📄 game_npc.cpp
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#include "Game_Npc.h"
#include "Game_SkinMesh.h"
CNPC::CNPC(LPDIRECT3DDEVICE9 pD3DDevice):CSkinMesh(pD3DDevice)
{
m_vMax = D3DXVECTOR3(0,0,0);
m_vMin = D3DXVECTOR3(0,0,0);
m_vTarget = D3DXVECTOR3(0,0,0);
m_vbornPos = D3DXVECTOR3(0,0,0);
m_fAngle=0.0f;
m_IsEnemyHPMP=false;
m_bMagicAttack=false;
m_selectAttack=false;
m_isMoving = false;
m_isdead = false;
m_bLoop = false;
m_isAttacking = false;
m_speed1=0.0f; //移动速度
m_speed2=0.0f; //旋转速度
m_MAXHP=0.0f; //最大血量值
m_CURHP=0.0f; //当前血量值
m_MAXMP=0.0f; //最大魔法值
m_CURMP=0.0f; //当前魔法值
m_fScale=0.0f; //缩放
n=0.0f; //旋转的倍数(PI)
}
CNPC::~CNPC()
{
}
//怪物人工只能
VOID CNPC::AI(CSkinMesh *p_CSkinMesh, float time, float distance)
{
//怪物没死时候
if(!this->m_isdead)
{
//主角死亡
if(p_CSkinMesh->m_isdead)
{
//如果远离出生点自动跑回原位置
if(abs(this->m_vPos.x - this->m_vbornPos.x) > 1.0f
&& abs(this->m_vPos.z - this->m_vbornPos.z) > 1.0f)
{
this->m_isMoving = true;
this->m_vTarget = this->m_vbornPos;
this->SetAnimationName( "walk" );
this->m_fAngle = GetYaw(this->m_vbornPos, this->m_vPos);
this->MoveTo(this->m_vTarget, time, this->m_speed1);
}
//否则原地不动
else
this->SetAnimationName( "stand" );
}
//主角没死
else
{
//怪人之间距离小于警戒范围,怪物开始攻击
if(DistanceOfTwoVec3(this->m_vPos, p_CSkinMesh->m_vPos) <= distance )
{
static float m_distance = 0;
static float m_angle = 0;
m_angle = GetYaw(p_CSkinMesh->m_vPos, this->m_vPos);
this->m_fAngle = m_angle;
this->SetAnimationName( "walk" );
m_distance = this->m_speed1*time;
if(DistanceOfTwoVec3(this->m_vPos, p_CSkinMesh->m_vPos) > 40.0f + m_distance)
{
this->WalkFoward(m_distance, 1);
}
//开始攻击
else if(DistanceOfTwoVec3(this->m_vPos, p_CSkinMesh->m_vPos) <= 60.0f)
{
static int num = 0;
this->SetAnimationName( "attak" );
p_CSkinMesh->m_CURHP -= 0.1f;
if(p_CSkinMesh->m_CURHP <= 0.0f)
{
p_CSkinMesh->m_isAttacking = false;
if( p_CSkinMesh->m_bLoop )
{
p_CSkinMesh->SetAnimationName( "die" );
}
p_CSkinMesh->m_isdead = true;
}
num++;
}
}
else
{
//出了巡逻范围跑回来
if(abs(this->m_vPos.x - this->m_vbornPos.x) > 300.0f
|| abs(this->m_vPos.z - this->m_vbornPos.z) > 300.0f)
{
this->m_isMoving = true;
this->m_vTarget = this->m_vbornPos;
this->SetAnimationName( "walk" );
this->m_fAngle = GetYaw(this->m_vbornPos, this->m_vPos);
this->MoveTo(this->m_vTarget, time, this->m_speed1);
}
//在巡逻范围巡逻
else if(abs(this->m_vPos.x - this->m_vbornPos.x) <= 300.0f
&& abs(this->m_vPos.z - this->m_vbornPos.z) <= 300.0f)
{
static int num_AI = 0;
this->m_isMoving = true;
this->m_fAngle = GetYaw(this->m_vTarget, this->m_vPos);
this->SetAnimationName( "walk" );
this->MoveTo(this->m_vTarget, time, 50);
if(!this->m_isMoving)
{
switch(num_AI % 4)
{
case 0:
this->m_vTarget.x = this->m_vbornPos.x + timeGetTime()%300;
this->m_vTarget.z = this->m_vbornPos.z + timeGetTime()%100;
break;
case 1:
this->m_vTarget.x = this->m_vbornPos.x + timeGetTime()%100;
this->m_vTarget.z = this->m_vbornPos.z - timeGetTime()%300;
break;
case 2:
this->m_vTarget.x = this->m_vbornPos.x - timeGetTime()%300;
this->m_vTarget.z = this->m_vbornPos.z - timeGetTime()%400;
break;
case 3:
this->m_vTarget.x = this->m_vbornPos.x - timeGetTime()%500;
this->m_vTarget.z = this->m_vbornPos.z + timeGetTime()%300;
break;
}
num_AI++;
}
}
}
}
}
//怪物死亡过一段时间刷新
else
{
static int Enemydeadtime = 0;
Enemydeadtime++;
if(Enemydeadtime>= 600)
{ ;
this->m_CURHP = this->m_MAXHP;
this->m_vPos.x = this->m_vbornPos.x;
this->m_vPos.z = this->m_vbornPos.z;
this->SetAnim(true);
this->SetAnimationName( "stand" );
this->m_isdead = false;
this->m_isAttacking = false;
Enemydeadtime = 0;
}
}
}
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