• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Controlling Players and Characters(38)

            Coming up is a huge collection of functions you use to retrieve and set the specific
            information about a character (related to the artificial intelligence functionality or
            actions):

                cCharIcs* get_char_ics(long id)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) == NULL)
                        
            return NULL;

                    
            return character->char_ics;
                }

                
            void set_char_lock(long id, bool is_lock)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                        character->is_lock = is_lock;
                }

                
            void set_char_lock_timer(long id, long action_timer)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)            
                        character->action_timer = action_timer;
                }

                
            void set_char_type(long id, long type)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                        character->type = type;
                }

                
            long get_char_type(long id)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) == NULL)
                        
            return 0;

                    
            return character->type;
                }

                
            void set_char_ai(long id, long ai)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                        character->ai = ai;
                }

                
            long get_char_ai(long id)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) == NULL)
                        
            return 0;

                    
            return character->ai;
                }

                
            void set_char_distance(long id, float dist)
                {
                    
            // set evade/follow distance

                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                        character->distance = dist;
                }

                
            float get_char_distance(long id)
                {
                    
            // get evade/follow distance

                    sCharacter* character;

                    
            if((character = get_char(id)) == NULL)
                        
            return 0.0f;

                    
            return character->distance;
                }

                
            void set_char_route(long id, long num_points, const sRoutePoint* route)
                {
                    sCharacter* character;
                    
            if((character = get_char(id)) == NULL)
                        
            return;

                    
            // free old route
                    delete[] character->route;
                    character->route = NULL;

                    
            // set new route
                    if((character->num_points = num_points) != 0)
                    {
                        character->route = 
            new sRoutePoint[num_points];
                        memcpy(character->route, route, num_points * 
            sizeof(sRoutePoint));

                        character->cur_point = 0;
                    }
                }

                
            void set_char_script(long id, const char* script_filename)
                {
                    sCharacter* character;
                    
                    
            if((character = get_char(id)) != NULL)
                        strcpy(character->script_filename, script_filename);
                }

                
            char* get_char_script(long id)
                {
                    sCharacter* character;
                    
            if((character = get_char(id)) == NULL)
                        
            return NULL;

                    
            return character->script_filename;
                }

                
            void set_update_enable(long id, bool update_enable)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                        character->update_enable = update_enable;
                }

                
            bool get_update_enable(long id)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) == NULL)
                        
            return false;

                    
            return character->update_enable;
                }

                
            void move_char(long id, float pos_x, float pos_y, float pos_z)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                    {
                        character->pos_x = pos_x;
                        character->pos_y = pos_y;
                        character->pos_z = pos_z;
                    }
                }

                
            void get_char_position(long id, float* pos_x, float* pos_y, float* pos_z)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                    {
                        
            if(pos_x)   *pos_x = character->pos_x;
                        
            if(pos_y)   *pos_y = character->pos_y;
                        
            if(pos_z)   *pos_z = character->pos_z;
                    }
                }

                
            void set_char_bound(long id,
                                    
            float min_x, float min_y, float min_z,
                                    
            float max_x, float max_y, float max_z)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                    {
                        character->min_x = min(min_x, max_x);
                        character->min_y = min(min_y, max_y);
                        character->min_z = min(min_z, max_z);
                        character->max_x = max(min_x, max_x);
                        character->max_y = max(min_y, max_y);
                        character->max_z = max(min_z, max_z);
                    }
                }

                
            void get_char_bound(long id,
                                    
            float* min_x, float* min_y, float* min_z,
                                    
            float* max_x, float* max_y, float* max_z)
                {
                    sCharacter* character;

                    
            if((character = get_char(id)) != NULL)
                    {
                        
            if(min_x)   *min_x = character->min_x;
                        
            if(min_y)   *min_y = character->min_y;
                        
            if(min_z)   *min_z = character->min_z;
                        
            if(max_x)   *max_x = character->max_x;
                        
            if(max_y)   *max_y = character->max_y;
                        
            if(max_z)   *max_z = character->max_z;
                    }
                }

                
            void set_target_char(long id, long target_id)
                {
                    sCharacter* character;
                    
            if((character = get_char(id)) == NULL)
                        
            return;

                    
            if(target_id == -1)
                        character->target_char = NULL;
                    
            else
                    {
                        sCharacter* target_char;

                        
            for(target_char = m_root_char; target_char != NULL; target_char = target_char->next)
                        {
                            
            if(target_char->id == target_id)
                            {
                                character->target_char = target_char;
                                
            break;
                            }
                        }

                        
            // clear target if not found in list
                        if(target_char == NULL)
                            character->target_char = NULL;
                    }
                }

                
            void set_char_action(sCharacter* character, long action, long action_timer)
                {
                    
            if(character == NULL)
                        
            return;

                    
            // make sure attack, spell, and item supporting charge.
                    if(action == CHAR_ATTACK || action == CHAR_SPELL || action == CHAR_ITEM)
                    {
                        
            if(character->charge < 100.0f)
                            
            return;
                    }

                    character->action = action;
                    play_action_sound(character);

                    
            long mesh_index = character->char_def.mesh_index;

                    
            // set action timer
                    if(action_timer == -1)
                        character->action_timer = 1;
                    
            else
                    {
                        
            ulong anim_length = m_mesh_anim[mesh_index].anim.get_time_length(m_char_anim[action].name);
                        character->action_timer = action_timer + anim_length * 30;
                    }
                }

            Skipping the details on the preceding functions, you now encounter the function
            used to set up the data that displays a message over a character:


                void set_char_msg(sCharacter* character, const char* msg, long msg_timer, D3DCOLOR msg_color)
                {
                    
            // set text messages to float up from character

                    strcpy(character->msg, msg);

                    character->msg_timer = msg_timer;
                    character->msg_color = msg_color;
                }

            set_char_msg allows you to temporarily overlay a string of text for Timer milliseconds, drawing
            the text in the color specified. You set a character message to inform the player of
            an event, such as how many health points were reduced because of an attack.

