Code/Resource
Windows Develop
Linux-Unix program
Internet-Socket-Network
Web Server
Browser Client
Ftp Server
Ftp Client
Browser Plugins
Proxy Server
Email Server
Email Client
WEB Mail
Firewall-Security
Telnet Server
Telnet Client
ICQ-IM-Chat
Search Engine
Sniffer Package capture
Remote Control
xml-soap-webservice
P2P
WEB(ASP,PHP,...)
TCP/IP Stack
SNMP
Grid Computing
SilverLight
DNS
Cluster Service
Network Security
Communication-Mobile
Game Program
Editor
Multimedia program
Graph program
Compiler program
Compress-Decompress algrithms
Crypt_Decrypt algrithms
Mathimatics-Numerical algorithms
MultiLanguage
Disk/Storage
Java Develop
assembly language
Applications
Other systems
Database system
Embeded-SCM Develop
FlashMX/Flex
source in ebook
Delphi VCL
OS Develop
MiddleWare
MPI
MacOS develop
LabView
ELanguage
Software/Tools
E-Books
Artical/Document
OGRO.CPP
Package: openglsystem.rar [view]
Upload User: nthssl
Upload Date: 2022-04-05
Package Size: 25357k
Code Size: 4k
Category:
OpenCV
Development Platform:
Visual C++
- #include "ogro.h"
- #include "rocket.h"
- void COgroEnemy::OnCollision(CObject *collisionObject)
- {
- // 只有模型没有死亡,才有可能与其它对象碰撞
- if (modelState != MODEL_DIE)
- {
- // 如果敌人与另外的敌人碰撞
- if ((typeid(*collisionObject) == typeid(CSodEnemy)) ||
- (typeid(*collisionObject) == typeid(COgroEnemy)))
- {
- aiState = AI_UNCARING;
- }
- // 如果敌人于地面碰撞
- else if (typeid(*collisionObject) == typeid(CTerrain))
- {
- position.y = ((CTerrain*)collisionObject)->GetHeight(position.x, position.z) + size;
- if (position.x <= ((CTerrain*)collisionObject)->GetScanDepth())
- position.x = ((CTerrain*)collisionObject)->GetScanDepth();
- if (position.x >= ((CTerrain*)collisionObject)->GetWidth()*((CTerrain*)collisionObject)->GetMul() - ((CTerrain*)collisionObject)->GetScanDepth())
- position.x = ((CTerrain*)collisionObject)->GetWidth()*((CTerrain*)collisionObject)->GetMul() - ((CTerrain*)collisionObject)->GetScanDepth();
- if (position.z <= ((CTerrain*)collisionObject)->GetScanDepth())
- position.z = ((CTerrain*)collisionObject)->GetScanDepth();
- if (position.z >= ((CTerrain*)collisionObject)->GetWidth()*((CTerrain*)collisionObject)->GetMul() - ((CTerrain*)collisionObject)->GetScanDepth())
- position.z = ((CTerrain*)collisionObject)->GetWidth()*((CTerrain*)collisionObject)->GetMul() - ((CTerrain*)collisionObject)->GetScanDepth();
- }
- else if (typeid(*collisionObject) == typeid(CRocket))
- {
- // 杀死ogre
- aiState = AI_DEAD;
- velocity = CVector(0.0, 0.0, 0.0);
- }
- }
- }
- void COgroEnemy::OnPrepare()
- {
- float dirToPlayer; // 敌人与游戏者的角度方向
- CVector diff; // 从敌人到游戏者的方向矢量
- diff.x = position.x - player->position.x;
- diff.z = position.z - player->position.z;
- diff.Normalize();
- // 在场景中计算从敌人到游戏者的方向矢量与z轴负方向的夹角
- dirToPlayer = RAD2DEG(diff.Angle(CVector(0,0,-1)));
- // 产生随机数种子
- srand((unsigned int)time(NULL));
- ProcessAI();
- // 根据AIstate设置模型状态
- switch (aiState)
- {
- case AI_SCARED:
- direction = (dirToPlayer - 90) + ((rand()%90)-45); // 设置敌人的方向
- // -90 - 90
- modelState = MODEL_RUN;
- velocity = CVector(0.0, 0.0, 15.0);
- break;
- case AI_UNCARING:
- direction = float(rand() % 360);
- if ((rand() % 4) != 0)
- {
- modelState = MODEL_IDLE;
- velocity = CVector(0.0, 0.0, 0.0);
- }
- else
- {
- velocity = CVector(0.0, 0.0, 15.0);
- modelState = MODEL_RUN;
- }
- break;
- case AI_DEAD:
- modelState = MODEL_DIE;
- velocity = CVector(0.0, 0.0, 0.0);
- if (nextFrame == stateStart)
- {
- // 杀死魔鬼
- isDead = true;
- }
- break;
- default:
- break;
- }
- // 准备MD2模型
- CEntity::OnPrepare();
- }
- void COgroEnemy::Load()
- {
- // 装人三维模型
- CMD2Model::Load("models\ogro\tris.md2", "models\ogro\ogrobase.pcx");
- }
- void COgroEnemy::OnProcessAI()
- {
- // 计算与游戏者之间的距离
- CVector diff = player->position - position;
- if (aiState != AI_DEAD)
- {
- // 如果与游戏者距离非常近,敌人的状态会很恐怖
- distFromPlayer = sqrt(diff.x*diff.x + diff.y*diff.y + diff.z*diff.z);
- if (distFromPlayer < 100.0)
- aiState = AI_SCARED;
- else
- aiState = AI_UNCARING;
- }
- }