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/project/Naruto_ninja_story/Scene_game.cpp

http://narutortsproject.googlecode.com/
C++ | 1736 lines | 1059 code | 242 blank | 435 comment | 217 complexity | 6330e7ab88bc223741be11c3aa9df114 MD5 | raw file

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   1#include <conio.h>
   2#include <stdio.h>
   3#include <stdlib.h>
   4#include <math.h>
   5
   6#include "Scene_game.h"
   7
   8#include "tools/Speedometr.h"
   9#include "tools/tools.h"
  10#include "Graphick/Texture/Texture.h"
  11#include "Graphick/Texture/TextureContainer.h"
  12#include "Core/Core.h"
  13#include "Game/GhostCharacter.h"
  14#include "Graphick/Graphick.h"
  15#include "Graphick/OpenGL/OpenGl.h"
  16#include "Graphick/OpenGL/vertex_shader.h"
  17#include "Graphick/OpenGL/fragment_shader.h"
  18#include "Game/PlayerContainer.h"
  19
  20Scene_game::Scene_game()
  21{
  22  m_time = 0.0;
  23  m_duration = 0.0;
  24
  25  m_alfa = 0;
  26  m_beta = -60.0f;
  27  m_length = 120;
  28
  29  m_sky = 0;
  30  m_sun = 0;
  31
  32  m_cam_x = 0.0f;
  33  m_cam_y = 0.0f;
  34  m_cam_z = 0.0f;
  35  m_call_back_count = 0;
  36  m_glsl_sample_shader = 0;
  37  m_glsl_particle_shader = 0;
  38
  39  m_glsl_vertex_light_shader = 0;
  40  m_glsl_pixel_light_shader = 0;
  41  m_glsl_skinning_shader = 0;
  42
  43  m_glsl_outline_shader = 0;
  44
  45  m_player = 0;
  46  m_player1 = 0;
  47  m_player2 = 0;
  48
  49  m_live_texture = 0;
  50  m_chakra_texture = 0;
  51
  52  m_test_particle = 0;
  53
  54  m_track_a_id = -1;
  55  m_track_a_volume = 0.0;
  56  m_track_a_state = 0;
  57
  58  m_track_b_id = -1;
  59  m_track_b_volume = 0.0;
  60  m_track_b_state = 0;
  61
  62  m_next_state = MUSIC_NONE;
  63  m_current_state = MUSIC_NONE;
  64  m_in_combat = false;
  65  m_test_particle = 0;
  66  m_perticle_smoke = 0;
  67
  68  for (int i = 0; i < MUSIC_COUNT; i ++)
  69  {
  70    m_track_position[i] = 0;
  71  }
  72
  73  m_player_container = 0;
  74};
  75
  76Scene_game::~Scene_game()
  77{
  78
  79};
  80
  81void Scene_game::CreateCloud(float x, float y, float z)
  82{
  83  ParticleAlpha* particle = m_particle_list.add();
  84  particle->SetTexture(m_perticle_smoke, 1, 1);
  85  particle->Create(64);
  86  particle->SetLiveTime(4000.0);
  87  for (int i = 0; i < 64; i ++)
  88  {
  89    float r = rndf(8.0f, 12.0f);
  90    float v = rndf(1.0f, 4.0f);
  91
  92    float a = rndf(0.0f, 6.28f);
  93    float b = rndf(0.0f, 6.28f);
  94    particle->add_particle(rndf(6.0f, 16.0f),
  95              x + cos(a)*sin(b)*r, y + sin(a)*sin(b)*r, z + cos(b)*r*2.0f,
  96              cos(a)*sin(b)*v, sin(a)*sin(b)*v, cos(b)*v,
  97              1.0f, -0.8f, rndf(200.0f, 500.0f), 9000.0f);
  98  }  
  99}
 100
 101void Scene_game::ControlCloud(double time)
 102{
 103  bool recheck = false;
 104  for (int i = 0; i < m_particle_list.count; i ++)
 105  {
 106    ParticleAlpha* particle = m_particle_list.item[i];
 107    particle->caclulate(time);
 108    if (!particle->IsLive())
 109    {
 110      recheck = true;
 111      particle->Destroy();
 112      delete particle;
 113      m_particle_list.item[i] = 0;
 114    }
 115  }
 116
 117  if (recheck)
 118  {
 119    m_particle_list.recheck();
 120  }
 121};
 122
 123void Scene_game::ActivateMusic(MUSIC_SITUATION music)
 124{
 125  if (m_current_state != music)
 126    m_next_state = music;
 127};
 128
 129void Scene_game::ControlMusic(double duration)
 130{
 131  if (!m_sound_engine)
 132    return;
 133
 134  if (m_next_state != MUSIC_NONE && m_track_b_state == 0)
 135  {
 136    //move current track to gain down (b)
 137    m_track_b_id = m_track_a_id;
 138    m_track_b_volume = m_track_a_volume;
 139    m_track_b_state = m_track_a_state;
 140    m_track_a_id = -1;
 141    m_track_a_state = 0;
 142
 143    if (m_sound_engine)
 144    {
 145      if (m_next_state == MUSIC_NORMAL)
 146      {
 147        m_track_a_state = 1;
 148        m_track_a_volume = 0.0;
 149      } else
 150      if (m_next_state == MUSIC_FIGHT)
 151      {
 152        m_track_a_state = 1;
 153        m_track_a_id = m_sound_engine->PlayTrack("../../data/music/Naruto Main Theme.ogg", true);
 154        m_sound_engine->SetTrackPosition(m_track_a_id, m_track_position[MUSIC_FIGHT]);
 155        printf("  Position set %.3f\n", m_track_position[MUSIC_FIGHT]);
 156        if (m_track_a_id == -1)
 157          m_track_a_state = 0;
 158        m_track_a_volume = 0.0;
 159      } else
 160      if (m_next_state == MUSIC_DIE)
 161      {
 162        m_track_a_state = 1;
 163        m_track_a_id = m_sound_engine->PlayTrack("../../data/music/Sangeki no Ato.ogg", true);
 164        m_sound_engine->SetTrackPosition(m_track_a_id, m_track_position[MUSIC_DIE]);
 165        if (m_track_a_id == -1)
 166          m_track_a_state = 0;
 167        m_track_a_volume = 0.0;
 168      };
 169    }
 170
 171    if (m_track_b_id > -1)
 172    {
 173      //Save track position
 174      m_track_position[m_current_state] = m_sound_engine->TrackPosition(m_track_b_id);
 175      printf("  Position save %.3f\n", m_track_position[m_current_state]);
 176    }
 177
 178    m_current_state = m_next_state;
 179    m_next_state = MUSIC_NONE;
 180  }
 181  //control volume
 182  if (m_track_a_state != 0 && m_track_a_id > -1)
 183  {
 184    double old_volume = m_track_a_volume;
 185    m_track_a_volume += (duration / 1000.0)/5.0;
 186    if (m_track_a_volume > 1.0)
 187      m_track_a_volume = 1.0;
 188    if (old_volume != m_track_a_volume)
 189    {
 190      m_sound_engine->SetTrackVolume(m_track_a_id, m_track_a_volume);
 191    }
 192  };
 193
 194  if (m_track_b_state != 0 && m_track_b_id > -1)
 195  {
 196    double old_volume = m_track_b_volume;
 197    m_track_b_volume -= (duration / 1000.0)/5.0;
 198    if (old_volume != m_track_b_volume)
 199    {
 200      m_sound_engine->SetTrackVolume(m_track_b_id, m_track_b_volume);
 201    }
 202    if (m_track_b_volume < 0.0)
 203    {
 204      m_track_b_volume = 0.0;
 205      m_sound_engine->StopTrack(m_track_b_id);
 206      m_track_b_state = 0;
 207      m_track_b_id = -1;
 208    };
 209  };
 210  if (m_track_b_state != 0 && m_track_b_id == -1)
 211    m_track_b_state = 0;
 212};
 213
 214/*static void nearCallback (void *data, dGeomID o1, dGeomID o2)
 215{
 216  Scene_game* scene = (Scene_game*) data;
 217  scene->m_call_back_count++;
 218  int i;
 219  // if (o1->body && o2->body) return;
 220
 221  // exit without doing anything if the two bodies are connected by a joint
 222  dBodyID b1 = dGeomGetBody(o1);
 223  dBodyID b2 = dGeomGetBody(o2);
 224  if (b1 && b2 && !dBodyIsEnabled(b1) && !dBodyIsEnabled(b2))
 225    return;
 226
 227  //Don't process 2 height field
 228  if (dGeomGetClass(o1) == dHeightfieldClass && dGeomGetClass(o2) == dHeightfieldClass)
 229    return;
 230
 231  if (b1 && b2 && dAreConnectedExcluding (b1, b2, dJointTypeContact)) return;
 232
 233  Body_physic* body_1 = 0;
 234  if (b1)
 235    body_1 = (Body_physic*)dBodyGetData(b1);
 236  Body_physic* body_2 = 0;
 237  if (b2)
 238    body_2 = (Body_physic*)dBodyGetData(b2);
 239  if (body_1 && body_2 && body_1->PhIsExclud(body_2))
 240  {
 241    return;
 242  };
 243
 244  //Ignored group check
 245  if (body_1 && body_2 && body_1->IgnoredGroup() == body_2->IgnoredGroup() && body_1->IgnoredGroup() > -1)
 246  {
 247    return;
 248  };
 249
 250  //float cfm1 = dWorldGetCFM(scene->m_world);
 251  //float cfm2 = cfm1;
 252
 253  //if (body_1)
 254  //  cfm1 = body_1->Cfm();
 255  //if (body_2)
 256  //  cfm2 = body_2->Cfm();
 257
 258  const int MAX_CONTACTS = 32;
 259  dContact contact[MAX_CONTACTS];   // up to MAX_CONTACTS contacts per box-box
 260  for (i = 0; i < MAX_CONTACTS; i ++)
 261  {
 262
 263    //dContactApprox1_1
 264    //dContactSoftCFM
 265    contact[i].surface.mode = dContactBounce | dContactMu2 | dContactApprox1_1 | dContactApprox1_2; //dContactBounce | dContactSoftCFM | 
 266    contact[i].surface.mu = dInfinity;      //Ice
 267    contact[i].surface.mu2 = dInfinity;
 268
 269    contact[i].surface.bounce = 0.0; //0.1
 270    contact[i].surface.bounce_vel = 0.0; //0.1
 271
 272    contact[i].surface.motion1 = 0.0;
 273    contact[i].surface.motion2 = 0.0;
 274    contact[i].surface.motionN = 0.0;
 275
 276    //contact[i].surface.soft_erp = 0.5f;
 277    contact[i].surface.soft_cfm = dInfinity;//(cfm1 + cfm2) / 2.0f;
 278  }
 279
 280  if (int numc = dCollide(o1, o2, MAX_CONTACTS, &contact[0].geom, sizeof(dContact)))
 281  {
 282    if (body_1 && body_1->DebugContact())
 283    {
 284      //Store all contacts
 285      body_1->SetContact(contact, numc);
 286    };    
 287    if (body_2 && body_2->DebugContact())
 288    {
 289      //Store all contacts
 290      body_2->SetContact(contact, numc);
 291    };
 292
 293    if (body_1 && body_2)
 294    {
 295      Body_action* action_1 = body_1->BindAction();
 296      Body_action* action_2 = body_2->BindAction();
 297
 298      if (action_1 && body_2->ProcessCollision())
 299        action_1->ExecAction(body_1, body_2);
 300      if (action_2 && body_1->ProcessCollision())
 301        action_2->ExecAction(body_2, body_1);
 302    };
 303
 304    for (i = 0; i < numc; i++)
 305    {
 306      if (body_1)
 307      {
 308        if (contact[i].geom.normal[2] > 0.01f)
 309          body_1->OnGround(true);
 310
 311        if (!body_1->ProcessCollision())
 312        {
 313          //Skip collision
 314          break;
 315        };
 316      };
 317      if (body_2)
 318      {
 319        if (contact[i].geom.normal[2] > 0.01f)
 320          body_2->OnGround(true);
 321
 322        if (!body_2->ProcessCollision())
 323        {
 324          //Skip collision
 325          break;
 326        };
 327      };
 328      dJointID c = dJointCreateContact (scene->m_world, scene->m_contactgroup, contact+i);
 329      if (!b1 || dBodyIsKinematic(b1) > 0)
 330        dJointAttach (c, 0, b2);
 331      else
 332      if (!b2 || dBodyIsKinematic(b2) > 0)
 333        dJointAttach (c, b1, 0);
 334      else
 335      dJointAttach (c, b1, b2);
 336    };
 337  }
 338}*/
 339
 340void Scene_game::BotTargetControl()
 341{
 342  //Prepare position
 343  for (int i = 0; i < m_player_container->m_player.count; i ++)
 344  {
 345    Player* player = m_player_container->m_player.item[i];
 346    player->m_posx = 0.0;
 347    player->m_posy = 0.0;
 348    player->m_posz = 0.0;
 349
 350    Ghost* ghost = player->GetGhost();
 351    if (!ghost)
 352      continue;
 353    Model* model = ghost->GetModel();
 354    if (!model)
 355      continue;
 356
 357    player->m_enable = model->IsEnable();
 358    model->GetPosition(player->m_posx, player->m_posy, player->m_posz);
 359  };
 360
 361  for (int i = 0; i < m_player_container->m_player.count; i ++)
 362  {
 363    Player* player_a = m_player_container->m_player.item[i];
 364    if (!player_a->m_enable)
 365      continue;
 366
 367    if (player_a->Type() == Player::PLT_LOCAL)
 368      continue;
 369
 370    if (((PlayerBot*)player_a)->Enemy() != 0)
 371    {
 372      if (Probability(95.0))
 373        continue;
 374    }
 375
 376    for (int j = 0; j < m_player_container->m_player.count; j ++)
 377    {
 378      if (i == j)
 379        continue;
 380
 381      Player* player_b = m_player_container->m_player.item[j];
 382      if (!player_b->m_enable)
 383        continue;
 384
 385      if (player_a->Fraction() != player_b->Fraction()) //if enemy
 386      {
 387        float length = line_len(player_a->m_posx, player_a->m_posy, player_a->m_posz,
 388                                player_b->m_posx, player_b->m_posy, player_b->m_posz);
 389        if (length < 500.0 && Probability(30.0))
 390        {
 391          Ghost* ghost = player_b->GetGhost();
 392          if (ghost)
 393          {
 394            ((PlayerBot*)player_a)->SetEnemy(ghost->GetModel());
 395            break;
 396          }
 397        };
 398      } else  //if friends
 399      {
 400
 401      }
 402    };
 403  };
 404};
 405
 406void Scene_game::Control()
 407{
 408  m_time = m_speedometer->GetTime();
 409  m_duration = m_speedometer->GetFrameDuration();
 410  //m_duration /= 10.0;
 411
 412  if (m_key_controller->is_pressed(&m_mouse_left))
 413  {
 414    m_alfa += float(m_key_controller->get_axis_delta(&m_mouse_x))*0.5f;
 415    m_beta += float(m_key_controller->get_axis_delta(&m_mouse_y))*0.5f;
 416  };
 417
 418  if (m_key_controller->is_pressed(&m_mouse_right))
 419  {
 420    m_length += float(m_key_controller->get_axis_delta(&m_mouse_y))*0.5f;
 421  };
 422
 423  //Enable area around players
 424  float range = 1000.0f;
 425
 426  //1. Disable All, Break, Reset
 427  bool removed = false;
 428  for (int i = 0; i < m_player_container->m_player.count; i ++)
 429  {
 430    Player* player = m_player_container->m_player.item[i];
 431    Ghost* ghost = player->GetGhost();
 432    if (!ghost)
 433      continue;
 434    Model* model = ghost->GetModel();
 435    if (!model)
 436      continue;
 437
 438    if (model->IsDead() && model->DisapearOnDie())
 439    {
 440      CreateCloud(player->m_posx, player->m_posy, player->m_posz);
 441      RemovePlayer(player);
 442      removed = true;
 443      continue;
 444    };
 445
 446    if (player->Type() == Player::PLT_BOT && model)
 447      model->Disable();
 448    if (ghost)
 449      ghost->Reset();
 450    if (model)
 451      model->Break();
 452  }
 453  if (removed)
 454    m_player_container->m_player.recheck();
 455  m_object->Disable();
 456  m_object->Break();
 457
 458  //2. Enable areas
 459  for (int i = 0; i < m_player_container->m_player.count; i ++)
 460  {
 461    Player* player = m_player_container->m_player.item[i];
 462    Ghost* ghost = player->GetGhost();
 463    if (!ghost)
 464      continue;
 465    Model* model = ghost->GetModel();
 466    if (!model)
 467      continue;
