Controlling Players and Characters(24)
The cSpellController Class
Because the spell controller is needed only for tracking the spell meshes and
animation, the class definition is relatively small:
{
private :
cCharController* m_char_controller;
cFrustum* m_frustum;
sSpell m_spells[NUM_SPELL_DEF];
sSpellTracker* m_spell_tracker;
long m_num_mesh_anim;
sMeshAnim* m_mesh_anim;
char m_texture_path[MAX_PATH];
Now check the private data of the spell controller before examining the public
functions. The spell controller uses a frustum object. The frustum
object (m_frustum) can be supplied from outside code or calculated from within
the spell-rendering function.
Next comes the MSL, which is contained in the array m_spells. Notice that the
macro NUM_SPELL_DEF defines the size of the MSL array, which means that you
can easily adjust the size for later enhancements.
Following the MSL is the linked list pointer m_spell_tracker, which tracks the spells
that have been cast and are being displayed. Next comes m_num_mesh_anim (which stores
the number of meshes used) and m_mesh_anim (a list of meshes).
Because this example uses 3-D meshes to represent the spells, you need to load textures,
and in order for the spell controller to find those textures, you must store a
directory path that indicates the location of the bitmaps to be used as textures.
Something you haven’t seen up to now is the m_char_controller pointer, which points to the
character controller class object in use. This class pointer triggers the spell effects.
cSpellController contains two private functions: SetAnimData and SpellSound. The
set_animData function sets up the mesh to use as well as the movement of the mesh.
play_spell_sound is called whenever a spell mesh is used; it’s your job to override this function
to play the appropriate sound as specified in the function’s argument list.
With private data and functions covered, you can move on to the class’s public functions
(the Constructor, Destructor, init, shutdown, free, get_spell, add, update, and render):
cSpellController()
{
m_char_controller = NULL;
m_frustum = NULL;
m_spell_tracker = NULL;
m_mesh_anim = NULL;
m_num_mesh_anim = 0;
m_texture_path[0] = '\0';
ZeroMemory(m_spells, sizeof (m_spells));
}
~cSpellController()
{
shutdown();
}
void free()
{
delete m_spell_tracker;
m_spell_tracker = NULL;
}
sSpell* get_spell( long spell_index)
{
return &m_spells[spell_index];
}
sSpell* get_spell_list()
{
return m_spells;
}
void attach(cCharController* char_controller)
{
m_char_controller = char_controller;
}
//////////////////////////////////////////////////////////////////////////////////// //
bool init(PCSTR msl_file, long num_mesh_anim, PCSTR* mesh_anim_name, PCSTR texture_path);
void shutdown();
bool add(sCharacter* caster);
void update( long elapsed);
void render(cFrustum* frustum, float z_dist);
//////////////////////////////////////////////////////////////////////////////////// //
private :
void set_anim_data(sSpellTracker* tracker, long cur_anim);
virtual void play_spell_sound( long index) { }
}
cSpellController::cSpellController and cSpellController::~sSpellController
Typical in C++ classes, the constructor and destructor clear the class data and free
all used resources, respectively. The destructor relies on a separate function (the
Shutdown function) to clear the data.
cSpellController::init and cSpellController::shutdown
Before using the spell controller class, you must initialize it. When you finish with
the class, you call Shutdown to free up the resources.
{
free();
if (msl_file == NULL || mesh_anim_name == NULL)
return false ;
// load the spells
FILE* fp;
if ((fp = fopen(msl_file, "rb")) == NULL)
return false ;
fread(m_spells, 1, sizeof (m_spells), fp);
fclose(fp);
if (texture_path)
strcpy(m_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_anim_name[i]);
}
return true ;
}
//////////////////////////////////////////////////////////////////////////////////////////////// /
void cSpellController::shutdown()
{
free();
// release spell meshes
for ( long i = 0; i < m_num_mesh_anim; i++)
{
m_mesh_anim[i].mesh.free();
m_mesh_anim[i].anim.free();
m_mesh_anim[i].count = 0;
}
delete[] m_mesh_anim;
m_mesh_anim = NULL;
m_num_mesh_anim = 0;
}
cSpellController::free
When you’re done with a spell controller class instance but want to reuse it without
having to shut it down, a call to cSpellController::Free is in order. Free releases the
spell tracking list as well as the mesh list.
cSpellController::get_spell
Outside code might need access to the MSL, and GetSpell fills that need. Providing
the MSL reference number returns a pointer into the array of the loaded MSL.
cSpellController::add
Now the real fun begins! Add is the function you use the most because it initiates a spell.
