• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當(dāng)自強(qiáng)而不息

            Controlling Players and Characters(34)

            Once it is determined what action each character wants to perform, that action
            must be validated. Characters moving around can’t walk through other players
            (except for PCs, who can walk through other PCs). Also, depending on your levels,
            you use a function to determine character-to-map collisions. These two validation
            functions are as follows:

            ///////////////////////////////////////////////////////////////////////////////////////////////////

            bool cCharController::check_move(sCharacter* character, float* x_move, float* y_move, float* z_move)
            {    
                
            if(character == NULL)
                    
            return false;

                
            float pos_x = character->pos_x + (*x_move);
                
            float pos_y = character->pos_y + (*y_move);
                
            float pos_z = character->pos_z + (*z_move);

                
            float min_x, min_z, max_x, max_z;

                character->
            object.get_bounds(&min_x, NULL, &min_z, &max_x, NULL, &max_z, NULL);
                
            float radius1 = max(max_x - min_x, max_z - min_z) * 0.5;

                
            // check movement against other characters
                for(sCharacter* char_ptr = m_root_char; char_ptr != NULL; char_ptr = char_ptr->next)
                {
                    
            // do not check against self or disabled characters
                    if(character != char_ptr && char_ptr->update_enable)
                    {
                        
            // do not check against other PC characters
                        if(character->type == CHAR_PC && char_ptr->type == CHAR_PC)
                            
            break;

                        
            // get distance between characters
                        float x_diff = fabs(pos_x - char_ptr->pos_x);
                        
            float y_diff = fabs(pos_y - char_ptr->pos_y);
                        
            float z_diff = fabs(pos_z - char_ptr->pos_z);

                        
            float dist = x_diff * x_diff + y_diff * y_diff + z_diff * z_diff;

                        char_ptr->
            object.get_bounds(&min_x, NULL, &min_z, &max_x, NULL, &max_z, NULL);
                        
            float radius2 = max(max_x - min_x, max_z - min_z) * 0.5f;

                        
            // do not allow movement if intersecting
                        if(dist <= (radius1 * radius1 + radius2 * radius2))
                            
            return false;
                    }        
                }

                
            // check custom collisions (map, etc)
                return validate_move(character, x_move, y_move, z_move);
            }

            ///////////////////////////////////////////////////////////////////////////////////////////////////

            virtual bool validate_move(sCharacter* character, float* x_move, float* y_move, float* z_move)
            {
                    
            // validate for outside bounds checking against character movements.

                    
            return true;
            }

            Both of the preceding functions (check_move and validate_move) take a pointer to the
            character being updated, as well as the character’s intended amount of movement
            in each direction. Each function modifies these values appropriately. When the
            character’s moves and actions have been validated, another function wraps up the
            actions and actually updates the character positions and actions.


            ///////////////////////////////////////////////////////////////////////////////////////////////////

            void cCharController::process_update(sCharacter* character, float x_move, float y_move, float z_move)
            {
                
            // move character
                character->pos_x += x_move;
                character->pos_y += y_move;
                character->pos_z += z_move;        

                
            // move object and point in direction
                character->object.move(character->pos_x, character->pos_y, character->pos_z);
                character->
            object.rotate(0.0f, character->direction, 0.0f);

                
            // set new animation
                if(character->last_anim != character->action)
                {
                    character->last_anim = character->action;

                    
            if(m_num_char_anim != 0 && m_char_anim)
                    {
                        character->last_anim_time = timeGetTime() / 30;

                        character->
            object.set_anim_set(
                            &m_mesh_anim[character->char_def.mesh_index].anim,
                            m_char_anim[character->action].name,
                            character->last_anim_time);
                    }
                }
            }

            Whenever characters start battling it out, some are sure to die. The controller can
            quickly handle dying NPCs and monsters by removing their respective structures
            from the list. As for PCs though, death can mean the end of the game, so it’s up to
            the main application to handle them. That’s the reasoning behind pc_death, which
            takes a single argument, the pointer to the dying PC:

            virtual void pc_death(sCharacter* character)
            {
            }

            Speaking of characters dying, any time a monster dies, it has a chance of dropping
            an item, as well as all the money it is carrying. Because your main application handles
            all items in the maps, it’s your job to determine when a monster drops an item
            or gold and to add the appropriate item to the map’s list of items. Overriding the
            following two functions will help you out anytime a monster drops something by
            giving you the exact coordinates where the monster perished, the item dropped,
            and the amount of money dropped.

            virtual bool drop_money(float pos_x, float pos_y, float pos_z, long quantity)
            {
              return true;
            }

            virtual bool drop_item(float pos_x, float pos_y, float pos_z, long item_index)
            {
              return true;
            }


            posted on 2007-12-04 16:47 lovedday 閱讀(220) 評(píng)論(0)  編輯 收藏 引用


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評(píng)論

            亚洲精品高清久久| 99久久久久| 精品人妻伦九区久久AAA片69| 久久亚洲电影| 一本一本久久aa综合精品| 亚洲精品无码久久久久sm| 久久99国内精品自在现线| 丰满少妇人妻久久久久久| 国产亚洲成人久久| 99久久99久久精品国产片果冻| 久久久无码精品亚洲日韩蜜臀浪潮| 99久久www免费人成精品| 久久久久久国产精品无码下载| 久久天天躁狠狠躁夜夜网站| 伊人久久大香线蕉精品| 久久久久青草线蕉综合超碰 | 77777亚洲午夜久久多喷| 久久99精品久久久久久久久久| 久久国产免费| 狠狠色丁香婷综合久久| 久久精品视频一| 狠狠色丁香久久婷婷综| 亚洲精品无码久久久久sm| 日本精品久久久久影院日本| 亚洲国产二区三区久久| 99精品国产在热久久| 区久久AAA片69亚洲| 久久国产精品二国产精品| 天天综合久久久网| 狠狠色丁香婷婷综合久久来| AAA级久久久精品无码片| 欧美亚洲色综久久精品国产| 区久久AAA片69亚洲| 久久中文字幕人妻丝袜| 中文字幕精品久久久久人妻| 久久综合色区| 三级片免费观看久久| 日韩欧美亚洲综合久久影院Ds| 国产精品久久久久乳精品爆| 成人亚洲欧美久久久久| 精品久久久久久无码免费|