📄 chars.cpp
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return TRUE;
}
BOOL cCharacterController::Attack(sCharacter *Attacker, \
sCharacter *Victim)
{
// Error checking
if(Attacker == NULL || Victim == NULL)
return FALSE;
// Don't attack dead or hurt people
if(Victim->Action == CHAR_DIE || Victim->Action == CHAR_HURT)
return FALSE;
// Set attacker and victim
Victim->Attacker = Attacker;
Attacker->Victim = Victim;
// Return if hit missed
if((rand() % 1000) > GetToHit(Attacker)) {
SetMessage(Victim, "Missed!", 500);
return FALSE;
}
// Return if hit dodged
if((rand() % 1000) <= GetAgility(Victim)) {
SetMessage(Victim, "Dodged!", 500);
return FALSE;
}
// If character is asleep, randomly wake them up (50% chance)
if(Victim->Ailments & AILMENT_SLEEP) {
if((rand() % 100) < 50)
Victim->Ailments &= ~AILMENT_SLEEP;
}
// Attack landed, apply damage
Damage(Victim, TRUE, GetAttack(Attacker), -1, -1);
return TRUE;
}
BOOL cCharacterController::Damage(sCharacter *Victim, \
BOOL PhysicalAttack, \
long Amount, \
long DmgClass, \
long CureClass)
{
char Text[128];
float Resist;
float Range;
long DmgAmount;
// Error checking
if(Victim == NULL)
return FALSE;
// Can't attack if already dead or being hurt (or not enabled)
if(Victim->Enabled == FALSE || \
Victim->Action==CHAR_DIE || \
Victim->Action==CHAR_HURT)
return FALSE;
// Adjust for defense if physical attack
if(PhysicalAttack == TRUE) {
// Random value for less/more damage (-+20%)
Range = (float)((rand() % 20) + 90) / 100.0f;
DmgAmount = (long)((float)Amount * Range);
// Subtract for defense of victim (allow -20% difference)
Range = (float)((rand() % 20) + 80) / 100.0f;
DmgAmount -= (long)((float)GetDefense(Victim) * Range);
} else {
// Adjust for magical attack
Resist = 1.0f - ((float)GetResistance(Victim) / 100.0f);
DmgAmount = (long)((float)Amount * Resist);
}
// Bounds check value
if(DmgAmount < 0)
DmgAmount = 0;
// Check for double damage
if(Victim->Def.Class == DmgClass)
DmgAmount *= 2;
// Check for cure damage
if(Victim->Def.Class == CureClass)
DmgAmount = -(labs(DmgAmount)/2);
// If no physical damage is dealt then randomly deal
// 10-20% of damage from the original amount.
if(!DmgAmount && PhysicalAttack == TRUE) {
Range = (float)((rand() % 10) + 10) / 100.0f;
DmgAmount = (long)((float)Amount * Range);
}
// Subtract damage amount
Victim->HealthPoints -= DmgAmount;
// Set hurt status and display message
if(DmgAmount >= 0) {
sprintf(Text, "-%lu HP", DmgAmount);
SetMessage(Victim, Text, 500, D3DCOLOR_RGBA(255,64,0,255));
// Only set hurt if any damage (and idle or moving)
if(DmgAmount) {
if(Victim->Action==CHAR_MOVE || Victim->Action==CHAR_IDLE)
SetAction(Victim, CHAR_HURT);
}
}
// Display cure amount
if(DmgAmount < 0) {
sprintf(Text, "+%lu HP", -DmgAmount);
SetMessage(Victim, Text, 500, D3DCOLOR_RGBA(0,64,255,255));
}
return TRUE;
}
BOOL cCharacterController::Death(sCharacter *Attacker, \
sCharacter *Victim)
{
char Text[128];
// If a PC or NPC dies, then don't remove from list
if(Victim->Type == CHAR_PC) {
// Mark character as disabled so no updates
Victim->Enabled = FALSE;
// Call outside death function for PC's
if(Victim->Type == CHAR_PC)
PCDeath(Victim);
else
NPCDeath(Victim);
} else {
// Give attacker the victim's experience
if(Attacker != NULL) {
if(Experience(Attacker, Victim->Def.Experience) == TRUE) {
sprintf(Text, "+%lu exp.", Victim->Def.Experience);
