diff options
Diffstat (limited to 'source/cAggressiveMonster.cpp')
-rw-r--r-- | source/cAggressiveMonster.cpp | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/source/cAggressiveMonster.cpp b/source/cAggressiveMonster.cpp new file mode 100644 index 000000000..ff8dc72c1 --- /dev/null +++ b/source/cAggressiveMonster.cpp @@ -0,0 +1,73 @@ +#include "cAggressiveMonster.h"
+
+#include "Vector3f.h"
+#include "cPlayer.h"
+
+
+cAggressiveMonster::cAggressiveMonster()
+ : m_ChaseTime(999999)
+{
+ m_EMPersonality = AGGRESSIVE;
+}
+
+cAggressiveMonster::~cAggressiveMonster()
+{
+}
+
+//What to do if in Chasing State
+void cAggressiveMonster::InStateChasing(float a_Dt) {
+ cMonster::InStateChasing(a_Dt);
+ m_ChaseTime += a_Dt;
+ if( m_Target )
+ {
+ if(m_Target->GetEntityType() == cEntity::E_PLAYER)
+ {
+ cPlayer * Player = (cPlayer *) m_Target;
+ if(Player->GetGameMode() == 1)
+ {
+ m_EMState = IDLE;
+ return;
+ }
+ }
+
+ Vector3f Pos = Vector3f( m_Pos );
+ Vector3f Their = Vector3f( m_Target->GetPosition() );
+ if( (Their - Pos).Length() <= m_AttackRange) {
+ cMonster::Attack(a_Dt);
+ }
+ MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
+ } else if( m_ChaseTime > 5.f ) {
+ m_ChaseTime = 0;
+ m_EMState = IDLE;
+ }
+}
+
+
+
+void cAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
+{
+ cMonster::EventSeePlayer(a_Entity);
+ m_EMState = CHASING;
+}
+
+void cAggressiveMonster::Tick(float a_Dt)
+{
+ cMonster::Tick(a_Dt);
+
+ m_SeePlayerInterval += a_Dt;
+
+ if(m_SeePlayerInterval > 1)
+ {
+ int rem = rand() % 3 + 1; //check most of the time but miss occasionally
+
+ m_SeePlayerInterval = 0.0;
+ if(rem >= 2)
+ {
+ if(m_EMState == CHASING){
+ CheckEventLostPlayer();
+ } else {
+ CheckEventSeePlayer();
+ }
+ }
+ }
+}
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