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C++ NPC::IsEngaged方法代码示例

本文整理汇总了C++中NPC::IsEngaged方法的典型用法代码示例。如果您正苦于以下问题:C++ NPC::IsEngaged方法的具体用法?C++ NPC::IsEngaged怎么用?C++ NPC::IsEngaged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NPC的用法示例。


在下文中一共展示了NPC::IsEngaged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: AIYellForHelp

void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
	if(!sender || !attacker)
		return;
	if (sender->GetPrimaryFaction() == 0 )
		return; // well, if we dont have a faction set, we're gonna be indiff to everybody

	LinkedListIterator<NPC*> iterator(npc_list);

	for(iterator.Reset(); iterator.MoreElements(); iterator.Advance()) {
		NPC* mob = iterator.GetData();
		if(!mob){
			continue;
		}
		float r = mob->GetAssistRange();
		r = r * r;

		if (
			mob != sender
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& mob->DistNoRoot(*sender) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
			if(attacker->GetLevelCon(mob->GetLevel()) != CON_GREEN)
			{
				bool useprimfaction = false;
				if(mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction())
				{
					const NPCFactionList *cf = database.GetNPCFactionEntry(mob->GetNPCFactionID());
					if(cf){
						if(cf->assistprimaryfaction != 0)
							useprimfaction = true;
					}
				}

				if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
				{
					//attacking someone on same faction, or a friend
					//Father Nitwit: make sure we can see them.
					if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
						LogFile->write(EQEMuLog::Debug, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
						sender->GetName(), attacker->GetName(), mob->GetName(), attacker->GetName(), mob->DistNoRoot(*sender), fabs(sender->GetZ()+mob->GetZ()));
#endif
						mob->AddToHateList(attacker, 1, 0, false);
					}
				}
			}
		}
	}
}
开发者ID:badcaptain,项目名称:Server,代码行数:58,代码来源:aggro.cpp

示例2: GetHatedCount

int EntityList::GetHatedCount(Mob *attacker, Mob *exclude)
{
	// Return a list of how many non-feared, non-mezzed, non-green mobs, within aggro range, hate *attacker
	if (!attacker)
		return 0;

	int Count = 0;

	for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
		NPC *mob = it->second;
		if (!mob || (mob == exclude))
			continue;

		if (!mob->IsEngaged())
			continue;

		if (mob->IsFeared() || mob->IsMezzed())
			continue;

		if (attacker->GetLevelCon(mob->GetLevel()) == CON_GRAY)
			continue;

		if (!mob->CheckAggro(attacker))
			continue;

		float AggroRange = mob->GetAggroRange();

		// Square it because we will be using DistNoRoot

		AggroRange *= AggroRange;

		if (DistanceSquared(mob->GetPosition(), attacker->GetPosition()) > AggroRange)
			continue;

		Count++;
	}

	return Count;

}
开发者ID:j883376,项目名称:Server,代码行数:40,代码来源:aggro.cpp

示例3: GetHatedCount

int EntityList::GetHatedCount(Mob *attacker, Mob *exclude) {

	// Return a list of how many non-feared, non-mezzed, non-green mobs, within aggro range, hate *attacker

	if(!attacker) return 0;

	int Count = 0;

	LinkedListIterator<NPC*> iterator(npc_list);

	for(iterator.Reset(); iterator.MoreElements(); iterator.Advance()) {

		NPC* mob = iterator.GetData();

		if(!mob || (mob == exclude)) continue;

		if(!mob->IsEngaged()) continue;

		if(mob->IsFeared() || mob->IsMezzed()) continue;

		if(attacker->GetLevelCon(mob->GetLevel()) == CON_GREEN) continue;

		if(!mob->CheckAggro(attacker)) continue;

		float AggroRange = mob->GetAggroRange();

		// Square it because we will be using DistNoRoot

		AggroRange = AggroRange * AggroRange;

		if(mob->DistNoRoot(*attacker) > AggroRange) continue;

		Count++;

	}

	return Count;

}
开发者ID:badcaptain,项目名称:Server,代码行数:39,代码来源:aggro.cpp

示例4: AICheckCloseAggro

Mob* EntityList::AICheckCloseAggro(Mob* sender, float iAggroRange, float iAssistRange) {
	if (!sender || !sender->IsNPC())
		return(nullptr);

