void Gameplay() { Monsters(Squidgee, Grasslands, 1); Player.Attack(); Player.Combat(); Player.Movement(); }
int main(int agrc, char **argv) { Character *police = new Police(); police->setProperties("counter terrorist", 100, 50); police->getWeapon(new AK47("ak47", 100, 30)); police->Attack(); police->Defence(); delete police; return 0; }
int CreatureManager::Notify(int src,int tar,int messageID,int param) { int result = -1; Character* target = GetCreature(tar); if (!target) result = eNotify_NoTarget; switch(messageID) { case eNotify_TowardToAttacker: result = target->TowardToAttacker(src); break; case eNotify_ReadyToBeAttacked: { //计算是否暴击 bool bCrit = false; if (g_RandomInt(0,9) < (int)(target->GetCrit()*10)) bCrit = true; Character* _self = GetCreature(src); if(_self) CalculateHurt(target,_self,bCrit); if(!bCrit) target->Attack(); else target->Crit(); result = eNotify_Success; break; } case eNotify_FinishAttack: { target->SetFinish(true); } break; default: break; } return result; }
int CreatureManager::Notify(int src,int tar,int messageID,int param) { int result = -1; Character* target = GetCreature(tar); if (!target) result = eNotify_NoTarget; switch(messageID) { case eNotify_TowardToAttacker: result = target->TowardToAttacker(src,param); break; case eNotify_ReadyToBeAttacked: { target->Attack(); result = eNotify_Success; } break; default: break; } return result; }