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blockofighter/src/fight.cpp

695 lines
20 KiB
C++

#include "main.h"
#include <stdlib.h>
#include <math.h>
#include "legoblocks.h"
#include "camera.h"
#include "light.h"
#include "audio.h"
#include "object.h"
#include "appearance.h"
#include "sphere.h"
#include "vector.h"
#include "collision.h"
#include "utils.h"
#include "graphics.h"
#include "objectfactory.h"
#include "world.h"
#include "3dutils.h"
#include "legoman.h"
#include "particle.h"
#include "font.h"
#include "fight.h"
#include "menu.h"
#include "end.h"
#include "run.h"
#include "glapi.h"
Camera camera;
Light light1, light2, light3, light4;
World *arenaworld;
Sound *fightmusic;
Sound *hitsound1, *hitsound2, *hitsound3, *hitsound4;
Sound *softhitsound1, *softhitsound2;
Sound *jumpsound;
Sound *fallsound1, *fallsound2;
Sound *fightsound;
Sound *victorysound;
Legoman *man1, *man2;
Legoman *manout = NULL;
Legoman *beheaded = NULL;
int points1, points2;
int startcounter, endcounter, rockcounter = 0;
float fightfade;
bool dead;
Legoman *winner;
bool fightinitialized = false;
void resetFight(void); // prototype
void initFight(void) {
if (!fightinitialized) {
initCollisions();
addCollisionLink(COLLISIONGROUP_ARENA, COLLISIONGROUP_PARTICLE);
// addCollisionLink(COLLISIONGROUP_PARTICLE, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_ARENA);
// addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN1);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_ARENA);
// addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_ARENA);
// addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN2, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_ARENA);
// addCollisionLink(COLLISIONGROUP_MAN2HAND, COLLISIONGROUP_PARTICLE);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1, COLLISIONGROUP_MAN2HAND);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2);
addCollisionLink(COLLISIONGROUP_MAN1HAND, COLLISIONGROUP_MAN2HAND);
// Sound* backgroundsong = new Sound("mixdown.mp3");
// UNUSED//Sound* backgroundsong = new Sound(BGSONG, true);
// camera.setPosition(-5, 8, 18);
arenaworld = new World();
// arenalight.setEnabled(true);
/*arenalight.setPosition(0, 10, 0);
Object *lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(0, 10, 0);
arenaworld->addChild(lamp);*/
}
light1.setColor(1, 1, 1);
light1.setSpecular(1, 1, 1);
light1.setPosition(-ARENASIZE + 0.5, 5, -ARENASIZE + 0.5);
light1.setAttenuation(0.2, 0.0, 0.02);
light2.setColor(1, 1, 1);
light2.setSpecular(1, 1, 1);
light2.setPosition(ARENASIZE - 0.5, 5, -ARENASIZE + 0.5);
light2.setAttenuation(0.2, 0.0, 0.02);
light3.setColor(1, 1, 1);
light3.setSpecular(1, 1, 1);
light3.setPosition(-ARENASIZE + 0.5, 5, ARENASIZE - 0.5);
light3.setAttenuation(0.2, 0.0, 0.02);
light4.setColor(1, 1, 1);
light4.setSpecular(1, 1, 1);
light4.setPosition(ARENASIZE - 0.5, 5, ARENASIZE - 0.5);
light4.setAttenuation(0.2, 0.0, 0.02);
if (!fightinitialized) {
Object *lamp;
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE + 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
-ARENASIZE + 0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE - 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
-ARENASIZE + 0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(-ARENASIZE + 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
ARENASIZE - 0.5);
arenaworld->addChild(lamp);
lamp = new Object();
lamp->appearance = new LampAppearance();
lamp->setPosition(ARENASIZE - 0.5, (ARENAHEIGHT + 0.5) * BLOCKHEIGHT,
ARENASIZE - 0.5);
arenaworld->addChild(lamp);
// Floor
BasicBlock *floorblock;
floorblock = new BasicBlock(ARENASIZE * 2, 3, ARENASIZE * 2);
floorblock->setPosition(0, -BLOCKHEIGHT * 3 / 2.0, 0);
floorblock->setColor(0, 1, 0);
floorblock->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaworld->addChild(floorblock);
// Corners
BasicBlock *arenacorner;
