• <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

            Working with Maps and Levels(4)

            Creating a Trigger Class

            Adhering to object-oriented programming techniques, create a class that will handle
            a list of triggers and determine which (if any) has been touched by a character. The
            class uses a structure to store the information of each trigger—the coordinates, type,
            and so on. Each trigger is also assigned an identification number that it uses to refer
            back to itself. The entire list is maintained as a linked list of structure.

            The cTrigger class can load and save a trigger file, which makes editing lists of triggers
            easier. This file is text-based, making it easier to read and edit. Each trigger
            in the map uses a single line of text written in this order: an identification number,
            the type of trigger (0=sphere, 1=box, 2=cylinder, 3=triangle), and the default enabled
            status (if the trigger is enabled when loaded). A value of 0 means that the trigger
            is disabled, and a value of 1 means that the trigger is enabled.

            Depending on the type of trigger you are defining, the trigger must include a few
            more values. Spheres require the X-, Y-, and Z-coordinates and the radius, as shown
            in the following:

            ID 0 ENABLED X Y Z RADIUS

            Boxes have the coordinates of the opposing corners:

            ID 1 ENABLED X1 Y1 Z1 X2 Y2 Z2

            You define cylinders by the lower-center coordinates plus the radius and height:

            ID 2 ENABLED X Y Z RADIUS HEIGHT

            Finally, you define triangles by the X- and Z-coordinates of the three corners, in a
            clockwise order, as seen from above the triangle on the Y-axis (much as a polygon
            face is defined in Chapter 6, “Drawing with DirectX Graphics”). The Y-coordinate for
            all three points of the triangle and the height of the trigger round out this definition:

            ID 3 ENABLED X1 Z1 X2 Z2 X3 Z3 Y HEIGHT

            I’ll get back to the trigger data file in a moment. For now, take a look at the class
            definition of the trigger class. The class starts
            out with an enum list that defines each type of trigger shape that you can use:

            enum TriggerTypes { TRIGGER_SPHERE = 0, TRIGGER_BOX, TRIGGER_CYLINDER, TRIGGER_TRIANGLE };

            Each trigger you define requires a structure that contains the information pertinent
            to the trigger—the trigger’s location, enabled state, and unique identification
            number. Each type of trigger uses a set of coordinates to define its location on the
            map, as well as additional data to define the trigger’s radius, opposing corner coordinates,
            and so on. The structure that contains the information about each trigger
            created is as follows:

            typedef struct sTrigger
            {
                
            long type;  // TRIGGER_SPHERE, TRIGGER_BOX, etc.
                long id;
                
            bool enabled;

                
            float x1, y1, z1;
                
            float x2, y2, z2;
                
            float x3, z3;
                
            float radius;

                sTrigger* prev;
                sTrigger* next;

                ///////////////////////////////////////////////////////////
               sTrigger() { prev = next = NULL; }
              ~sTrigger() { delete next; next = NULL; }
            } *sTriggerPtr;

            Notice that the sTrigger structure maintains a set of linked list pointers, as well as a
            constructor and a destructor that clear the linked list pointers and free the linked
            list, respectively.

            In order to utilize the sTrigger structure, you use the trigger class, which manages
            the linked list of triggers and enables you to save and load lists of those triggers.
            Take a look at the trigger class declaration:

            typedef class cTrigger
            {
            private:
                
            long        m_num_triggers;
                sTrigger*   m_root_trigger;

                
            ////////////////////////////////////////////////////////////////////////////
            public:
                cTrigger()
                {
                    m_num_triggers = 0;
                    m_root_trigger = NULL;
                }

                ~cTrigger()
                {
                    free();
                }

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

                    m_num_triggers = 0;
                }

                
            long get_num_triggers()
                {
                    
            return m_num_triggers;
                }

                sTrigger* get_root_trigger()
                {
                    
            return m_root_trigger;
                }

                
            void enable(long id)
                {
                    set_enable_state(id, 
            true);
                }

                
            void disable(long id)
                {
                    set_enable_state(id, 
            false);
                }

                
            void add_sphere(long id, bool enabled,
                                
            float x_pos, float y_pos, float z_pos,
                                
            float radius)
                {
                    sTrigger* trigger = add_trigger(TRIGGER_SPHERE, id, enabled);
                
                    trigger->x1 = x_pos;
                    trigger->y1 = y_pos;
                    trigger->z1 = z_pos;
                    trigger->radius = radius * radius;
                }

