
2352 | + CenterLine = true; | |
2353 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Show World center position."); | |
2354 | + } | |
2355 | + else{ | |
2356 | + CenterLine = false; | |
2357 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Hide World center position."); | |
2358 | + } | |
2359 | + } | |
2360 | + | |
2361 | + //マップをワイヤーフレーム化 | |
2362 | + if( strcmp(NewCommand, "map") == 0 ){ | |
2363 | + if( wireframe == false ){ | |
2364 | + wireframe = true; | |
2365 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Draw map on the Wire frame."); | |
2366 | + } | |
2367 | + else{ | |
2368 | + wireframe = false; | |
2369 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Draw map on the Normal."); | |
2370 | + } | |
2371 | + } | |
2372 | + | |
2373 | + //オブジェクトのタグを表示 | |
2374 | + if( strcmp(NewCommand, "tag") == 0 ){ | |
2375 | + if( tag == false ){ | |
2376 | + tag = true; | |
2377 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Show object information."); | |
2378 | + } | |
2379 | + else{ | |
2380 | + tag = false; | |
2381 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Hide object information."); | |
2382 | + } | |
2383 | + } | |
2384 | + | |
2385 | + //全ての死者を蘇生する | |
2386 | + if( strcmp(NewCommand, "revive") == 0 ){ | |
2387 | + for(int i=0; i<MAX_HUMAN; i++){ | |
2388 | + ObjMgr.HumanResuscitation(i); | |
2389 | + } | |
2390 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "All human has resuscitation."); | |
2391 | + } | |
2392 | + | |
2393 | + //回復する | |
2394 | + if( GetCommandNum("treat", &id) == true ){ | |
2395 | + if( (0 <= id)&&(id < MAX_HUMAN) ){ | |
2396 | + int param, hp; | |
2397 | + HumanParameter data; | |
2398 | + human *thuman = ObjMgr.GeHumanObject(id); | |
2399 | + | |
2400 | + //初期時のHPを取得 | |
2401 | + thuman->GetParamData(¶m, NULL, NULL, NULL); | |
2402 | + GameParamInfo.GetHuman(param, &data); | |
2403 | + hp = data.hp; | |
2404 | + | |
2405 | + //回復 | |
2406 | + if( thuman->SetHP(hp) == true ){ | |
2407 | + sprintf(str, "Set the HP:%d to Human[%d].", data.hp, id); | |
2408 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2409 | + } | |
2410 | + } | |
2411 | + } | |
2412 | + | |
2413 | + //無敵化 | |
2414 | + if( GetCommandNum("nodamage", &id) == true ){ | |
2415 | + if( (0 <= id)&&(id < MAX_HUMAN) ){ | |
2416 | + if( InvincibleID == id ){ | |
2417 | + //同じ番号が指定されたらなら、無効化 | |
2418 | + InvincibleID = -1; | |
2419 | + ObjMgr.GeHumanObject(id)->SetInvincibleFlag(false); | |
2420 | + sprintf(str, "Not invincible Human[%d].", id); | |
2421 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2422 | + } | |
2423 | + else{ | |
2424 | + //既に誰かが指定されていたら、既に指定されている人を無効化 | |
2425 | + if( InvincibleID != -1 ){ | |
2426 | + ObjMgr.GeHumanObject(InvincibleID)->SetInvincibleFlag(false); | |
2427 | + sprintf(str, "Not invincible Human[%d].", InvincibleID); | |
2428 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2429 | + } | |
2430 | + | |
2431 | + //新たに無敵状態の人を指定 | |
2432 | + InvincibleID = id; | |
2433 | + ObjMgr.GeHumanObject(id)->SetInvincibleFlag(true); | |
2434 | + sprintf(str, "Invincible Human[%d].", id); | |
2435 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2436 | + } | |
2437 | + } | |
2438 | + } | |
2439 | + | |
2440 | + //殺害 | |
2441 | + if( GetCommandNum("kill", &id) == true ){ | |
2442 | + if( (0 <= id)&&(id < MAX_HUMAN) ){ | |
2443 | + human *thuman = ObjMgr.GeHumanObject(id); | |
2444 | + if( thuman->GetDrawFlag() == true ){ | |
2445 | + if( thuman->SetHP(0) == true ){ | |
2446 | + sprintf(str, "Killed Human[%d].", id); | |
2447 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2448 | + } | |
2449 | + } | |
2450 | + } | |
2451 | + } | |
2452 | + | |
2453 | + //小物を破壊 | |
2454 | + if( GetCommandNum("break", &id) == true ){ | |
2455 | + if( (0 <= id)&&(id < MAX_SMALLOBJECT) ){ | |
2456 | + smallobject *tsmallobject = ObjMgr.GetSmallObject(id); | |
2457 | + if( tsmallobject->GetDrawFlag() == true ){ | |
2458 | + tsmallobject->Destruction(); | |
2459 | + sprintf(str, "Broke SmallObject[%d].", id); | |
2460 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2461 | + } | |
2462 | + } | |
2463 | + } | |
2464 | + | |
2465 | + //小物を新規配置 | |
2466 | + if( GetCommandNum("newobj", &id) == true ){ | |
2467 | + if( (0 <= id)&&(id < TOTAL_PARAMETERINFO_SMALLOBJECT) ){ | |
2468 | + int dataid = ObjMgr.AddSmallObjectIndex(camera_x + cos(camera_rx)*20.0f, camera_y, camera_z + sin(camera_rx)*20.0f, camera_rx*-1, id, true); | |
2469 | + if( dataid != -1 ){ | |
2470 | + sprintf(str, "Add SmallObject[%d].", dataid); | |
2471 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2472 | + } | |
2473 | + } | |
2474 | + } | |
2475 | + | |
2476 | + //プレイヤー操作をAI化 | |
2477 | + if( strcmp(NewCommand, "bot") == 0 ){ | |
