📄 aiparam.h
字号:
// AIParam.h: interface for the CAIParam class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AIPARAM_H__FF49E282_44D5_4CDB_AD3A_AE8E4119A9A6__INCLUDED_)
#define AFX_AIPARAM_H__FF49E282_44D5_4CDB_AD3A_AE8E4119A9A6__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "..\[CC]Header\GameResourceStruct.h"
class CStateParam
{
public:
CStateParam():
stateNew(0),
stateCur(0),
stateOld(0),
stateStartTime(0),
stateEndTime(0),
stateMidTime(0),
bStateUpdate(FALSE){}
void SetState(DWORD dwState)
{
stateCur=dwState;
}
DWORD stateNew;
DWORD stateCur; // objectState¿Í °°ÀÌ ¾µ·Á°í ÇÔ//m_BaseObjectInfo.ObjectState
DWORD stateOld;
DWORD stateStartTime;
DWORD stateEndTime;
DWORD stateMidTime;
BOOL bStateUpdate;
};
class AIPARAM
{
public:
AIPARAM():
AttackStartTime (0),
CurAttackKind (0), // ¼±ÅÃÇÑ °ø°Ý Á¾·ù(·£´ý ȤÀº ÆÐÅÏ)
CurAttackPatternNum (0),
CurAttackPatternIndex (0),
SearchLastTime (0),
CollSearchLastTime (0),
RunawayType (eRunawayType_None),
pTarget (NULL),
pHelperMonster (NULL),
PursuitForgiveStartTime (0),
prePursuitForgiveTime (0)
{}
DWORD AttackStartTime;
DWORD SearchLastTime;
DWORD CollSearchLastTime;
DWORD CurAttackKind; // ¼±ÅÃÇÑ °ø°Ý Á¾·ù(0,1,2~~~)
WORD CurAttackPatternNum;
WORD CurAttackPatternIndex;
DWORD PursuitForgiveStartTime;
//runaway
DWORD prePursuitForgiveTime;
WORD RunawayType;
CMonster * pHelperMonster;
CPlayer * pTarget;
};
class CAIParam : public AIPARAM
{
public:
CAIParam();
virtual ~CAIParam();
void Init();
DWORD GetCurAttackKind();
//DWORD RandCurAttackKind(CMonster * pMonster);
void SetCurrentAttackPattern(WORD w)
{
CurAttackPatternNum = w;
CurAttackPatternIndex = 0;
}
};
#endif // !defined(AFX_AIPARAM_H__FF49E282_44D5_4CDB_AD3A_AE8E4119A9A6__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -