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📄 game_npc.cpp

📁 我做的毕业设计
💻 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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