• <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

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            成人午夜精品无码区久久| 久久久精品一区二区三区| 中文精品99久久国产 | 久久人人青草97香蕉| 久久久亚洲裙底偷窥综合| 久久免费高清视频| 伊人久久综合无码成人网| 亚洲国产二区三区久久| 亚洲色大成网站WWW久久九九| 国产精品99久久久久久董美香| 精品伊人久久大线蕉色首页| 国产视频久久| 久久精品国产亚洲AV麻豆网站| 久久综合精品国产一区二区三区 | 国产免费久久精品丫丫| 日韩精品久久久久久久电影蜜臀| 色综合久久久久| 精品国产VA久久久久久久冰| 国产精品久久久久久久久久影院| 99久久精品无码一区二区毛片 | 亚洲伊人久久大香线蕉苏妲己| 亚洲国产欧洲综合997久久| 久久无码国产| 久久精品亚洲乱码伦伦中文| 伊人久久免费视频| 久久精品草草草| 免费精品99久久国产综合精品| 777米奇久久最新地址| 久久国产精品无码HDAV| 99国产欧美精品久久久蜜芽| av无码久久久久不卡免费网站| 亚洲国产精品无码成人片久久| 久久久久波多野结衣高潮| 久久午夜夜伦鲁鲁片免费无码影视| 久久综合精品国产一区二区三区| 久久精品中文字幕一区| 久久午夜综合久久| 国产免费久久精品99re丫y| 国产成人精品综合久久久| 无码人妻久久一区二区三区免费丨| 久久久久亚洲精品无码蜜桃|