JNR
aiMobState.h
1 /*
2 
3 Jump'n'Run Engine
4 http://www.atanaslaskov.com/jnr/
5 
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7 Copyright (c) 2007-2013, Atanas Laskov
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28 */
29 #ifndef M_MOSTERAI_H
30 #define M_MOSTERAI_H
31 
33 
34 
40 class aiMobState: public aiAgentState
41 {
42 private: // don't want derived classes to mess up with this
43  M_BOOL _bIsSelected;
44 
45 protected:
46  double _dPlayerDistance;
47 
48  void _select_creature(M_BOOL on = M_TRUE);
49  void _spawn_crystal( laPoint3 pos );
50 
51  M_BOOL _within_left_range(); // is creature within the left bound of terriotry
52  M_BOOL _within_right_range(); // is creature within the right bound of terriotry
53 
54  // Sounds
55  //
56  class laSound* _pTouchSound;
57  class laSound* _pProximitySound;
58 
59 protected:
60  // Percept handlers for the
61  // percepts of creature objects
62  //
63  virtual void perceive_Distance(double distance) {}; // Distance to the player
64 
65  virtual void perceive_InTerritory(unsigned state) {}; // Player in territory
66  virtual void perceive_InRange(unsigned state) {}; // Player in attack/act range
67 
68  virtual void perceive_Touched(unsigned state); // Player touches the creature
69  virtual void perceive_UnderAttack(unsigned state); // Player attacks the creature
70 
71  // Call the specific percept handlers
72  virtual void perceive(unsigned state, M_BOOL global, unsigned id, aiPerceptData data);
73 
74 public:
75 
76  aiMobState();
77 
78  virtual void load(laFileParser *fp);
79 
80 };
82 #endif
Single state of the AI-controlled creature.
Definition: aiAgentState.h:48
Creature state adds appropriate percept handles to aiAgent.
Definition: aiMobState.h:40
File Parser.
Definition: laFileParser.h:41
Sound Class.
Definition: laSound.h:40