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE - 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
ARENASIZE - 0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE + 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
ARENASIZE - 0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(ARENASIZE - 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
-ARENASIZE + 0.5);
arenaworld->addChild(arenacorner);
arenacorner = new BasicBlock(1, ARENAHEIGHT, 1);
arenacorner->setColor(1, 0, 0);
// arenacorner->setCollisionGroup(COLLISIONGROUP_ARENA);
arenacorner->setPosition(-ARENASIZE + 0.5, BLOCKHEIGHT * ARENAHEIGHT / 2.0,
-ARENASIZE + 0.5);
arenaworld->addChild(arenacorner);
//"Ropes"
MeshObject *arenaline;
Mesh *linegeometry;
MultiAppearance *lineappearance;
BasicBlockAppearance *line;
int geometryheight = (int)(BLOCKHEIGHT * ARENAHEIGHT);
linegeometry =
createBox(-0.5, 0.5, -geometryheight / 2,
geometryheight / 2 - BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT * 2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(-ARENASIZE + 0.5, geometryheight / 2, 0);
arenaworld->addChild(arenaline);
linegeometry =
createBox(-0.5, 0.5, -geometryheight / 2,
geometryheight / 2 - BLOCKHEIGHT, -ARENASIZE, ARENASIZE);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, -BLOCKHEIGHT * 2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(1, 1, ARENASIZE * 2);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(ARENASIZE - 0.5, geometryheight / 2, 0);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight / 2,
geometryheight / 2 - BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT * 2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight / 2, -ARENASIZE + 0.5);
arenaworld->addChild(arenaline);
linegeometry = createBox(-ARENASIZE, ARENASIZE, -geometryheight / 2,
geometryheight / 2 - BLOCKHEIGHT, -0.5, 0.5);
arenaline = new MeshObject(linegeometry);
lineappearance = new MultiAppearance();
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, -BLOCKHEIGHT * 2.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 0.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line),
line = new BasicBlockAppearance(ARENASIZE * 2, 1, 1);
vectorSet(line->displacement, 0, BLOCKHEIGHT * 3.5, 0);
line->material.setColor(1, 0, 0, 1);
lineappearance->addAppearance(line), arenaline->appearance = lineappearance;
arenaline->setCollisionGroup(COLLISIONGROUP_ARENA);
arenaline->setPosition(0, geometryheight / 2, ARENASIZE - 0.5);
arenaworld->addChild(arenaline);
float movement[3];
man1 = new Legoman(PLAYER1);
man1->insertToWorld(arenaworld);
vectorSet(movement, -4, 0, 0);
man1->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2 = new Legoman(PLAYER2);
man2->insertToWorld(arenaworld);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man2->lockPart(LEFTLEG | RIGHTLEG);
man1->addOpponent(man2);
man2->addOpponent(man1);
initBloods(arenaworld);
hitsound1 = new Sound(DATAPATH "hit1.wav");
softhitsound1 = new Sound(DATAPATH "hitsoft1.wav");
softhitsound2 = new Sound(DATAPATH "hitsoft2.wav");
jumpsound = new Sound(DATAPATH "jump.wav");
fallsound1 = new Sound(DATAPATH "fall1.wav");
fallsound2 = new Sound(DATAPATH "fall2.wav");
fightsound = new Sound(DATAPATH "fight.wav");
victorysound = new Sound(DATAPATH "victory.wav");
fightmusic = new Sound(DATAPATH "fight.ogg", true);
}
// float cameraTarget[3] = {0, 6, 0};
// camera.setTarget(cameraTarget);
// camera.setStart();
arenaworld->prepare();
resetFight();
points1 = 0;
points2 = 0;
}
#define MAXSCORE 3
int trophycounter = -1;
void resetFight(void) {
arenaworld->setGravity(9.81);
float movement[3];
man1->heal();
man2->heal();
vectorSet(movement, -4, 0, 0);
man1->move(movement);
vectorSet(movement, 4, 0, 0);
man2->move(movement);
man1->lockPart(LEFTLEG | RIGHTLEG);
man2->lockPart(LEFTLEG | RIGHTLEG);
man1->getMainObject()->setGravity(true);
man1->getHead()->setGravity(true);
