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C++ CMonster::GetAbnormalStatus方法代码示例

本文整理汇总了C++中CMonster::GetAbnormalStatus方法的典型用法代码示例。如果您正苦于以下问题:C++ CMonster::GetAbnormalStatus方法的具体用法?C++ CMonster::GetAbnormalStatus怎么用?C++ CMonster::GetAbnormalStatus使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CMonster的用法示例。


在下文中一共展示了CMonster::GetAbnormalStatus方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: DoRunAway

void CStateMachinen::DoRunAway(CMonster& monster, eStateEvent evt)
{
	StateParameter& stateParamter = monster.mStateParamter;
	
	if( monster.GetAbnormalStatus()->IsStun ||
		monster.GetAbnormalStatus()->IsFreezing ||
		monster.GetAbnormalStatus()->IsStone ||
		monster.GetAbnormalStatus()->IsSlip ||
		monster.GetAbnormalStatus()->IsMoveStop ||
		monster.GetAbnormalStatus()->IsParalysis )
	{
		return;
	}

	switch(evt)
	{
	case eSEVENT_Enter:
		{
			monster.RemoveAllAggro();
			monster.SetTObject(0);

			VECTOR3 position = {0};
			position.x = float(monster.GetFiniteStateMachine().GetMemory().GetVariable(
				"__runaway_x__"));
			position.z = float(monster.GetFiniteStateMachine().GetMemory().GetVariable(
				"__runaway_z__"));
			monster.OnMove(
				&position);

			stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(&monster) + 1000;
			break;
		}
	case eSEVENT_Process:
		{
			if(gCurTime > stateParamter.nextTime)
			{
				SetState(
					&monster,
					eMA_STAND);
				break;
			}

			break;
		}
	}
}
开发者ID:xianyinchen,项目名称:LUNAPlus,代码行数:46,代码来源:StateMachinen.cpp

示例2: DoAttack

void CStateMachinen::DoAttack(CMonster& monster, eStateEvent evt)
{
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;

	if( monster.GetAbnormalStatus()->IsStun ||
		monster.GetAbnormalStatus()->IsFreezing ||
		monster.GetAbnormalStatus()->IsStone ||
		monster.GetAbnormalStatus()->IsSlip ||
		monster.GetAbnormalStatus()->IsParalysis )
	{
		return;
	}

	switch(evt)
	{
	case eSEVENT_Enter:
		{
			stateParamter.AttackStartTime = 0;
			stateParamter.nextTime = 0;
			break;
		}
	case eSEVENT_Process:
		{
			if(stateParamter.AttackStartTime > gCurTime)
			{
				break;
			}
			else if(stateParamter.CurAttackKind >= baseMonsterList.AttackNum)
			{
				SetState(
					&monster,
					eMA_STAND);
				break;
			}
			else if(0 == monster.GetTObject() ||
				(monster.GetTObject() && ( monster.GetTObject()->GetState() == eObjectState_Die || monster.GetTObject()->GetInited() == FALSE )))
			{
				SetState(
					&monster,
					eMA_WALKAROUND);
				break;
			}
			else if(monster.IsInvalidTarget(*monster.GetTObject()))
			{
				monster.SetTObject(
					0);
				SetState(
					&monster,
					eMA_STAND);
				break;
			}

			const size_t maxSkillSize = sizeof(baseMonsterList.SkillInfo) / sizeof(*baseMonsterList.SkillInfo);

			if(maxSkillSize <= stateParamter.CurAttackKind)
			{
				break;
			}

			cActiveSkillInfo* const activeSkillInfo = baseMonsterList.SkillInfo[stateParamter.CurAttackKind];

			if(0 == activeSkillInfo)
			{
				break;
			}

			VECTOR3 ObjectPos = *CCharMove::GetPosition(&monster);
			VECTOR3 TObjectPos = *CCharMove::GetPosition(monster.GetTObject());
			const DWORD	Distance = (DWORD)CalcDistanceXZ( &ObjectPos, &TObjectPos );

			if(Distance > activeSkillInfo->GetInfo().Range)
			{
				SetState(
					&monster,
					eMA_PERSUIT);
				break;
			}

			stateParamter.AttackStartTime = gCurTime + baseMonsterList.SkillInfo[stateParamter.CurAttackKind]->GetInfo().CoolTime;
			monster.DoAttack(baseMonsterList.AttackIndex[stateParamter.CurAttackKind]);
			RandCurAttackKind(
				baseMonsterList,
				stateParamter);
			break;
		}
	}
}
开发者ID:xianyinchen,项目名称:LUNAPlus,代码行数:88,代码来源:StateMachinen.cpp