 468    if (player->Type() == Player::PLT_LOCAL && model)
 469    {
 470      Body_base* body = model->GetBaseBody();
 471      if (body)
 472      {
 473        float x, y, z;
 474        body->GetPosition(x, y, z);
 475        m_object->AutioEnable(x, y, z, range);
 476        for (int j = 0; j < m_player_container->m_player.count; j ++)
 477        {
 478          Player* player_bot = m_player_container->m_player.item[j];
 479          Ghost* ghost_bot = player_bot->GetGhost();
 480          if (!ghost_bot)
 481            continue;
 482          Model* model_bot = ghost_bot->GetModel();
 483          if (!model_bot)
 484            continue;
 485          if (player_bot->Type() == Player::PLT_BOT && model_bot)
 486          {
 487            model_bot->AutioEnable(x, y, z, range);
 488          }
 489        }
 490      };
 491    };
 492  }
 493
 494  m_call_back_count = 0;
 495
 496  if (m_key_controller->is_hit(&m_test_y))
 497  {
 498    CreateClone(m_player);
 499    //m_sound_engine->PlayAtom("../../data/Sound/sfx/00.wav");
 500    //ActivateMusic(MUSIC_FIGHT);
 501//     Body_base* body = m_model->FindBody("objHucked");
 502//     Mesh_base * mesh = 0;
 503//     if (body)
 504//       mesh = body->GetMesh();
 505//     if (mesh)
 506//     {
 507//       mesh->Exchange(0.1f);
 508//     }
 509  };
 510  
 511  if (m_key_controller->is_hit(&m_test_t))
 512  {
 513    //m_sound_engine->PlayAtom("../../data/Sound/sfx/29.wav");
 514    ActivateMusic(MUSIC_NORMAL);
 515//     Body_base* body = m_model->FindBody("objHucked");
 516//     Mesh_base * mesh = 0;
 517//     if (body)
 518//       mesh = body->GetMesh();
 519//     if (mesh)
 520//     {
 521//       mesh->Exchange(-0.1f);
 522//     }
 523  };
 524
 525  m_time_phisick = m_speedometer->GetTime();
 526
 527  if (m_duration < 0.001)
 528      m_duration = 0.001;
 529
 530  if (m_duration > 40.0)
 531    m_duration = 40.0;
 532
 533  double step_floor = 100.0;
 534  double time_scale = 200.0;
 535  int ph_iterations = 10;
 536
 537  //Need to do full control circle dSpaceCollide, dWorldStepFast1, body control
 538  /*if (m_duration > step_floor)
 539  {
 540    int step = 2;//int (m_duration / step_floor) + 1;
 541    double step_mul = m_duration / double(step);
 542    for (int i = 0; i < step; i ++)
 543    {
 544      dSpaceCollide(m_space, this, &nearCallback);
 545      dWorldStepFast1(m_world, float(step_mul/time_scale), ph_iterations);
 546    }
 547  } else*/
 548  {
 549    //dSpaceCollide(m_space, this, &nearCallback);
 550    m_time_phisick_b = m_speedometer->GetTime();
 551    //dWorldStepFast1(m_world, float(m_duration/time_scale), ph_iterations);
 552    //dWorldQuickStep(m_world, float(m_duration/time_scale));
 553    //dWorldStep(m_world, float(m_duration/time_scale));
 554
 555    //printf("%3.0f", m_duration);
 556  };
 557  //dWorldQuickStep(m_world, float(m_duration/300.0));
 558  //dWorldStep(m_world, float(m_duration/300.0));
 559
 560  //Process contact, to get "OnGround" status
 561
 562  //Clear all contacts
 563  //dJointGroupEmpty(m_contactgroup);
 564
 565  //printf("%d\n", m_call_back_count);
 566
 567  m_time_model = m_speedometer->GetTime();
 568
 569  //Control all
 570  m_object->Control(m_duration);
 571
 572  m_player_container->Control();
 573  for (int i = 0; i < m_player_container->m_player.count; i ++)
 574  {
 575    Player* player = m_player_container->m_player.item[i];
 576    Ghost* ghost = player->GetGhost();
 577    if (!ghost)
 578      continue;
 579    Model* model = ghost->GetModel();
 580    if (!model)
 581      continue;
 582    if (model)
 583    {
 584      model->Control(m_duration);
 585    };
 586  }
 587
 588  BotTargetControl();
 589
 590
 591  /*if (m_model->IsDead())
 592  {
 593    ActivateMusic(MUSIC_DIE);
 594  } else
 595  if (m_in_combat && !in_fight)
 596  {
 597    ActivateMusic(MUSIC_NORMAL);
 598    m_in_combat = false;
 599  } else
 600  if (!m_in_combat && in_fight)
 601  {
 602    ActivateMusic(MUSIC_FIGHT);
 603    m_in_combat = true;
 604  };*/
 605
 606  //Live regeneration
 607  for (int i = 0; i < m_player_container->m_player.count; i ++)
 608  {
 609    Player* player = m_player_container->m_player.item[i];
 610    Ghost* ghost = player->GetGhost();
 611    if (!ghost)
 612      continue;
 613    Model* model = ghost->GetModel();
 614    if (!model)
 615      continue;
 616
 617    if (player->Type() == Player::PLT_LOCAL && model && !model->IsDead())
 618    {
 619      model->m_live += 1.0 * m_duration/1000.0;
 620      if (model->m_live > model->m_live_max)
 621        model->m_live = model->m_live_max;
 622    };
 623  }
 624
 625  ControlCloud(m_duration);
 626
 627  /*if (m_test_particle)
 628  {
 629    m_test_particle->AddParticle(50.0f, 0.0f, -1.2f,
 630                                  0.0f,0.0f,0.0f,
 631                                  rndf(-5.0f, 5.0f),rndf(-5.0f, 5.0f),rndf(1.0f, 5.0f),
 632                                  rndf(-1.0f, 1.0f),rndf(-1.0f, 1.0f),rndf(0.1f, 1.0f),
 633                                  rndf(-15.0f, 15.0f), rndf(-8.0f, 8.0f), 10000.0f);
 634    m_test_particle->Caclulate(m_duration);
 635  }*/
 636
 637  if (m_core->GLightModel() == 1)
 638    m_object->CalculateVertexLightDynamic(m_sun);
 639
 640  if (m_sky)
 641    m_sky->SetRotation(90.0f, float(m_time) / 100.0f);
 642
 643
 644  //Track control
 645  ControlMusic(m_duration);
 646
 647  m_time_control_end = m_speedometer->GetTime();
 648};
 649
 650void Scene_game::DrawLive(double live, double live_max, int texture)
 651{
 652  m_graphick->SetTexture(false, -1);
 653
 654  int green = int((live/live_max) * 255.0);
 655  int red   = int((1.0 - live/live_max) * 255.0);
 656
 657  glColor4ub(red, green, 0, 255);
 658
 659  double len = (0.49375 - 0.06875) * (live/live_max);
 660  glBegin(GL_QUADS);
 661  glVertex3f(float(0.49375 - len), -0.01428f, -1.0f);
 662  glVertex3f(0.49375f, -0.01428f, -1.0f);
 663  glVertex3f(0.49375f, -0.05f, -1.0f);
 664  glVertex3f(float(0.49375 - len), -0.05f, -1.0f);
 665  glEnd();
 666
 667  /*glBegin(GL_QUADS);
 668  glVertex3f(0.06875, -0.01428, -1.0f);
 669  glVertex3f(0.49375, -0.01428, -1.0f);
 670  glVertex3f(0.49375, -0.05f, -1.0f);
 671  glVertex3f(0.06875, -0.05f, -1.0f);
 672  glEnd();*/
 673
 674  glColor4ub(255, 255, 255, 255);
 675  m_graphick->SetTexture(true, texture);
 676
 677  //if (rand()%5 == 0)
 678  {
 679  glBegin(GL_QUADS);
 680  glTexCoord2f(0.0f, 0.0f);
 681  glVertex3f(0.0f, -0.1f, -1.0f);
 682
 683  glTexCoord2f(0.69f, 0.0f);
 684  glVertex3f(0.55f, -0.1f, -1.0f);
 685
 686  glTexCoord2f(0.69f, 1.0f);
 687  glVertex3f(0.55f, 0.0f, -1.0f);
 688
 689  glTexCoord2f(0.0f, 1.0f);
 690  glVertex3f(0.0f, 0.0f, -1.0f);
 691  glEnd();
 692  };
 693}
 694
 695void Scene_game::DrawChakra()
 696{
 697  glColor4ub(255, 255, 255, 255);
 698  glBegin(GL_QUADS);
 699  glTexCoord2f(0.0f, 0.4f);
 700  glVertex3f(0.0f, -0.1f, -1.0f);
 701
 702  glTexCoord2f(0.64f, 0.4f);
