void BattleSquad::turnStart() { if (this->getUnitNum()==0) { return; } DataLibrary* datalib = DataLibrary::getSingletonPtr(); float ap = getAttr(ATTR_ACTIONPOINT,ATTRCALC_FULL); setActionPoint(ap); setAPSetup(0.0f); setAPBattle(0.0f); std::vector<std::string> activeskills; activeskills = datalib->getChildList(mPath + "/Skill"); std::vector<std::string>::iterator ite; for(ite = activeskills.begin(); ite != activeskills.end(); ite++) { int cooldown = 0; datalib->getData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown); if(cooldown > 0) cooldown -= 1; datalib->setData(mPath + "/Skill/" + (*ite) + "/CoolDown", cooldown); } LuaTempContext* luatempcontext = new LuaTempContext(); luatempcontext->strMap["squadid"] = getSquadId(); Trigger("TurnStart", luatempcontext); delete luatempcontext; }
float BattleSquad::getSkillApCost(std::string skillid) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::vector<std::string> skilllist; skilllist = datalib->getChildList("StaticData/SkillData"); std::vector<std::string>::iterator ite; ite = std::find(skilllist.begin(), skilllist.end(), skillid); if(ite == skilllist.end()) return 0.0f; int skillaptype; float skillapcost; datalib->getData(str(boost::format("StaticData/SkillData/%1%/APType")%skillid),skillaptype); datalib->getData(str(boost::format("StaticData/SkillData/%1%/APCost")%skillid),skillapcost); switch(skillaptype) { case SKILLAPTYPE_SETUP: case SKILLAPTYPE_BATTLE: return getAPTypeCostModify(skillaptype) + skillapcost; case SKILLAPTYPE_DEFENCE: { float ap = getActionPoint(); return (ap > skillapcost)?ap:skillapcost; } } return 0.0f; }
void GUIDebugWindow::onRefreshList(MyGUI::Widget* _sender) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); mSquadList->removeAllItems(); std::string path = "GameData/StoryData/SquadData"; std::vector<std::string> squadlist = datalib->getChildList(path); for (std::vector<std::string>::iterator it=squadlist.begin();it!=squadlist.end();it++) { mSquadList->addItem((*it)); } }
BattleSquad::SkillState BattleSquad::canUseSkill(std::string skillid) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::vector<std::string> activeskills; activeskills = datalib->getChildList(mPath + "/Skill"); std::vector<std::string>::iterator ite; ite = std::find(activeskills.begin(), activeskills.end(), skillid); if(ite == activeskills.end()) return SKILLSTATE_NOSKILL; if(getActionPoint() < getSkillApCost(skillid)) return SKILLSTATE_NOTAVAILABLE; int cooldown = 0; datalib->getData(mPath + "/Skill/" + skillid + "/CoolDown", cooldown); if(cooldown > 0) return SKILLSTATE_NOTAVAILABLE; return SKILLSTATE_AVAILABLE; }
bool MapDataManager::getPassable(int x, int y, int faction) { //PROFILE_FUNC(); if(x < 0 || x >= mMapSize || y < 0 || y >= mMapSize) return false; DataLibrary* datalib = DataLibrary::getSingletonPtr(); int maxpassable; int minpassable; int passable; int id; std::string path = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y)); bool re = datalib->getData(path + std::string("/GroundType"), id); std::string ground; datalib->getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%id),ground); re = datalib->getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Passable")%ground), passable); maxpassable = passable; minpassable = passable; re = datalib->getData(path + std::string("/TerrainType"), id); re = datalib->getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(id) + std::string("/GroundModifier/Passable"), passable); maxpassable = (maxpassable > passable)? maxpassable:passable; minpassable = (minpassable < passable)? minpassable:passable; std::string groundobj; re = datalib->getData(path + std::string("/MapObjType"), groundobj,true); if(re) { path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Passable")%groundobj); re = datalib->getData(path, passable); maxpassable = (maxpassable > passable)? maxpassable:passable; minpassable = (minpassable < passable)? minpassable:passable; } //¶îÍâÐÞÕý //С¶Ó×èµ² if(faction >= 0) { BattleSquadManager* battlesquadmanager = BattleSquadManager::getSingletonPtr(); // BattleSquadManager::BattleSquadIte ite; // for(ite = battlesquadmanager->mSquadList.begin(); ite != battlesquadmanager->mSquadList.end(); ite++) // { // int xx = ite->second->getGridX(); // int yy = ite->second->getGridY(); // if(xx ==x && yy == y) // return false; // } BattleSquad* squad = battlesquadmanager->getBattleSquadAt(x, y, faction, true); if(squad) return false; } if(maxpassable == 2) return true; if(minpassable == 0) return false; return true; }
bool BattleSquad::addParticle(std::string particlename, int object, std::string &particleid) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::string distpath = mPath + std::string("/ParticleList"); std::vector<std::string> particlelist = datalib->getChildList(distpath); int x = 0; particleid = std::string("p") + Ogre::StringConverter::toString(x); std::vector<std::string>::iterator ite = std::find(particlelist.begin(), particlelist.end(),particleid); while(ite != particlelist.end()) { x = x + 1; particleid = std::string("p") + Ogre::StringConverter::toString(x); ite = std::find(particlelist.begin(), particlelist.end(),particleid); } distpath = distpath + std::string("/") + particleid; datalib->setData(distpath + std::string("/ParticleName"), particlename, true); datalib->setData(distpath + std::string("/AffectUnit"), object, true); return true; }
void BattleSquad::setUnitNum(int val) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); datalib->setData(getPath() + "/UnitNum", val); LuaTempContext* luatempcontext = new LuaTempContext(); luatempcontext->strMap["squadid"] = getSquadId(); Trigger("UnitNumChange", luatempcontext); delete luatempcontext; if(getUnitNum() <= 0) { LuaTempContext* luatempcontext = new LuaTempContext(); luatempcontext->strMap["squadid"] = getSquadId(); MapDataManager::getSingleton().Trigger("SquadAnnihilated", luatempcontext); delete luatempcontext; } }
