📄 patternnpc.cpp
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case eYoung_S: YoungAnger(pMonster); break;
}
}
void CPatternNPC::AttackPattern(CMonster* pMonster)
{
switch(pMonster->GetMonsterKind())
{
case eParakho_L:
case eParakho:
case eParakho_S: ParakhoAttack(pMonster); break;
case eHucpyobom_L:
case eHucpyobom:
case eHucpyobom_S: HucpyobomAttack(pMonster); break;
case eCoyente_L:
case eCoyente:
case eCoyente_S: CoyenteAttack(pMonster); break;
case eHyelgwiso_L:
case eHyelgwiso:
case eHyelgwiso_S: HyelgwisoAttack(pMonster); break;
case eGorilra_L:
case eGorilra:
case eGorilra_S: GorilraAttack(pMonster); break;
case eNokrimdo_L:
case eNokrimdo:
case eNokrimdo_S: NokrimdoAttack(pMonster); break;
case eGom_L:
case eGom:
case eGom_S: GomAttack(pMonster); break;
case eTochawo_L:
case eTochawo:
case eTochawo_S: TochawoAttack(pMonster); break;
case eYeti_L:
case eYeti:
case eYeti_S: YetiAttack(pMonster); break;
case eGongGwi_L:
case eGongGwi:
case eGongGwi_S: GongGwiAttack(pMonster); break;
case eHorangie_L:
case eHorangie:
case eHorangie_S: HorangieAttack(pMonster); break;
case eDongyounginja_L:
case eDongyounginja:
case eDongyounginja_S: DongyounginjaAttack(pMonster); break;
case eYewa_L:
case eYewa:
case eYewa_S: YewaAttack(pMonster); break;
case eSanso_L:
case eSanso:
case eSanso_S: SansoAttack(pMonster); break;
case eAlyou_L:
case eAlyou:
case eAlyou_S: AlyouAttack(pMonster); break;
case eSagalru_L:
case eSagalru:
case eSagalru_S: SagalruAttack(pMonster); break;
case ePyobom_L:
case ePyobom:
case ePyobom_S: PyobomAttack(pMonster); break;
case eYekgwi_L:
case eYekgwi:
case eYekgwi_S: YekgwiAttack(pMonster); break;
case eImugi_L:
case eImugi:
case eImugi_S: ImugiAttack(pMonster); break;
case eSamurai_L:
case eSamurai:
case eSamurai_S: SamuraiAttack(pMonster); break;
case eBunwun_L:
case eBunwun:
case eBunwun_S: BunwunAttack(pMonster); break;
case eMokbigwi_L:
case eMokbigwi:
case eMokbigwi_S: MokbigwiAttack(pMonster); break;
case eSuckgein_L:
case eSuckgein:
case eSuckgein_S: SuckgeinAttack(pMonster); break;
case eHu_L:
case eHu:
case eHu_S: HuAttack(pMonster); break;
case eInmeundanrang_L:
case eInmeundanrang:
case eInmeundanrang_S: InmeundanrangAttack(pMonster); break;
case eNokrimchejuPe_L:
case eNokrimchejuPe:
case eNokrimchejuPe_S: NokrimchejuAttack(pMonster); break;
case eMujiki_L:
case eMujiki:
case eMujiki_S: MujikiAttack(pMonster); break;
case eBarki_L:
case eBarki:
case eBarki_S: BarkiAttack(pMonster); break;
case eHwan_L:
case eHwan:
case eHwan_S: HwanAttack(pMonster); break;
case eYoumyou_L:
case eYoumyou:
case eYoumyou_S: YoumyouAttack(pMonster); break;
case eSansin_L:
case eSansin:
case eSansin_S: SansinAttack(pMonster); break;
case eSagaik_L:
case eSagaik:
case eSagaik_S: SagaikAttack(pMonster); break;
case eBuHey_L:
case eBuHey:
case eBuHey_S: BuHeyAttack(pMonster); break;
case eHeulkyojangro_L:
case eHeulkyojangro:
case eHeulkyojangro_S: HeulkyojangroAttack(pMonster); break;
case eKangsi_L:
case eKangsi:
case eKangsi_S: KangsiAttack(pMonster); break;
case eHungchun_L:
case eHungchun:
case eHungchun_S: HungchunAttack(pMonster); break;
case eTa_L:
case eTa:
case eTa_S: TaAttack(pMonster); break;
case eSanjewangPeac_L:
case eSanjewangPeac:
case eSanjewangPeac_S: SanjewangAttack(pMonster);break;
case eBackho_L:
case eBackho:
case eBackho_S: BackhoAttack(pMonster); break;
case eKumong_L:
case eKumong:
case eKumong_S: KumongAttack(pMonster); break;
case eWomawang_L:
case eWomawang:
case eWomawang_S: WomawangAttack(pMonster); break;
case eJujak_L:
case eJujak:
case eJujak_S: JujakAttack(pMonster); break;
case eHyunmu_L:
case eHyunmu:
case eHyunmu_S: HyunmuAttack(pMonster); break;
case eKirin_L:
case eKirin:
case eKirin_S: KirinAttack(pMonster); break;
case eYoung_L:
case eYoung:
case eYoung_S: YoungAttack(pMonster); break;
}
}
void CPatternNPC::DefaultMonsterPeacePattern(CMonster* pMonster)
{
/*
WORD data = 10;
WORD temp = 0;
if(CCharMove::IsMoving(pMonster))
return;
else
{
temp = rand() % data;
if(temp > 0 && temp <= 3)
{
pMonster->WalkAround(300);
}
else
{
pMonster->SetPeaceRestTime(1000);
}
}*/
}
void CPatternNPC::DefaultMonsterAngerPattern(CMonster* pMonster)
{
/*
if(CCharMove::IsMoving(pMonster))
{
pMonster->MoveToPosition(pMonster->GetTargetObjectPos());
