• <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(218) 評論(0)  編輯 收藏 引用

            公告

            導航

            統(tǒng)計

            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

            精品一久久香蕉国产线看播放| 久久综合精品国产二区无码| 国产女人aaa级久久久级| 麻豆精品久久久一区二区| 国产无套内射久久久国产| 欧美久久天天综合香蕉伊| 亚洲国产精品18久久久久久| 免费观看久久精彩视频| 中文字幕无码久久人妻| 国产精品久久永久免费| 久久笫一福利免费导航| 亚洲AV无码久久精品成人 | 久久国产精品一区二区| 久久亚洲国产精品123区| 国产精品99久久精品| 久久99久国产麻精品66| 欧美性大战久久久久久| 69久久夜色精品国产69| 亚洲欧美日韩久久精品第一区| 精品久久久久久无码人妻蜜桃| 午夜天堂精品久久久久| 久久涩综合| 91精品无码久久久久久五月天| 久久久久亚洲AV无码专区体验| 亚洲国产精品无码久久青草| 日本三级久久网| 久久综合久久综合久久| aaa级精品久久久国产片| 久久久久人妻一区精品色| 亚洲色大成网站www久久九| 久久99热这里只频精品6| 久久久亚洲精品蜜桃臀| 久久精品亚洲福利| 亚洲国产精品久久66| 国产成人无码精品久久久久免费| 狠狠狠色丁香婷婷综合久久五月 | 99久久成人18免费网站| 伊人久久大香线蕉影院95| 精品久久久久香蕉网| 久久av无码专区亚洲av桃花岛| 麻豆AV一区二区三区久久|