bool MapLoader::loadMapFormSave() { DataLibrary* datalibrary = DataLibrary::getSingletonPtr(); int mapsize; datalibrary->getData("GameData/BattleData/MapData/MapSize", mapsize); MapDataManager::getSingleton().mMapSize = mapsize; std::vector<std::string> arealist = datalibrary->getChildList("GameData/BattleData/MapData/Area"); std::vector<std::string>::iterator ite = arealist.begin(); for( ; ite != arealist.end(); ite++) { Area area(str(boost::format("GameData/BattleData/MapData/Area/%1%/CoordList")%(*ite))); MapDataManager::getSingleton().mMapArea.insert(std::make_pair(*ite, area)); } Terrain::getSingleton().createTerrain(); std::string music; datalibrary->getData("GameData/StoryData/MusicName", music); AudioSystem::getSingleton().playStream(music,true,2000); return true; }
AttackInfo BattleSquad::getAttackRolls(bool rangedattack,bool asdefender, int d) { DataLibrary *datalib = DataLibrary::getSingletonPtr(); AttackInfo attackinfo; int soildernum = getUnitNum(); int atktime = floor((-0.010907f) * soildernum * soildernum + 1.37256f * soildernum+ 8.638347f + 0.5f); if(asdefender) { attackinfo.AtkTime = atktime * getAttr(ATTR_CONTER,ATTRCALC_FULL) / 10.0f; } else { attackinfo.AtkTime = atktime; } float atkf; if(rangedattack) { atkf = getAttr(ATTR_RANGEDATTACK, ATTRCALC_FULL); } else { atkf = getAttr(ATTR_ATTACK, ATTRCALC_FULL); float formation; formation = getAttr(ATTR_FORM, ATTRCALC_FULL); formation = (formation < 0.0f)?0.0f:formation; formation = formation * soildernum / 50.0f; int formtype = getFormation(); int mydir = getDirection(); int side = GetSide(mydir,d); formation *= GetFormationBonus(side, formtype); atkf += formation; } attackinfo.Atk = atkf; std::string soilderid = getSoilderId(); float randomness; datalib->getData(std::string("StaticData/SoilderData/") + soilderid + std::string("/Randomness"),randomness); attackinfo.Randomness = randomness; return attackinfo; }
void MapDataManager::Trigger(std::string triggertype, LuaTempContext * tempcontext) { if(tempcontext == NULL) return; DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::vector<std::string> triggerlist; triggerlist = datalib->getChildList("GameData/BattleData/Trigger"); std::vector<std::string>::iterator ite; for(ite = triggerlist.begin(); ite != triggerlist.end(); ite++) { std::string datapath = std::string("GameData/BattleData/Trigger/") + (*ite); int active; datalib->getData(datapath,active); if(!active) continue; std::string type; datalib->getData(datapath + std::string("/type"),type); if(type != triggertype) continue; std::string context,filename,funcname; datalib->getData(datapath + std::string("/file"),filename); datalib->getData(datapath + std::string("/func"),funcname); datalib->getData(datapath + std::string("/context"),context); LuaSystem::getSingleton().executeFunction(filename,funcname,context,tempcontext); } }
float MapDataManager::getCovert(int x, int y, int faction) { TerrainType t = getTerrainType(x,y); GroundType g = getGroundType(x,y); float terraincost; float groundcost; std::string ground; DataLibrary::getSingleton().getData(str(boost::format("GameData/BattleData/MapData/Ground/G%1%")%g),ground); bool re = DataLibrary::getSingleton().getData(str(boost::format("StaticData/GroundData/%1%/GroundModifier/Covert")%ground), groundcost); re = DataLibrary::getSingleton().getData(std::string("StaticData/TerrainData/Terrain") + Ogre::StringConverter::toString(t) + std::string("/GroundModifier/Covert"), terraincost); DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::string path = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(getGridId(x, y)); std::string groundobj; float groundobjcost = 0.0f; re = datalib->getData(path + std::string("/MapObjType"), groundobj, true); if(re) { path = str(boost::format("StaticData/MapObjType/%1%/GroundModifier/Covert")%groundobj); re = datalib->getData(path, groundobjcost); } return groundcost + terraincost + groundobjcost; }
void MapLoader::loadMapObj() { DataLibrary* datalibrary = DataLibrary::getSingletonPtr(); Terrain* terrain = Terrain::getSingletonPtr(); std::string datapath("GameData/BattleData/MapData/MapObjModleInfo"); std::vector<std::string> childlist; childlist = datalibrary->getChildList(datapath); if(childlist.size()>0) { for(unsigned int n = 0; n < childlist.size(); n++) { std::string meshname; int x,y,dir; datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Mesh"),meshname); datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x); datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y); datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/Direction"),dir); int index; index = terrain->createMapObj(x,y,meshname, dir); datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index); } } datapath = "GameData/BattleData/MapData/MapParticleInfo"; childlist = datalibrary->getChildList(datapath); if(childlist.size()>0) { for(unsigned int n = 0; n < childlist.size(); n++) { std::string particlename; int x,y; datalibrary->getData(datapath + std::string("/") + childlist[n] + std::string("/Particle"),particlename); datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridX"),x); datalibrary->getData(datapath + std::string("/") +childlist[n] + std::string("/GridY"),y); int index; index = terrain->createMapParticle(x,y,particlename); datalibrary->setData(datapath + std::string("/") + childlist[n] + std::string("/Index"),index); } } }