// return;
}
else
{
pMonster->MoveToPosition(pMonster->GetTargetObjectPos());
}*/
}
void CPatternNPC::DefaultMonsterAttackPattern(CMonster* pMonster)
{
/* if(CCharMove::IsMoving(pMonster))
{
return;
VECTOR3* MonsterPos = CCharMove::GetPosition(pMonster);
VECTOR3* TargetPos = pMonster->GetTargetObjectPos();
float Distance = CalcDistanceXZ(TargetPos, MonsterPos);
float AttackDist = GAMERESRCMNGR->GetMonsterInfo(pMonster->GetMonsterKind())->Attack1Distance;
if(Distance <= AttackDist)
{
// 傍拜窃荐 角青
pMonster->Attack(0);
}
// 傍拜芭府焊促 钢绊 傍拜康开救俊 乐栏搁 促矫眠利
else
{
VECTOR3* tpos = pMonster->GetTargetObjectPos();
pMonster->MoveToPosition(tpos);
}
}
else
{
VECTOR3* TargetPos = CCharMove::GetPosition(pMonster);
VECTOR3* MonsterPos = pMonster->GetTargetObjectPos();
float Distance = CalcDistanceXZ(TargetPos, MonsterPos);
float AttackDist = GAMERESRCMNGR->GetMonsterInfo(pMonster->GetMonsterKind())->Attack1Distance;
if(Distance <= AttackDist)
{
// 傍拜窃荐 角青
pMonster->Attack(0);
}
// 傍拜芭府焊促 钢绊 傍拜康开救俊 乐栏搁 促矫眠利
else
{
VECTOR3* tpos = pMonster->GetTargetObjectPos();
pMonster->MoveToPosition(tpos);
}
}*/
}
void CPatternNPC::DefaultNpcPeacePattern(CNpc* pNpc)
{
}
void CPatternNPC::DefaultNpcAngerPattern(CNpc* pNpc)
{
}
void CPatternNPC::DefaultNpcAttackPattern(CNpc* pNpc)
{
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC::ParakhoPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: ParakhoAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: ParakhoAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HucpyobomPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HucpyobomAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HucpyobomAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: CoyentePeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: CoyenteAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: CoyenteAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HyelgwisoPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HyelgwisoAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HyelgwisoAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GorilraPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GorilraAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GorilraAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: NokrimdoPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: NokrimdoAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: NokrimdoAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GomPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GomAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GomAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: TochawoPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: TochawoAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: TochawoAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: YetiPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: YetiAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: YetiAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: GongGwiPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: GongGwiAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: GongGwiAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: HorangiePeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: HorangieAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: HorangieAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: DongyounginjaPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: DongyounginjaAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: DongyounginjaAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: YewaPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: YewaAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: YewaAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: SansoPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
void CPatternNPC:: SansoAnger(CMonster* pMonster)
{
DefaultMonsterAngerPattern(pMonster);
}
void CPatternNPC:: SansoAttack(CMonster* pMonster)
{
DefaultMonsterAttackPattern(pMonster);
}
//////////////////////////////////////////////////////////////////////////
void CPatternNPC:: AlyouPeace(CMonster* pMonster)
{
DefaultMonsterPeacePattern(pMonster);
}
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