2478 | + if( PlayerAI == false ){ | |
2479 | + PlayerAI = true; | |
2480 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Player is AI control. (bot)"); | |
2481 | + } | |
2482 | + else{ | |
2483 | + PlayerAI = false; | |
2484 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Player is User control."); | |
2485 | + } | |
2486 | + } | |
2487 | + | |
2488 | + //AIを非戦闘化させる | |
2489 | + if( strcmp(NewCommand, "nofight") == 0 ){ | |
2490 | + if( AINoFight == false ){ | |
2491 | + AINoFight = true; | |
2492 | + for(int i=0; i<MAX_HUMAN; i++){ | |
2493 | + HumanAI[i].SetNoFightFlag(true); | |
2494 | + } | |
2495 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "AI had no Fight."); | |
2496 | + } | |
2497 | + else{ | |
2498 | + AINoFight = false; | |
2499 | + for(int i=0; i<MAX_HUMAN; i++){ | |
2500 | + HumanAI[i].SetNoFightFlag(false); | |
2501 | + } | |
2502 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "AI had Fight."); | |
2503 | + } | |
2504 | + } | |
2505 | + | |
2506 | + //AIを警戒させる | |
2507 | + if( strcmp(NewCommand, "caution") == 0 ){ | |
2508 | + for(int i=0; i<MAX_HUMAN; i++){ | |
2509 | + HumanAI[i].SetCautionMode(); | |
2510 | + } | |
2511 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Set cautious AI."); | |
2512 | + } | |
2513 | + | |
2514 | + //AIの処理を停止 | |
2515 | + if( strcmp(NewCommand, "stop") == 0 ){ | |
2516 | + if( AIstop == false ){ | |
2517 | + AIstop = true; | |
2518 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Stopped AI control."); | |
2519 | + } | |
2520 | + else{ | |
2521 | + AIstop = false; | |
2522 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Started AI control."); | |
2523 | + } | |
2524 | + } | |
2525 | + | |
2526 | + /* | |
2527 | + //ミッション達成 | |
2528 | + if( strcmp(NewCommand, "comp") == 0 ){ | |
2529 | + end_framecnt += 1; | |
2530 | + MainGameInfo.missioncomplete = true; | |
2531 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Mission complete."); | |
2532 | + } | |
2533 | + | |
2534 | + //ミッション失敗 | |
2535 | + if( strcmp(NewCommand, "fail") == 0 ){ | |
2536 | + end_framecnt += 1; | |
2537 | + MainGameInfo.missioncomplete = false; | |
2538 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "Mission fail."); | |
2539 | + } | |
2540 | + */ | |
2541 | + | |
2542 | + //バージョン情報取得 | |
2543 | + if( strcmp(NewCommand, "ver") == 0 ){ | |
2544 | + sprintf(str, "%s Version:%s", GAMENAME, GAMEVERSION); | |
2545 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2546 | + } | |
2547 | + | |
2548 | + //スクリーンショットを撮影 | |
2549 | + // ※コンソール画面を削除するため、撮影を1フレーム遅らせる。 | |
2550 | + if( ScreenShot == true ){ | |
2551 | + char fname[256]; | |
2552 | + | |
2553 | + //ファイル名を決定 | |
2554 | + GetTimeName(fname); | |
2555 | + strcat(fname, ".bmp"); | |
2556 | + | |
2557 | + //撮影・保存 | |
2558 | + if( d3dg->SaveScreenShot(fname) == true ){ | |
2559 | + sprintf(str, "Saved Screenshot (File:%s)", fname); | |
2560 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), str); | |
2561 | + } | |
2562 | + else{ | |
2563 | + AddInfoConsole(D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f), "[Error] Save failed."); | |
2564 | + } | |
2565 | + } | |
2566 | + if( strcmp(NewCommand, "ss") == 0 ){ | |
2567 | + ScreenShot = true; | |
2568 | + } | |
2569 | + else{ | |
2570 | + ScreenShot = false; | |
2571 | + } | |
2572 | + | |
2573 | + //コンソールをクリア | |
2574 | + if( strcmp(NewCommand, "clear") == 0 ){ | |
2575 | + for(int i=0; i<MAX_CONSOLELINES; i++){ | |
2576 | + InfoConsoleData[i].color = D3DCOLOR_COLORVALUE(1.0f,1.0f,1.0f,1.0f); | |
2577 | + InfoConsoleData[i].textdata[0] = NULL; | |
2578 | + } | |
2579 | + } | |
2580 | +} | |
2581 | + | |
2582 | +//! デバック用コンソールの描画処理 | |
2583 | +void maingame::RenderConsole() | |
2584 | +{ | |
2585 | + //下地 | |
2586 | + d3dg->Draw2DBox(0, 0, SCREEN_WIDTH, (MAX_CONSOLELINES+1)*18 + 5 + 5, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,0.75f)); | |
2587 | + | |
2588 | + //表示中の文字 | |
2589 | + for(int i=0; i<MAX_CONSOLELINES; i++){ | |
2590 | + if( InfoConsoleData[i].textdata[0] != NULL ){ | |
2591 | + d3dg->Draw2DTextureFontText(5+1, i*18+5+1, InfoConsoleData[i].textdata, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 14, 17); | |
2592 | + d3dg->Draw2DTextureFontText(5, i*18+5, InfoConsoleData[i].textdata, InfoConsoleData[i].color, 14, 17); | |
2593 | + } | |
2594 | + } | |
2595 | + | |
2596 | + //入力中の文字 | |
2597 | + int cnt; | |
2598 | + for(cnt=0; cnt<MAX_CONSOLELINES; cnt++){ | |
2599 | + if( InfoConsoleData[cnt].textdata[0] == NULL ){ break; } | |
2600 | + } | |
2601 | + d3dg->Draw2DTextureFontText(5+1, cnt*18+5+1, InputConsoleData->textdata, D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 14, 17); | |
2602 | + d3dg->Draw2DTextureFontText(5, cnt*18+5, InputConsoleData->textdata, InputConsoleData->color, 14, 17); | |
