• <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 君子當自強而不息

            Controlling Players and Characters(35)

            You're coming to the end of the long haul. You’ve finished the private data and
            functions, and the public functions are left:

            public:
                cCharController()
                {
                    ZeroMemory(
            thissizeof(*this));
                }

                ~cCharController()
                {
                    shutdown();
                }

                
            void free()
                {
                    delete m_root_char;
                    m_root_char = NULL;

                    m_num_char = 0;
                }

                
            void shutdown()
                {
                    free();

                    delete[] m_mesh_anim;
                    m_mesh_anim = NULL;
                    m_num_mesh_anim = 0;

                    delete[] m_char_anim;
                    m_char_anim = NULL;
                    m_num_char_anim = 0;

                    m_spell_controller    = NULL;
                    m_def_file[0]         = '\0';
                    m_weapon_mesh_path[0] = '\0';
                    m_texture_path[0]     = '\0';
                }
            ///////////////////////////////////////////////////////////////////////////////////////////////////

            void cCharController::init(ID3DXFont* font, PCSTR def_file,
                                       sItem* mil, sSpell* msl,
                                       
            long num_mesh_anim, PCSTR* mesh_names,
                                       PCSTR weapon_mesh_path, PCSTR texture_path,
                                       
            long num_char_anim, sCharAnimInfo* char_anims)
            {
                free();

                
            if(mesh_names == NULL || def_file == NULL)
                    
            return;

                m_font = font;

                strcpy(m_def_file, def_file);

                m_mil = mil;
                m_msl = msl;

                
            // copy over mesh path and texture path (or set default)
                strcpy(m_weapon_mesh_path, weapon_mesh_path ? weapon_mesh_path : ".\\");
                strcpy(m_texture_path, texture_path ? texture_path : ".\\");

                
            // get mesh names
                if((m_num_mesh_anim = num_mesh_anim) != 0)
                {
                    m_mesh_anim = 
            new sMeshAnim[num_mesh_anim];

                    
            for(long i = 0; i < m_num_mesh_anim; i++)
                        strcpy(m_mesh_anim[i].filename, mesh_names[i]);
                }

                
            // get animation data
                if((m_num_char_anim = num_char_anim) != 0)
                {
                    m_char_anim = 
            new sCharAnimInfo[m_num_char_anim];

                    
            for(long i = 0; i < m_num_char_anim; i++)
                        memcpy(&m_char_anim[i], &char_anims[i], 
            sizeof(sCharAnimInfo));
                }
            }

            In addition to the typical class constructor and destructor are the init and shutdown pair
            of functions. For the controller to operate, it must first be initialized with a call to init.
            When you’re done with the character controller class, a call to shutdown is in order.

            Somewhat similar in nature to shutdown, the free function completely
            removes all characters in the list of active characters. This function is useful for
            clearing the list when a character leaves a level and a whole new set of characters
            need to be added to the list.

            Speaking of adding characters to the list, here comes the function that does it all.

            With the add_char function, you need to provide a unique identification number, the MCL
            character definition number to use, the character’s type to assign (CHAR_PC, CHAR_NPC,
            or CHAR_MONSTER), the artificial intelligence to use, and the character’s coordinates and
            Y-axis angle used to point the character in a specific direction.

            Following add_char are two functions that remove a character in the list. The remove function
            takes a character’s unique identification number as an argument,
            and the remove_char function takes a pointer to the character structure.

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

            bool cCharController::add_char(long id, long def, long type, long ai,
                                           
            float pos_x, float pos_y, float pos_z,
                                           
            float direction)
            {
                FILE* fp;
                
            if((fp = fopen(m_def_file, "rb")) == NULL)
                    
            return false;

                sCharacter* character = 
            new sCharacter;

                character->def           = def;
                character->id            = id;
                character->type          = type;
                character->ai            = ai;
                character->pos_x         = pos_x;
                character->pos_y         = pos_y;
                character->pos_z         = pos_z;
                character->direction     = direction;
                character->update_enable = 
            true;
                character->charge        = rand()%101;

                sCharDef& char_def = character->char_def;

                fseek(fp, 
            sizeof(sCharDef) * def, SEEK_SET);
                fread(&char_def, 1, 
            sizeof(sCharDef), fp);
                fclose(fp);

                character->health_points = char_def.health_points;
                character->mana_points   = char_def.mana_points;