SetMessage(Attacker, Text, 500);
}
}
// Drop character's money
if(m_MIL != NULL && Victim->Def.Money)
DropMoney(Victim->XPos, Victim->YPos, Victim->ZPos, \
Victim->Def.Money);
// Randomly drop an item (as specified in definition)
if((rand() % 100) < Victim->Def.DropChance)
DropItem(Victim->XPos, Victim->YPos, Victim->ZPos, \
Victim->Def.DropItem);
// Decrease mesh count and release if no more
m_Meshes[Victim->Def.MeshNum].Count--;
if(!m_Meshes[Victim->Def.MeshNum].Count) {
m_Meshes[Victim->Def.MeshNum].Mesh.Free();
m_Meshes[Victim->Def.MeshNum].Animation.Free();
}
// Remove dead character from list
if(Victim->Prev != NULL)
Victim->Prev->Next = Victim->Next;
else
m_CharacterParent = Victim->Next;
if(Victim->Next != NULL)
Victim->Next->Prev = Victim->Prev;
if(Victim->Prev == NULL && Victim->Next == NULL)
m_CharacterParent = NULL;
Victim->Prev = Victim->Next = NULL;
delete Victim;
}
return TRUE;
}
BOOL cCharacterController::Spell(sCharacter *Caster, \
sSpellTracker *SpellTracker, \
sSpell *Spells)
{
float XDiff, YDiff, ZDiff, Dist, YDist, XZDist;
float MinX, MaxX, MinY, MaxY, MinZ, MaxZ;
float SpellRadius, XZRadius, YRadius;
sSpell *SpellPtr;
sCharacter *CharPtr, *ClosestChar;
float Closest;
BOOL Allow;
// Error checking
if(Caster == NULL || SpellTracker == NULL || Spells == NULL)
return TRUE;
// Get pointer to spell
SpellPtr = &Spells[SpellTracker->SpellNum];
// Reduce magic
Caster->ManaPoints -= SpellPtr->Cost;
if(Caster->ManaPoints < 0)
Caster->ManaPoints = 0;
// Can't cast if silenced
if(Caster->Ailments & AILMENT_SILENCED) {
SetMessage(Caster, "Silenced!", 500);
return FALSE;
}
// Get radius of spell
SpellRadius = SpellPtr->Range * SpellPtr->Range;
// Handle self-targeting spells instantly
if(SpellPtr->Target == TARGET_SELF) {
SpellEffect(Caster, Caster, SpellPtr);
return TRUE;
}
// Reset closest character pointer
ClosestChar = NULL;
Closest = 0.0f;
// Scan through all characters and look for hits
if((CharPtr = m_CharacterParent) == NULL)
return FALSE;
while(CharPtr != NULL) {
// Only bother with characters of allowed types
// as well as not targeting self. Also, allow
// a RAISE_DEAD PC spell to affect any character.
Allow = FALSE;
if(CharPtr!=Caster && SpellTracker->Type==CharPtr->Type)
Allow = TRUE;
if(CharPtr->Type==CHAR_PC && SpellPtr->Effect==RAISE_DEAD)
Allow = TRUE;
// Find target(s) if allowed
if(Allow == TRUE) {
// Get distance from target to character
XDiff = (float)fabs(CharPtr->XPos - SpellTracker->TargetX);
YDiff = (float)fabs(CharPtr->YPos - SpellTracker->TargetY);
ZDiff = (float)fabs(CharPtr->ZPos - SpellTracker->TargetZ);
// Get X/Z and Y distances
XZDist = (XDiff * XDiff + ZDiff * ZDiff) - SpellRadius;
YDist = (YDiff * YDiff) - SpellRadius;
// Get target X/Z and Y radius
CharPtr->Object.GetBounds(&MinX,&MinY,&MinZ,
&MaxX,&MaxY,&MaxZ,NULL);
XZRadius = max(MaxX-MinX, MaxZ-MinZ) * 0.5f;
YRadius = (MaxY-MinY) * 0.5f;
// Check if character in range
if(XZDist - (XZRadius * XZRadius) <= 0.0f &&
YDist - (YRadius * YRadius) <= 0.0f) {
// Determine what to do if in range
if(SpellPtr->Target == TARGET_SINGLE) {
// Record closest character in range
Dist = XDiff * XDiff + YDiff * YDiff + ZDiff * ZDiff;
if(ClosestChar == NULL) {
ClosestChar = CharPtr;
Closest = Dist;
} else {
if(Dist < Closest) {
ClosestChar = CharPtr;
Closest = Dist;
}
}
} else {
// Spell hit target if area target
