JNR
aiNPCState_Approach.h
1 /*
2 
3 Jump'n'Run Engine
4 http://www.atanaslaskov.com/jnr/
5 
6 BSD LICENSE
7 Copyright (c) 2007-2013, Atanas Laskov
8 All rights reserved.
9 
10 Redistribution and use in source and binary forms, with or without
11 modification, are permitted provided that the following conditions are met:
12 1. Redistributions of source code must retain the above copyright notice,
13 this list of conditions and the following disclaimer.
14 2. Redistributions in binary form must reproduce the above copyright notice,
15 this list of conditions and the following disclaimer in the documentation
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26 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 
28 */
29 #ifndef NPC_AI_H
30 #define NPC_AI_H
31 
32 #include "aiNPCDialog.h"
33 
35 
36 
43  public aiMobState
44 {
45  //Can be constructed from class name
46  CLASS_NAME(aiNPCState_Approach);
47 
48 protected:
49  laNPCDialog dialog;
50  laSound *pSound_SeePlayer;
51 
52 protected:
53 
54  // AI Percept Handlers
55  //
56  virtual void perceive_InTerritory(unsigned state);
57  virtual void perceive_InRange(unsigned state);
58  virtual void perceive_Touched(unsigned state);
59  virtual void perceive_UnderAttack(unsigned state);
60 
61  virtual void perceive_active( std::string strID_Old );
62  virtual void perceive_inactive( std::string strID_New );
63 
64  virtual void perceive(unsigned state, M_BOOL global, unsigned id, aiPerceptData data);
65 
66  M_BOOL bPlayerDetected;
67 
68 public:
69 
70  //Constructor/destructor
72  virtual ~aiNPCState_Approach(void);
73 
74  virtual void load(laFileParser *fp);
75 };
77 #endif
Creature state adds appropriate percept handles to aiAgent.
Definition: aiMobState.h:40
Dialog for interacting with non-player characters.
Definition: aiNPCDialog.h:40
Active (interactive) object.
File Parser.
Definition: laFileParser.h:41
Sound Class.
Definition: laSound.h:40