示例3: DoWalkAround

void CStateMachinen::DoWalkAround(CMonster& monster, eStateEvent evt)
{	
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;	
	
	if( monster.GetAbnormalStatus()->IsStun ||
		monster.GetAbnormalStatus()->IsFreezing ||
		monster.GetAbnormalStatus()->IsStone ||
		monster.GetAbnormalStatus()->IsSlip ||
		monster.GetAbnormalStatus()->IsMoveStop ||
		monster.GetAbnormalStatus()->IsParalysis )

	{
		SetState(
			&monster,
			eMA_STAND);
		return;
	}

	switch(evt)
	{
	case eSEVENT_Enter:
		{
			// 소유주가 있을 경우 그 중심으로 행동한다
			if(CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex()))
			{
				if(ownerObject->GetObjectBattleState())
				{
					SetState(
						&monster,
						eMA_STAND);
					break;
				}

				VECTOR3 ownerPosition = {0};
				ownerObject->GetPosition(
					&ownerPosition);

				const float distance = ownerObject->GetRadius() * 3;
				VECTOR3 monsterPosition = {0};
				monster.GetPosition(
					&monsterPosition);

				if(distance > CalcDistanceXZ(&ownerPosition, &monsterPosition))
				{
					SetState(
						&monster,
						eMA_STAND);
					break;
				}

				const float randomRateX = float(rand()) / RAND_MAX;
				const float randomRateZ = float(rand()) / RAND_MAX;
				const float randomAxisX = (randomRateX < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateX));
				const float randomAxisZ = (randomRateZ < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateZ));

				monster.GetFiniteStateMachine().GetMemory().SetVariable(
					"__move_x__",
					int(ownerPosition.x + randomAxisX));
				monster.GetFiniteStateMachine().GetMemory().SetVariable(
					"__move_z__",
					int(ownerPosition.z + randomAxisZ));
				SetState(
					&monster,
					eMA_SCRIPT_RUN);

				// 이렇게 하지 않으면 eSEVENT_Process 루틴으로 들어가서 상태를 바꿔버린다
				stateParamter.nextTime = gCurTime + 500;
				break;
			}

            monster.SetTObject(0);
			monster.DoWalkAround();
			
			stateParamter.nextTime	= gCurTime + CCharMove::GetMoveEstimateTime(&monster);
			break;
		}

	case eSEVENT_Process:
		{
			if( stateParamter.nextTime > gCurTime )
			{
				break;
			}

			Mon_SpeechState speechState = eMon_Speech_MAX;
			const int rate = rand() % 100;

			if(0 <= rate && rate < baseMonsterList.StandRate )
			{
				SetState(
					&monster,
					eMA_STAND);
				speechState = eMon_Speech_Stand;
			}
			else
			{
				SetState(
					&monster,
					eMA_WALKAROUND);
//.........这里部分代码省略.........
开发者ID:xianyinchen,项目名称:LUNAPlus,代码行数:101,代码来源:StateMachinen.cpp

示例4: DoPursuit

void CStateMachinen::DoPursuit(CMonster& monster, eStateEvent evt)
{
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;
	
	if(0 == baseMonsterList.SkillInfo[stateParamter.CurAttackKind])
	{
		SetState(
			&monster,
			eMA_STAND);
		return;
	}
	else if(0 == monster.GetTObject() ||
		(monster.GetTObject() && (eObjectState_Die == monster.GetTObject()->GetState())) ||
		FALSE == monster.GetTObject()->GetInited())
	{
		SetState(
			&monster,
			eMA_STAND);
		return;
	}
	else if( monster.GetAbnormalStatus()->IsStun ||
		monster.GetAbnormalStatus()->IsFreezing ||
		monster.GetAbnormalStatus()->IsStone ||
		monster.GetAbnormalStatus()->IsSlip ||
		monster.GetAbnormalStatus()->IsMoveStop ||
		monster.GetAbnormalStatus()->IsParalysis )
	{
		return;
	}