 703  glVertex3f(0.55f, -0.1f, -1.0f);
 704
 705  glTexCoord2f(0.64f, 1.0f);
 706  glVertex3f(0.55f, 0.0f, -1.0f);
 707
 708  glTexCoord2f(0.0f, 1.0f);
 709  glVertex3f(0.0f, 0.0f, -1.0f);
 710  glEnd();
 711}
 712
 713void Scene_game::PaintPlayerUi(Model* model, Player* player, float x, float y)
 714{
 715  m_graphick->SetAlphaTest(false);
 716  glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
 717  m_graphick->PushMatrix();
 718
 719  Body_physic* phb = model->GetBaseBody();
 720  if (phb)
 721  {
 722    char str[MAX_CORE_STRING];
 723    sprintf_s(str, MAX_CORE_STRING, "%2.2f;%2.2f;%2.2f", -m_cam_x, -m_cam_y, m_cam_z);
 724    if (model->OnGround())
 725      strcat_s(str, 1024, " *");
 726    if (m_in_combat)
 727      strcat_s(str, 1024, " C");
 728    m_core->TextDraw(Core_base::FONT_DEFAULT, str, -m_graphick->GetVirtualWidth()/2.0f + 0.1f+x, 0.60f+y, -1.0f, 0.02f, 0xffffffff);
 729
 730    //output live
 731    m_graphick->SetBlend(false);
 732    m_graphick->SetAlphaTest(true);
 733
 734    m_graphick->PushMatrix();
 735
 736    glTranslatef(-m_graphick->GetVirtualWidth()/2.0f + 0.1f+x, 0.7f+y, 0.0f);
 737    glScalef(0.7f, 0.7f, 1.0f);
 738    DrawLive(model->m_live, model->m_live_max, m_live_texture->m_texture);
 739    m_graphick->PopMatrix();
 740
 741    m_graphick->SetTexture(true, m_chakra_texture->m_texture);
 742    m_graphick->PushMatrix();
 743    glTranslatef(-m_graphick->GetVirtualWidth()/2.0f + 0.06f+x, 0.68f+y, 0.0f);
 744    glScalef(0.7f, 0.7f, 1.0f);
 745    DrawChakra();
 746    m_graphick->PopMatrix();
 747  };
 748
 749  m_graphick->PopMatrix();
 750}
 751
 752void Scene_game::PaintUi()
 753{
 754  if (m_player)
 755  {
 756    Ghost* ghost = m_player->GetGhost();
 757    Model* model  = ghost->GetModel();
 758    PaintPlayerUi(model, m_player, 0.0f, 0.0f);
 759  }
 760
 761  if (m_player1)
 762  {
 763    Ghost* ghost = m_player1->GetGhost();
 764    Model* model  = ghost->GetModel();
 765    PaintPlayerUi(model, m_player1, 0.0f, -0.1f);
 766  }
 767
 768  if (m_player2)
 769  {
 770    Ghost* ghost = m_player2->GetGhost();
 771    Model* model  = ghost->GetModel();
 772    PaintPlayerUi(model, m_player2, 0.0f, -0.2f);
 773  }
 774};
 775
 776void Scene_game::Paint()
 777{
 778  m_graphick->PushMatrix();
 779
 780  if (m_core->GFbo())
 781  {
 782    m_graphick->StartBaseRender(0);
 783    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 784  }
 785
 786  Model* model = 0;
 787  if (m_player)
 788  {
 789    Ghost* ghost = m_player->GetGhost();
 790    model  = ghost->GetModel();
 791  }
 792
 793  if (model)
 794  //if (false)
 795  {
 796    float x, y, z;
 797    model->GetPosition(x, y, z);
 798    m_cam_x = -x;
 799    m_cam_y = -y;
 800    m_cam_z = -z;
 801    Body_physic* phb = model->GetBaseBody();
 802    if (phb)
 803    {
 804      float xr, yr, zr, wr;
 805      phb->PhGetRotate(xr, yr, zr, wr);
 806      float angle = -2*GetAngel(xr, wr) + 180.0f;
 807
 808      while (angle < 0.0f)
 809        angle = 360.0f + angle;
 810      while (angle > 360.0f)
 811        angle = angle - 360.0f;
 812
 813      while (m_alfa < 0.0f)
 814        m_alfa = 360.0f + m_alfa;
 815      while (m_alfa > 360.0f)
 816        m_alfa = m_alfa - 360.0f;
 817
 818      float delta = (m_alfa - angle);
 819      if (abs(delta) > abs(m_alfa - (angle + 360)))
 820        delta = m_alfa - (angle + 360);
 821      if (abs(delta) > abs(m_alfa + 360 - angle))
 822        delta = m_alfa + 360 - angle;
 823
 824      //m_alfa = (m_alfa + 720)*0.95f + (angle + 720)*0.05f;
 825      if (model->IsMove())
 826        m_alfa -= delta/10.0f;
 827
 828      while (m_alfa < 0.0f)
 829        m_alfa = 360.0f + m_alfa;
 830      while (m_alfa > 360.0f)
 831        m_alfa = m_alfa - 360.0f;
 832      //m_alfa = angle;
 833
 834      if (model && m_player1)
 835      {
 836        float x2, y2, z2;
 837        Ghost* ghost = m_player1->GetGhost();
 838        Model* model1  = ghost->GetModel();
 839        model1->GetPosition(x2, y2, z2);
 840        float angle = -GetAngel(x2-x, y2-y) + 90.0f;
 841        m_alfa = angle;
 842      };
 843    }
 844  };
 845
 846  m_time_paint_start = m_speedometer->GetTime();
 847  glTranslatef(0,0,-m_length);
 848
 849  glRotatef(m_beta, 1, 0, 0);
 850  glRotatef(m_alfa, 0, 0, 1);
 851
 852  //glPushMatrix();
 853  //glTranslatef(m_cam_x/10.0f, m_cam_y/10.0f, m_cam_z/10.0f);
 854  if (m_sky)
 855    m_sky->Paint();
 856  //glPopMatrix();
 857  glTranslatef(m_cam_x, m_cam_y, m_cam_z);
 858
 859  
 860  //Apply lights
 861  m_sun->m_position.x = (float)(cos(m_time / 1000.0) * 100.0);
 862  m_sun->m_position.y = (float)(sin(m_time / 1000.0) * 100.0);
 863  m_sun->m_position.z = 20.0;
 864  m_sun->ApplyWorldPosition(m_graphick);
 865
 866  if (m_glsl_sample_shader)
 867  {
 868    m_glsl_sample_shader->Enable();
 869    m_glsl_sample_shader->SetLight0(m_sun->m_world_position.x, m_sun->m_world_position.y, m_sun->m_world_position.z, 1.0);
 870    m_glsl_sample_shader->Disable();
 871  };
 872
 873  if (m_glsl_simple_light_shader)
 874  {
 875    m_glsl_simple_light_shader->Enable();
 876    m_glsl_simple_light_shader->SetLight0(m_sun->m_world_position.x, m_sun->m_world_position.y, m_sun->m_world_position.z, 1.0);
 877    m_glsl_simple_light_shader->Disable();
 878  };
 879
 880  if (m_glsl_vertex_light_shader)
 881  {
 882    m_glsl_vertex_light_shader->Enable();
 883    m_glsl_vertex_light_shader->SetLight0(m_sun->m_world_position.x, m_sun->m_world_position.y, m_sun->m_world_position.z, 1.0);
 884    m_glsl_vertex_light_shader->Disable();
 885  }
 886
 887  if (m_glsl_pixel_light_shader)
 888  {
 889    m_glsl_pixel_light_shader->Enable();
 890    m_glsl_pixel_light_shader->SetLight0(m_sun->m_world_position.x, m_sun->m_world_position.y, m_sun->m_world_position.z, 1.0);
 891    m_glsl_pixel_light_shader->Disable();
 892  }
 893
 894
 895  //Draw SUN
 896  glBegin(GL_LINES);
 897  float r = 10.0f;
 898  glColor4f(0.0, 1.0, 0.0, 1.0);
 899  glVertex3f(m_sun->m_position.x-r, m_sun->m_position.y, m_sun->m_position.z);
 900  glVertex3f(m_sun->m_position.x+r, m_sun->m_position.y, m_sun->m_position.z);
 901
 902  glVertex3f(m_sun->m_position.x, m_sun->m_position.y-r, m_sun->m_position.z);
 903  glVertex3f(m_sun->m_position.x, m_sun->m_position.y+r, m_sun->m_position.z);
 904
 905  glVertex3f(m_sun->m_position.x, m_sun->m_position.y, m_sun->m_position.z-r);
 906  glVertex3f(m_sun->m_position.x, m_sun->m_position.y, m_sun->m_position.z+r);
 907  glEnd();
 908
 909  Scene_base::Paint();
 910
 911  m_time_paint_model = m_speedometer->GetTime();
 912
 913  //if (m_glsl_outline_shader && m_glsl_sample_shader)
 914  if (false)
 915  {
 916    glEnable(GL_CULL_FACE);
 917
 918    //Paint players and bots
 919    for (int i = 0; i < m_player_container->m_player.count; i ++)
 920    {
 921      Player* player = m_player_container->m_player.item[i];
 922      Ghost* ghost = player->GetGhost();
 923      if (!ghost)
