Controlling Players and Characters(38)
Coming up is a huge collection of functions you use to retrieve and set the specific
information about a character (related to the artificial intelligence functionality or
actions):
cCharIcs* get_char_ics(
long
id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return NULL;
return character->char_ics;
}
void set_char_lock( long id, bool is_lock)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->is_lock = is_lock;
}
void set_char_lock_timer( long id, long action_timer)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->action_timer = action_timer;
}
void set_char_type( long id, long type)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->type = type;
}
long get_char_type( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0;
return character->type;
}
void set_char_ai( long id, long ai)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->ai = ai;
}
long get_char_ai( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0;
return character->ai;
}
void set_char_distance( long id, float dist)
{
// set evade/follow distance
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->distance = dist;
}
float get_char_distance( long id)
{
// get evade/follow distance
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0.0f;
return character->distance;
}
void set_char_route( long id, long num_points, const sRoutePoint* route)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return ;
// free old route
delete[] character->route;
character->route = NULL;
// set new route
if ((character->num_points = num_points) != 0)
{
character->route = new sRoutePoint[num_points];
memcpy(character->route, route, num_points * sizeof (sRoutePoint));
character->cur_point = 0;
}
}
void set_char_script( long id, const char * script_filename)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
strcpy(character->script_filename, script_filename);
}
char * get_char_script( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return NULL;
return character->script_filename;
}
void set_update_enable( long id, bool update_enable)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->update_enable = update_enable;
}
bool get_update_enable( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return false ;
return character->update_enable;
}
void move_char( long id, float pos_x, float pos_y, float pos_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
character->pos_x = pos_x;
character->pos_y = pos_y;
character->pos_z = pos_z;
}
}
void get_char_position( long id, float * pos_x, float * pos_y, float * pos_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
if (pos_x) *pos_x = character->pos_x;
if (pos_y) *pos_y = character->pos_y;
if (pos_z) *pos_z = character->pos_z;
}
}
void set_char_bound( long id,
float min_x, float min_y, float min_z,
float max_x, float max_y, float max_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
character->min_x = min(min_x, max_x);
character->min_y = min(min_y, max_y);
character->min_z = min(min_z, max_z);
character->max_x = max(min_x, max_x);
character->max_y = max(min_y, max_y);
character->max_z = max(min_z, max_z);
}
}
void get_char_bound( long id,
float * min_x, float * min_y, float * min_z,
float * max_x, float * max_y, float * max_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
if (min_x) *min_x = character->min_x;
if (min_y) *min_y = character->min_y;
if (min_z) *min_z = character->min_z;
if (max_x) *max_x = character->max_x;
if (max_y) *max_y = character->max_y;
if (max_z) *max_z = character->max_z;
}
}
void set_target_char( long id, long target_id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return ;
if (target_id == -1)
character->target_char = NULL;
else
{
sCharacter* target_char;
for (target_char = m_root_char; target_char != NULL; target_char = target_char->next)
{
if (target_char->id == target_id)
{
character->target_char = target_char;
break ;
}
}
// clear target if not found in list
if (target_char == NULL)
character->target_char = NULL;
}
}
void set_char_action(sCharacter* character, long action, long action_timer)
{
if (character == NULL)
return ;
// make sure attack, spell, and item supporting charge.