bool BattleSquad::useSkillAt(int x, int y, std::string skillid) { if(canUseSkill(skillid) != SKILLSTATE_AVAILABLE) return false; DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::string skillpath = getPath() + std::string("/Skill/") + skillid; std::string skillinfopath = std::string("StaticData/SkillData/")+ skillid; std::string skillscript; datalib->getData(skillinfopath + std::string("/Script"),skillscript); LuaTempContext* context = new LuaTempContext; context->strMap.insert(std::make_pair("squadid", getSquadId())); context->intMap.insert(std::make_pair("targetx", x)); context->intMap.insert(std::make_pair("targety", y)); context->intMap.insert(std::make_pair("castsuccess", 0)); bool re = LuaSystem::getSingleton().executeFunction(skillscript, "useskill" , skillpath + std::string("/ScriptContext"), context); if(re) { if(context->intMap["castsuccess"] == 1) { float apcost = getSkillApCost(skillid); float apleft = getActionPoint() - apcost; setActionPoint(apleft); int aptype = SKILLAPTYPE_BATTLE; datalib->getData(skillinfopath + "/APType", aptype); if(aptype != SKILLAPTYPE_DEFENCE) { apcost = getAPTypeCostModify(aptype); apcost += 1.0f; setAPTypeCostModify(aptype, apcost); } int cooldown; datalib->getData(skillinfopath + "/CoolDown", cooldown); datalib->setData(skillpath + "/CoolDown", cooldown); } } delete context; return false; }
std::vector<BattleSquad::ActiveSkillInfo> BattleSquad::GetActiveSkillList() { std::vector<ActiveSkillInfo> skilllist; DataLibrary* datalib = DataLibrary::getSingletonPtr(); ActiveSkillInfo skillinfo; //ÅжÏÒƶ¯ if(canMove() == SKILLSTATE_AVAILABLE) { skillinfo.skillid = "move"; skillinfo.apcost = 0; skillinfo.available = true; skilllist.push_back(skillinfo); skillinfo.skillid = "turn"; skillinfo.apcost = 0; skillinfo.available = true; skilllist.push_back(skillinfo); } else if(canMove() == SKILLSTATE_NOTAVAILABLE) { skillinfo.skillid = "move"; skillinfo.apcost = 0; skillinfo.available = false; skilllist.push_back(skillinfo); } //ÅжÏÕóÐÍ switch(canChangeFormation(Loose)) { case SKILLSTATE_AVAILABLE: skillinfo.skillid = "looseformation"; skillinfo.apcost = getChangeFormationApCost(Loose); skillinfo.available = true; skilllist.push_back(skillinfo); break; case SKILLSTATE_NOTAVAILABLE: skillinfo.skillid = "looseformation"; skillinfo.apcost = getChangeFormationApCost(Loose); skillinfo.available = false; skilllist.push_back(skillinfo); break; } switch(canChangeFormation(Line)) { case SKILLSTATE_AVAILABLE: skillinfo.skillid = "lineformation"; skillinfo.apcost = getChangeFormationApCost(Line); skillinfo.available = true; skilllist.push_back(skillinfo); break; case SKILLSTATE_NOTAVAILABLE: skillinfo.skillid = "lineformation"; skillinfo.apcost = getChangeFormationApCost(Line); skillinfo.available = false; skilllist.push_back(skillinfo); break; } switch(canChangeFormation(Circular)) { case SKILLSTATE_AVAILABLE: skillinfo.skillid = "circularformation"; skillinfo.apcost = getChangeFormationApCost(Circular); skillinfo.available = true; skilllist.push_back(skillinfo); break; case SKILLSTATE_NOTAVAILABLE: skillinfo.skillid = "circularformation"; skillinfo.apcost = getChangeFormationApCost(Circular); skillinfo.available = false; skilllist.push_back(skillinfo); break; } //ÅжÏÖ÷¶¯¼¼ÄÜ std::vector<std::string> activeskills; activeskills = datalib->getChildList(mPath + "/Skill"); std::vector<std::string>::iterator ite; for(ite = activeskills.begin(); ite != activeskills.end(); ite++) { switch(canUseSkill(*ite)) { case SKILLSTATE_AVAILABLE: skillinfo.skillid = (*ite); skillinfo.apcost = getSkillApCost(*ite); skillinfo.available = true; skilllist.push_back(skillinfo); break; case SKILLSTATE_NOTAVAILABLE: skillinfo.skillid = (*ite); skillinfo.apcost = getSkillApCost(*ite); skillinfo.available = false; skilllist.push_back(skillinfo); break; } } return skilllist; }
bool MapLoader::loadMapFormFile(std::string mapname) { int mapsize; Terrain* terrain = Terrain::getSingletonPtr(); DataLibrary* datalibrary = DataLibrary::getSingletonPtr(); std::string path = ".\\..\\Media\\Map\\" + mapname; //ticpp::Document *doc = new ticpp::Document(); rapidxml::xml_document<> doc; //doc.LoadFile(path,TIXML_ENCODING_UTF8); Ogre::DataStreamPtr stream = Ogre::ResourceGroupManager::getSingleton().openResource(mapname, "Data", true); char* s=new char[stream->size()+1]; stream->read(s,stream->size()); s[stream->size()]='\0'; doc.parse<0>(s); std::string str1; //载入地图名字,介绍和脚本名 //ticpp::Element *element = doc.FirstChildElement("MapName"); rapidxml::xml_node<> * element = doc.first_node("MapName"); //element->GetText(&str1); str1 = element->value(); datalibrary->setData("GameData/BattleData/MapData/MapName", StringTable::getSingleton().getString(str1)); //delete element; //element = doc.FirstChildElement("MapScript"); element = doc.first_node("MapScript"); //element->GetText(&str1); str1 = element->value(); datalibrary->setData("GameData/BattleData/MapData/MapScript", str1); //delete element; element = doc.first_node("MapMini"); //element->GetText(&str1); if (element!=NULL) { str1 = element->value(); } else { str1="MiniMap1.png"; } datalibrary->setData("GameData/BattleData/MapData/MapMini", str1); //element = doc.FirstChildElement("MapInfo"); element = doc.first_node("MapInfo"); //element->GetText(&str1); str1 = element->value(); datalibrary->setData("GameData/BattleData/MapData/MapInfo",str1); //delete element; //element = doc.FirstChildElement("MapLoadBG"); element = doc.first_node("MapLoadBG"); //element->GetText(&str1); str1 = element->value(); datalibrary->setData("GameData/BattleData/MapData/MapLoadBG",str1); //delete element; //载入地图地形信息 //element = doc.FirstChildElement("MapSize"); element = doc.first_node("MapSize"); //element->GetText(&mapsize); mapsize = Ogre::StringConverter::parseUnsignedInt(element->value()); MapDataManager::getSingleton().mMapSize = mapsize; datalibrary->setData("GameData/BattleData/MapData/MapSize", mapsize); //delete element; //element= doc.FirstChildElement("MapGround"); element = doc.first_node("MapGround"); //ticpp::Iterator<ticpp::Element> child; rapidxml::xml_node<> *child = element->first_node(); std::string datapath; //for(child = child.begin(element); child != child.end(); child++) for(; child; child =child->next_sibling()) { std::string layer,type,texture; //child->GetValue(&layer); layer = child->name(); //child->GetAttribute("Type",&type); rapidxml::xml_attribute<> *attr = child->first_attribute("Type"); type = attr->value(); //child->GetAttribute("Texture",&texture); attr = child->first_attribute("Texture"); texture = attr->value(); datapath = str(boost::format("GameData/BattleData/MapData/Ground/%1%")%layer); datalibrary->setData(datapath, type); datapath = str(boost::format("GameData/BattleData/MapData/Ground/%1%Tex")%layer); datalibrary->setData(datapath, texture); } //delete element; //element = doc.FirstChildElement("MapData"); element = doc.first_node("MapData"); //element->GetText(&str1); str1 = element->value(); for(int y = 0; y < mapsize; y++) { for(int x = 0; x < mapsize; x++) { int index = y * mapsize + x; char datapathtemp[64]; sprintf_s(datapathtemp, 64, "GameData/BattleData/MapData/Map/M%d", MapDataManager::getSingleton().getGridId(x, y)); std::string datapath = datapathtemp; if(str1[index * 2] == 'l') { bool iscliff = false; for(int i = y - 1; i < y + 2; i ++) { for(int j = x - 1; j < x + 2; j++) { int u = (i<0)?0:i; u = (u >= mapsize)?mapsize-1:u; int v = (j<0)?0:j; v = (v >= mapsize)?mapsize-1:v; int tempindex = u * mapsize + v; if(str1[tempindex * 2] == 'h' ) { iscliff = true; } } } if(iscliff) datalibrary->setData(datapath + "/TerrainType", Cliff); else datalibrary->setData(datapath + "/TerrainType", LowGround); } else if(str1[index * 2] == 'w') { datalibrary->setData(datapath + "/TerrainType", Water); } else if(str1[index * 2] == 'h') { datalibrary->setData(datapath + "/TerrainType", HighGround); } else if(str1[index * 2] == 'r') { datalibrary->setData(datapath + "/TerrainType", Ramp); } if(str1[index * 2+1] == 'g') { datalibrary->setData(datapath + "/GroundType", GreenLand); } else if(str1[index * 2+1] == 'd') { datalibrary->setData(datapath + "/GroundType", Desert); } else if(str1[index * 2+1] == 'w') { datalibrary->setData(datapath + "/GroundType", Swamp); } else if(str1[index * 2+1] == 's') { datalibrary->setData(datapath + "/GroundType", Snow); } } } //delete element; //element = doc.FirstChildElement("MapObject"); element = doc.first_node("MapObject"); //for(child = child.begin(element); child != child.end(); child++) for(child = element->first_node(); child; child =child->next_sibling()) { std::string objname; //child->GetValue(&objname); objname = child->name(); datapath = std::string("GameData/BattleData/MapData/MapObjModleInfo/") + objname; int objx,objy, objdir; std::string meshname,objtype; //child->GetAttribute("GridX",&objx); rapidxml::xml_attribute<> *attr = child->first_attribute("GridX"); objx = Ogre::StringConverter::parseInt(attr->value()); //child->GetAttribute("GridY",&objy); attr = child->first_attribute("GridY"); objy = Ogre::StringConverter::parseInt(attr->value()); //child->GetAttribute("Mesh",&meshname); attr=child->first_attribute("Mesh"); meshname = attr->value(); //child->GetAttribute("Type",&objtype); attr=child->first_attribute("Type"); objtype = attr->value(); attr=child->first_attribute("Direction"); objdir = Ogre::StringConverter::parseInt(attr->value()); datalibrary->setData(datapath + "/GridX", objx); datalibrary->setData(datapath + "/GridY", objy); datalibrary->setData(datapath + "/Mesh", meshname); datalibrary->setData(datapath + "/Direction", objdir); //物品类型脚本 std::string mapobjscript("none"); datalibrary->getData(str(boost::format("StaticData/MapObjType/%1%/Script")%objtype), mapobjscript); datapath = std::string("GameData/BattleData/MapData/Map/M") + Ogre::StringConverter::toString(MapDataManager::getSingleton().getGridId(objx, objy)) + std::string("/MapObjType"); if(mapobjscript != "none") { MapObjScriptInfo scriptinfo; scriptinfo.x = objx; scriptinfo.y = objy; scriptinfo.script = mapobjscript; scriptinfo.path = datapath + "/ScriptContext"; mMapObjScriptInfo.push(scriptinfo); } datalibrary->setData(datapath, objtype); datalibrary->setData(datapath + "/MapObjModuleId", objname); } //delete element; //element = doc.FirstChildElement("MapEffect"); element = doc.first_node("MapEffect"); //for(child = child.begin(element); child != child.end(); child++) for(child = element->first_node(); child; child =child->next_sibling()) { std::string particlename; //child->GetValue(&particlename); particlename = child->name(); datapath = std::string("GameData/BattleData/MapData/MapParticleInfo/") + particlename; int particlex,particley; std::string name; //child->GetAttribute("GridX",&particlex); rapidxml::xml_attribute<> *attr = child->first_attribute("GridX"); particlex = Ogre::StringConverter::parseInt(attr->value()); //child->GetAttribute("GridY",&particley); attr = child->first_attribute("GridY"); particley = Ogre::StringConverter::parseInt(attr->value()); //child->GetAttribute("Type",&name); attr = child->first_attribute("Type"); name = attr->value(); datalibrary->setData(datapath + "/GridX", particlex); datalibrary->setData(datapath + "/GridY", particley); datalibrary->setData(datapath + "/Type", name); } terrain->createTerrain(); //delete element; //载入区域信息 //element = doc.FirstChildElement("MapArea"); element = doc.first_node("MapArea"); //for(child = child.begin(element); child != child.end(); child++) for(child = element->first_node(); child; child =child->next_sibling()) { std::string areaname; //child->GetValue(&areaname); areaname = child->name(); datapath = std::string("GameData/BattleData/MapData/Area/") + areaname; Area area(datapath + "/CoordList"); std::vector<Crood> croodVec; //ticpp::Iterator<ticpp::Element> childchild; rapidxml::xml_node<> *childchild = child->first_node(); //for(childchild = childchild.begin(child.Get()); childchild != childchild.end(); childchild++) for(; childchild; childchild=childchild->next_sibling()) { std::string