• <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(274) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            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

            国产一区二区精品久久| 久久人人爽人人爽人人片AV麻烦| 久久中文字幕精品| 免费久久人人爽人人爽av| 欧美综合天天夜夜久久| 777久久精品一区二区三区无码 | 久久99国产精品一区二区| 久久中文字幕一区二区| 精产国品久久一二三产区区别| 久久久久亚洲AV片无码下载蜜桃| 国产精品久久一区二区三区| 久久最新免费视频| 777久久精品一区二区三区无码| 女人高潮久久久叫人喷水| 国产精品丝袜久久久久久不卡| 久久精品国产亚洲AV香蕉| 93精91精品国产综合久久香蕉| 久久精品国产免费观看| 久久国产精品免费一区| 久久精品国产精品青草app| 久久无码人妻一区二区三区午夜| 久久久黄片| 久久se精品一区精品二区国产| 国产产无码乱码精品久久鸭| 久久久久亚洲AV无码专区首JN | 久久精品国产久精国产思思| 亚洲人成无码www久久久| 久久996热精品xxxx| 久久精品国产亚洲AV不卡| 久久99精品国产| 久久免费视频观看| 久久综合久久综合九色| 国产成人精品久久亚洲高清不卡 | 国产精品9999久久久久| 91精品国产高清久久久久久io| 久久久无码一区二区三区| 久久久亚洲欧洲日产国码二区| 国产成人久久精品一区二区三区| 日韩精品久久无码人妻中文字幕| 狠狠色婷婷久久一区二区 | 久久亚洲国产精品一区二区|