{
// add a spell to spell tracker list
long spell_index = caster->spell_index;
// make sure character is allowed to cast spell
if (!(caster->char_def.magic_spell[spell_index/32] & (1 << (spell_index & 31))))
return false ;
// make sure caster has enough mana to cast
if (caster->mana_points < m_spells[spell_index].cost)
return false ;
// allocate a new spell stracker and link into head of list
sSpellTracker* spell_tracker = new sSpellTracker;
if (m_spell_tracker)
m_spell_tracker->prev = spell_tracker;
spell_tracker->next = m_spell_tracker;
m_spell_tracker = spell_tracker;
// set structure data
spell_tracker->spell_index = spell_index;
spell_tracker->caster = caster;
spell_tracker->affect_type = caster->target_type;
spell_tracker->source_x = caster->pos_x;
spell_tracker->source_y = caster->pos_y;
spell_tracker->source_z = caster->pos_z;
spell_tracker->target_x = caster->target_x;
spell_tracker->target_y = caster->target_y;
spell_tracker->target_z = caster->target_z;
// setup the mesh/animation movement data
set_anim_data(spell_tracker, 0);
return true ;
}
cSpellController::set_anim_data
The private function set_anim_data initializes the three meshes in use by a spell. If one
of the meshes is not used (as specified by the POSITION_NONE value in mesh_pos), the
next mesh in the three is used. After all three meshes are used up, the spell’s
effects are triggered.
{
sSpell& spell = m_spells[tracker->spell_index];
long mesh_index;
tracker->cur_anim = cur_anim;
// process spell effect if no more animations left while storing the current animation number.
if (tracker->cur_anim >= 3)
{
if (m_char_controller)
m_char_controller->spell(tracker->caster, tracker, m_spells);
// remove any mesh and animation if any, or just decrease reference count.
for ( int i = 0; i < 3; i++)
{
if (spell.mesh_pos[i] != POSITION_NONE)
{
mesh_index = spell.mesh_index[i];
if (--m_mesh_anim[mesh_index].count == 0)
{
m_mesh_anim[mesh_index].mesh.free();
m_mesh_anim[mesh_index].anim.free();
}
}
}
// remove spell tracker from list
if (tracker->prev)
tracker->prev->next = tracker->next;
else
m_spell_tracker = tracker->next;
if (tracker->next)
tracker->next->prev = tracker->prev;
tracker->prev = tracker->next = NULL;
delete tracker;
return ;
}
// setup local data
float source_x = tracker->source_x;
float source_y = tracker->source_y;
float source_z = tracker->source_z;
float target_x = tracker->target_x;
float target_y = tracker->target_y;
float target_z = tracker->target_z;
// goto next animation if no mesh to use
if (spell.mesh_pos[cur_anim] == POSITION_NONE)
return set_anim_data(tracker, cur_anim+1);
mesh_index = spell.mesh_index[cur_anim];
sMeshAnim& mesh_anim = m_mesh_anim[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);
mesh_anim.anim.set_loop(spell.mesh_loop[cur_anim], "Anim");
}
cObject& spell_obj = tracker-> object ;
spell_obj.create(&mesh_anim.mesh);
mesh_anim.count++;
float x_angle = 0.0f, y_angle = 0.0f;
float x_diff, y_diff, z_diff, dist;
float scale = 1.0f;
// setup mesh movements
switch (spell.mesh_pos[cur_anim])
{
case POSITION_CASTER:
tracker->x_pos = source_x;
tracker->y_pos = source_y;
tracker->z_pos = source_z;
tracker->holding_time = spell.mesh_speed[cur_anim];
if (tracker->caster)
y_angle = tracker->caster->direction;
break ;
case POSITION_TOTARGET:
// store position and speed information
tracker->x_pos = source_x;
tracker->y_pos = source_y;
tracker->z_pos = source_z;
tracker->speed = spell.mesh_speed[cur_anim];
// calculate mevement
x_diff = fabs(target_x - source_x);
y_diff = fabs(target_y - source_y);
z_diff = fabs(target_z - source_z);
dist = sqrt(x_diff * x_diff + y_diff * y_diff + z_diff * z_diff);
tracker->dist_to_target = dist;
if (! float_equal(dist, 0.0f))
{
tracker->x_add = (target_x - source_x) / dist;
tracker->y_add = (target_y - source_y) / dist;
tracker->z_add = (target_z - source_z) / dist;
// calculate angles
x_angle = -atan(tracker->y_add);
y_angle = atan2(tracker->x_add, tracker->z_add);
}
break ;
case POSITION_TARGET:
tracker->x_pos = target_x;
tracker->y_pos = target_y;
tracker->z_pos = target_z;
tracker->holding_time = spell.mesh_speed[cur_anim];
// calculate distance from source to target
x_diff = fabs(target_x - source_x);
z_diff = fabs(target_z - source_z);
dist = sqrt(x_diff * x_diff + z_diff * z_diff);