            Coming next is the function that processes the damage taken from an attack,
            whether it’s physical or magical (as denoted by the
            is_physical_attack flag, set to true for
            physical attacks or false for magical):

            void cCharController::damage(sCharacter* victim,
                                         
            bool is_physical_attack, long attack_amount,
                                         
            long damage_class, long cure_class)
            {
                
            // can not attack if already dead or being hurt or not update enabled
                if(victim == NULL || !victim->update_enable || victim->action == CHAR_DIE || victim->action == CHAR_HURT)
                    
            return;

                
            float   range;
                
            long    damage_amount;
                
                
            if(is_physical_attack)  // adjust for defense if physical attack
                {
                    
            // random value for less/more damage (-+10%)
                    range = (rand()%20 + 90.0f) / 100.0f;
                    damage_amount = attack_amount * range;

                    
            // subtract for defencse to victim (allow -20% difference)
                    range = (rand()%20 + 80.0f) / 100.0f;
                    damage_amount -= (get_defense(victim) * range);
                }
                
            else    // adjust for magical attack            
                    damage_amount = attack_amount * (1.0f - get_resistance(victim)/100.0f);    

                
            if(damage_amount < 0)   // bounds check
                    damage_amount = 0;

                
            // check for double damage
                if(victim->char_def.class_index == damage_class)
                    damage_amount *= 2;

                
            // check for cure damage
                if(victim->char_def.class_index == cure_class)
                    damage_amount = -labs(damage_amount) / 2;

                
            // if no physical damage is dealt then randomly deal 10-20% of damage from the original amount.
                if(damage_amount == 0 && is_physical_attack)
                {
                    range = (rand()%10 + 10) / 100.0f;
                    damage_amount = attack_amount * range;
                }
                
                victim->health_points -= damage_amount;

                
            char text[128];

                
            if(damage_amount > 0)       // set hurt status and display message
                {
                    sprintf(text, "-%lu HP", damage_amount);
                    set_char_msg(victim, text, 500, D3DCOLOR_RGBA(255, 64, 0, 255));

                    
            // only set hurt if idle or moving
                    if(victim->action == CHAR_MOVE || victim->action == CHAR_IDLE)
                        set_char_action(victim, CHAR_HURT, 0);
                }
                
            else if(damage_amount < 0)  // display cure amount
                {
                    sprintf(text, "+%lu HP", -damage_amount);
                    set_char_msg(victim, text, 500, D3DCOLOR_RGBA(0, 64, 255, 255));
                }    
            }

            Damage takes a pointer to the character taking damage, the type of damage (physical
            or magical), the amount of damage to apply, and the double damage and cure
            classes of the attack. You adjust the damage amount based on the defense and resistance
            abilities of the victim.

            posted on 2007-12-04 19:19 lovedday 閱讀(273) 評論(0)  編輯 收藏 引用

            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            久久国产亚洲精品无码| 久久综合亚洲色HEZYO国产| 色诱久久av| 久久久久国产精品人妻| 久久66热人妻偷产精品9| 久久久久黑人强伦姧人妻| 狠狠色丁香久久婷婷综合| 久久午夜电影网| 亚洲va国产va天堂va久久| 久久久久久久亚洲精品| 久久夜色精品国产网站| 久久亚洲sm情趣捆绑调教| 久久亚洲欧洲国产综合| 久久人人爽人人爽人人AV东京热| 亚洲国产天堂久久综合网站| 亚洲欧美日韩中文久久| 久久国产精品二国产精品| 国产L精品国产亚洲区久久 | 97久久超碰国产精品旧版| 欧美精品国产综合久久| 97精品国产97久久久久久免费| 久久99精品国产麻豆宅宅| 亚洲第一永久AV网站久久精品男人的天堂AV| 久久久久久久波多野结衣高潮 | 久久无码AV中文出轨人妻| 国产亚洲欧美精品久久久| 东方aⅴ免费观看久久av| 亚洲а∨天堂久久精品9966| 国产精品综合久久第一页| 四虎国产精品免费久久5151 | 久久精品午夜一区二区福利| 久久中文字幕人妻丝袜| 亚洲国产成人乱码精品女人久久久不卡 | 久久丫忘忧草产品| 久久WWW免费人成一看片| 日韩精品久久久久久久电影| 久久精品中文字幕大胸| 亚洲国产成人久久笫一页| 一级a性色生活片久久无| 久久久午夜精品| 国产成人久久精品一区二区三区 |