2603 | +} | |
2604 | + | |
2605 | +#endif | |
2606 | + | |
2082 | 2607 | void maingame::Destroy() |
2083 | 2608 | { |
2084 | 2609 | //ブロックデータ解放 |
@@ -2090,6 +2615,12 @@ | ||
2090 | 2615 | //背景空解放 |
2091 | 2616 | Resource.CleanupSkyModelTexture(); |
2092 | 2617 | |
2618 | +#ifdef ENABLE_DEBUGCONSOLE | |
2619 | + //コンソール用データを解放 | |
2620 | + if( InfoConsoleData != NULL ){ delete [] InfoConsoleData; } | |
2621 | + if( InputConsoleData != NULL ){ delete InputConsoleData; } | |
2622 | +#endif | |
2623 | + | |
2093 | 2624 | GameState->NextState(); |
2094 | 2625 | } |
2095 | 2626 |
@@ -840,7 +840,8 @@ | ||
840 | 840 | } |
841 | 841 | |
842 | 842 | //! マップデータを描画 |
843 | -void D3DGraphics::DrawMapdata() | |
843 | +//! @param wireframe ワイヤーフレーム表示 | |
844 | +void D3DGraphics::DrawMapdata(bool wireframe) | |
844 | 845 | { |
845 | 846 | //ブロックデータが読み込まれていなければ、処理しない。 |
846 | 847 | if( blockdata == NULL ){ return; } |
@@ -849,6 +850,26 @@ | ||
849 | 850 | D3DMATERIAL9 mtrl = {0}; |
850 | 851 | int textureID; |
851 | 852 | |
853 | + if( wireframe == true ){ | |
854 | + //ワイヤーフレーム表示 | |
855 | + for(int i=0; i<bs; i++){ | |
856 | + blockdata->Getdata(&data, i); | |
857 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[1], data.y[1], data.z[1]); | |
858 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[2], data.y[2], data.z[2]); | |
859 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[3], data.y[3], data.z[3]); | |
860 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[0], data.y[0], data.z[0]); | |
861 | + Drawline(data.x[4], data.y[4], data.z[4], data.x[5], data.y[5], data.z[5]); | |
862 | + Drawline(data.x[5], data.y[5], data.z[5], data.x[6], data.y[6], data.z[6]); | |
863 | + Drawline(data.x[6], data.y[6], data.z[6], data.x[7], data.y[7], data.z[7]); | |
864 | + Drawline(data.x[7], data.y[7], data.z[7], data.x[4], data.y[4], data.z[4]); | |
865 | + Drawline(data.x[0], data.y[0], data.z[0], data.x[4], data.y[4], data.z[4]); | |
866 | + Drawline(data.x[1], data.y[1], data.z[1], data.x[5], data.y[5], data.z[5]); | |
867 | + Drawline(data.x[2], data.y[2], data.z[2], data.x[6], data.y[6], data.z[6]); | |
868 | + Drawline(data.x[3], data.y[3], data.z[3], data.x[7], data.y[7], data.z[7]); | |
869 | + } | |
870 | + return; | |
871 | + } | |
872 | + | |
852 | 873 | //深度バッファ比較関数を設定 |
853 | 874 | //pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS); |
854 | 875 |
@@ -1355,4 +1376,27 @@ | ||
1355 | 1376 | |
1356 | 1377 | //深度バッファ比較関数を元に戻す |
1357 | 1378 | pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL); |
1379 | +} | |
1380 | + | |
1381 | +//! 画面のスクリーンショットを保存 | |
1382 | +//! @param filename ファイル名 | |
1383 | +//! @return 成功:true 失敗:false | |
1384 | +bool D3DGraphics::SaveScreenShot(char* filename) | |
1385 | +{ | |
1386 | + LPDIRECT3DSURFACE9 pSurface = NULL; | |
1387 | + HRESULT hr; | |
1388 | + | |
1389 | + //サーフェースを作成し、画面を取得 | |
1390 | + pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pSurface); | |
1391 | + | |
1392 | + //サーフェイスを画像に出力 | |
1393 | + hr = D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, pSurface, NULL, NULL); | |
1394 | + | |
1395 | + //解放 | |
1396 | + pSurface->Release(); | |
1397 | + | |
1398 | + if( hr == D3D_OK ){ | |
1399 | + return true; | |
1400 | + } | |
1401 | + return false; | |
1358 | 1402 | } |
\ No newline at end of file |
@@ -65,6 +65,7 @@ | ||
65 | 65 | int battlemode; //!< 戦闘モード |
66 | 66 | int movemode; //!< 移動モード |
67 | 67 | bool hold; //!< 移動パスを読まない |
68 | + bool NoFight; //!< 非戦闘化フラグ | |
68 | 69 | float posx; //!< X座標 |
69 | 70 | float posy; //!< Y座標 |
70 | 71 | float posz; //!< Z座標 |
@@ -123,6 +124,8 @@ | ||
123 | 124 | void Init(); |
124 | 125 | void SetHoldWait(float px, float pz, float rx); |
125 | 126 | void SetHoldTracking(int id); |
127 | + void SetCautionMode(); | |
128 | + void SetNoFightFlag(bool flag); | |
126 | 129 | void Process(); |
127 | 130 | }; |
128 | 131 |
@@ -431,6 +431,41 @@ | ||
431 | 431 | return -1; |
432 | 432 | } |
433 | 433 | |
434 | +//! 小物追加(ゲーム中用) | |
435 | +//! @param px X座標 | |
436 | +//! @param py Y座標 | |
437 | +//! @param pz Z座標 | |
438 | +//! @param rx X軸向き | |
439 | +//! @param paramID 種類番号 | |
440 | +//! @param MapColl 位置修正フラグ | |
441 | +//! @return 成功:データ番号(0以上) 失敗:-1 | |
442 | +int ObjectManager::AddSmallObjectIndex(float px, float py, float pz, float rx, int paramID, bool MapColl) | |
443 | +{ | |
444 | + //モデルとテクスチャを取得 | |
445 | + int model, texture; | |
446 | + if( Resource->GetSmallObjectModelTexture(paramID, &model, &texture) == 1 ){ | |
447 | + return -1; | |
448 | + } | |
449 | + | |
450 | + for(int j=0; j<MAX_SMALLOBJECT; j++){ | |
451 | + if( SmallObjectIndex[j].GetDrawFlag() == false ){ | |
452 | + //初期化 | |