coordname; //childchild->GetValue(&coordname); coordname = childchild->name(); int x; int y; //childchild->GetAttribute("X",&x); rapidxml::xml_attribute<> *attr = childchild->first_attribute("X"); x = Ogre::StringConverter::parseInt(attr->value()); //childchild->GetAttribute("Y",&y); attr = childchild->first_attribute("Y"); y = Ogre::StringConverter::parseInt(attr->value()); croodVec.push_back(Crood(x, y)); } area.setCroodVec(croodVec); MapDataManager::getSingleton().mMapArea.insert(std::make_pair(areaname, area)); } //delete element; //载入队伍信息 //element = doc.FirstChildElement("MapTeam"); element = doc.first_node("MapTeam"); for(int n = 2; n < 5; n++) { std::string name = std::string("Team") + Ogre::StringConverter::toString(n); std::string factionid; //ticpp::Element* subelement = element->FirstChildElement(name); child = element->first_node(name.c_str()); //subelement->GetAttribute("TeamFaction",&factionid); rapidxml::xml_attribute<> *attr = child->first_attribute("TeamFaction"); factionid = attr->value(); datalibrary->setData(std::string("GameData/BattleData/Team/")+ name+ "/FactionId", factionid); if(factionid != "none") { //subelement->GetAttribute("TeamType",&factionid); attr = child->first_attribute("TeamType"); factionid = attr->value(); datalibrary->setData(std::string("GameData/BattleData/Team/")+ name+ "/Relation", factionid); } //delete subelement; } std::string playerfactionid; datalibrary->getData("GameData/StoryData/Faction",playerfactionid); datalibrary->setData("GameData/BattleData/Team/Team1/FactionId",playerfactionid); datalibrary->setData("GameData/BattleData/Team/Team1/Relation","player"); //delete element; //载入部队信息 //element = doc.FirstChildElement("MapSquad"); element = doc.first_node("MapSquad"); MapSquadInfo mapsquadinfo; //for(child = child.begin(element); child != child.end(); child++) for(child = element->first_node(); child;child = child->next_sibling()) { std::string teamid; //child->GetValue(&teamid); teamid = child->name(); if(teamid == "Team1") mapsquadinfo.team = 1; else if(teamid == "Team2") mapsquadinfo.team = 2; else if(teamid == "Team3") mapsquadinfo.team = 3; else mapsquadinfo.team = 4; datapath = std::string("GameData/BattleData/SquadList"); //ticpp::Iterator<ticpp::Element> childchild; rapidxml::xml_node<> *childchild = child->first_node(); //for(childchild = childchild.begin(child.Get()); childchild != childchild.end(); childchild++) for(; childchild; childchild =childchild->next_sibling()) { // std::string squadid; // std::string squadtype; //childchild->GetValue(&mapsquadinfo.squadId); mapsquadinfo.squadId = childchild->name(); // int x; // int y; // Direction d; // int unitnum; // int morale; //childchild->GetAttribute("Type",&mapsquadinfo.squadTempId); rapidxml::xml_attribute<> *attr = childchild->first_attribute("Type"); mapsquadinfo.squadTempId = attr->value(); //childchild->GetAttribute("GridX",&mapsquadinfo.x); attr = childchild->first_attribute("GridX"); mapsquadinfo.x = Ogre::StringConverter::parseInt(attr->value()); //childchild->GetAttribute("GridY",&mapsquadinfo.y); attr = childchild->first_attribute("GridY"); mapsquadinfo.y = Ogre::StringConverter::parseInt(attr->value()); //childchild->GetAttribute("UnitNum",&mapsquadinfo.unitNum); attr = childchild->first_attribute("UnitNum"); mapsquadinfo.unitNum = Ogre::StringConverter::parseInt(attr->value()); //childchild->GetAttribute("Direction",&mapsquadinfo.dir); attr = childchild->first_attribute("Direction"); mapsquadinfo.dir = Ogre::StringConverter::parseInt(attr->value()); mMapSquadInfo.push(mapsquadinfo); // AVGSquadManager::getSingleton().addSquad(squadid,squadtype, datapath); // int type; // Formation f; // datalibrary->getData(datapath + std::string("/") + squadid + std::string("/Type"), type ); // if(type == SQUAD_NORMAL) // f = Line; // else // f = Loose; // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/GridX"), x, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/GridY"), y, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/UnitNumber"), unitnum, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/Direction"), d, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/Formation"), f, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/TeamId"), teamid, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/CreateType"), MapSquad, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/ActionPoint"), 0.0f, true ); // datalibrary->setData(datapath + std::string("/") + squadid + std::string("/Morale"), morale, true ); } } //delete element; delete []s; return true; }
float BattleSquad::getAttr(int attrtype , int calctype) { DataLibrary* datalib = DataLibrary::getSingletonPtr(); std::vector<std::string> modifierlist = datalib->getChildList(mPath + std::string("/ModifierList")); if(modifierlist.size() == 0) return 0.0f; if(attrtype == ATTR_RANGEDDEFENCE ) attrtype = ATTR_DEFENCE; float base = 0.0f; float mbouse = 0.0f; float mbane = 0.0f; float resist = 0.0f; float cbouse = 0.0f; float cbane = 0.0f; std::vector<std::string>::iterator ite; for(ite = modifierlist.begin(); ite != modifierlist.end(); ite++) { int type = ATTRMODIFIER_BASE; float attrval = 0.0f; std::string datapath = mPath + std::string("/ModifierList/") + (*ite); datalib->getData(datapath + std::string("/Type"), type); switch(attrtype) { case ATTR_ATTACK: datalib->getData(datapath + std::string("/Attack"), attrval); break; case ATTR_RANGEDATTACK: datalib->getData(datapath + std::string("/RangedAttack"), attrval); break; case ATTR_DEFENCE: datalib->getData(datapath + std::string("/Defence"), attrval); break; case ATTR_FORM: datalib->getData(datapath + std::string("/Formation"), attrval); break; case ATTR_INITIATIVE: datalib->getData(datapath + std::string("/Initiative"), attrval); break; case ATTR_ACTIONPOINT: datalib->getData(datapath + std::string("/ActionPoint"), attrval); break; case ATTR_DETECTION: datalib->getData(datapath + std::string("/Detection"), attrval); break; case ATTR_COVERT: datalib->getData(datapath + std::string("/Covert"), attrval); break; case ATTR_TOUGHNESS: datalib->getData(datapath + std::string("/Toughness"), attrval); break; case ATTR_CONTER: datalib->getData(datapath + std::string("/Conter"), attrval); break; } switch(type) { case ATTRMODIFIER_BASE: base += attrval; break; case ATTRMODIFIER_MAGIC: if(attrval > mbouse) mbouse = attrval; if(attrval < mbane) mbane = attrval; break; case ATTRMODIFIER_COMMAND: if(attrval > cbouse) cbouse = attrval; if(attrval < cbane) cbane = attrval; break; case ATTRMODIFIER_RESISTANCE: if(attrval > resist) resist = attrval; break; } } float bouse = cbouse + mbouse; float bane = cbane + mbane; float terrainbouse = 0.0f; switch(attrtype) { case ATTR_DEFENCE: terrainbouse = MapDataManager::getSingleton().getDefModify(getGridX(), getGridY(), getTeam()); break; case ATTR_COVERT: terrainbouse = MapDataManager::getSingleton().getCovert(getGridX(), getGridY(), getTeam()); break; } if(terrainbouse > 0.0f) bouse += terrainbouse; else bane += terrainbouse; if(bane < -resist) { bane += resist; resist = 0.0f; } else { bane = 0.0f; resist += bane; } bouse = bouse + bane; switch(calctype) { case ATTRCALC_FULL: return base + bouse; break; case ATTRCALC_ONLYBASE: return base; break; case ATTRCALC_ONLYBONUS: return bouse; break; } return 0.0f; }
bool BattleSquad::init(std::string srcpath, int team, int unitnum, int x, int y, int d) { if(!Squad::init(srcpath)) return false; DataLibrary *datalib = DataLibrary::getSingletonPtr(); setTeam(team); setGridX(x); setGridY(y); setDirection(d); setUnitNum(unitnum); int squadtype2; datalib->getData(srcpath + std::string("/Type"), squadtype2); if(squadtype2 == SQUAD_NORMAL) { setUnitMaxNum(unitnum); setFormation(Line); } else { setUnitMaxNum(20); setFormation(Loose); } float covert; covert = getAttr(ATTR_COVERT, ATTRCALC_FULL); if(covert > 0.0f) { switch(getFaction()) { case 0: setViewbyPlayer(1); setViewbyEnemy1(0); setViewbyEnemy2(0); setViewbyEnemy3(0); break; case 1: setViewbyPlayer(0); setViewbyEnemy1(1); setViewbyEnemy2(0); setViewbyEnemy3(0); break; case 2: setViewbyPlayer(0); setViewbyEnemy1(0); setViewbyEnemy2(1); setViewbyEnemy3(0); break; case 3: setViewbyPlayer(0); setViewbyEnemy1(0); setViewbyEnemy2(0); setViewbyEnemy3(1); break; } } else { setViewbyPlayer(1); setViewbyEnemy1(1); setViewbyEnemy2(1); setViewbyEnemy3(1); } setAmbushPlayer(0); setAmbushEnemy1(0); setAmbushEnemy2(0); setAmbushEnemy3(0); setActionPoint(0.0f); setAPSetup(0.0f); setAPBattle(0.0f); return true; }
void MapLoader::initBattleSquad(bool loadfrommap) { BattleSquadManager* battlesuqadmanager = BattleSquadManager::getSingletonPtr(); DataLibrary* datalib =DataLibrary::getSingletonPtr(); SquadGrapManager* suqadgrapmanager = SquadGrapManager::getSingletonPtr(); //AVGSquadManager* avgsquadmanager = AVGSquadManager::getSingletonPtr(); std::string path = "GameData/BattleData/SquadList"; if(loadfrommap) { //载入地图部队 while(mMapSquadInfo.size() > 0) { MapSquadInfo squadinfo = mMapSquadInfo.front(); if(squadinfo.unitNum==0) DataLibrary::getSingletonPtr()->getData(str(boost::format("StaticData/SquadData/%1%/UnitNum")%squadinfo.squadTempId),squadinfo.unitNum); BattleSquad* battlesquad = new BattleSquad(str(boost::format("%1%/%2%")%path%squadinfo.squadId)); battlesuqadmanager->mSquadList.insert(std::make_pair(battlesquad->getSquadId(),battlesquad)); if(!battlesquad->init(str(boost::format("StaticData/SquadData/%1%")%squadinfo.squadTempId), squadinfo.team, squadinfo.unitNum, squadinfo.x, squadinfo.y, squadinfo.dir)) { BattleSquadManager::BattleSquadIte ite = battlesuqadmanager->mSquadList.find(battlesquad->getSquadId()); delete battlesquad; battlesuqadmanager->mSquadList.erase(ite); } else { suqadgrapmanager->createSquadGrap(battlesquad->getSquadId(), battlesquad->getPath(), battlesquad->getGridX(), battlesquad->getGridY(), battlesquad->getDirection(), battlesquad->getFormation(), battlesquad->getUnitGrapNum()-1); SquadGraphics* grap = suqadgrapmanager->getSquad(battlesquad->getSquadId()); grap->setVisible(battlesquad->getViewbyPlayer()); } mMapSquadInfo.pop(); } //载入玩家部队 std::vector<std::string> childlist; childlist = datalib->getChildList(std::string("GameData/StoryData/SquadData")); if(childlist.size()>0) { std::vector<std::string>::iterator ite; for(ite = childlist.begin(); ite != childlist.end(); ite++) { BattleSquad* battlesquad = new BattleSquad(str(boost::format("%1%/%2%")%path%(*ite))); battlesuqadmanager->mSquadList.insert(std::make_pair(battlesquad->getSquadId(),battlesquad)); // std::string datapath = std::string("GameData/BattleData/SquadList/") + (*ite); // datalib->copyNode(std::string("GameData/StoryData/SquadData/EnableSquad/") + (*ite),datapath, true); // int type; // Formation f; // datalib->getData(datapath + std::string("/Type"), type ); // if(type == SQUAD_NORMAL) // f = Line; // else // f = Loose; // datalib->setData(datapath +std::string("/TeamId"), std::string("Team1"), true ); // datalib->setData(datapath +std::string("/Grapid"),battlesuqadmanager->mCurid, true); // datalib->setData(datapath +std::string("/CreateType"), StroySquad, true ); // datalib->setData(datapath +std::string("/Direction"), North, true ); // datalib->setData(datapath +std::string("/Formation"), f, true ); // datalib->setData(datapath +std::string("/ActionPoint"), 0.0f, true ); // BattleSquad* battlesquad = new BattleSquad((*ite),battlesuqadmanager->mCurid,-10,-10); // SquadGraphics* squadgrap = suqadgrapmanager->createSquad((*ite), datapath, battlesuqadmanager->mCurid, -10, -10,North,Line,battlesquad->getUnitGrapNum()); // squadgrap->setFormation(f,false); // squadgrap->setDirection(North,false); if(!battlesquad->init(str(boost::format("GameData/StoryData/SquadData/%1%")%(*ite)),1)) { BattleSquadManager::BattleSquadIte