2011-10-25 19:46:01 -04:00
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#include "cGhast.h"
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#include "Vector3f.h"
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#include "Vector3d.h"
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#include "Defines.h"
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#include "cRoot.h"
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#include "cWorld.h"
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#include "cPickup.h"
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#include "cItem.h"
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#include "cMonsterConfig.h"
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#include "cMCLogger.h"
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#ifndef _WIN32
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#include <stdlib.h> // rand()
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#include <cstring>
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#endif
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cGhast::cGhast() : m_ChaseTime(999999) {
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m_bBurnable = true;
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m_EMPersonality = AGGRESSIVE;
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m_bPassiveAggressive = true;
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//m_AttackRate = 1;
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m_MobType = 56;
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GetMonsterConfig("Ghast");
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}
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cGhast::~cGhast()
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{
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}
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bool cGhast::IsA( const char* a_EntityType )
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{
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//LOG("IsA( cGhast ) : %s", a_EntityType);
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if( strcmp( a_EntityType, "cGhast" ) == 0 ) return true;
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return cMonster::IsA( a_EntityType );
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}
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void cGhast::Tick(float a_Dt)
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{
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cMonster::Tick(a_Dt);
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}
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void cGhast::KilledBy( cEntity* a_Killer )
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{
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2011-12-21 15:42:34 -05:00
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cMonster::RandomDropItem(E_ITEM_GUNPOWDER, 0, 2);
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cMonster::RandomDropItem(E_ITEM_GHAST_TEAR, 0, 1);
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2011-10-25 19:46:01 -04:00
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cMonster::KilledBy( a_Killer );
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}
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//What to do if in Idle State
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void cGhast::InStateIdle(float a_Dt) {
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cMonster::InStateIdle(a_Dt);
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}
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//What to do if in Chasing State
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void cGhast::InStateChasing(float a_Dt) {
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cMonster::InStateChasing(a_Dt);
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m_ChaseTime += a_Dt;
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if( m_Target )
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{
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Vector3f Pos = Vector3f( m_Pos );
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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if( (Their - Pos).Length() <= m_AttackRange) {
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cMonster::Attack(a_Dt);
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}
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MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
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} else if( m_ChaseTime > 5.f ) {
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m_ChaseTime = 0;
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m_EMState = IDLE;
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}
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}
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void cGhast::InStateEscaping(float a_Dt) {
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cMonster::InStateEscaping(a_Dt);
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}
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void cGhast::GetMonsterConfig(const char* pm_name) {
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LOG("I am gettin my attributes: %s", pm_name);
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cRoot::Get()->GetMonsterConfig()->Get()->AssignAttributes(this,pm_name);
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}
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