man2->getMainObject()->setGravity(true);
man2->getHead()->setGravity(true);
manout = NULL;
beheaded = NULL;
rockcounter = 0;
camera.setStart();
removeAllBlood();
}
void gameOver(Legoman *loser) {
endcounter = 0;
dead = true;
winner = loser->getOpponent();
}
void startFight(void) {
resetFight();
fightmusic->setVolume(0);
fightmusic->play();
fightmusic->fadeIn(300);
startcounter = 0;
trophycounter = -1;
fightfade = 1;
dead = false;
points1 = 0;
points2 = 0;
}
SDL_Keycode player1left = SDLK_LEFT;
SDL_Keycode player1right = SDLK_RIGHT;
SDL_Keycode player1forward = SDLK_UP;
SDL_Keycode player1backward = SDLK_DOWN;
SDL_Keycode player1jump = SDLK_RSHIFT;
SDL_Keycode player1hit = SDLK_RCTRL;
SDL_Keycode player2left = SDLK_f;
SDL_Keycode player2right = SDLK_h;
SDL_Keycode player2forward = SDLK_t;
SDL_Keycode player2backward = SDLK_g;
SDL_Keycode player2jump = SDLK_s;
SDL_Keycode player2hit = SDLK_x;
void stopGame(void) {
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(MENUMODE);
fightmusic->fadeOut(300);
menuRestart();
}
void endGame(void) { trophycounter = 0; }
void endGame2(void) {
light1.setEnabled(false);
light2.setEnabled(false);
light3.setEnabled(false);
light4.setEnabled(false);
changeGameMode(ENDMODE);
winner->heal();
endRestart();
}
#define READY 250
#define FIGHT 500
#define VICTORY 300
#define VICTORYEND 700
#define ENDFADE 780
#define STARTOVER 800
#define TROPHYFADE 400
void calculateFight(int framecount) {
fightfade = -1;
if (startcounter < 200) {
fightfade = (200 - startcounter) / 200.0;
}
if (startcounter == FIGHT - 30) {
fightsound->play();
}
startcounter++;
if (endcounter == VICTORY) {
victorysound->play();
setSpeedFactor(1.0); // TK
if (winner == man1)
points1++;
if (winner == man2)
points2++;
}
if (endcounter >= ENDFADE && endcounter <= STARTOVER) {
fightfade = (endcounter - ENDFADE) / (STARTOVER - ENDFADE);
}
if (endcounter == STARTOVER) {
if (points1 == MAXSCORE || points2 == MAXSCORE) {
endGame();
} else {
startcounter = 0;
resetFight();
dead = false;
endcounter = 0;
}
} else if (endcounter == 1) // ralenti au début de la mort
{
// Wythel
// arenaworld->setGravity(2.0);
if (man1->isBeheaded() &&
man1->getHead()->position[1] > ARENAHEIGHT / 2.0 - 2.0) {
man1->getMainObject()->setGravity(false);
man1->getHead()->setGravity(false);
beheaded = man1;
setSpeedFactor(0.0);
} else if (man2->isBeheaded() &&
man2->getHead()->position[1] > ARENAHEIGHT / 2.0 - 2.0) {
man2->getMainObject()->setGravity(false);
man2->getHead()->setGravity(false);
beheaded = man2;
setSpeedFactor(0.0);
} else {
setSpeedFactor(0.3);
}
} else if (endcounter == VICTORY / 4) {
setSpeedFactor(0.5);
} else if (endcounter == VICTORY / 2) {
setSpeedFactor(0.5); // au cas ou ca ait été modifié
man1->getMainObject()->setGravity(true);
man1->getHead()->setGravity(true);
man2->getMainObject()->setGravity(true);
man2->getHead()->setGravity(true);
}
if (dead) {
endcounter++;
}
if (trophycounter != -1) {
fightfade = (float)trophycounter / TROPHYFADE;
trophycounter++;
if (trophycounter == TROPHYFADE)
endGame2();
}
/*if (framecount % 10 == 0){
float pos[3] = {0, 5, 0};
float vel[3] = {randomf(2)-1, randomf(2)-1, randomf(2)-1};
createBlood(pos, vel);
}*/
// light2.setPosition(sin(framecount*0.017)*6, 2, cos(framecount*0.027)*5);
// light3.setPosition(sin(framecount*0.023)*3, 4, cos(framecount*0.013)*3);
// camera.setPosition(8, 5, 5);
float upmovement[3] = {0, 0.001, 0};
man1->move(upmovement);
man2->move(upmovement);
man1->update();
man2->update();
if (startcounter >= FIGHT) {
if (man1->isAlive()) {
if (keys.count(player1left))
man1->turn(5);
if (keys.count(player1right))
man1->turn(-5);
if (keys.count(player1forward))
man1->walk(0.03);
if (keys.count(player1backward))
man1->walk(-0.03);
if (keys.count(player1jump))
man1->jump();
if (keys.count(player1hit)) {
man1->hit();
man1->hitcounter = 1;
} else {
man1->hitcounter = 0;
}
