void GuardSearch::Execute( BaseType::EntityType *entity ) { CMonster *pSelf = dynamic_cast<CMonster*>( entity->GetOwner() ); ShapeListType player_list; ShapeListType monster_list; CServerRegion *pRegion = static_cast<CServerRegion*>( pSelf->GetFather() ); CMoveShape *pTarget = NULL; if( CanAttackCurrent( pSelf, entity ) ) { return; } // find the around players pRegion->FindAroundObject( pSelf, TYPE_PLAYER, player_list ); // find the around monsters including the guards. pRegion->FindAroundObject( pSelf, TYPE_MONSTER, monster_list ); // filter the result Filter filter( static_cast<CMonster*>( pSelf ) ); filter_shape( player_list, filter ); filter_shape( monster_list, filter ); // retrieve the ai reference DWORD ai_ref = pSelf->GetAIReferrence( 0 ); if( ai_ref >= 0 ) { pTarget = SearchByAIRef1( pSelf, player_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 1 ) ) > 0 ) { pTarget = SearchByAIRef2( pSelf, player_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 2 ) ) > 0 ) { pTarget = SearchByAIRef3( pSelf, monster_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 3 ) ) > 0 ) { pTarget = SearchByAIRef4( pSelf, monster_list, ai_ref ); } if( pTarget != NULL ) { // search successfully entity->SetTarget( pTarget->GetExID(), pTarget->GetType() ); } else if( entity->HasTarget() ) { AI_EVENT_SENDER( entity ).ReturnPeace(); } }
BOOL Guard::CanAttackCurrent() { if( !HasTarget() ) { return FALSE; } CMoveShape *pTarget = GetTarget(); long dis = m_pOwner->Distance( pTarget ); long attack_range = static_cast<CMonster*>( m_pOwner )->GetAttribute( string( "C_GuardRange" ) ); if( dis > attack_range ) { return FALSE; } CMonster *pSelf = static_cast<CMonster*>( m_pOwner ); DWORD ai_ref = 0; if( pTarget->GetType() == TYPE_PLAYER ) { CPlayer *pPlayer = static_cast<CPlayer*>( pTarget ); // ai reference 1 ai_ref = pSelf->GetAIReferrence( 0 ); if( ai_ref >= 0 ) { if( pPlayer->GetPVPValue() >= ai_ref && !IsSameCamp( pPlayer, pSelf ) ) { return TRUE; } } // ai reference 2 ai_ref = pSelf->GetAIReferrence( 1 ); if( ai_ref > 0 ) { if( pPlayer->GetPkValue() >= ai_ref ) { return TRUE; } } } // actually, it's not necessary to judge monsters, that because the property for the monsters will // not changed .So ignored here. // ... return FALSE; }
BOOL Guard::SearchEnemy() { if( !CanSearchEnemy() ) { return FALSE; } if( CanAttackCurrent() ) { return FALSE; } ShapeListType player_list; ShapeListType monster_list; CServerRegion *pRegion = static_cast<CServerRegion*>( m_pOwner->GetFather() ); CMonster *pSelf = static_cast<CMonster*>( m_pOwner ); CMoveShape *pTarget = NULL; // find the around players pRegion->FindAroundObject( m_pOwner, TYPE_PLAYER, player_list ); // find the around monsters including the guards. pRegion->FindAroundObject( m_pOwner, TYPE_MONSTER, monster_list ); // filter the result Filter filter( static_cast<CMonster*>( m_pOwner ) ); filter_shape( player_list, filter ); filter_shape( monster_list, filter ); // retrieve the ai reference DWORD ai_ref = pSelf->GetAIReferrence( 0 ); if( ai_ref >= 0 ) { pTarget = SearchByAIRef1( player_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 1 ) ) > 0 ) { pTarget = SearchByAIRef2( player_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 2 ) ) > 0 ) { pTarget = SearchByAIRef3( monster_list, ai_ref ); } if( pTarget == NULL && ( ai_ref = pSelf->GetAIReferrence( 3 ) ) > 0 ) { pTarget = SearchByAIRef4( monster_list, ai_ref ); } if( pTarget != NULL ) { // search successfully SetTarget( pTarget->GetType(), pTarget->GetExID() ); return TRUE; } else if( HasTarget() ) { WhenLoseTarget(); } return FALSE; }