#ifdef REVERSE_AGGRO
	//with reverse aggro, npc->client is checked elsewhere, no need to check again
	auto it = npc_list.begin();
	while (it != npc_list.end()) {
#else
	auto it = mob_list.begin();
	while (it != mob_list.end()) {
#endif
		Mob *mob = it->second;

		if (sender->CheckWillAggro(mob))
			return mob;
		++it;
	}
	//LogFile->write(EQEMuLog::Debug, "Check aggro for %s no target.", sender->GetName());
	return nullptr;
}

int EntityList::GetHatedCount(Mob *attacker, Mob *exclude)
{
	// Return a list of how many non-feared, non-mezzed, non-green mobs, within aggro range, hate *attacker
	if (!attacker)
		return 0;

	int Count = 0;

	for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
		NPC *mob = it->second;
		if (!mob || (mob == exclude))
			continue;

		if (!mob->IsEngaged())
			continue;

		if (mob->IsFeared() || mob->IsMezzed())
			continue;

		if (attacker->GetLevelCon(mob->GetLevel()) == CON_GREEN)
			continue;

		if (!mob->CheckAggro(attacker))
			continue;

		float AggroRange = mob->GetAggroRange();

		// Square it because we will be using DistNoRoot

		AggroRange *= AggroRange;

		if (DistanceSquared(mob->GetPosition(), attacker->GetPosition()) > AggroRange)
			continue;

		Count++;
	}

	return Count;

}

void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
	if(!sender || !attacker)
		return;
	if (sender->GetPrimaryFaction() == 0 )
		return; // well, if we dont have a faction set, we're gonna be indiff to everybody

	if (sender->HasAssistAggro())
		return;

	for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
		NPC *mob = it->second;
		if (!mob)
			continue;

		if (mob->CheckAggro(attacker))
			continue;

		if (sender->NPCAssistCap() >= RuleI(Combat, NPCAssistCap))
			break;

		float r = mob->GetAssistRange();
		r = r * r;

		if (
			mob != sender
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& DistanceSquared(mob->GetPosition(), sender->GetPosition()) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
//.........这里部分代码省略.........
开发者ID:AthrogatePEQ,项目名称:Server,代码行数:101,代码来源:aggro.cpp

示例5: AIYellForHelp

void EntityList::AIYellForHelp(Mob* sender, Mob* attacker) {
	if(!sender || !attacker)
		return;
	if (sender->GetPrimaryFaction() == 0 )
		return; // well, if we dont have a faction set, we're gonna be indiff to everybody

	if (sender->HasAssistAggro())
		return;

	for (auto it = npc_list.begin(); it != npc_list.end(); ++it) {
		NPC *mob = it->second;
		if (!mob)
			continue;

		if (mob->CheckAggro(attacker))
			continue;

		if (sender->NPCAssistCap() >= RuleI(Combat, NPCAssistCap))
			break;

		float r = mob->GetAssistRange();
		r = r * r;

		if (
			mob != sender
			&& mob != attacker
//			&& !mob->IsCorpse()
//			&& mob->IsAIControlled()
			&& mob->GetPrimaryFaction() != 0
			&& DistanceSquared(mob->GetPosition(), sender->GetPosition()) <= r
			&& !mob->IsEngaged()
			&& ((!mob->IsPet()) || (mob->IsPet() && mob->GetOwner() && !mob->GetOwner()->IsClient()))
				// If we're a pet we don't react to any calls for help if our owner is a client
			)
		{
			//if they are in range, make sure we are not green...
			//then jump in if they are our friend
			if(mob->GetLevel() >= 50 || attacker->GetLevelCon(mob->GetLevel()) != CON_GRAY)
			{
				bool useprimfaction = false;
				if(mob->GetPrimaryFaction() == sender->CastToNPC()->GetPrimaryFaction())
				{
					const NPCFactionList *cf = database.GetNPCFactionEntry(mob->GetNPCFactionID());
					if(cf){
						if(cf->assistprimaryfaction != 0)
							useprimfaction = true;
					}
				}

				if(useprimfaction || sender->GetReverseFactionCon(mob) <= FACTION_AMIABLE )
				{
					//attacking someone on same faction, or a friend
					//Father Nitwit: make sure we can see them.
					if(mob->CheckLosFN(sender)) {
#if (EQDEBUG>=5)
						Log(Logs::General, Logs::None, "AIYellForHelp(\"%s\",\"%s\") %s attacking %s Dist %f Z %f",
							sender->GetName(), attacker->GetName(), mob->GetName(),
							attacker->GetName(), DistanceSquared(mob->GetPosition(),
							sender->GetPosition()), fabs(sender->GetZ()+mob->GetZ()));
#endif
						mob->AddToHateList(attacker, 25, 0, false);
						sender->AddAssistCap();
					}
				}
			}
		}
	}
}
开发者ID:j883376,项目名称:Server,代码行数:68,代码来源:aggro.cpp


注:本文中的NPC::IsEngaged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。