 924        continue;
 925      Model* model = ghost->GetModel();
 926      if (!model || !model->IsEnable())
 927        continue;
 928      if (model->InvalidNormals())
 929        glCullFace(GL_FRONT);
 930      else
 931        glCullFace(GL_BACK);
 932      model->SetShader(m_glsl_sample_shader);
 933      model->paint();
 934
 935      if (model->InvalidNormals())
 936        glCullFace(GL_BACK);
 937      else
 938        glCullFace(GL_FRONT);        
 939      model->SetShader(m_glsl_outline_shader);
 940      model->paint();
 941    }
 942    glDisable(GL_CULL_FACE);
 943  } else
 944  {
 945    for (int i = 0; i < m_player_container->m_player.count; i ++)
 946    {
 947      Player* player = m_player_container->m_player.item[i];
 948      Ghost* ghost = player->GetGhost();
 949      if (!ghost)
 950        continue;
 951      Model* model = ghost->GetModel();
 952      if (!model || !model->IsEnable())
 953        continue;
 954      model->SetShader(m_glsl_skinning_shader);
 955      model->paint();
 956    }
 957  }
 958 
 959  /*m_graphick->SetTexture(false, -1);
 960  m_graphick->SetBlend(false);
 961  m_graphick->SetAlphaTest(false);
 962  glColor3ub(0, 255, 0);
 963  glBegin(GL_LINES);
 964  int index = 0;
 965  for (int i = 0; i < LineDebugArrayCount/6; i ++)
 966  {
 967    glVertex3f(LineDebugArray[index]-250, -LineDebugArray[index+2]+250, LineDebugArray[index+1]);
 968    index += 3;
 969    glVertex3f(LineDebugArray[index]-250, -LineDebugArray[index+2]+250, LineDebugArray[index+1]);
 970    index += 3;
 971  }
 972  glEnd();
 973  LineDebugArrayCount = 0;  */
 974
 975  if (m_glsl_particle_shader)
 976    m_glsl_particle_shader->Enable();
 977
 978  glDepthMask(false);
 979  /*if (m_test_particle)
 980  {
 981    m_test_particle->PrepareToDraw();
 982    m_test_particle->Paint();
 983  };*/
 984  for (int i = 0; i < m_particle_list.count; i ++)
 985  {
 986    ParticleAlpha* particle = m_particle_list.item[i];
 987    particle->prepare_to_draw();
 988    particle->paint();
 989  }
 990
 991  for (int i = 0; i < m_player_container->m_player.count; i ++)
 992  {
 993    Player* player = m_player_container->m_player.item[i];
 994    Ghost* ghost = player->GetGhost();
 995    if (!ghost)
 996      continue;
 997    Model* model = ghost->GetModel();
 998    if (!model || !model->IsEnable())
 999      continue;
1000    model->PaintParticle();
1001  };
1002  glDepthMask(true);
1003
1004  if (m_glsl_particle_shader)
1005    m_glsl_particle_shader->Disable();
1006
1007  if (m_core->GFbo())
1008    PaintPostProcess();
1009
1010
1011  m_graphick->PopMatrix();
1012
1013  m_time_paint_end = m_speedometer->GetTime();
1014
1015  PaintUi();
1016
1017  char string[1024];
1018  sprintf_s(string, 1024, "%dp %dm", m_particle_list.count, m_player_container->m_player.count);
1019  m_core->TextDraw(Core_base::FONT_DEFAULT, string, m_graphick->GetVirtualWidth()/2.0f - 0.355f, 0.60f, -1.0f, 0.04f, 0xffffffff);
1020
1021  sprintf_s(string, 1024, "R%.0f P%.0f(%.0f %.0f) M%.0f", m_time_phisick - m_time, m_time_model - m_time_phisick,
1022                                                          m_time_phisick_b - m_time_phisick, m_time_model - m_time_phisick_b,
1023                                                          m_time_control_end - m_time_model);
1024  m_core->TextDraw(Core_base::FONT_DEFAULT, string, m_graphick->GetVirtualWidth()/2.0f - 0.355f, 0.55f, -1.0f, 0.04f, 0xffffffff);
1025
1026  sprintf_s(string, 1024, "S%.0f M%.0f", m_time_paint_model - m_time_paint_start, m_time_paint_end - m_time_paint_model);
1027  m_core->TextDraw(Core_base::FONT_DEFAULT, string, m_graphick->GetVirtualWidth()/2.0f - 0.355f, 0.50f, -1.0f, 0.04f, 0xffffffff);
1028
1029};
1030
1031void Scene_game::PaintPostProcess()
1032{
1033  m_graphick->StartBaseRender(1);
1034  //render to second texture
1035  m_graphick->SetTexture(true, ((graphick_OpenGl*)m_graphick)->m_fbo_color_texture[0]);
1036  m_graphick->DrawScreenBar();
1037
1038  m_graphick->StartBaseRender(0);
1039  //Draw post objects
1040  //m_graphick->SetTexture(true, m_twirl_test->m_texture);
1041  m_graphick->SetTexture(true, m_twirl_test->m_texture, ((graphick_OpenGl*)m_graphick)->m_fbo_color_texture[1]);
1042  if (m_glsl_post_object_shader)
1043    m_glsl_post_object_shader->Enable();
1044
1045  glRotatef(float(-m_time)/2.0f, 0.0, 0.0, 1.0);
1046  m_graphick->SetBlend(false);
1047  glColor4f(1.0, 1.0, 1.0, 1.0);
1048
1049  glBegin(GL_QUADS);
1050  glTexCoord2f(0.0f, 0.0f);
1051  glVertex3f(-40.0, -40.0,  20.0f);
1052
1053  glTexCoord2f(1.0f, 0.0f);
1054  glVertex3f(40.0, -40.0, 20.0f);
1055
1056  glTexCoord2f(1.0f, 1.0f);
1057  glVertex3f(40.0, 40.0,  20.0f);
1058
1059  glTexCoord2f(0.0f, 1.0f);
1060  glVertex3f(-40.0, 40.0,  20.0f);
1061  glEnd();
1062
1063  //m_glsl_post_object_shader->Debug();
1064  if (m_glsl_post_object_shader)
1065    m_glsl_post_object_shader->Disable();
1066
1067  m_graphick->StopBaseRender();
1068  //Swap to main context
1069  if (m_glsl_glow_shader)
1070    m_glsl_glow_shader->Enable();
1071  glColor4f(1.0, 1.0, 1.0, 1.0);
1072  //m_graphick->SetTexture(false, -1);
1073  m_graphick->SetTexture(true, ((graphick_OpenGl*)m_graphick)->m_fbo_color_texture[0]);
1074  m_graphick->DrawScreenBar();
1075  if (m_glsl_glow_shader)
1076    m_glsl_glow_shader->Disable();
1077};
1078
1079void Scene_game::Paint_2()
1080{
1081};
1082
1083void Scene_game::ApplyObjectLightModel()
1084{
1085  int light_mode = m_core->GLightModel();
1086
1087  for (int i = 0; i < m_object->m_body_list.count; i ++)
1088  {
1089    Body_base* body = m_object->m_body_list.item[i];
1090    if (body)
1091    {
1092      if (light_mode == 0 || light_mode == 1) //disable shaders
1093      {
1094        body->CalculateVertexLight(m_sun);
1095        body->SetShader(0);
1096      } else
1097      if (light_mode == 2) //Vertex lighting shader
1098      {
1099        body->SetShader(m_glsl_vertex_light_shader);
1100      } else
1101      if (light_mode == 3) //Pixel or bump shader
1102      {
1103        body->SetShader(m_glsl_pixel_light_shader);
1104      };
1105    };
1106  };
1107};
1108
1109void Scene_game::LinkBody(char* body_a, char* body_b)
1110{
1111  Body_base* b1 = m_object->FindBody(body_a);
1112  Body_base* b2 = m_object->FindBody(body_b);
1113  if (!b1 || !b2)
1114    return;
1115  if (b1->IsPhysic() == false || b2->IsPhysic() == false)
1116    return;
1117
1118  float x, y, z;
1119  b1->GetPosition(x, y, z);
1120  //((Body_physic*)b1)->PhJointLinkTo(m_world, m_joint_group, ((Body_physic*)b2), x, y, z);
1121};
1122
1123void Scene_game::TestSphereAdd()
1124{
1125  /*Body_physic* bd_1 = new Body_physic;
1126
1127  dBodyID body_1 = dBodyCreate(m_world);
1128  dMass m_1;
1129  dMassSetBox(&m_1, 1.0f, 20.0f, 20.0f, 20.0f);
1130  dBodySetMass(body_1, &m_1);
1131  dGeomID geom_1 = dCreateBox(0, 20.0f, 20.0f, 20.0f);
1132  dGeomSetBody(geom_1, body_1);
1133  dSpaceAdd(m_space, geom_1);
1134  dBodySetMaxAngularSpeed(body_1, 0.0f);
