• <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) 評論(0)  編輯 收藏 引用

            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

            最新評論

            久久精品中文字幕一区| 国产福利电影一区二区三区久久久久成人精品综合 | 久久99精品久久久久久动态图| 欧洲精品久久久av无码电影| 久久香蕉国产线看观看乱码| 欧洲性大片xxxxx久久久| 三上悠亚久久精品| 99久久免费只有精品国产| 免费无码国产欧美久久18| www久久久天天com| 尹人香蕉久久99天天拍| 韩国免费A级毛片久久| 中文字幕精品久久久久人妻| 国产亚洲精品自在久久| 久久久久久伊人高潮影院| 色噜噜狠狠先锋影音久久| 伊人久久综合成人网| 精品久久人人妻人人做精品 | 久久久久亚洲AV片无码下载蜜桃| 成人妇女免费播放久久久| 久久99热这里只有精品国产| 久久久久国产| 91精品无码久久久久久五月天| 亚洲国产精品无码久久久蜜芽 | 亚洲中文字幕伊人久久无码| 国产精品久久亚洲不卡动漫| 亚洲午夜久久久久久久久久| 欧美日韩成人精品久久久免费看| 99麻豆久久久国产精品免费| 亚洲第一极品精品无码久久| 久久国产免费直播| 色偷偷久久一区二区三区| 亚洲成色www久久网站夜月| 精品伊人久久大线蕉色首页| 香蕉aa三级久久毛片| 久久久WWW成人免费毛片| 人人狠狠综合久久亚洲高清| 久久最新免费视频| 国产精品99久久久精品无码| 亚洲综合精品香蕉久久网| 久久棈精品久久久久久噜噜|