if (action == CHAR_ATTACK || action == CHAR_SPELL || action == CHAR_ITEM)
{
if (character->charge < 100.0f)
return ;
}
character->action = action;
play_action_sound(character);
long mesh_index = character->char_def.mesh_index;
// set action timer
if (action_timer == -1)
character->action_timer = 1;
else
{
ulong anim_length = m_mesh_anim[mesh_index].anim.get_time_length(m_char_anim[action].name);
character->action_timer = action_timer + anim_length * 30;
}
}
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return NULL;
return character->char_ics;
}
void set_char_lock( long id, bool is_lock)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->is_lock = is_lock;
}
void set_char_lock_timer( long id, long action_timer)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->action_timer = action_timer;
}
void set_char_type( long id, long type)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->type = type;
}
long get_char_type( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0;
return character->type;
}
void set_char_ai( long id, long ai)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->ai = ai;
}
long get_char_ai( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0;
return character->ai;
}
void set_char_distance( long id, float dist)
{
// set evade/follow distance
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->distance = dist;
}
float get_char_distance( long id)
{
// get evade/follow distance
sCharacter* character;
if ((character = get_char(id)) == NULL)
return 0.0f;
return character->distance;
}
void set_char_route( long id, long num_points, const sRoutePoint* route)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return ;
// free old route
delete[] character->route;
character->route = NULL;
// set new route
if ((character->num_points = num_points) != 0)
{
character->route = new sRoutePoint[num_points];
memcpy(character->route, route, num_points * sizeof (sRoutePoint));
character->cur_point = 0;
}
}
void set_char_script( long id, const char * script_filename)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
strcpy(character->script_filename, script_filename);
}
char * get_char_script( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return NULL;
return character->script_filename;
}
void set_update_enable( long id, bool update_enable)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
character->update_enable = update_enable;
}
bool get_update_enable( long id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return false ;
return character->update_enable;
}
void move_char( long id, float pos_x, float pos_y, float pos_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
character->pos_x = pos_x;
character->pos_y = pos_y;
character->pos_z = pos_z;
}
}
void get_char_position( long id, float * pos_x, float * pos_y, float * pos_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
if (pos_x) *pos_x = character->pos_x;
if (pos_y) *pos_y = character->pos_y;
if (pos_z) *pos_z = character->pos_z;
}
}
void set_char_bound( long id,
float min_x, float min_y, float min_z,
float max_x, float max_y, float max_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
character->min_x = min(min_x, max_x);
character->min_y = min(min_y, max_y);
character->min_z = min(min_z, max_z);
character->max_x = max(min_x, max_x);
character->max_y = max(min_y, max_y);
character->max_z = max(min_z, max_z);
}
}
void get_char_bound( long id,
float * min_x, float * min_y, float * min_z,
float * max_x, float * max_y, float * max_z)
{
sCharacter* character;
if ((character = get_char(id)) != NULL)
{
if (min_x) *min_x = character->min_x;
if (min_y) *min_y = character->min_y;
if (min_z) *min_z = character->min_z;
if (max_x) *max_x = character->max_x;
if (max_y) *max_y = character->max_y;
if (max_z) *max_z = character->max_z;
}
}
void set_target_char( long id, long target_id)
{
sCharacter* character;
if ((character = get_char(id)) == NULL)
return ;
if (target_id == -1)
character->target_char = NULL;
else
{
sCharacter* target_char;
for (target_char = m_root_char; target_char != NULL; target_char = target_char->next)
{
if (target_char->id == target_id)
{
character->target_char = target_char;
break ;
}
}
// clear target if not found in list
if (target_char == NULL)
character->target_char = NULL;
}
}
void set_char_action(sCharacter* character, long action, long action_timer)
{
if (character == NULL)
return ;
// make sure attack, spell, and item supporting charge.
if (action == CHAR_ATTACK || action == CHAR_SPELL || action == CHAR_ITEM)
{
if (character->charge < 100.0f)
return ;
}
character->action = action;
play_action_sound(character);
long mesh_index = character->char_def.mesh_index;
// set action timer
if (action_timer == -1)
character->action_timer = 1;
else
{
ulong anim_length = m_mesh_anim[mesh_index].anim.get_time_length(m_char_anim[action].name);
character->action_timer = action_timer + anim_length * 30;
}
}
Skipping the details on the preceding functions, you now encounter the function
used to set up the data that displays a message over a character:
void
set_char_msg(sCharacter* character,
const
char
* msg,
long
msg_timer, D3DCOLOR msg_color)
{
// set text messages to float up from character
strcpy(character->msg, msg);
character->msg_timer = msg_timer;
character->msg_color = msg_color;
}
{
// set text messages to float up from character
strcpy(character->msg, msg);
character->msg_timer = msg_timer;
character->msg_color = msg_color;
}
set_char_msg allows you to temporarily overlay a string of text for Timer milliseconds, drawing
the text in the color specified. You set a character message to inform the player of
an event, such as how many health points were reduced because of an attack.