453 | + SmallObjectIndex[j].SetPosData(px, py, pz, rx); | |
454 | + SmallObjectIndex[j].SetParamData(paramID, 0, true); | |
455 | + SmallObjectIndex[j].SetModel(model, 5.0f); | |
456 | + SmallObjectIndex[j].SetTexture(texture); | |
457 | + SmallObjectIndex[j].SetDrawFlag(true); | |
458 | + | |
459 | + //位置修正フラグが有効ならば、マップと判定 | |
460 | + if( MapColl == true ){ | |
461 | + SmallObjectIndex[j].CollisionMap(CollD); | |
462 | + } | |
463 | + return j; | |
464 | + } | |
465 | + } | |
466 | + return -1; | |
467 | +} | |
468 | + | |
434 | 469 | //! 出血させる |
435 | 470 | //! @param x X座標 |
436 | 471 | //! @param y Y座標 |
@@ -1001,16 +1036,25 @@ | ||
1001 | 1036 | //! 指定したデータ番号のweaponクラスを取得 |
1002 | 1037 | //! @param id データ番号 |
1003 | 1038 | //! @return 武器オブジェクトのポインタ (無効なデータ番号で NULL) |
1004 | -weapon* ObjectManager::GeWeaponObject(int id) | |
1039 | +weapon* ObjectManager::GetWeaponObject(int id) | |
1005 | 1040 | { |
1006 | 1041 | if( (id < 0)||(MAX_WEAPON-1 < id) ){ return NULL; } |
1007 | 1042 | return &(WeaponIndex[id]); |
1008 | 1043 | } |
1009 | 1044 | |
1045 | +//! 指定したデータ番号のsmallobjectクラスを取得 | |
1046 | +//! @param id データ番号 | |
1047 | +//! @return 小物オブジェクトのポインタ (無効なデータ番号で NULL) | |
1048 | +smallobject* ObjectManager::GetSmallObject(int id) | |
1049 | +{ | |
1050 | + if( (id < 0)||(MAX_SMALLOBJECT-1 < id) ){ return NULL; } | |
1051 | + return &(SmallObjectIndex[id]); | |
1052 | +} | |
1053 | + | |
1010 | 1054 | //! 指定したデータ番号のbulletクラスを取得 |
1011 | 1055 | //! @param id データ番号 |
1012 | 1056 | //! @return 弾オブジェクトのポインタ (無効なデータ番号で NULL) |
1013 | -bullet* ObjectManager::GeBulletObject(int id) | |
1057 | +bullet* ObjectManager::GetBulletObject(int id) | |
1014 | 1058 | { |
1015 | 1059 | if( (id < 0)||(MAX_BULLET-1 < id) ){ return NULL; } |
1016 | 1060 | return &(BulletIndex[id]); |
@@ -1612,6 +1656,28 @@ | ||
1612 | 1656 | GameSound->HitHuman(tx, ty, tz); |
1613 | 1657 | } |
1614 | 1658 | |
1659 | +//! 死者を蘇生する | |
1660 | +//! @param id 人の番号(0〜MAX_HUMAN-1) | |
1661 | +//! @return true:成功 false:失敗 | |
1662 | +//! @warning 手ぶらのまま蘇生します | |
1663 | +//! @attention 無効な人番号が指定された場合や、指定した人が生存していた場合、あるいは謎人間に対して実行した場合、この関数は失敗します。 | |
1664 | +bool ObjectManager::HumanResuscitation(int id) | |
1665 | +{ | |
1666 | + if( (id < 0)||(MAX_HUMAN-1 < id) ){ return false; } | |
1667 | + | |
1668 | + //使用されていないか、生存していれば処理しない。 | |
1669 | + if( HumanIndex[id].GetDrawFlag() == false ){ return false; } | |
1670 | + if( HumanIndex[id].GetDeadFlag() == false ){ return false; } | |
1671 | + | |
1672 | + int id_param, dataid, team; | |
1673 | + signed char p4; | |
1674 | + HumanIndex[id].GetParamData(&id_param, &dataid, &p4, &team); | |
1675 | + if( (id_param < 0)||( TOTAL_PARAMETERINFO_HUMAN-1 < id_param) ){ return false; } //謎人間なら処理しない | |
1676 | + HumanIndex[id].SetParamData(id_param, dataid, p4, team, true); | |
1677 | + | |
1678 | + return true; | |
1679 | +} | |
1680 | + | |
1615 | 1681 | //! ゲームクリアー・ゲームオーバーの判定 |
1616 | 1682 | //! @return ゲームクリアー:1 ゲームオーバー:2 判定なし:0 |
1617 | 1683 | //! @attention ゲームクリア―とゲームオーバーが同時に成立する条件では、本家XOPSと同様に「ゲームクリアー」と判定されます。 |
@@ -1662,6 +1728,129 @@ | ||
1662 | 1728 | return 0; |
1663 | 1729 | } |
1664 | 1730 | |
1731 | +//! オブジェクトの情報を取得 | |
1732 | +//! @param camera_x カメラのX座標 | |
1733 | +//! @param camera_y カメラのY座標 | |
1734 | +//! @param camera_z カメラのZ座標 | |
1735 | +//! @param camera_rx カメラの横軸角度 | |
1736 | +//! @param camera_ry カメラの縦軸角度 | |
1737 | +//! @param color 色を取得するポインタ | |
1738 | +//! @param infostr 文字を取得するポインタ | |
1739 | +//! @return 表示情報あり:true 表示情報なし:false | |
1740 | +bool ObjectManager::GetObjectInfoTag(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, int *color, char *infostr) | |
1741 | +{ | |
1742 | + float dist = 50.0f * 50.0f; | |
1743 | + float px, py, pz; | |
1744 | + float x, y, z, r; | |
1745 | + int Player_teamID; | |
1746 | + | |
1747 | + //文字を初期化 | |
1748 | + infostr[0] = NULL; | |
1749 | + | |
1750 | + //プレイヤーのチーム番号を取得 | |
1751 | + HumanIndex[Player_HumanID].GetParamData(NULL, NULL, NULL, &Player_teamID); | |
1752 | + | |
1753 | + //人 | |
1754 | + for(int i=0; i<MAX_HUMAN; i++){ | |
1755 | + //プレイヤー自身なら処理しない | |
1756 | + if( i == Player_HumanID ){ continue; } | |
1757 | + | |
1758 | + if( HumanIndex[i].GetDrawFlag() == true ){ | |
1759 | + HumanIndex[i].GetPosData(&px, &py, &pz, NULL); | |
1760 | + x = px - camera_x; | |
1761 | + y = py - camera_y; | |
1762 | + z = pz - camera_z; | |
1763 | + r = x*x + y*y + z*z; | |
1764 | + if( r < dist ){ | |
1765 | + float rx; | |
1766 | + int team; | |
1767 | + | |
1768 | + //視点を基準に対象までの角度を算出(-π〜π) | |
1769 | + rx = atan2(z, x) - camera_rx; | |
1770 | + for(; rx > (float)M_PI; rx -= (float)M_PI*2){} | |
1771 | + for(; rx < (float)M_PI*-1; rx += (float)M_PI*2){} | |
1772 | + | |
1773 | + //角度上、視界に入っていれば | |
1774 | + if( abs(rx) < (float)M_PI/18 ){ | |