1135
1136  bd_1->SetPhysicBody(body_1, geom_1);
1137  bd_1->PhBodySetOffset(0.0f, 0.0f, 0.0f);
1138  bd_1->PhBodySetMatrix();
1139  bd_1->PhSetPosition(60.0f, -80.0f, 100.0f);
1140  bd_1->DebugContact(true);
1141
1142  Mesh_base* mesh_1 = new Mesh_base;
1143  mesh_1->CreateBox(10.0f, 10, 10);
1144  bd_1->SetMesh(mesh_1);
1145  bd_1->SetColorDiffuse(0, 255, 0, 255);
1146  m_object->insert_body(bd_1);*/
1147};
1148
1149void Scene_game::TestSliderAdd()
1150{
1151  /*Body_physic* bd_1 = new Body_physic;
1152
1153  dBodyID body_1 = dBodyCreate(m_world);
1154  dMass m_1;
1155  dMassSetBox(&m_1, 1.0f, 20.0f, 20.0f, 20.0f);
1156  dBodySetMass(body_1, &m_1);
1157  dGeomID geom_1 = dCreateBox(0, 20.0f, 20.0f, 20.0f);
1158  dGeomSetBody(geom_1, body_1);
1159  dSpaceAdd(m_space, geom_1);
1160  bd_1->SetPhysicBody(body_1, geom_1);
1161  bd_1->PhBodySetOffset(0.0f, 0.0f, 0.0f);
1162  bd_1->PhBodySetMatrix();
1163  bd_1->PhSetPosition(100.0f, 0.0f, 100.0f);
1164  bd_1->DebugContact(true);
1165
1166  Mesh_base* mesh_1 = new Mesh_base;
1167  mesh_1->CreateBox(20.0f, 20.0f, 20.0f);
1168  bd_1->SetMesh(mesh_1);
1169  bd_1->SetColorDiffuse(0, 255, 255, 255);
1170  m_object->insert_body(bd_1);
1171
1172
1173  Body_physic* bd_2 = new Body_physic;
1174
1175  dBodyID body_2 = dBodyCreate(m_world);
1176  dMass m_2;
1177  dMassSetBox(&m_2, 1.0f, 20.0f, 20.0f, 20.0f);
1178  dBodySetMass(body_2, &m_2);
1179  dGeomID geom_2 = dCreateBox(0, 20.0f, 20.0f, 20.0f);
1180  dGeomSetBody(geom_2, body_2);
1181  dSpaceAdd(m_space, geom_2);
1182  bd_2->SetPhysicBody(body_2, geom_2);
1183  bd_2->PhBodySetOffset(0.0f, 0.0f, 0.0f);
1184  bd_2->PhBodySetMatrix();
1185  bd_2->PhSetPosition(60.0f, 0.0f, 100.0f);
1186  bd_2->DebugContact(true);
1187
1188  Mesh_base* mesh_2 = new Mesh_base;
1189  mesh_2->CreateBox(20.0f, 20.0f, 20.0f);
1190  bd_2->SetMesh(mesh_2);
1191  bd_2->SetColorDiffuse(255, 255, 0, 255);
1192  m_object->insert_body(bd_2);
1193
1194
1195  //slide joint
1196  dJointID joint = dJointCreateSlider(m_world, 0);
1197  dJointAttach(joint, body_1, body_2);
1198  dJointSetSliderAxis(joint, 1.0f, 0.0f, 0.0f);
1199  //dJointSetSliderParam(joint, dParamFMax,  4000.0);
1200  dJointSetSliderParam(joint, dParamLoStop, 0.0f);
1201  dJointSetSliderParam(joint, dParamHiStop, +20.0f);*/
1202};
1203
1204bool Scene_game::InsertPlayer(PlayerLocal** player_prt, int player_number)
1205{
1206  *player_prt = PlayerCreateLocal();
1207  PlayerLocal* player = *player_prt;
1208
1209  if (player_number == 0)
1210  {
1211    player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_KEYBOARD, 0, VK_UP);
1212    player->SetKey(PlayerLocal::PL_BACK, Tkey::DV_KEYBOARD, 0, VK_DOWN);
1213    player->SetKey(PlayerLocal::PL_LEFT, Tkey::DV_KEYBOARD, 0, VK_LEFT);
1214    player->SetKey(PlayerLocal::PL_RIGHT, Tkey::DV_KEYBOARD, 0, VK_RIGHT);
1215    player->SetKey(PlayerLocal::PL_JUMP, Tkey::DV_KEYBOARD, 0, VK_SPACE);
1216    player->SetKey(PlayerLocal::PL_PUNCH, Tkey::DV_KEYBOARD, 0, 0x5A);
1217    player->SetKey(PlayerLocal::PL_PUNCH2, Tkey::DV_KEYBOARD, 0, 0x58);
1218    /*player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_JOY, 1, 1002);
1219    player->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_JOY, 1, 1003);
1220    player->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_JOY, 1, 1000);
1221    player->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_JOY, 1, 1001);
1222
1223    player->SetKey(PlayerLocal::PL_JUMP,    Tkey::DV_JOY, 1, 0);
1224    player->SetKey(PlayerLocal::PL_PUNCH,   Tkey::DV_JOY, 1, 1);
1225    player->SetKey(PlayerLocal::PL_PUNCH2,  Tkey::DV_JOY, 1, 2);*/
1226  } else
1227  if (player_number == 1)
1228  {
1229    player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_KEYBOARD, 0, 0x68);
1230    player->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_KEYBOARD, 0, 0x65);
1231    player->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_KEYBOARD, 0, 0x64);
1232    player->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_KEYBOARD, 0, 0x66);
1233    player->SetKey(PlayerLocal::PL_JUMP,    Tkey::DV_KEYBOARD, 0, 0x60);
1234    player->SetKey(PlayerLocal::PL_PUNCH,   Tkey::DV_KEYBOARD, 0, 0x63);
1235    player->SetKey(PlayerLocal::PL_PUNCH2,  Tkey::DV_KEYBOARD, 0, 0x6e);
1236
1237    /*player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_JOY, 0, 1002);
1238    player->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_JOY, 0, 1003);
1239    player->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_JOY, 0, 1000);
1240    player->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_JOY, 0, 1001);
1241
1242    player->SetKey(PlayerLocal::PL_JUMP,    Tkey::DV_JOY, 0, 0);
1243    player->SetKey(PlayerLocal::PL_PUNCH,   Tkey::DV_JOY, 0, 1);
1244    player->SetKey(PlayerLocal::PL_PUNCH2,  Tkey::DV_JOY, 0, 2);*/
1245  };
1246
1247  if (player_number == 2)
1248  {
1249    /*player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_KEYBOARD, 0, 0x68);
1250    player->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_KEYBOARD, 0, 0x65);
1251    player->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_KEYBOARD, 0, 0x64);
1252    player->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_KEYBOARD, 0, 0x66);
1253    player->SetKey(PlayerLocal::PL_JUMP,    Tkey::DV_KEYBOARD, 0, 0x60);
1254    player->SetKey(PlayerLocal::PL_PUNCH,   Tkey::DV_KEYBOARD, 0, 0x63);
1255    player->SetKey(PlayerLocal::PL_PUNCH2,  Tkey::DV_KEYBOARD, 0, 0x6e);*/
1256
1257    player->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_JOY, 0, 1002);
1258    player->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_JOY, 0, 1003);
1259    player->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_JOY, 0, 1000);
1260    player->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_JOY, 0, 1001);
1261
1262    player->SetKey(PlayerLocal::PL_JUMP,    Tkey::DV_JOY, 0, 0);
1263    player->SetKey(PlayerLocal::PL_PUNCH,   Tkey::DV_JOY, 0, 1);
1264    player->SetKey(PlayerLocal::PL_PUNCH2,  Tkey::DV_JOY, 0, 2);
1265  };
1266
1267  //find startup position
1268  char str_startup_name[2048];
1269  sprintf_s(str_startup_name, 2048, "###STARTUP%.2d", player_number);
1270  Body_base* start_up_body = m_object->FindBody(str_startup_name);
1271  if (!start_up_body)
1272  {
1273    m_core->OnCoreWarning("Scene_game: Cant find startup body");
1274    m_core->OnCoreWarning(str_startup_name);
1275    m_core->OnCoreWarning("\n");
1276  }
1277
1278  //Model* model = new ModelNaruto;
1279  Model* model = new ModelSasuke;
1280  model->m_live = 300;
1281  model->m_live_max = 300;
1282  model->SetShader(m_glsl_outline_shader);
1283  model->set_texture_container(m_texture);
1284  //model->set_ph_world(m_world);
1285  //model->set_ph_space(m_space);
1286  //model->set_ph_joint(m_joint_group);
1287  model->SetCore(m_core);
1288  model->SetSoundEngine(m_sound_engine);
1289  model->Initialize();
1290  if (start_up_body)
1291  {
1292    float x, y, z;