	switch(evt)
	{
	case eSEVENT_Enter:
		{
			stateParamter.PursuitForgiveStartTime = gCurTime + baseMonsterList.PursuitForgiveTime;
			stateParamter.nextTime = gCurTime + 1000;
			monster.DoPursuit();
			RandCurAttackKind(
				baseMonsterList,
				stateParamter);
			monster.SetNoCheckCollision(TRUE);
			break;
		}
	case eSEVENT_Process:
		{
			VECTOR3 ObjectPos = *CCharMove::GetPosition(&monster);
			VECTOR3 TObjectPos = *CCharMove::GetPosition(monster.GetTObject());
			DWORD Distance = 0;

			float fDist = CalcDistanceXZ( &ObjectPos, &TObjectPos ) - monster.GetRadius();

			if( fDist > 0.f )
			{
				Distance = (DWORD)fDist;
			}
			
			if( stateParamter.prePursuitForgiveTime == 0 && ( stateParamter.PursuitForgiveStartTime < gCurTime ||
				baseMonsterList.PursuitForgiveDistance < Distance ) )
			{
				monster.RemoveAllAggro();

				stateParamter.SearchLastTime = gCurTime + 3000; //3초간 선공몹 서치를 안하게 하기 위해서.
				SetState(
					&monster,
					eMA_WALKAROUND);

				MonSpeechInfo* pTemp = MON_SPEECHMGR->GetCurStateSpeechIndex( monster.GetMonsterKind(), eMon_Speech_ForgivePursuit );
				if( pTemp )
					monster.AddSpeech( pTemp->SpeechType, pTemp->SpeechIndex );	
			}
			else if( Distance < baseMonsterList.SkillInfo[stateParamter.CurAttackKind]->GetInfo().Range )
			{
				SetState(
					&monster,
					eMA_ATTACK);
				break;
			}
			else if( stateParamter.nextTime > gCurTime )
			{
				break;
			}

			stateParamter.nextTime = gCurTime + 1000;
			monster.DoPursuit();
			RandCurAttackKind(
				baseMonsterList,
				stateParamter);
			break;
		}
	}
}
开发者ID:xianyinchen,项目名称:LUNAPlus,代码行数:92,代码来源:StateMachinen.cpp

示例5: SubProcess

void CStateMachinen::SubProcess(CMonster& monster, eStateEvent evt)
{
	const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
	StateParameter& stateParamter = monster.mStateParamter;

	if( monster.GetAbnormalStatus()->IsStun ||
		monster.GetAbnormalStatus()->IsFreezing ||
		monster.GetAbnormalStatus()->IsStone ||
		monster.GetAbnormalStatus()->IsSlip ||
		monster.GetAbnormalStatus()->IsParalysis )
	{
		return;
	}

	switch(stateParamter.stateCur)
	{
	case eMA_STAND:
	case eMA_WALKAROUND:
		{
			const cActiveSkillInfo* const skillInfo = baseMonsterList.SkillInfo[monster.mStateParamter.CurAttackKind];

			if(0 == skillInfo)
			{
				break;
			}

			CObject* object = 0;

			if(monster.IsForeAttack() &&
				(stateParamter.SearchLastTime < gCurTime))
			{
				stateParamter.SearchLastTime = gCurTime + baseMonsterList.SearchPeriodicTime;
				CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex());

				if(0 == ownerObject)
				{
					object = monster.DoSearch();
				}
				else if(eObjectKind_Player == ownerObject->GetObjectKind())
				{
					object = monster.DoFriendSearch(
						skillInfo->GetInfo().Range);
				}
				else if(eObjectKind_Monster & ownerObject->GetObjectKind())
				{
					object = monster.DoSearch();
				}
			}
			else if(baseMonsterList.AttackNum &&
				(stateParamter.CollSearchLastTime < gCurTime))
			{
				stateParamter.CollSearchLastTime = gCurTime + 500;
				CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex());

				if(0 == ownerObject)
				{
					break;
				}
				else if(eObjectKind_Player == ownerObject->GetObjectKind())
				{
					object = monster.DoFriendSearch(
						skillInfo->GetInfo().Range);
				}
				else if(eObjectKind_Monster & ownerObject->GetObjectKind())
				{
					object = monster.DoSearch();
				}
			}

			if(0 == object)
			{
				break;
			}
			else if(FALSE == monster.SetTObject(object))
			{
				break;
			}

			SetState(
				&monster,
				eMA_PERSUIT);
		}
		break;
	}
}
开发者ID:xianyinchen,项目名称:LUNAPlus,代码行数:85,代码来源:StateMachinen.cpp


注:本文中的CMonster::GetAbnormalStatus方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。