ite = battlesuqadmanager->mSquadList.find(battlesquad->getSquadId()); delete battlesquad; battlesuqadmanager->mSquadList.erase(ite); } else { suqadgrapmanager->createSquadGrap(battlesquad->getSquadId(), battlesquad->getPath(), battlesquad->getGridX(), battlesquad->getGridY(), battlesquad->getDirection(), battlesquad->getFormation(), battlesquad->getUnitGrapNum()-1); } // battlesuqadmanager->mCurid ++; } } } else { std::vector<std::string> childlist; childlist = datalib->getChildList(path); if(childlist.size()>0) { std::vector<std::string>::iterator ite; for(ite = childlist.begin(); ite != childlist.end(); ite++) { std::string datapath = path + std::string("/") + (*ite); BattleSquad* battlesquad = new BattleSquad(datapath); battlesquad->init(); battlesuqadmanager->mSquadList.insert(std::make_pair(battlesquad->getSquadId(),battlesquad)); suqadgrapmanager->createSquadGrap(battlesquad->getSquadId(), battlesquad->getPath(), battlesquad->getGridX(), battlesquad->getGridY(), battlesquad->getDirection(), battlesquad->getFormation(), battlesquad->getUnitGrapNum()-1); SquadGraphics* grap = suqadgrapmanager->getSquad(battlesquad->getSquadId()); if(battlesquad->getUnitNum() > 0) grap->setVisible(battlesquad->getViewbyPlayer()); else grap->setVisible(false); } } } }
bool Terrain::createTerrain() { if(mMainViewport == NULL) mMainViewport = Core::getSingleton().mCamera->getViewport(); Ogre::CompositorManager::getSingleton().addCompositor(mMainViewport, "DemoCompositor"); Ogre::CompositorManager::getSingleton().setCompositorEnabled(mMainViewport, "DemoCompositor", true); mMapData = MapDataManager::getSingletonPtr(); DataLibrary* datalib = DataLibrary::getSingletonPtr(); int terrainszie = mMapData->getMapSize() + 2 * MAPBOLDER + 1; Core::getSingleton().mSceneMgr->setSkyBox(true, "SkyBox",200); Ogre::GpuSharedParametersPtr sharedparams = Ogre::GpuProgramManager::getSingleton().getSharedParameters("TestSharedParamsName"); float border = mMapData->getMapSize() * 12.0f; sharedparams->setNamedConstant("border", border); //创建灯光 Core::getSingleton().mSceneMgr->setAmbientLight(Ogre::ColourValue(0.5f, 0.5f, 0.5f)); mLight = Core::getSingleton().mSceneMgr->createLight("TerrainLight"); mLight->setType(Ogre::Light::LT_DIRECTIONAL); mLight->setPosition(-500.0f,500.0f, 500.0f); mLight->setDirection(1.0f, -1.0f, -1.0f); mLight->setDiffuseColour(Ogre::ColourValue(0.5f, 0.5f,0.5f)); mLight->setSpecularColour(Ogre::ColourValue(0.8f, 0.8f,0.8f)); //设置深度图投影 Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().getByName("shadowdepthmap"); if(tex.isNull()) tex = Ogre::TextureManager::getSingleton().createManual("shadowdepthmap", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 2048, 2048, 0, Ogre::PF_FLOAT16_R, Ogre::TU_RENDERTARGET); mShadowDepthMapTarget = tex->getBuffer()->getRenderTarget(); Ogre::Viewport* vp = mShadowDepthMapTarget->addViewport(CameraContral::getSingleton().getShadowMapCamera()); vp->setSkiesEnabled(false); vp->setOverlaysEnabled(false); vp->setVisibilityMask(VISMASK_OPAQUE); vp->setMaterialScheme("WriteDepthMap"); vp->setBackgroundColour(Ogre::ColourValue(1.0f,1.0f,1.0f)); mShadowDepthMapTarget->addListener(this); //弱爆了…… Ogre::MaterialPtr mat; mat = Ogre::MaterialManager::getSingleton().getByName("TerrainTile"); Ogre::AliasTextureNamePairList texAliasList; std::string texname; datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname); texAliasList.insert(std::make_pair("Diffuse1",texname)); datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname); texAliasList.insert(std::make_pair("Diffuse2",texname)); datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname); texAliasList.insert(std::make_pair("Diffuse3",texname)); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat1"); datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat2"); datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat3"); datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("CliffMat4"); datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("BankMat1"); datalib->getData("GameData/BattleData/MapData/Ground/G0Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("BankMat2"); datalib->getData("GameData/BattleData/MapData/Ground/G1Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("BankMat3"); datalib->getData("GameData/BattleData/MapData/Ground/G2Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); mat = Ogre::MaterialManager::getSingleton().getByName("BankMat4"); datalib->getData("GameData/BattleData/MapData/Ground/G3Tex",texname); texAliasList.insert(std::make_pair("Diffuse",texname)); texAliasList.insert(std::make_pair("Diffuse1","Cliff.tga")); mat->applyTextureAliases(texAliasList); texAliasList.clear(); //创建地面Mesh mTerrainNode = Core::getSingleton().mSceneMgr->getRootSceneNode()->createChildSceneNode("TerrainNode"); int numVertices = terrainszie * terrainszie * VERTEX_QUAD; int numIndex = terrainszie * terrainszie * VERTEX_PREQUAD; Ogre::MeshPtr mTerrainMesh = Ogre::MeshManager::getSingleton().createManual("TerrianMesh", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); Ogre::SubMesh* subMesh = mTerrainMesh->createSubMesh(); subMesh->useSharedVertices=false; subMesh->setMaterialName("TerrainTile"); // 创建顶点数据结构 subMesh->vertexData = new Ogre::VertexData(); subMesh->vertexData->vertexStart = 0; subMesh->vertexData->vertexCount = numVertices; //顶点声明与缓冲区绑定 Ogre::VertexDeclaration* vdecl = subMesh->vertexData->vertexDeclaration; Ogre::VertexBufferBinding* vbind = subMesh->vertexData->vertexBufferBinding; //设置顶点数据结构 size_t offsetUV = 0; vdecl->addElement(VERTEX_POS_BINDING, 0, Ogre::VET_FLOAT3,Ogre::VES_POSITION);//向顶点添加一个位置元素 vdecl->addElement(VERTEX_NOM_BINDING, 0, Ogre::VET_FLOAT3,Ogre::VES_NORMAL); for(int i = 0 ; i < TEXTURE_COUNT ; i ++) { offsetUV += vdecl->addElement (VERTEX_UV_BINDING, offsetUV, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES , i).getSize(); } // 创建世界坐标顶点缓冲区 Ogre::HardwareVertexBufferSharedPtr vbufPos = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( vdecl->getVertexSize(VERTEX_POS_BINDING), numVertices, Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); vbind->setBinding(VERTEX_POS_BINDING, vbufPos); Ogre::HardwareVertexBufferSharedPtr vbufNOM = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( vdecl->getVertexSize(VERTEX_NOM_BINDING), numVertices, Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); vbind->setBinding(VERTEX_NOM_BINDING, vbufNOM); // 创建纹理坐标顶点缓冲区 Ogre::HardwareVertexBufferSharedPtr vbufUV = Ogre::HardwareBufferManager::getSingleton().createVertexBuffer( vdecl->getVertexSize(VERTEX_UV_BINDING), numVertices, Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY); vbind->setBinding(VERTEX_UV_BINDING, vbufUV); // 创建索引缓冲区 Ogre::HardwareIndexBufferSharedPtr indexBuffer = Ogre::HardwareBufferManager::getSingleton().createIndexBuffer( Ogre::HardwareIndexBuffer::IT_16BIT , numIndex, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY); //创建地形 float* pBufferPos = (float*)vbufPos->lock(Ogre::HardwareBuffer::HBL_DISCARD); float* pBufferUV = (float*)vbufUV->lock(Ogre::HardwareBuffer::HBL_DISCARD); float* pBufferNom = (float*)vbufNOM->lock(Ogre::HardwareBuffer::HBL_DISCARD); float startpos = - terrainszie * TILESIZE / 2; for(int y = 0 ; y < terrainszie; y ++) { for(int x = 0 ; x < terrainszie; x ++) { createTile(x, y, startpos + x * TILESIZE, startpos + y * TILESIZE, pBufferPos, pBufferUV, pBufferNom); pBufferPos += 3 * VERTEX_QUAD ; pBufferNom += 3 * VERTEX_QUAD ; pBufferUV += 2 * VERTEX_QUAD * 4; } } vbufNOM->unlock(); vbufUV->unlock(); vbufPos->unlock(); //写入索引信息 // 锁定索引缓冲区 Ogre::ushort* pIdx = (Ogre::ushort*)indexBuffer->lock(Ogre::HardwareBuffer::HBL_DISCARD); for(int y = 0 ; y < terrainszie ; y ++) { for(int x = 0 ; x < terrainszie ; x ++) { Ogre::ushort iIndexTopLeft = (x + y * terrainszie) * VERTEX_QUAD; Ogre::ushort iIndexTopRight = iIndexTopLeft + 1; Ogre::ushort iIndexBottomLeft = iIndexTopLeft + 2; Ogre::ushort iIndexBottomRight = iIndexTopLeft + 3; *pIdx++ = iIndexBottomLeft; *pIdx++ = iIndexBottomRight; *pIdx++ = iIndexTopLeft; *pIdx++ = iIndexBottomRight; *pIdx++ = iIndexTopRight; *pIdx++ = iIndexTopLeft; } } indexBuffer->unlock(); //设置模型的的索引数据 subMesh->indexData->indexBuffer = indexBuffer; subMesh->indexData->indexStart = 0; subMesh->indexData->indexCount =numIndex; Ogre::AxisAlignedBox meshBounds(startpos,0,startpos, -startpos,5,-startpos); mTerrainMesh->_setBounds(meshBounds); mTerrainEntity = Core::getSingleton().mSceneMgr->createEntity("TerrianMesh"); mTerrainNode->attachObject(mTerrainEntity); mTerrainEntity->setQueryFlags(QUERYMASK_TERRAIN); mTerrainNode->setPosition(0,0,0); //创建水面 tex = Ogre::TextureManager::getSingleton().getByName("reflection"); if(tex.isNull()) tex = Ogre::TextureManager::getSingleton().createManual("reflection", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 512, 512, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET); mReflectionTarget = tex->getBuffer()->getRenderTarget(); mReflectionTarget->addViewport(Core::getSingleton().mCamera)->setOverlaysEnabled(false); mReflectionTarget->addListener(this); // mat = Ogre::MaterialManager::getSingleton().getByName("ReflectionWater"); // tech = mat->getTechnique(0); // pass = tech->getPass(0); // tu = pass->getTextureUnitState(1); // tu->setTextureName(tex->getName()); mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, WATERHEIGHT); mWaterNode = Core::getSingleton().mSceneMgr->getRootSceneNode()->createChildSceneNode("WaterNode"); mWaterObject = Core::getSingleton().mSceneMgr->createManualObject("WaterObject"); mWaterObject->begin("DemoWater",Ogre::RenderOperation::OT_TRIANGLE_LIST); startpos += TILESIZE/2; for(int y = 0; y < terrainszie; y++) for(int x = 0; x < terrainszie; x++) { if(mMapData->getTerrainType(x -MAPBOLDER, y -MAPBOLDER ) == Water) { mWaterObject->position(startpos + x * TILESIZE, 0.0f, startpos + y * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(0.0f,0.0f); mWaterObject->position(startpos + (x+1) * TILESIZE, 0.0f, startpos + (y+1) * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(1.0f,1.0f); mWaterObject->position(startpos + (x+1) * TILESIZE, 0.0f, startpos + y * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(1.0f,0.0f); mWaterObject->position(startpos + (x+1) * TILESIZE, 0.0f, startpos + (y+1) * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(1.0f,1.0f); mWaterObject->position(startpos + x * TILESIZE, 0.0f, startpos + y * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(0.0f,0.0f); mWaterObject->position(startpos + x * TILESIZE, 0.0f, startpos + (y+1) * TILESIZE); mWaterObject->colour(1.0f,1.0f,1.0f); mWaterObject->normal(0.0f,1.0f,0.0f); mWaterObject->textureCoord(0.0f,1.0f); } } mWaterObject->end(); mWaterNode->attachObject(mWaterObject); mWaterNode->setPosition(0,WATERHEIGHT,0); //设置摄像机移动范围 float minx = 0.0f;// = ( - (float)(terrainszie - 2 * MAPBOLDER) / 2.0f - 1.0f) * TILESIZE ; getWorldCoords(0,0,minx,minx); minx -= TILESIZE/2; CameraContral::getSingleton().setMoveRect(minx, minx); CameraContral::getSingleton().resetCamera(); //深度投影测试 // Ogre::MeshManager::getSingleton().createPlane("testplane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, // mWaterPlane, 64, 64, 1, 1, true, 1, 1, 1, Ogre::Vector3::UNIT_Z); // Ogre::Entity* testent = Core::getSingleton().mSceneMgr->createEntity("testplaneent", "testplane"); // testent->setMaterialName("DepthTest"); // Ogre::SceneNode* testnode = Core::getSingleton().mSceneMgr->getRootSceneNode()->createChildSceneNode(); // testnode->attachObject(testent); // testnode->setPosition(0.0f,10.0f,0.0f); return true; }