}
if (man2->isAlive()) {
if (keys.count(player2left))
man2->turn(5);
if (keys.count(player2right))
man2->turn(-5);
if (keys.count(player2forward))
man2->walk(0.03);
if (keys.count(player2backward))
man2->walk(-0.03);
if (keys.count(player2jump))
man2->jump();
if (keys.count(player2hit)) {
man2->hit();
man2->hitcounter = 1;
} else {
man2->hitcounter = 0;
}
}
}
if (keys.count(SDLK_ESCAPE)) {
setSpeedFactor(1.0);
stopGame();
}
arenaworld->move();
}
void drawDamageMeters(void) {
enable2D();
glEnable(GL_BLEND);
glPushMatrix();
glTranslatef(0.925, 0.22 - 0.025, 0);
glScalef(0.08 * 3 / 4, 0.08, 0.1);
man1->drawVisuals();
glPopMatrix();
glPushMatrix();
glTranslatef(0.075, 0.22 - 0.025, 0);
glScalef(0.08 * 3 / 4, 0.08, 0.1);
man2->drawVisuals();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
char pointstring[5];
sprintf(pointstring, "%i", points1);
print(0.75, 0.05, pointstring, 0.15);
sprintf(pointstring, "%i", points2);
print(0.15, 0.05, pointstring, 0.15);
disable2D();
}
void drawFight(int framecount) {
glLoadIdentity();
camera.glUpdate();
// float position[3];
// camera.getPosition((float*)position);
// createSkyBox(position[0], position[1], position[2], 50, 20, 50);
createSkyBox(0, 10, 0, 50, 20, 50);
light1.setEnabled(true);
light2.setEnabled(true);
light3.setEnabled(true);
light4.setEnabled(true);
updateLights();
arenaworld->draw();
drawDamageMeters();
flaretexture->enable();
light1.createFlare(&camera);
light2.createFlare(&camera);
light3.createFlare(&camera);
light4.createFlare(&camera);
flaretexture->disable();
enable2D();
if (fightfade != -1) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, fightfade);
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(1, 0);
glVertex2f(1, 1);
glVertex2f(0, 1);
glEnd();
}
if (startcounter >= READY && startcounter < FIGHT) {
float size = 0.2 - (startcounter - READY) * 0.0001;
float alpha = 1 - (float)(startcounter - READY) / (FIGHT - READY);
float x = 0.5 - size * 1.5;
float y = 0.5 - size * 0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(alpha, 0, 0, alpha);
print(x, y, "Ready", size);
}
if (startcounter >= FIGHT && startcounter < FIGHT + 200) {
float size = 0.2 + (startcounter - FIGHT) * 0.0005;
float alpha = 1 - (float)(startcounter - FIGHT) / 200;
float x = 0.5 - size * 1.4;
float y = 0.5 - size * 0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, alpha, 0, alpha);
print(x, y, "Fight!", size);
}
if (dead) {
if (endcounter >= VICTORY && endcounter < VICTORYEND) {
float size = 0.18 + (endcounter - VICTORY) * 0.0001;
float alpha = (float)(endcounter - VICTORY) / (VICTORYEND - VICTORY);
alpha = 1 - 4 * (alpha - 0.5) * (alpha - 0.5);
alpha = pow(alpha, 0.5);
float x = 0.5 - size * 1.9;
float y = 0.3 - size * 0.5;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, alpha, alpha);
print(x, y, "Victory!", size);
}
if (beheaded != NULL) {
/* camera.setAutoBeheaded(((Legoman *)beheaded)->getHead(),
(float)M_PI * (float)(rockcounter++ % 80) / 40.0);
if (rockcounter == 80)
{
beheaded = NULL;
setSpeedFactor(0.25);
}*/
if (rockcounter < 80) {
camera.setAutoBeheaded(((Legoman *)beheaded)->getHead(),
(float)M_PI * (float)(rockcounter++ % 80) /
40.0);
} else if (rockcounter == 80) {
setSpeedFactor(0.25);
rockcounter++;
} else {
// camera.setAutoNormal(((Legoman *)beheaded)->getHead(), ((Legoman
// *)beheaded)->getOpponent()->getMainObject(), true);
camera.setAutoFallHead(((Legoman *)beheaded)->getHead(),
((Legoman *)beheaded)->getMainObject());
}
} else if (manout != NULL) {
camera.setAutoCastOut(manout->getMainObject());
} else if (man1->isOutOfRing()) {
manout = man1;
} else if (man2->isOutOfRing()) {
manout = man2;
} else {
camera.setAutoNormal(man1->getMainObject(), man2->getMainObject(), true);
}
} else {
camera.setAutoNormal(man1->getMainObject(), man2->getMainObject(), false);
}
disable2D();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}