1775 | + HumanIndex[i].GetParamData(NULL, NULL, NULL, &team); | |
1776 | + if( team == Player_teamID ){ | |
1777 | + *color = D3DCOLOR_COLORVALUE(0.0f,0.0f,1.0f,1.0f); | |
1778 | + sprintf(infostr, "Human[%d] HP %d : Friend", i, HumanIndex[i].GetHP()); | |
1779 | + } | |
1780 | + else{ | |
1781 | + *color = D3DCOLOR_COLORVALUE(1.0f,0.0f,0.0f,1.0f); | |
1782 | + sprintf(infostr, "Human[%d] HP %d : Enemy", i, HumanIndex[i].GetHP()); | |
1783 | + } | |
1784 | + dist = r; | |
1785 | + } | |
1786 | + } | |
1787 | + } | |
1788 | + } | |
1789 | + | |
1790 | + //武器 | |
1791 | + for(int i=0; i<MAX_WEAPON; i++){ | |
1792 | + if( (WeaponIndex[i].GetDrawFlag() == true)&&(WeaponIndex[i].GetUsingFlag() == false) ){ | |
1793 | + int lnbs, nbs; | |
1794 | + | |
1795 | + WeaponIndex[i].GetPosData(&px, &py, &pz, NULL); | |
1796 | + WeaponIndex[i].GetParamData(NULL, &lnbs, &nbs); | |
1797 | + x = px - camera_x; | |
1798 | + y = py - camera_y; | |
1799 | + z = pz - camera_z; | |
1800 | + r = x*x + y*y + z*z; | |
1801 | + if( r < dist ){ | |
1802 | + float rx, ry; | |
1803 | + | |
1804 | + //視点を基準に対象までの角度を算出(-π〜π) | |
1805 | + rx = atan2(z, x) - camera_rx; | |
1806 | + for(; rx > (float)M_PI; rx -= (float)M_PI*2){} | |
1807 | + for(; rx < (float)M_PI*-1; rx += (float)M_PI*2){} | |
1808 | + ry = atan2(y, sqrt(x*x + z*z)) - camera_ry; | |
1809 | + | |
1810 | + //角度上、視界に入っていれば | |
1811 | + if( (abs(rx) < (float)M_PI/18)&&(abs(ry) < (float)M_PI/18) ){ | |
1812 | + *color = D3DCOLOR_COLORVALUE(0.0f,1.0f,0.0f,1.0f); | |
1813 | + sprintf(infostr, "WeaponIndex[%d] %d:%d", i, lnbs, (nbs - lnbs)); | |
1814 | + dist = r; | |
1815 | + } | |
1816 | + } | |
1817 | + } | |
1818 | + } | |
1819 | + | |
1820 | + //小物 | |
1821 | + for(int i=0; i<MAX_SMALLOBJECT; i++){ | |
1822 | + if( SmallObjectIndex[i].GetDrawFlag() == true ){ | |
1823 | + SmallObjectIndex[i].GetPosData(&px, &py, &pz, NULL); | |
1824 | + x = px - camera_x; | |
1825 | + y = py - camera_y; | |
1826 | + z = pz - camera_z; | |
1827 | + r = x*x + y*y + z*z; | |
1828 | + if( r < dist ){ | |
1829 | + float rx, ry; | |
1830 | + | |
1831 | + //視点を基準に対象までの角度を算出(-π〜π) | |
1832 | + rx = atan2(z, x) - camera_rx; | |
1833 | + for(; rx > (float)M_PI; rx -= (float)M_PI*2){} | |
1834 | + for(; rx < (float)M_PI*-1; rx += (float)M_PI*2){} | |
1835 | + ry = atan2(y, sqrt(x*x + z*z)) - camera_ry; | |
1836 | + | |
1837 | + //角度上、視界に入っていれば | |
1838 | + if( (abs(rx) < (float)M_PI/18)&&(abs(ry) < (float)M_PI/18) ){ | |
1839 | + *color = D3DCOLOR_COLORVALUE(1.0f,1.0f,0.0f,1.0f); | |
1840 | + sprintf(infostr, "SmallObject[%d] HP %d", i, SmallObjectIndex[i].GetHP()); | |
1841 | + dist = r; | |
1842 | + } | |
1843 | + } | |
1844 | + } | |
1845 | + } | |
1846 | + | |
1847 | + //文字が設定されているかどうかで、有効な処理がされたか判定。 | |
1848 | + if( infostr[0] == NULL ){ | |
1849 | + return false; | |
1850 | + } | |
1851 | + return true; | |
1852 | +} | |
1853 | + | |
1665 | 1854 | //! オブジェクトの主計算処理 |
1666 | 1855 | //! @param cmdF5id 上昇機能(F5裏技)させる人データ番号(-1で機能無効) |
1667 | 1856 | //! @param camera_x カメラのX座標 |
@@ -1682,12 +1871,16 @@ | ||
1682 | 1871 | |
1683 | 1872 | //人オブジェクトの処理 |
1684 | 1873 | for(int i=0; i<MAX_HUMAN; i++){ |
1874 | + bool cmdF5; | |
1875 | + | |
1685 | 1876 | if( i == cmdF5id ){ |
1686 | - HumanIndex[i].RunFrame(CollD, BlockData, true); | |
1877 | + cmdF5 = true; | |
1687 | 1878 | } |
1688 | 1879 | else{ |
1689 | - HumanIndex[i].RunFrame(CollD, BlockData, false); | |
1880 | + cmdF5 = false; | |
1690 | 1881 | } |
1882 | + | |
1883 | + HumanIndex[i].RunFrame(CollD, BlockData, cmdF5); | |
1691 | 1884 | } |
1692 | 1885 | |
1693 | 1886 | //武器オブジェクトの処理 |
@@ -175,6 +175,19 @@ | ||
175 | 175 | return time; |
176 | 176 | } |
177 | 177 | |
178 | +//! 日時による文字列を取得 | |
179 | +//! @param str 文字列を受け取るポインタ | |
180 | +void GetTimeName(char *str) | |
181 | +{ | |
182 | + time_t timer; | |
183 | + struct tm *local; | |
184 | + | |
185 | + timer = time(NULL); | |
186 | + local = localtime(&timer); | |
187 | + | |
188 | + sprintf(str, "%04d%02d%02d%02d%02d%02d", local->tm_year + 1900, local->tm_mon + 1, local->tm_mday, local->tm_hour, local->tm_min, local->tm_sec); | |
189 | +} | |
190 | + | |
178 | 191 | //! 乱数を初期化 |
179 | 192 | void InitRand() |
180 | 193 | { |
@@ -153,6 +153,7 @@ | ||
153 | 153 | float totalmove; //!< 合計移動量 |
154 | 154 | int StateGunsightErrorRange; //!< 照準の状態誤差 |
155 | 155 | int ReactionGunsightErrorRange; //!< 照準の反動誤差 |
156 | + bool Invincible; //!< 無敵フラグ | |
156 | 157 | |
157 | 158 | void GunsightErrorRange(); |
158 | 159 | int CheckAndProcessDead(class Collision *CollD); |
@@ -168,8 +169,11 @@ | ||
168 | 169 | virtual void GetMovePos(float *x, float *y, float *z); |
169 | 170 | virtual void SetModel(int upmodel, int armmodel[], int legmodel, int walkmodel[], int runmodel[]); |