                
            // load character ics
                if(char_def.item_filename)
                {
                    character->char_ics = 
            new cCharIcs;
                    character->char_ics->load(char_def.item_filename);
                }

                sMeshAnim& mesh_anim = m_mesh_anim[char_def.mesh_index];

                
            // load mesh and animation if needed
                if(mesh_anim.count == 0)
                {
                    mesh_anim.mesh.load(mesh_anim.filename, m_texture_path);
                    mesh_anim.anim.load(mesh_anim.filename, &mesh_anim.mesh);
                    
                    
            for(long i = 0; i < m_num_char_anim; i++)
                        mesh_anim.anim.set_loop(m_char_anim[i].is_loop, m_char_anim[i].name);
                }

                character->
            object.create(&mesh_anim.mesh);
                mesh_anim.count++;

                
            // load and configure weapon (if any)
                if(m_mil && char_def.weapon != -1 && m_mil[char_def.weapon].mesh_filename)
                {
                    
            char path[MAX_PATH];
                    sprintf(path, "%s%s", m_weapon_mesh_path, m_mil[char_def.weapon].mesh_filename);
                    character->weapon_mesh.load(path, m_texture_path);

                    character->weapon_object.create(&character->weapon_mesh);
                    character->weapon_object.attach_to_object(&character->
            object, "WeaponHand");
                }

                
            // link into head of list
                if(m_root_char)
                    m_root_char->prev = character;

                character->next = m_root_char;
                m_root_char = character;

                
            return true;
            }

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

            void cCharController::remove_char(sCharacter* character)
            {
                
            if(character == NULL)
                    
            return;

                
            // decrease mesh count and release if no more

                sMeshAnim& mesh_anim = m_mesh_anim[character->char_def.mesh_index];

                
            if(--mesh_anim.count == 0)
                {
                    mesh_anim.mesh.free();
                    mesh_anim.anim.free();
                }

                
            // remove from list
                if(character->prev)
                    character->prev->next = character->next;
                
            else
                    m_root_char = character->next;

                
            if(character->next)
                    character->next->prev = character->prev;

                character->prev = character->next = NULL;
                delete character;
            }

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

            void remove(long char_id)
            {
                 
            return remove_char(get_char(char_id));
            }

            posted on 2007-12-04 17:27 lovedday 閱讀(222) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久精品国产亚洲av日韩| 久久九九久精品国产免费直播| 精品一久久香蕉国产线看播放 | 久久美女网站免费| 亚洲伊人久久成综合人影院 | 久久A级毛片免费观看| 久久国产精品99久久久久久老狼| 久久99精品久久久久久齐齐| 久久99精品久久久久久噜噜| 久久人妻少妇嫩草AV蜜桃| 99久久99这里只有免费费精品| 亚洲成人精品久久| 99精品国产在热久久无毒不卡| 久久久久黑人强伦姧人妻| 色综合久久久久| 亚洲午夜久久久久久久久电影网| 无码国内精品久久人妻麻豆按摩| 狠狠色丁香婷综合久久| 久久无码国产专区精品| 怡红院日本一道日本久久 | 91久久精品视频| 亚洲国产精品无码久久久秋霞2| 亚洲欧美久久久久9999 | 99精品国产在热久久| 怡红院日本一道日本久久| 国产精品99久久99久久久| 日本WV一本一道久久香蕉| 91精品国产综合久久香蕉| 久久精品中文字幕无码绿巨人| 无夜精品久久久久久| 99久久夜色精品国产网站| 久久99精品久久久久久9蜜桃| 国产精品久久成人影院| 久久免费的精品国产V∧| 中文字幕久久亚洲一区| 久久精品成人影院| 91麻精品国产91久久久久| 精品久久久久中文字幕日本| 亚洲中文字幕久久精品无码喷水| 无码八A片人妻少妇久久| 精品伊人久久久|