📄 role.cpp
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//========================================================
/**
* @file Role.cpp
*
* 项目描述: 构造游戏引擎
* 文件描述: 游戏中的英雄
* 适用平台: Windows98/2000/NT/XP
*
* 作者: WWBOSS
* 电子邮件: wwboss123@gmail.com
* 创建日期: 2007-07-26
* 修改日期: 2007-07-26
*
*/
//========================================================
#include "stdafx.h"
#include "Role.h"
#include <fstream>
#include <string>
#include "IniFile.h"
#include "timer.h"
using namespace std;
CRole* CRole::m_pRole = NULL;
CRole::CRole(void):bRightMouseDown(TRUE),pick_state(EARTH),
bPick(FALSE),m_pMonster(NULL),energy(1.f),stamina(1.f)
{
m_pRole = this;
property = new SActiveObjPro;
}
BOOL CRole::Init(void)
{
LoadIni("ini\\role.ini","role");
if(!fireball.Init("data/star.bmp" , 4.0f))return FALSE;
fireball.SetColor(1.0f , 1.0f , 0.0f);
fireball.SetSpeed(property->speed * 3);
return TRUE;
}
BOOL CRole::LoadIni(char* _filename,char* _index)
{
CIniFile Ini(_filename);
if(! property)return FALSE;
float t_scale=PERSENT(Ini.ReadInt(_index,"scale"));
float t_h =PERSENT(Ini.ReadInt(_index,"h"));
if(!CActiveObj::Init(Ini.ReadText(_index,"ModelFile"),Ini.ReadText(_index,"TexFile"),t_scale,t_h))return FALSE;
property->shadow=Ini.ReadInt(_index,"shadow");
property->m_sColor.r=PERSENT(Ini.ReadInt(_index,"r"));
property->m_sColor.g=PERSENT(Ini.ReadInt(_index,"g"));
property->m_sColor.b=PERSENT(Ini.ReadInt(_index,"b"));
property->m_sColor.a=PERSENT(Ini.ReadInt(_index,"a"));
property->r1=PERSENT(Ini.ReadInt(_index,"r1"));
property->r2=PERSENT(Ini.ReadInt(_index,"r2"));
property->speed=PERSENT(Ini.ReadInt(_index,"speed"));
m_sPos.x=(float)Ini.ReadInt(_index,"x");
m_sPos.y = 0.0f;
m_sPos.z=(float)Ini.ReadInt(_index,"z");
property->start_pos.x = m_sPos.x;
property->start_pos.y = m_sPos.z;
property->curr_pos = property->start_pos;
property->life=Ini.ReadInt(_index,"life");
property->curr_life=Ini.ReadInt(_index,"curr_life");
ObjectInfo.PushRole(property);
return TRUE;
}
void CRole::EndRender(void)
{
vector3d vector;
vector2d orient1;
vector2d dest;
float theta1 , theta2;
//这里可以加走路时的声音/////////
if(property->object_state==RUN)
{
if(IsRun==TRUE)
{
run.LoadSoundFX("sound\\run.wav");
run.Play(1);
}
IsRun=FALSE;
}
else{run.Stop();IsRun=TRUE;}
//////////////////////////////
if(!property->bArrive)//体力值减少/////////
{
stamina-=0.0003f;if(stamina<=0.f)stamina=0.f;
}
///////////随着时间各个属性值都有一定的增加////////////
static float dtime=0.f;
dtime-=CTimer::GetSysTimer()->m_fTime;
if(dtime<=0.f)
{
stamina+=0.0015f;if(stamina>=1.f)stamina=1.f;
energy+=0.0015f;if(energy>=1.f)energy=1.f;
dtime=1.f;
}
if(property->object_state != DEATH)
{
if(m_bActive&&SYS_MOUSE->ButtonDown(0))
{
vector = CInput::GetSysInput()->GetMousePosition();
dest.x = vector.x;
dest.y = vector.z;
////////////////////////////
property->end_pos = dest;
orient1 = property->end_pos - property->curr_pos;
orient1.normalize();
theta1 = property->orient.getradian();
theta2 = orient1.getradian();
property->bArrive = FALSE;
if(property->object_state != RUN)SetObjectState(RUN);
property->start_pos = property->curr_pos;
property->yrot += theta1 - theta2;
if(property->yrot >=360.0f)property->yrot -= 360.0f;
if(property->yrot <0.0f)property->yrot += 360.0f;
property->orient = orient1;
//////////////////////////////
}
if(pick_state == MONSTER)
{
bPick = TRUE;
pickid = objectid;
m_pMonster = ObjectInfo.GetMonsterPointer(objectid);
m_pMonster->m_bSelected=TRUE;
}
else
{
bPick = FALSE;
m_pMonster = NULL;
}
if(m_bActive&&SYS_MOUSE->ButtonDown(1))
{
if(!bRightMouseDown)
{
if(!property->bArrive)
{
property->bArrive = TRUE;
}
if(!fireball.isRun())
{
energy-=0.03f;if(energy<=0.f)energy=0.f;//精力值减少////////
vector = CInput::GetSysInput()->GetMousePosition();
dest.x = vector.x;
dest.y = vector.z;
orient1 = dest - property->curr_pos;
orient1.normalize();
float theta1 = property->orient.getradian();
float theta2 = orient1.getradian();
property->yrot += theta1 - theta2;
if(property->yrot >=360.0f)property->yrot -= 360.0f;
if(property->yrot <0.0f)property->yrot += 360.0f;
property->orient = orient1;
fireball.Set(property->vPosition , vector);
bRightMouseDown = TRUE;
}
}
}
else
{
bRightMouseDown = FALSE;
}
if(fireball.canReduceLife()&&bPick)
{
if(m_pMonster) m_pMonster->ReduceLife(15);
//这是可以加挨打时发出的声音
sound.LoadSoundFX("sound\\dead.wav");
sound.Play();
}
}
CActiveObj::EndRender();
}
void CRole::Render_Pick(void)
{
property->t_add = CTimer::GetSysTimer()->m_fTime*13.f;
glPushMatrix();
glTranslatef(property->vPosition.x,property->vPosition.y,property->vPosition.z);
glRotatef(property->yrot,0.0f,1.0f,0.0f);
md2.RenderFrame(property->curr_frame,property->next_frame,property->t);
glPopMatrix();
}
BOOL CRole::GetMonsterInfo(char *pInfo,float& t)
{
if(bPick)
{
sprintf(pInfo,"monster%d",pickid);
t = m_pMonster->GetLife();
return TRUE;
}
return FALSE;
}
void CRole::SetSpeed(float s)
{
property->speed =s;
fireball.SetSpeed(property->speed*3);
}
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