170 | 171 | virtual int GetHP(); |
172 | + virtual bool SetHP(int in_hp); | |
171 | 173 | virtual bool GetDeadFlag(); |
172 | 174 | virtual void SetTeamID(int id); |
175 | + virtual bool GetInvincibleFlag(); | |
176 | + virtual void SetInvincibleFlag(bool flag); | |
173 | 177 | virtual void SetWeapon(class weapon *in_weapon[]); |
174 | 178 | virtual int PickupWeapon(class weapon *in_weapon); |
175 | 179 | virtual void ChangeWeapon(int id = -1); |
@@ -32,6 +32,8 @@ | ||
32 | 32 | #ifndef GAMEMAIN_H |
33 | 33 | #define GAMEMAIN_H |
34 | 34 | |
35 | +#define ENABLE_DEBUGCONSOLE //!< @brief デバック用コンソールの有効化(コメント化で機能無効) | |
36 | + | |
35 | 37 | #define MAINMENU_X 280 //!< メニューの表示 X座標(左上基準) |
36 | 38 | #define MAINMENU_Y 140 //!< メニューの表示 Y座標(〃) |
37 | 39 | #define TOTAL_MENUITEMS 8 //!< メニュー1画面に表示するミッション数 |
@@ -38,7 +40,7 @@ | ||
38 | 40 | #define MAINMENU_H (TOTAL_MENUITEMS+2)*30 + 25 //!< メニューの表示サイズ・高さ |
39 | 41 | |
40 | 42 | #define HUDA_WEAPON_POSX (SCREEN_WIDTH - 255) //!< 武器情報を表示する領域・X座標 |
41 | -#define HUDA_WEAPON_POSY (SCREEN_HEIGTH - 98) //!< 武器情報を表示する領域・Y座標 | |
43 | +#define HUDA_WEAPON_POSY (SCREEN_HEIGHT - 98) //!< 武器情報を表示する領域・Y座標 | |
42 | 44 | #define HUDA_WEAPON_SIZEW 8 //!< 武器情報を表示する領域・横サイズ(32ピクセルの配置個数) |
43 | 45 | #define HUDA_WEAPON_SIZEH 3 //!< 武器情報を表示する領域・縦サイズ(32ピクセルの配置個数) |
44 | 46 |
@@ -54,6 +56,12 @@ | ||
54 | 56 | |
55 | 57 | #define TOTAL_EVENTENT_SHOWMESSEC 5.0f //!< イベントメッセージを表示する秒数 |
56 | 58 | |
59 | +#ifdef ENABLE_DEBUGCONSOLE | |
60 | + #define MAX_CONSOLELEN 45 //!< デバック用コンソールの文字数(行) | |
61 | + #define MAX_CONSOLELINES 8 //!< デバック用コンソールの行数 | |
62 | + #define CONSOLE_PROMPT ">" //!< デバック用コンソールのプロンプト | |
63 | +#endif | |
64 | + | |
57 | 65 | #ifndef H_LAYERLEVEL |
58 | 66 | #define H_LAYERLEVEL 3 //!< Select include file. |
59 | 67 | #endif |
@@ -73,6 +81,14 @@ | ||
73 | 81 | int headshot; //!< 敵の頭部に命中した数 |
74 | 82 | }; |
75 | 83 | |
84 | +#ifdef ENABLE_DEBUGCONSOLE | |
85 | +//! コンソールを管理する構造体 | |
86 | +struct ConsoleData{ | |
87 | + int color; //!< 色 | |
88 | + char textdata[MAX_CONSOLELEN]; //!< 文字列 | |
89 | +}; | |
90 | +#endif | |
91 | + | |
76 | 92 | //! @brief オープニング画面管理クラス |
77 | 93 | //! @details オープニング画面を管理します。 |
78 | 94 | class opening : public D3Dscene |
@@ -143,11 +159,18 @@ | ||
143 | 159 | float view_rx; //!< マウス角度とカメラ角度の差(水平軸) |
144 | 160 | float view_ry; //!< マウス角度とカメラ角度の差(垂直軸) |
145 | 161 | bool ShowInfo_Debugmode; //!< 座標などを表示するデバックモード |
146 | - bool Camera_Debugmode; //!< カメラデバックモード | |
147 | - bool Camera_F1mode; //!< カメラF1モード | |
148 | - int Camera_F2mode; //!< カメラF2モード | |
162 | + bool Camera_Debugmode; //!< カメラデバックモード | |
163 | + bool tag; //!< オブジェクトのタグを表示 | |
164 | + bool wireframe; //!< マップをワイヤーフレーム表示 | |
165 | + bool CenterLine; //!< 3D空間に中心線を表示 | |
166 | + bool Camera_F1mode; //!< カメラF1モード | |
167 | + int Camera_F2mode; //!< カメラF2モード | |
149 | 168 | bool Camera_HOMEmode; //!< カメラHOMEモード |
150 | 169 | bool Cmd_F5; //!< 裏技F5モード |
170 | + int InvincibleID; //!< 無敵な人の判定 | |
171 | + bool PlayerAI; //!< プレイヤー操作をAIに委ねる | |
172 | + bool AIstop; //!< AI処理を停止する | |
173 | + bool AINoFight; //!< AIが非戦闘化する(戦わない) | |
151 | 174 | int start_framecnt; //!< メインゲーム開始時のカウント |
152 | 175 | int end_framecnt; //!< メインゲーム終了のカウント |
153 | 176 | int message_id; //!< 表示中のイベントメッセージ番号 |
@@ -165,6 +188,21 @@ | ||
165 | 188 | void Render3D(); |
166 | 189 | void Render2D(); |
167 | 190 | |
191 | +#ifdef ENABLE_DEBUGCONSOLE | |
192 | + bool Show_Console; //!< デバック用コンソールを表示 | |
193 | + ConsoleData *InfoConsoleData; //!< デバック用コンソールデータ(表示済み) | |
194 | + ConsoleData *InputConsoleData; //!< デバック用コンソールデータ(入力中) | |
195 | + char NewCommand[MAX_CONSOLELEN]; //!< 新たに入力された未処理のコマンド | |
196 | + bool ScreenShot; //!< SSを撮影する | |
197 | + void AddInfoConsole(int color, char *str); | |
198 | + void ConsoleInputText(char inchar); | |
199 | + void ConsoleDeleteText(); | |
200 | + bool GetCommandNum(char *cmd, int *num); | |
201 | + void InputConsole(); | |
202 | + void ProcessConsole(); | |
203 | + void RenderConsole(); | |
204 | +#endif | |
205 | + | |
168 | 206 | public: |
169 | 207 | maingame(); |
170 | 208 | ~maingame(); |
@@ -865,6 +865,11 @@ | ||
865 | 865 | //! 攻撃をキャンセル |
866 | 866 | bool AIcontrol::ActionCancel() |
867 | 867 | { |
868 | + //非戦闘化フラグが有効なら終了 | |
869 | + if( NoFight == true ){ | |
870 | + return true; | |
871 | + } | |
872 | + | |
868 | 873 | //敵が死亡したら終了 |
869 | 874 | if( enemyhuman->GetDeadFlag() == true ){ |
870 | 875 | return true; |
@@ -1333,6 +1338,11 @@ | ||
1333 | 1338 | //! 敵を探す |
1334 | 1339 | int AIcontrol::SearchEnemy() |
1335 | 1340 | { |
1341 | + //非戦闘化フラグが有効なら敵を見つけない | |
1342 | + if( NoFight == true ){ | |
1343 | + return 0; | |
1344 | + } | |
1345 | + | |
1336 | 1346 | if( battlemode == AI_ACTION ){ return 0; } |
