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author | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
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committer | cedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-06-14 15:06:06 +0200 |
commit | 92c59963f82f81aa3202657e7fdbb2592924ede3 (patch) | |
tree | b7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cAggressiveMonster.cpp | |
parent | Added HOOK_WEATHER_CHANGE. (diff) | |
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Diffstat (limited to 'source/cAggressiveMonster.cpp')
-rw-r--r-- | source/cAggressiveMonster.cpp | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/source/cAggressiveMonster.cpp b/source/cAggressiveMonster.cpp index e597bfed8..3fa61bb33 100644 --- a/source/cAggressiveMonster.cpp +++ b/source/cAggressiveMonster.cpp @@ -1,78 +1,78 @@ -
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cAggressiveMonster.h"
-
-#include "Vector3f.h"
-#include "cPlayer.h"
-#include "MersenneTwister.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::eEntityType_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)
- {
- MTRand r1;
- int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
-
- m_SeePlayerInterval = 0.0;
- if(rem >= 2)
- {
- if(m_EMState == CHASING){
- CheckEventLostPlayer();
- } else {
- CheckEventSeePlayer();
- }
- }
- }
+ +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "cAggressiveMonster.h" + +#include "Vector3f.h" +#include "cPlayer.h" +#include "MersenneTwister.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::eEntityType_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) + { + MTRand r1; + int rem = r1.randInt() % 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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