tracker->x_add = (target_x - source_x) / dist;
tracker->z_add = (target_z - source_z) / dist;
y_angle = atan2(tracker->x_add, tracker->z_add);
break ;
case POSITION_TOCASTER:
// store position and speed information
tracker->x_pos = target_x;
tracker->y_pos = target_y;
tracker->z_pos = target_z;
tracker->speed = spell.mesh_speed[cur_anim];
// calculate movement
x_diff = fabs(source_x - target_x);
y_diff = fabs(source_y - target_y);
z_diff = fabs(source_z - target_z);
dist = sqrt(x_diff * x_diff + y_diff * y_diff + z_diff * z_diff);
tracker->dist_to_target = dist;
if (! float_equal(dist, 0.0f))
{
tracker->x_add = (source_x - target_x) / dist;
tracker->y_add = (source_y - target_y) / dist;
tracker->z_add = (source_z - target_z) / dist;
// calculate angles
x_angle = -atan(tracker->y_add);
y_angle = atan2(tracker->x_add, tracker->z_add);
}
break ;
case POSITION_SCALE:
// store position and speed information
tracker->x_pos = source_x;
tracker->y_pos = source_y;
tracker->z_pos = source_z;
tracker->holding_time = spell.mesh_speed[cur_anim];
// get distance from source to target and size of mesh
x_diff = fabs(target_x - source_x);
y_diff = fabs(target_y - source_y);
z_diff = fabs(target_z - source_z);
dist = sqrt(x_diff * x_diff + y_diff * y_diff + z_diff * z_diff);
float length;
spell_obj.get_bounds(NULL, NULL, NULL, NULL, NULL, &length, NULL);
scale = dist / length;
tracker->x_add = (target_x - source_x) / dist;
tracker->y_add = (target_y - source_y) / dist;
tracker->z_add = (target_z - source_z) / dist;
x_angle = -atan(tracker->y_add);
y_angle = atan2(tracker->x_add, tracker->z_add);
break ;
}
spell_obj.rotate(x_angle, y_angle, 0.0f);
spell_obj.scale(1.0f, 1.0f, scale);
spell_obj.set_anim_set(&mesh_anim.anim, "Anim", timeGetTime()/30);
if (spell.mesh_sound[cur_anim] != -1)
play_spell_sound(spell.mesh_sound[cur_anim]);
}
cSpellController::update
Spells need to move, have their timing updated, and have their mesh initiated at
the various steps. Update is responsible for all those functions. To use Update, just pass
the amount of time (in milliseconds) that has elapsed from the last call to Update
(or the amount of time you want the controller to update the spells).
{
// update all spells based on elapsed time
sSpellTracker* next_tracker;
// scan through all spells in use
for (sSpellTracker* tracker = m_spell_tracker; tracker != NULL; tracker = next_tracker)
{
// remember next spell in list
next_tracker = tracker->next;
long spell_index = tracker->spell_index;
long cur_anim = tracker->cur_anim;
bool goto_next_anim = false ;
// update/move/countdown spell object
switch (m_spells[spell_index].mesh_pos[cur_anim])
{
case POSITION_NONE:
goto_next_anim = true ;
break ;
case POSITION_CASTER:
case POSITION_TARGET:
case POSITION_SCALE:
tracker->holding_time -= elapsed;
if (tracker->holding_time <= 0)
goto_next_anim = true ;
break ;
case POSITION_TOTARGET:
case POSITION_TOCASTER:
float speed = elapsed/1000.0f * tracker->speed;
tracker->dist_to_target -= speed;
if (tracker->dist_to_target > 0.0f)
{
tracker->x_pos += (tracker->x_add * speed);
tracker->y_pos += (tracker->y_add * speed);
tracker->z_pos += (tracker->z_add * speed);
}
else
goto_next_anim = true ;
break ;
}
// update next animation if any
if (goto_next_anim)
set_anim_data(tracker, cur_anim+1);
}
}
cSpellController::render
The last of the functions, Render, is used to render all spell meshes that are in effect.
Providing the Render function with an optional frustum and viewing distance helps
alter the way the meshes are rendered.
{
m_frustum = frustum;
// construct the viewing frustum (if none passed)
if (m_frustum == NULL)
{
cFrustum view_frustum;
view_frustum.create(z_dist);
m_frustum = &view_frustum;
}
// get time to update animations (30 fps)
DWORD time = timeGetTime() / 30;
// loop through each spell and draw
for (sSpellTracker* tracker = m_spell_tracker; tracker != NULL; tracker = tracker->next)
{
float radius;
tracker-> object .get_bounds(NULL, NULL, NULL, NULL, NULL, NULL, &radius);
// draw spell if in viewing frustum
if (m_frustum->is_sphere_in(tracker->x_pos, tracker->y_pos, tracker->z_pos, radius))
{
tracker-> object .move(tracker->x_pos, tracker->y_pos, tracker->z_pos);
tracker-> object .update_anim(time, TRUE);
tracker-> object .render();
}
}
}