                
            void add_box(long id, bool enabled,
                             
            float x_min, float y_min, float z_min,
                             
            float x_max, float y_max, float z_max)
                {
                    sTrigger* trigger = add_trigger(TRIGGER_BOX, id, enabled);

                    
            // setup trigger data (fix for min/max radius)
                    trigger->x1 = min(x_min, x_max);
                    trigger->y1 = min(y_min, y_max);
                    trigger->z1 = min(z_min, z_max);
                    trigger->x2 = max(x_min, x_max);
                    trigger->y2 = max(y_min, y_max);
                    trigger->z2 = max(z_min, z_max);
                }

                
            void add_cylinder(long id, bool enabled,
                                  
            float x_pos, float y_pos, float z_pos,
                                  
            float radius, float height)
                {
                    sTrigger* trigger = add_trigger(TRIGGER_CYLINDER, id, enabled);

                    trigger->x1     = x_pos;
                    trigger->y1     = y_pos;
                    trigger->z1     = z_pos;
                    trigger->radius = radius * radius;
                    trigger->y2     = height;
                }

                
            void add_triangle(long id, bool enabled,
                                  
            float x1, float z1,
                                  
            float x2, float z2,
                                  
            float x3, float z3,
                                  
            float y_pos, float height)
                {
                    sTrigger* trigger = add_trigger(TRIGGER_TRIANGLE, id, enabled);
                    
                    trigger->x1 = x1;
                    trigger->z1 = z1;
                    trigger->x2 = x2;
                    trigger->z2 = z2;
                    trigger->x3 = x3;
                    trigger->z3 = z3;
                    trigger->y1 = y_pos;
                    trigger->y2 = height;
                }

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

            private:
                sTrigger* add_trigger(
            long type, long id, bool enabled)
                {
                    
            // allocate a new trigger structure and link in

                    sTrigger* trigger = 
            new sTrigger;

                    trigger->prev = NULL;
                    trigger->next = m_root_trigger;

                    
            if(m_root_trigger)
                        m_root_trigger->prev = trigger;

                    m_root_trigger = trigger;

                    trigger->type    = type;
                    trigger->id      = id;
                    trigger->enabled = enabled;

                    m_num_triggers++;

                    
            return trigger;
                }

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

            public:
                
            bool load(const char* filename);
                
            bool save(const char* filename);

                
            void remove(long id);
                
            long get_trigger(float x_pos, float y_pos, float z_pos);
                
            bool get_enable_state(long id);    

            private:     
                
            void  set_enable_state(long id, bool state);
            } *cTriggerPtr;

            Most of the functions deal with only a linked list of sTrigger structures—add a structure,
            remove a structure, find a structure and modify it, and so on. For a closer
            look at what’s going on, take a minute or two to review the following sections,
            which provide the code for each function.

            posted on 2007-12-09 15:39 lovedday 閱讀(221) 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

            2021国产精品午夜久久| 久久99国产精品二区不卡| 九九99精品久久久久久| 久久精品人人做人人妻人人玩| 精品久久久无码人妻中文字幕豆芽| 成人妇女免费播放久久久| 久久久久综合网久久| 欧美一区二区久久精品| 久久99国产综合精品| 久久99精品综合国产首页| 久久夜色撩人精品国产| 久久精品中文字幕无码绿巨人| 久久99精品久久久久久| 伊人久久精品无码二区麻豆| 久久精品国产免费| 亚洲精品97久久中文字幕无码| 国产精品成人99久久久久| 欧美牲交A欧牲交aⅴ久久| 国产成人综合久久精品红| 精品久久久久久无码专区不卡| 久久久精品国产Sm最大网站| 爱做久久久久久| 久久香蕉国产线看观看精品yw| 久久精品成人欧美大片| 久久香蕉国产线看观看99| 久久亚洲美女精品国产精品| 亚洲va久久久久| 久久精品亚洲男人的天堂| 久久香蕉国产线看观看99| 精品免费久久久久久久| 亚洲AV日韩精品久久久久久| 亚洲伊人久久大香线蕉综合图片| 色综合久久久久网| 亚洲精品无码成人片久久| 久久天天躁狠狠躁夜夜avapp| 久久人妻少妇嫩草AV蜜桃| 久久强奷乱码老熟女| 女同久久| 久久久艹| 欧美性猛交xxxx免费看久久久| 天天做夜夜做久久做狠狠|