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path: root/source/Mobs/AggressiveMonster.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "AggressiveMonster.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();
			}
		}
	}
}