Putting Together a Full Game(13)

Putting Together a Full Game(13)

 

Dealing with Maps

The sample game is divided into five maps (scenes). Each scene uses six bitmaps,
each of which is loaded as textures that are drawn to the display for each frame.
The game also uses an underlying simplified mesh for each scene. These simplified
meshes aid in properly drawing the 3D characters that inhabit each scene.

A total of four functions are contained within the application class that is used
to work with scenes. These functions are load_level, free_level, get_height_below, and
check_intersect. You use the get_height_below and check_intersect functions, which are
presented in Chapter 12, to check for mesh-to-mesh intersections. In the case of
the game, those mesh intersections are used to determine when characters intersect
with the simplified scene mesh.

float  cApp::get_height_below( float  x_pos,  float  y_pos,  float  z_pos)
{
    
// only one mesh in mesh level
     return  closest_height_below(m_scene_mesh.get_root_mesh()->m_d3d_mesh, x_pos, y_pos, z_pos);
}

bool   cApp::check_intersect( float  x_start,  float  y_start,  float  z_start,
                            
float  x_end,  float  y_end,  float  z_end,
                            
float * dist)
{
    
// only one mesh in mesh level
     return  is_ray_intersect_mesh(m_scene_mesh.get_root_mesh()->m_d3d_mesh,
                                 x_start, y_start, z_start,
                                 x_end, y_end, z_end,
                                 dist);
}

The load_level function loads the six scene textures and the simplified mesh and
executes the script associated with loading the scene. An external file, which you
see in just a moment, stores the position of the camera within each scene. Here is
the code for load_level:

bool  cApp::load_level( int  scene_index)
{
    m_scene_index = scene_index;

    free_level();

    
// load the backdrop textures

    
char  filename[MAX_PATH];

    
for ( int  i = 0; i < 6; i++)
    {
        sprintf(filename, "..\\Data\\Scene%u%u.bmp", scene_index, i+1);
                
        
if (! load_texture_from_file(&m_scene_backdrops[i], filename, 0, D3DFMT_UNKNOWN))
            
return   false ;
    }

    
// load the scene mesh and configure object

    sprintf(filename, "..\\Data\\Scene%u.x", scene_index);

    
if (! m_scene_mesh.load(filename, "..\\Data"))
        
return  FALSE;

    m_scene_object.create(&m_scene_mesh);

    
// load the camera data

    sprintf(filename, "..\\Data\\Cam%u.txt", scene_index);

    FILE* fp = fopen(filename, "rb");

    
if (fp == NULL)
        
return   false ;

    
float  x_pos = get_next_float_2(fp);
    
float  y_pos = get_next_float_2(fp);
    
float  z_pos = get_next_float_2(fp);
    
float  x_at  = get_next_float_2(fp);
    
float  y_at  = get_next_float_2(fp);
    
float  z_at  = get_next_float_2(fp);

    fclose(fp);

    m_camera.point(x_pos, y_pos, z_pos, x_at, y_at, z_at);
    set_display_camera(&m_camera);

    m_is_monster_last_frame = 
false ;

    
// load script and execute it
    sprintf(filename, "..\\Data\\Scene%lu.mls", scene_index);
    m_game_script.execute(filename);

    
return   true ;
}

After you load the scene’s mesh and create the scene’s object, you are ready to
determine the placement of the camera used to render the 3-D graphics. You place
the camera in each scene by first creating a text file for each scene. Name these
files cam1.txt, cam2.txt, cam3.txt, cam4.txt, and cam5.txt—each named according
to its respective scene number (scenes being numbered 1 through 5).

Place a scene’s camera by opening the appropriate text file and reading in six numbers,
each of which is used to determine the camera’s orientation in the scene. The
first three numbers represent the position of the camera in the world, and the last
three numbers are the coordinates to which the camera is pointed.

After you load the six numbers and orient the camera, call the set_display_camera
function to inform Direct3D of the new view transformation being used by the camera.

After you position the camera in the file, the class clears a flag that determines
whether monsters are currently in the scene (for combat processing) and then
executes the script associated with the scene.

There's not much to do in load_level as you can see. The free_level function is rather
trouble-free as well. It frees the scene’s textures and simplified mesh, removes every
character from the character controller (except for the player, that is), and clears
all spells currently being processed. Here is the complete free_level function code:

void  cApp::free_level()
{
    
for ( int  i = 0; i < 6; i++)
        release_com(m_scene_backdrops[i]);

    m_scene_mesh.free();
    m_barrier.free();
    m_trigger.free();
    m_game_spells.free();

    
// free all non-pc characters

    sCharacter* next_char;

    
for (sCharacter* char_ptr = m_game_chars.get_root_char(); char_ptr != NULL; char_ptr = next_char)
    {
        next_char = char_ptr->next;

        
if (char_ptr->type != CHAR_PC)
            m_game_chars.remove_char(char_ptr);
    }
}


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