SpellEffect(Caster, CharPtr, SpellPtr);
}
}
}
// Go to next character
CharPtr = CharPtr->Next;
}
// Process spell on closest character if needed
if(SpellPtr->Target==TARGET_SINGLE && ClosestChar!=NULL)
SpellEffect(Caster, ClosestChar, SpellPtr);
return TRUE;
}
BOOL cCharacterController::SpellEffect(sCharacter *Caster, \
sCharacter *Target, \
sSpell *Spell)
{
BOOL CanHit;
long Chance;
char Text[64];
// Error checking
if(Target == NULL || Spell == NULL)
return FALSE;
// Calculate chance of hitting
if(Caster != NULL) {
// A spell always lands if target=caster
if(Caster == Target)
Chance = 100;
else
Chance = (long)(((float)GetMental(Caster) / 100.0f + \
1.0f) * (float)Spell->Chance);
} else {
Chance = Spell->Chance;
}
// Alter chance by target's resistance
if(Caster != Target)
Chance = (long)((1.0f - (float)GetResistance(Target) / \
100.0f) * (float)Chance);
// See if spell failed
if(Chance != 100 && (rand() % 100) >= Chance) {
SetMessage(Target, "Failed!", 500);
return FALSE;
}
// Flag character to allow effect
CanHit = TRUE;
if(Target->Action==CHAR_HURT || Target->Action==CHAR_DIE)
CanHit = FALSE;
// Store attacker and victim
if((Target->Attacker = Caster) != NULL)
Caster->Victim = Target;
// Process spell effect
switch(Spell->Effect) {
case ALTER_HEALTH: // Alter health
if(CanHit == FALSE)
break;
// Apply damage if value < 0
if(Spell->Value[0] < 0.0f)
Damage(Target,FALSE,-(long)Spell->Value[0], \
Spell->DmgClass, Spell->CureClass);
// Cure damage if value > 0
if(Spell->Value[0] > 0.0f) {
Target->HealthPoints += (long)Spell->Value[0];
if(Target->HealthPoints > Target->Def.HealthPoints)
Target->HealthPoints = Target->Def.HealthPoints;
// Display amount healed
sprintf(Text, "+%lu HP", (long)Spell->Value[0]);
SetMessage(Target,Text,500,D3DCOLOR_RGBA(0,64,255,255));
}
break;
case ALTER_MANA: // Alter mana
if(CanHit == FALSE)
break;
// Alter mana value
Target->ManaPoints += (long)Spell->Value[0];
if(Target->ManaPoints < 0)
Target->ManaPoints = 0;
if(Target->ManaPoints > Target->Def.ManaPoints)
Target->ManaPoints = Target->Def.ManaPoints;
// Display remove mana message
if(Spell->Value[0] < 0.0f) {
sprintf(Text, "%ld MP", (long)Spell->Value[0]);
SetMessage(Target,Text,500,D3DCOLOR_RGBA(0,128,64,255));
}
// Display add mana message
if(Spell->Value[0] > 0.0f) {
sprintf(Text, "+%lu MP", (long)Spell->Value[0]);
SetMessage(Target,Text,500,D3DCOLOR_RGBA(0,255,0,255));
}
break;
case CURE_AILMENT: // Clear ailment flag
if(CanHit == FALSE)
break;
// Apply ailment and display message
Target->Ailments |= ~(long)Spell->Value[0];
SetMessage(Target, "Cure", 500);
break;
case CAUSE_AILMENT: // Set ailment flag
if(CanHit == FALSE)
break;
// Cure ailment and display message
Target->Ailments |= (long)Spell->Value[0];
SetMessage(Target, "Ailment", 500);
break;
case RAISE_DEAD: // Raise from dead
if(Target->Action == CHAR_DIE) {
Target->HealthPoints = 1;
Target->ManaPoints = 0;
Target->Action = CHAR_IDLE;
Target->Locked = FALSE;
Target->ActionTimer = 0;
Target->Ailments = 0;
Target->Enabled = TRUE;
}
break;
case INSTANT_KILL: // Kill character
if(CanHit == FALSE)
break;
// Set die action
SetAction(Target, CHAR_DIE);
break;
case DISPEL_MAGIC: // Remove all ailments
if(CanHit == FALSE)
break;
// Clear all ailments
Target->Ailments = 0;
break;
case TELEPORT: // Teleport PC/NPC/MON
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