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            天行健 君子當(dāng)自強而不息

            Controlling Players and Characters(31)


            To start, each character needs a definition, which is pulled from the master character
            list. You store this definition value in the def variable. To tell similar
            characters apart, you assign a unique identification number (ID) to each one.
            Think of using identification numbers as you use names. Instead of adding a character
            named “George” into the game during play, you refer to that same character
            as character 5.

            Each character being tracked is of a specific type, either a PC, an NPC, or a monster.
            To determine the value for Type, use the following three macros:

            #define CHAR_PC 0
            #define CHAR_NPC 1
            #define CHAR_MONSTER 2

            Next are the character’s artificial intelligence settings. Remember that a character
            can stand in place, wander around, walk a route, follow another character, or evade
            another character. The artificial intelligence of each character is stored in the ai
            variable and can be set to one of the following macro values:

            #define CHAR_STAND 0
            #define CHAR_WANDER 1
            #define CHAR_ROUTE 2
            #define CHAR_FOLLOW 3
            #define CHAR_EVADE 4

            Finally, each character needs to be enabled in order to be updated. The update_enable flag
            determines this, and setting it to true lets the controller update the character every
            frame, whereas setting the flag to false means that the character is never updated
            (until enabled, that is).

            You need to store the character’s MCL definition for referencing, and for characters
            with an inventory, you contain the ICS.

            Because the character’s definition stores only the maximum values of
            the abilities and attributes, the sCharacter structure needs a way to
            track the current values as they change through game-play. This
            includes the health points, mana points, status ailment flags, and the
            current charge of the character.

            NOTE
            Remember that characters can perform specific actions (attacking or casting a
            spell, for example) only when their charges are at full peak.This charge rate increases
            at the rate defined within the MCL.

            As characters move around performing their various actions (moving, idling,
            attacking, and so on), you need to provide a way for their actions and positions
            to be tracked. In addition, their last known animation needs to be maintained
            (in order to update their animation), as well as the last time their animation was
            updated.

            You also need to provide a way to prevent characters that perform specific actions
            from being updated until the completion of those actions. When a character is
            attacking, for example, there’s no need to update the character any further until
            the character finishes swinging the weapon. What is needed is a countdown timer
            to lock a character’s actions; this countdown timer is action_timer.

            To permanently prevent a character from being updated, you use a second variable,
            called is_lock. If you set is_lock to true, the character controller will not update the
            character until you set is_lock to false.

            When a character attacks another one, the pointers to both the attacking character
            and victim character are stored in their respective sCharacter structures. The attacker
            remembers the victim while the victim remembers the attacker. Also, when a character
            uses a spell, the MSL spell number is stored, along with the spell’s target coordinates
            and the type of character to target (CHAR_PC, CHAR_NPC, or CHAR_MONSTER).

            Recall that characters have actions, and those actions have a set of associated animations.
            The reason for storing the attacker, victim, and spell information (as well
            as the following item information) is that a character’s action and animation must
            be completed before the results of the action take place. Once an attacking character
            swings a weapon, the results of the attack are calculated. The same goes for
            spell; once a character casts a spell, the spell information in the sCharacter structure
            is used to determine who, or what, is affected.

            The same goes for using items; the pointer to the item used during a use item
            action is stored, as well as the pointer to the ICS cCharItem structure of the character
            (in order to remove the item if it was marked as USEONCE).

            You’re about halfway through the structure. Now, you store the information about
            the character’s artificial intelligence. You’ve already read about most of the following
            data. You have the distance to follow or evade a character, along with the
            pointer to the character to follow or evade.

            For characters that use a bounding area, you store the minimum and maximum
            coordinates, followed by the route information.

            Moving on, you use a trio of variables to store a simple message that is overlaid on
            top of a character during game-play (as illustrated in Figure 16.15).

            Character messages help relate tiny bits of information, as Figure 16.15 shows.
            To set a message, copy the message string (up to 128 characters) into the Message
            buffer, set the amount of time (in milliseconds) to display the message, and assign
            a color to the text to be displayed.

            Finishing up the sCharacter class variables is the Graphics Core cObject object that
            maintains the character’s mesh and animation. To enhance the visual appearance
            of the characters, a separate mesh and object are used to represent a character’s
            weapon. This weapon mesh and object are configured any time a new weapon is
            equipped. Last comes the linked list pointers prev and next.

            That’s a lot of information to store for each character, and to help the controller
            prepare a structure every time a new character is added to the fray, the sCharacter
            structure comes complete with a constructor and destructor in order to prepare
            the data and help release its resources.

            And that’s it! I told you sCharacter was a big structure, but it is nothing compared to
            the character controller class that uses the structures.

            posted on 2007-12-04 00:08 lovedday 閱讀(225) 評論(0)  編輯 收藏 引用


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