1337 | 1347 | |
1338 | 1348 | int weaponid = ctrlhuman->GetMainWeaponTypeNO(); |
@@ -1630,6 +1640,11 @@ | ||
1630 | 1640 | soundlist soundlist[MAX_SOUNDMGR_LIST]; |
1631 | 1641 | int soundlists = GameSound->GetWorldSound(posx, posy + VIEW_HEIGHT, posz, teamid, soundlist); |
1632 | 1642 | |
1643 | + //非戦闘化フラグが有効なら、音は聞こえないことにする | |
1644 | + if( NoFight == true ){ | |
1645 | + soundlists = 0; | |
1646 | + } | |
1647 | + | |
1633 | 1648 | //回転と腕の角度 |
1634 | 1649 | TurnSeen(); |
1635 | 1650 | ArmAngle(); |
@@ -1708,6 +1723,11 @@ | ||
1708 | 1723 | soundlist soundlist[MAX_SOUNDMGR_LIST]; |
1709 | 1724 | int soundlists = GameSound->GetWorldSound(posx, posy + VIEW_HEIGHT, posz, teamid, soundlist); |
1710 | 1725 | |
1726 | + //非戦闘化フラグが有効なら、音は聞こえないことにする | |
1727 | + if( NoFight == true ){ | |
1728 | + soundlists = 0; | |
1729 | + } | |
1730 | + | |
1711 | 1731 | //ランダムパスなら処理実行 |
1712 | 1732 | if( movemode == AI_RANDOM ){ |
1713 | 1733 | SearchTarget(true); |
@@ -1766,6 +1786,7 @@ | ||
1766 | 1786 | |
1767 | 1787 | //ステートを初期化 |
1768 | 1788 | hold = false; |
1789 | + NoFight = false; | |
1769 | 1790 | battlemode = AI_NORMAL; |
1770 | 1791 | movemode = AI_NULL; |
1771 | 1792 | enemyhuman = NULL; |
@@ -1813,6 +1834,29 @@ | ||
1813 | 1834 | target_pointid = id; |
1814 | 1835 | } |
1815 | 1836 | |
1837 | +//! 強制的に警戒させる | |
1838 | +//! @warning 優先的な走り を実行中の場合、この関数は何もしません。 | |
1839 | +void AIcontrol::SetCautionMode() | |
1840 | +{ | |
1841 | + //優先的な走りならば何もしない | |
1842 | + if( movemode == AI_RUN2 ){ return; } | |
1843 | + | |
1844 | + if( battlemode == AI_NORMAL ){ | |
1845 | + target_posx = posx; | |
1846 | + target_posz = posz; | |
1847 | + } | |
1848 | + battlemode = AI_CAUTION; | |
1849 | + cautioncnt = 160; | |
1850 | +} | |
1851 | + | |
1852 | +//! 非戦闘化フラグを設定 | |
1853 | +//! @param flag true:戦闘を行わない(非戦闘化) false:戦闘を行う(通常) | |
1854 | +//! @attention フラグを有効にすると敵を認識しなくなります。 | |
1855 | +void AIcontrol::SetNoFightFlag(bool flag) | |
1856 | +{ | |
1857 | + NoFight = flag; | |
1858 | +} | |
1859 | + | |
1816 | 1860 | //! 処理系関数 |
1817 | 1861 | void AIcontrol::Process() |
1818 | 1862 | { |
@@ -133,7 +133,7 @@ | ||
133 | 133 | void SetFog(int skynumber); |
134 | 134 | void SetCamera(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, float viewangle); |
135 | 135 | void LoadMapdata(class BlockDataInterface* in_blockdata, char *directory); |
136 | - void DrawMapdata(); | |
136 | + void DrawMapdata(bool wireframe); | |
137 | 137 | int GetMapTextureID(int id); |
138 | 138 | void CleanupMapdata(); |
139 | 139 | void RenderModel(int id_model, int id_texture); |
@@ -147,6 +147,7 @@ | ||
147 | 147 | void Draw2DLine(int x1, int y1, int x2, int y2, int color); |
148 | 148 | void Draw2DBox(int x1, int y1, int x2, int y2, int color); |
149 | 149 | void Draw2DTexture(int x, int y, int id, int width, int height, float alpha); |
150 | + bool SaveScreenShot(char *fname); | |
150 | 151 | }; |
151 | 152 | |
152 | 153 | #endif |
\ No newline at end of file |
@@ -108,13 +108,15 @@ | ||
108 | 108 | void SetClass(ParameterInfo *in_GameParamInfo, D3DGraphics *in_d3dg, ResourceManager *in_Resource, BlockDataInterface *in_BlockData, PointDataInterface *in_PointData, Collision *in_CollD, SoundManager *in_GameSound, MIFInterface *in_MIFdata); |
109 | 109 | int AddHumanIndex(float px, float py, float pz, float rx, int CharacterID, int TeamID, int WeaponID[]); |
110 | 110 | int AddVisualWeaponIndex(int WeaponID, bool loadbullet); |
111 | + int AddSmallObjectIndex(float px, float py, float pz, float rx, int paramID, bool MapColl); | |
111 | 112 | void LoadPointData(); |
112 | 113 | int GetPlayerID(); |
113 | 114 | void SetPlayerID(int id); |
114 | 115 | human* GeHumanObject(int id); |
115 | 116 | human* GetPlayerHumanObject(); |
116 | - weapon* GeWeaponObject(int id); | |
117 | - bullet* GeBulletObject(int id); | |
117 | + weapon* GetWeaponObject(int id); | |
118 | + smallobject* GetSmallObject(int id); | |
119 | + bullet* GetBulletObject(int id); | |
118 | 120 | bullet* GetNewBulletObject(); |
119 | 121 | grenade* GetNewGrenadeObject(); |
120 | 122 | human* SearchHuman(signed char p4); |
@@ -135,7 +137,9 @@ | ||
135 | 137 | bool CheatNewWeapon(int human_id, int new_weaponID); |
136 | 138 | bool CheckZombieAttack(human* MyHuman, human* EnemyHuman); |
137 | 139 | void HitZombieAttack(human* EnemyHuman); |
140 | + bool HumanResuscitation(int id); | |
138 | 141 | int CheckGameOverorComplete(); |
142 | + bool GetObjectInfoTag(float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry, int *color, char *infostr); | |
139 | 143 | int Process(int cmdF5id, float camera_x, float camera_y, float camera_z, float camera_rx, float camera_ry); |
140 | 144 | bool GetHumanShotInfo(int id, int *ontarget, int *kill, int *headshot); |