1293    start_up_body->GetPosition(x, y, z);
1294    model->MoveTo(x, y, z+model->GetOverGround());
1295
1296    Tmatrix matrix;
1297    start_up_body->GetMatrix(matrix);
1298    x = 1.0;
1299    y = 0.0;
1300    z = 0.0;
1301    UseMatrixRotate(matrix.matrix.elements_16, x, y, z);
1302
1303    float angle = GetAngel(x, y);
1304    model->SetRotation(angle+180);
1305  }
1306
1307  GhostCharacter* ghost = new GhostCharacter;
1308  player->SetGhost(ghost);
1309  ghost->SetModel(model);
1310
1311  player->SetFraction(FractionType::FR_GOOD);
1312
1313  return true;
1314}
1315
1316bool EqualPart(char* full_string, char* str_part)
1317{
1318  if (strlen(full_string) < strlen(str_part))
1319    return false;
1320
1321  for (int i = 0; i < int(strlen(str_part)); i ++)
1322  {
1323    if (full_string[i] != str_part[i])
1324      return false;
1325  }
1326  return true;
1327}
1328
1329void Scene_game::InitializeBot(PlayerBot* bot_player, Model* bot_model, Body_base* body)
1330{
1331  float x, y, z;
1332  body->GetPosition(x, y, z);
1333
1334  Tmatrix matrix;
1335  body->GetMatrix(matrix);
1336  float xm = 1.0;
1337  float ym = 0.0;
1338  float zm = 0.0;
1339  UseMatrixRotate(matrix.matrix.elements_16, xm, ym, zm);
1340  float angle = GetAngel(x, y);
1341
1342  InitializeBot(bot_player, bot_model, x, y, z + bot_model->GetOverGround(), angle);
1343}
1344
1345void Scene_game::InitializeBot(PlayerBot* bot_player, Model* bot_model, float x, float y, float z, float angle)
1346{
1347  bot_model->SetShader(m_glsl_sample_shader);
1348  bot_model->set_texture_container(m_texture);
1349  //bot_model->set_ph_world(m_world);
1350  //bot_model->set_ph_space(m_space);
1351  //bot_model->set_ph_joint(m_joint_group);
1352  bot_model->Initialize();
1353  bot_model->SetCore(m_core);
1354  bot_model->SetSoundEngine(m_sound_engine);
1355
1356  bot_model->MoveTo(x, y, z);
1357
1358  bot_model->SetRotation(angle+180);
1359
1360  GhostCharacter* ghost = new GhostCharacter;
1361  ghost->SetModel(bot_model);
1362  bot_player->SetGhost(ghost);
1363
1364  bot_player->SetFraction(FractionType::FR_BAD);
1365}
1366
1367void Scene_game::FindAndInsertBot()
1368{
1369  for (int i = 0; i < m_object->m_body_list.count; i ++)
1370  {
1371    Body_base* body = m_object->m_body_list.item[i];
1372    if (!body)
1373      continue;
1374    if (EqualPart(body->Name(), "###BOT00"))
1375    {
1376      PlayerBot* bot_player = PlayerCreateBot();
1377      Model* bot_model = new BadNinja;
1378      InitializeBot(bot_player, bot_model, body);
1379    }
1380    if (EqualPart(body->Name(), "###BOT01"))
1381    {
1382      PlayerBot* bot_player = PlayerCreateBot();
1383      Model* bot_model = new ModelRogueNinja;
1384      InitializeBot(bot_player, bot_model, body);
1385      bot_model->m_power_scale = 1.0;
1386      bot_model->m_live = 300.0;
1387      bot_model->m_live_max = 300.0;
1388
1389      bot_player->m_punch_probability = 7.0;
1390      bot_player->m_ran_away_probability = 0.0;
1391      bot_player->m_attack_probability = 5.0;
1392    }
1393    if (EqualPart(body->Name(), "###BOT02"))
1394    {
1395      /*PlayerBot* bot_player = PlayerCreateBot();
1396      Model* bot_model = new ModelNaruto;
1397      InitializeBot(bot_player, bot_model, body);
1398      bot_model->m_power_scale = 1.0;
1399      bot_model->m_live = 300.0;
1400      bot_model->m_live_max = 300.0;
1401
1402      bot_player->m_punch_probability = 9.0;
1403      bot_player->m_ran_away_probability = 0.0;
1404      bot_player->m_attack_probability = 8.0;
1405
1406      bot_player->SetFraction(FractionType::FR_GOOD);
1407
1408      bot_player->SetAssistantPlayer(m_player);*/
1409    }
1410  }    
1411};
1412
1413void Scene_game::CreateClone(Player* player)
1414{
1415  PlayerBot* bot_player = PlayerCreateBot();
1416  Model* bot_model = new ModelNaruto;
1417  InitializeBot(bot_player, bot_model, player->m_posx + 50, player->m_posy, player->m_posz, 0.0);
1418  bot_model->m_power_scale = 0.5;
1419  bot_model->m_live = 10.0;
1420  bot_model->m_live_max = 10.0;
1421
1422  bot_player->m_punch_probability = 9.0;
1423  bot_player->m_ran_away_probability = 0.0;
1424  bot_player->m_attack_probability = 8.0;
1425
1426  bot_player->SetFraction(FractionType::FR_GOOD);
1427
1428  bot_player->SetAssistantPlayer(player);
1429
1430  bot_model->SetDisapearOnDie(true);
1431
1432  CreateCloud(player->m_posx + 50, player->m_posy, player->m_posz);
1433}
1434
1435PlayerLocal* Scene_game::PlayerCreateLocal()
1436{
1437  PlayerLocal* player = new PlayerLocal;
1438  player->SetPlayerContainer(m_player_container);
1439  m_player_container->AddPlayer(player);
1440  return player;
1441};
1442
1443PlayerBot* Scene_game::PlayerCreateBot()
1444{
1445  PlayerBot* player = new PlayerBot;
1446  player->SetPlayerContainer(m_player_container);
1447  m_player_container->AddPlayer(player);
1448  return player;
1449};
1450
1451void Scene_game::RemovePlayer(Player * player)
1452{
1453  Ghost* ghost = player->GetGhost();
1454  Model* model = 0;
1455  if (ghost)
1456    model = ghost->GetModel();
1457
1458  for (int i = 0; i < m_player_container->m_player.count; i ++)
1459  {
1460    if (m_player_container->m_player.item[i])
1461      m_player_container->m_player.item[i]->NotifyDelete(player, model);
1462  }
1463
1464  //Find player to delete
1465  m_player_container->Remove(player->GetId());
1466};
1467
1468bool Scene_game::Initialize()
1469{
1470  if (!Scene_base::Initialize())
1471    return false;
1472
1473  /*dInitODE();
1474  m_world = dWorldCreate();
1475  m_space = dHashSpaceCreate(0);
1476  //m_space = dSweepAndPruneSpaceCreate(0, dSAP_AXES_XYZ);
1477  //dHashSpaceSetLevels(m_space, 0, 20);
1478  m_contactgroup = dJointGroupCreate(0);
1479  m_joint_group = dJointGroupCreate(0);
1480
1481  dWorldSetGravity(m_world, 0.0f, 0.0f, -9.8f);
1482  dWorldSetERP(m_world, 0.1f);
1483  dWorldSetCFM(m_world, 0.00001f);
1484  dWorldSetQuickStepNumIterations(m_world, 320);
1485  dWorldSetContactSurfaceLayer(m_world, 0.0f);
1486  dWorldSetAutoDisableFlag(m_world, true);
1487  dWorldSetAutoDisableAngularThreshold(m_world, 1.0f);
1488  dWorldSetAutoDisableLinearThreshold(m_world, 1.0f);
1489
1490  dWorldSetMaxAngularSpeed(m_world, 80.0f);
1491  dWorldSetContactMaxCorrectingVel(m_world, 100.0f);
1492
1493  dWorldSetMaxLinearSpeed(m_world, 60.0f);*/
1494
1495  m_player_container = new PlayerContainer;
1496
1497  if (((graphick_OpenGl*)m_graphick)->GlslSupport())
1498  {
1499    m_glsl_sample_shader = new GlslShader;
1500    if (!m_glsl_sample_shader->Create(vertex_cartoon_shader, fragment_cartoon_shader))
1501    {
1502      delete m_glsl_sample_shader;
1503      m_glsl_sample_shader = 0;
1504    }
1505    m_glsl_particle_shader = new GlslShader;
1506    if (!m_glsl_particle_shader->Create(vertex_particle_shader, 0))
1507    {
1508      delete m_glsl_particle_shader;
1509      m_glsl_particle_shader = 0;
1510    }
1511
1512    m_glsl_outline_shader = new GlslShader;
