2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 16:53:08 -04:00
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#include "AggressiveMonster.h"
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2012-06-14 09:06:06 -04:00
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2012-09-23 16:53:08 -04:00
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#include "../Vector3f.h"
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2012-09-23 18:09:57 -04:00
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#include "../Player.h"
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2012-09-23 16:53:08 -04:00
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#include "../MersenneTwister.h"
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2012-06-14 09:06:06 -04:00
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cAggressiveMonster::cAggressiveMonster()
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: m_ChaseTime(999999)
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{
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m_EMPersonality = AGGRESSIVE;
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}
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cAggressiveMonster::~cAggressiveMonster()
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{
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}
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//What to do if in Chasing State
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void cAggressiveMonster::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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if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
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{
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cPlayer * Player = (cPlayer *) m_Target;
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if(Player->GetGameMode() == 1)
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{
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m_EMState = IDLE;
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return;
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}
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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 cAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
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{
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cMonster::EventSeePlayer(a_Entity);
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m_EMState = CHASING;
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}
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void cAggressiveMonster::Tick(float a_Dt)
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{
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cMonster::Tick(a_Dt);
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m_SeePlayerInterval += a_Dt;
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if(m_SeePlayerInterval > 1)
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{
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MTRand r1;
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int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
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m_SeePlayerInterval = 0.0;
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if(rem >= 2)
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{
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if(m_EMState == CHASING){
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CheckEventLostPlayer();
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} else {
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CheckEventSeePlayer();
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}
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}
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}
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2011-12-25 17:47:12 -05:00
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}
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