141 | 145 | void Render(float camera_x, float camera_y, float camera_z, int HidePlayer); |
@@ -243,6 +243,7 @@ | ||
243 | 243 | scopemode = 0; |
244 | 244 | HitFlag = false; |
245 | 245 | totalmove = 0.0f; |
246 | + Invincible = false; | |
246 | 247 | } |
247 | 248 | } |
248 | 249 |
@@ -266,6 +267,20 @@ | ||
266 | 267 | return hp; |
267 | 268 | } |
268 | 269 | |
270 | +//! HPを設定 | |
271 | +//! @param in_hp 新たに設定するHP | |
272 | +//! @return 成功:true 失敗:false | |
273 | +//! @attention HPが1以上の人に対して実行しないと失敗します。 | |
274 | +bool human::SetHP(int in_hp) | |
275 | +{ | |
276 | + if( hp > 0 ){ | |
277 | + hp = in_hp; | |
278 | + return true; | |
279 | + } | |
280 | + return false; | |
281 | +} | |
282 | + | |
283 | + | |
269 | 284 | //! 死体かどうか判定 |
270 | 285 | //! @return 死体:true 死体でない:false |
271 | 286 | //! @warning 完全に静止した状態を「死体」と判定します。倒れている最中の人は対象に含まれないため、hp <= 0 が全て死体と判定されるとは限りません。 |
@@ -287,6 +302,22 @@ | ||
287 | 302 | teamid = id; |
288 | 303 | } |
289 | 304 | |
305 | +//! 無敵フラグを取得 | |
306 | +//! @return true:無敵 false:通常 | |
307 | +//! @attention 無敵状態の場合、銃弾・手榴弾の爆発・落下 によるダメージを一切受けません。 | |
308 | +bool human::GetInvincibleFlag() | |
309 | +{ | |
310 | + return Invincible; | |
311 | +} | |
312 | + | |
313 | +//! 無敵フラグを設定 | |
314 | +//! @param flag true:無敵 false:通常 | |
315 | +//! @attention 無敵状態の場合、銃弾・手榴弾の爆発・落下 によるダメージを一切受けません。 | |
316 | +void human::SetInvincibleFlag(bool flag) | |
317 | +{ | |
318 | + Invincible = flag; | |
319 | +} | |
320 | + | |
290 | 321 | //! 前処理の移動量を取得 |
291 | 322 | //! @param *x X軸移動量を取得するポインタ(NULL可) |
292 | 323 | //! @param *y Y軸移動量を取得するポインタ(NULL可) |
@@ -752,7 +783,9 @@ | ||
752 | 783 | //! @param attacks 弾の攻撃力 |
753 | 784 | void human::HitBulletHead(int attacks) |
754 | 785 | { |
755 | - hp -= (int)((float)attacks * HUMAN_DAMAGE_HEAD); | |
786 | + if( Invincible == false ){ | |
787 | + hp -= (int)((float)attacks * HUMAN_DAMAGE_HEAD); | |
788 | + } | |
756 | 789 | HitFlag = true; |
757 | 790 | } |
758 | 791 |
@@ -760,7 +793,9 @@ | ||
760 | 793 | //! @param attacks 弾の攻撃力 |
761 | 794 | void human::HitBulletUp(int attacks) |
762 | 795 | { |
763 | - hp -= (int)((float)attacks * HUMAN_DAMAGE_UP); | |
796 | + if( Invincible == false ){ | |
797 | + hp -= (int)((float)attacks * HUMAN_DAMAGE_UP); | |
798 | + } | |
764 | 799 | HitFlag = true; |
765 | 800 | } |
766 | 801 |
@@ -768,7 +803,9 @@ | ||
768 | 803 | //! @param attacks 弾の攻撃力 |
769 | 804 | void human::HitBulletLeg(int attacks) |
770 | 805 | { |
771 | - hp -= (int)((float)attacks * HUMAN_DAMAGE_LEG); | |
806 | + if( Invincible == false ){ | |
807 | + hp -= (int)((float)attacks * HUMAN_DAMAGE_LEG); | |
808 | + } | |
772 | 809 | HitFlag = true; |
773 | 810 | } |
774 | 811 |
@@ -775,7 +812,9 @@ | ||
775 | 812 | //! ゾンビの攻撃がヒット |
776 | 813 | void human::HitZombieAttack() |
777 | 814 | { |
778 | - hp -= HUMAN_DAMAGE_ZOMBIEU + GetRand(HUMAN_DAMAGE_ZOMBIEA); | |
815 | + if( Invincible == false ){ | |
816 | + hp -= HUMAN_DAMAGE_ZOMBIEU + GetRand(HUMAN_DAMAGE_ZOMBIEA); | |
817 | + } | |
779 | 818 | HitFlag = true; |
780 | 819 | } |
781 | 820 |
@@ -813,7 +852,7 @@ | ||
813 | 852 | //ダメージ量を計算し、反映 |
814 | 853 | damage = HUMAN_DAMAGE_GRENADE_LEG - (int)((float)HUMAN_DAMAGE_GRENADE_LEG/MAX_DAMAGE_GRENADE_DISTANCE * r); |
815 | 854 | if( damage > 0 ){ |
816 | - hp -= damage; | |
855 | + if( Invincible == false ){ hp -= damage; } | |
817 | 856 | HitFlag = true; |
818 | 857 | returncode = 1; |
819 | 858 | } |
@@ -827,7 +866,7 @@ | ||
827 | 866 | //ダメージ量を計算し、反映 |
828 | 867 | damage = HUMAN_DAMAGE_GRENADE_HEAD - (int)((float)HUMAN_DAMAGE_GRENADE_HEAD/MAX_DAMAGE_GRENADE_DISTANCE * r); |
829 | 868 | if( damage > 0 ){ |
830 | - hp -= damage; | |
869 | + if( Invincible == false ){ hp -= damage; } | |
831 | 870 | HitFlag = true; |
832 | 871 | returncode = 1; |
833 | 872 | } |
@@ -1277,9 +1316,11 @@ | ||
1277 | 1316 | if( CollD->CheckALLBlockIntersectDummyRay(pos_x, pos_y + offset, pos_z, 0, -1, 0, NULL, NULL, &Dist, move_y*-1 + offset) == true ){ |
1278 | 1317 | CollD->CheckALLBlockIntersectRay(pos_x, pos_y + offset, pos_z, 0, -1, 0, &id, &face, &Dist, move_y + offset); |
1279 | 1318 | |
1280 | - //ダメージ計算 | |
1281 | - if( move_y > HUMAN_DAMAGE_MINSPEED ){ hp -= 0; } | |
1282 | - else{ hp -= (int)((float)HUMAN_DAMAGE_MAXFALL / abs(HUMAN_DAMAGE_MAXSPEED - (HUMAN_DAMAGE_MINSPEED)) * abs(move_y - (HUMAN_DAMAGE_MINSPEED))); } | |
1319 | + if( Invincible == false ){ | |
1320 | + //ダメージ計算 | |
1321 | + if( move_y > HUMAN_DAMAGE_MINSPEED ){ hp -= 0; } | |
1322 | + else{ hp -= (int)((float)HUMAN_DAMAGE_MAXFALL / abs(HUMAN_DAMAGE_MAXSPEED - (HUMAN_DAMAGE_MINSPEED)) * abs(move_y - (HUMAN_DAMAGE_MINSPEED))); } | |
1323 | + } | |
1283 | 1324 | |
1284 | 1325 | FallDistance = (Dist - offset) * -1; |
1285 | 1326 | move_y = 0.0f; |