Coming next is the function that processes the damage taken from an attack,
whether it’s physical or magical (as denoted by the is_physical_attack flag, set to true for
physical attacks or false for magical):
void
cCharController::damage(sCharacter* victim,
bool is_physical_attack, long attack_amount,
long damage_class, long cure_class)
{
// can not attack if already dead or being hurt or not update enabled
if (victim == NULL || !victim->update_enable || victim->action == CHAR_DIE || victim->action == CHAR_HURT)
return ;
float range;
long damage_amount;
if (is_physical_attack) // adjust for defense if physical attack
{
// random value for less/more damage (-+10%)
range = (rand()%20 + 90.0f) / 100.0f;
damage_amount = attack_amount * range;
// subtract for defencse to victim (allow -20% difference)
range = (rand()%20 + 80.0f) / 100.0f;
damage_amount -= (get_defense(victim) * range);
}
else // adjust for magical attack
damage_amount = attack_amount * (1.0f - get_resistance(victim)/100.0f);
if (damage_amount < 0) // bounds check
damage_amount = 0;
// check for double damage
if (victim->char_def.class_index == damage_class)
damage_amount *= 2;
// check for cure damage
if (victim->char_def.class_index == cure_class)
damage_amount = -labs(damage_amount) / 2;
// if no physical damage is dealt then randomly deal 10-20% of damage from the original amount.
if (damage_amount == 0 && is_physical_attack)
{
range = (rand()%10 + 10) / 100.0f;
damage_amount = attack_amount * range;
}
victim->health_points -= damage_amount;
char text[128];
if (damage_amount > 0) // set hurt status and display message
{
sprintf(text, "-%lu HP", damage_amount);
set_char_msg(victim, text, 500, D3DCOLOR_RGBA(255, 64, 0, 255));
// only set hurt if idle or moving
if (victim->action == CHAR_MOVE || victim->action == CHAR_IDLE)
set_char_action(victim, CHAR_HURT, 0);
}
else if (damage_amount < 0) // display cure amount
{
sprintf(text, "+%lu HP", -damage_amount);
set_char_msg(victim, text, 500, D3DCOLOR_RGBA(0, 64, 255, 255));
}
}
bool is_physical_attack, long attack_amount,
long damage_class, long cure_class)
{
// can not attack if already dead or being hurt or not update enabled
if (victim == NULL || !victim->update_enable || victim->action == CHAR_DIE || victim->action == CHAR_HURT)
return ;
float range;
long damage_amount;
if (is_physical_attack) // adjust for defense if physical attack
{
// random value for less/more damage (-+10%)
range = (rand()%20 + 90.0f) / 100.0f;
damage_amount = attack_amount * range;
// subtract for defencse to victim (allow -20% difference)
range = (rand()%20 + 80.0f) / 100.0f;
damage_amount -= (get_defense(victim) * range);
}
else // adjust for magical attack
damage_amount = attack_amount * (1.0f - get_resistance(victim)/100.0f);
if (damage_amount < 0) // bounds check
damage_amount = 0;
// check for double damage
if (victim->char_def.class_index == damage_class)
damage_amount *= 2;
// check for cure damage
if (victim->char_def.class_index == cure_class)
damage_amount = -labs(damage_amount) / 2;
// if no physical damage is dealt then randomly deal 10-20% of damage from the original amount.
if (damage_amount == 0 && is_physical_attack)
{
range = (rand()%10 + 10) / 100.0f;
damage_amount = attack_amount * range;
}
victim->health_points -= damage_amount;
char text[128];
if (damage_amount > 0) // set hurt status and display message
{
sprintf(text, "-%lu HP", damage_amount);
set_char_msg(victim, text, 500, D3DCOLOR_RGBA(255, 64, 0, 255));
// only set hurt if idle or moving
if (victim->action == CHAR_MOVE || victim->action == CHAR_IDLE)
set_char_action(victim, CHAR_HURT, 0);
}
else if (damage_amount < 0) // display cure amount
{
sprintf(text, "+%lu HP", -damage_amount);
set_char_msg(victim, text, 500, D3DCOLOR_RGBA(0, 64, 255, 255));
}
}
Damage takes a pointer to the character taking damage, the type of damage (physical
or magical), the amount of damage to apply, and the double damage and cure
classes of the attack. You adjust the damage amount based on the defense and resistance
abilities of the victim.