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, 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类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;
}
}
}
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;
}
}
}
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.........
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;
}
}
}
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;
}
}