1513    if (!m_glsl_outline_shader->Create(vertex_contur_shader, fragment_contur_shader))
1514    {
1515      delete m_glsl_outline_shader;
1516      m_glsl_outline_shader = 0;
1517    }
1518
1519    m_glsl_glow_shader = new GlslShader;
1520    if (!m_glsl_glow_shader->Create(0, fragment_glow_shader))
1521    {
1522      delete m_glsl_glow_shader;
1523      m_glsl_glow_shader = 0;
1524    }
1525
1526    
1527    m_glsl_post_object_shader = new GlslShader;
1528    if (!m_glsl_post_object_shader->Create(vertex_post_object_shader, fragment_post_object_shader))
1529    {
1530      delete m_glsl_post_object_shader;
1531      m_glsl_post_object_shader = 0;
1532    }
1533
1534    m_glsl_vertex_light_shader = new GlslShader;
1535    if (!m_glsl_vertex_light_shader->Create(vertex_vertrex_light_shader, 0))
1536    {
1537      delete m_glsl_vertex_light_shader;
1538      m_glsl_vertex_light_shader = 0;
1539    }
1540
1541    m_glsl_skinning_shader = new GlslShader;
1542    if (!m_glsl_skinning_shader->Create(vertex_skinning_shader, 0))
1543    {
1544      delete m_glsl_skinning_shader;
1545      m_glsl_skinning_shader = 0;
1546    }
1547
1548    m_glsl_simple_light_shader = new GlslShader;
1549    if (!m_glsl_simple_light_shader->Create(vertex_vertrex_light_shader, 0))
1550    //if (!m_glsl_simple_light_shader->Create(vertex_pixel_light_shader, fragment_pixel_light_shader))
1551    //if (!m_glsl_simple_light_shader->Create(vertex_bump_light_shader, fragment_bump_light_shader))
1552    {
1553      delete m_glsl_simple_light_shader;
1554      m_glsl_simple_light_shader = 0;
1555    }
1556
1557    m_glsl_pixel_light_shader = new GlslShader;
1558    if (!m_glsl_pixel_light_shader->Create(vertex_pixel_light_shader, fragment_pixel_light_shader))
1559    {
1560      delete m_glsl_pixel_light_shader;
1561      m_glsl_pixel_light_shader = 0;
1562    }
1563    
1564  }
1565
1566  /*player_2->SetKey(PlayerLocal::PL_FORWARD, Tkey::DV_JOY, 0, 1002);
1567  player_2->SetKey(PlayerLocal::PL_BACK,    Tkey::DV_JOY, 0, 1003);
1568  player_2->SetKey(PlayerLocal::PL_LEFT,    Tkey::DV_JOY, 0, 1000);
1569  player_2->SetKey(PlayerLocal::PL_RIGHT,   Tkey::DV_JOY, 0, 1001);
1570
1571  player_2->SetKey(PlayerLocal::PL_JUMP, Tkey::DV_JOY, 0, 0);
1572  player_2->SetKey(PlayerLocal::PL_PUNCH, Tkey::DV_JOY, 0, 1);
1573  player_2->SetKey(PlayerLocal::PL_PUNCH2, Tkey::DV_JOY, 0, 2);*/
1574  //player_2->SetKey(PlayerLocal::PL_PUNCH, Tkey::DV_KEYBOARD, 0, VK_NUMPAD0);*/
1575
1576  /*m_object->set_ph_world(m_world);
1577  m_object->set_ph_space(m_space);
1578  m_object->set_ph_joint(m_joint_group);*/
1579
1580  //m_object->load("../../data/stage/demo_01.n3d");
1581  m_object->load("../../data/stage/test_05.n3d");
1582  m_object->InternalObjectLoad();
1583  double player_count = m_core->GetValue("game_player_count");
1584  InsertPlayer(&m_player, 0);
1585  if (player_count > 1.0)
1586    InsertPlayer(&m_player1, 1);
1587  if (player_count > 2.0)
1588    InsertPlayer(&m_player2, 2);
1589
1590  FindAndInsertBot();
1591
1592  Texture_instance* grass_txt = m_texture->load_texture("../../data/texture/grass/grass_01.bmp", Texture_instance::TXT_CLAMPING_EDGE);
1593
1594  m_object->BuildGrassMesh("#grass", 10.0f, m_core->GGrassDentisy()*40.0f, 1, grass_txt);
1595
1596  /*Body_base* bd = m_object->FindBody("Plane01");
1597  if (bd)
1598    bd->BuildGrassMesh(10.0f, 20.0f, 1, grass_txt);*/
1599
1600  m_sky = new Sky;
1601  m_sky->Initialize();
1602  Texture_instance* texture = m_texture->load_texture("../../data/texture/sky/sky_01.bmp", 0);//Texture_instance::TXT_CLAMPING
1603  m_sky->SetMainSkyTexture(texture);
1604
1605  Texture_instance* front = m_texture->load_texture("../../data/texture/skybox/02/front.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1606  Texture_instance* left = m_texture->load_texture("../../data/texture/skybox/02/left.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1607  Texture_instance* right = m_texture->load_texture("../../data/texture/skybox/02/right.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1608  Texture_instance* back = m_texture->load_texture("../../data/texture/skybox/02/back.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1609  Texture_instance* top = m_texture->load_texture("../../data/texture/skybox/02/top.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1610  Texture_instance* bottom = m_texture->load_texture("../../data/texture/skybox/02/bottom.jpg", Texture_instance::TXT_CLAMPING_EDGE);
1611  m_sky->SetSkyBoxTextures(front, left, right, back, top, bottom);
1612
1613  m_sun = new LightBase;
1614
1615  m_sun->m_position.x = -5000.0f;
1616  m_sun->m_position.y = 5000.0f;
1617  m_sun->m_position.z = 5000.0f;
1618
1619  m_sun->m_lighting_max.x = 1.0f;
1620  m_sun->m_lighting_max.y = 1.0f;
1621  m_sun->m_lighting_max.z = 1.0f;
1622
1623  m_sun->m_lighting_normal.x = 0.5f;
1624  m_sun->m_lighting_normal.y = 0.5f;
1625  m_sun->m_lighting_normal.z = 0.5f;
1626
1627  m_sun->m_lighting_min.x = 0.0f;
1628  m_sun->m_lighting_min.y = 0.0f;
1629  m_sun->m_lighting_min.z = 0.0f;
1630
1631  m_perticle_smoke = m_texture->load_texture("../../data/texture/fx/smoke.bmp", Texture_instance::TXT_CLAMPING);
1632  m_twirl_test = m_texture->load_texture("../../data/texture/fx/twirl_00.bmp"/*, Texture_instance::TXT_CLAMPING*/);
1633
1634  ApplyObjectLightModel();
1635
1636  /*m_test_particle = new Particle;
1637  m_test_particle->Create(1024);
1638  Texture_instance* particle_texture = m_texture->load_texture("../../data/texture/fx/particle_test.jpg", Texture_instance::TXT_CLAMPING);
1639  m_test_particle->SetTexture(particle_texture, 2, 2);*/
1640
1641  /*m_object->load("../../data/object/Naruto_tst1.N3D");
1642  LinkBody("FootR", "LegRd");
1643  LinkBody("LegRd", "LegR");
1644
1645  LinkBody("FootL", "LegLd");
1646  LinkBody("LegLd", "LegL");
1647
1648  LinkBody("LegR", "Torso");
1649  LinkBody("LegL", "Torso");
1650  LinkBody("body", "Torso");
1651
1652  LinkBody("HandRd", "HandR");
1653  LinkBody("HandLd", "HandL");
1654
1655  LinkBody("HandR", "body");
1656  LinkBody("HandL", "body");
1657
1658  LinkBody("Head", "body");*/
1659
1660
1661  m_mouse_x.Set(Tkey::DV_MOUSE, 0, 1000);
1662  m_mouse_y.Set(Tkey::DV_MOUSE, 0, 1001);
1663  m_mouse_left.Set(Tkey::DV_MOUSE, 0, 1);
1664  m_mouse_right.Set(Tkey::DV_MOUSE, 0, 2);
1665
1666  m_test_y.Set(Tkey::DV_KEYBOARD, 0, VK_ADD);
1667  m_test_t.Set(Tkey::DV_KEYBOARD, 0, VK_SUBTRACT);
1668
1669  //Load GUI
1670  m_live_texture = m_texture->load_texture("../../data/texture/gui/game_ui/live.bmp", Texture_instance::TXT_CLAMPING_EDGE);
1671  m_chakra_texture = m_texture->load_texture("../../data/texture/gui/game_ui/chakra.bmp", Texture_instance::TXT_CLAMPING_EDGE);
1672
1673  SetClearColor(1.0f, 1.0f, 1.0f, 1.0f);
1674  m_speedometer->Reset();
1675
1676  return true;
1677};
1678
1679void Scene_game::Destroy()
1680{
1681  if (m_track_a_id != -1 && m_sound_engine)
1682    m_sound_

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