1 | #pragma once
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2 |
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3 | #include "Ogre.h"
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4 | #include "OgreBillboardParticleRenderer.h"
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5 | #include "OgreIlluminationManager.h"
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6 | #include "NXOgre.h"
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7 | #include "GeoLodStripsLibrary.h"
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8 | #include "GeoMeshLoader.h"
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9 |
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10 | using namespace Ogre;
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11 | using namespace NxOgre;
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12 |
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13 | enum PlayerAnimState
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14 | {
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15 | PLAYERANIMSTATE_STAND,
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16 | PLAYERANIMSTATE_IDLE,
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17 | PLAYERANIMSTATE_ATTACK,
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18 | PLAYERANIMSTATE_BLOCK,
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19 | PLAYERANIMSTATE_WALK,
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20 | PLAYERANIMSTATE_PAIN,
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21 | PLAYERANIMSTATE_DEATH,
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22 | PLAYERANIMSTATE_TURN
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23 | };
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24 |
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25 | class PlayerCharacter;
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26 | class FireBall;
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27 | class MyCharMoveController;
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28 |
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29 | class CharacterManager
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30 | {
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31 | public:
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32 | static CharacterManager& getSingleton()
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33 | {
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34 | if(mSingleton == 0)
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35 | mSingleton = new CharacterManager();
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36 | return *mSingleton;
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37 | }
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38 | PlayerCharacter* getTrigger(NxOgre::Actor* a)
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39 | {
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40 | if(triggers.find(a)== triggers.end())
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41 | return 0;
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42 | return triggers[a];
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43 | }
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44 | PlayerCharacter* getTarget(NxOgre::Actor* a)
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45 | {
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46 | if(targets.find(a)== targets.end())
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47 | return 0;
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48 | return targets[a];
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49 | }
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50 |
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51 | void addTrigger(NxOgre::Actor* a, PlayerCharacter* c){triggers[a] = c;}
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52 | void addTarget(NxOgre::Actor* a, PlayerCharacter* c){targets[a] = c;}
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53 |
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54 | void levelUP();
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55 |
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56 | SceneManager* mSceneManager;
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57 | Scene* mScene;
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58 |
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59 | protected:
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60 | CharacterManager(){}
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61 | static CharacterManager* mSingleton;
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62 | std::map<NxOgre::Actor*, PlayerCharacter*> triggers;
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63 | std::map<NxOgre::Actor*, PlayerCharacter*> targets;
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64 |
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65 | };
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66 |
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67 |
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68 | class PlayerCharacter : public FrameListener
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69 | {
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70 | public:
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71 |
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72 | PlayerCharacter(String name, Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, bool debug = false);
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73 |
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74 | virtual void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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75 | virtual bool frameStarted(const FrameEvent& evt);
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76 | virtual void addWeaponModel(String meshname, String attachBoneName);
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77 | virtual void doAction(float dt){}
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78 | virtual float getHit(){return 0;}
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79 | virtual void addHit(float hit){mHealth -= hit; if(mHealth < 0) mHealth = 0;}
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80 |
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81 | static unsigned int frameListenerPriority;
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82 |
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83 | Entity* getMeshEntity(){return mCharacterMeshEntity;}
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84 |
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85 | protected:
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86 |
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87 | String mName;
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88 | Entity* mCharacterMeshEntity;
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89 | Entity* mWeaponEntity;
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90 | Bone* mWeaponAttachBone;
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91 | SceneNode* mWeaponNode;
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92 | SceneNode* mWeaponBoundNode;
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93 | SceneNode* mWeaponBoundDebugNode;
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94 | SceneNode* mPlayerBoundDebugNode;
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95 | Actor* mWeaponBound;
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96 | Scene* mScene;
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97 | Character* mPlayerCharacter;
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98 | SceneNode* mPlayerNode;
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99 | float mMeshScale;
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100 | AnimationState* mCharacterMesh_AnimState;
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101 | SceneManager* mSceneManager;
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102 | PlayerAnimState mCurrentAnimState;
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103 | int mWeapon;
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104 | bool mMoving;
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105 | bool mForceAnimChange;
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106 | MyCharMoveController* mCharacterController;
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107 | Vector3 mPlayerDimensions;
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108 | bool mRunning;
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109 | bool isAlive;
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110 |
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111 | SceneNode* mWeaponNode2;
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112 | bool mDebug;
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113 |
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114 | float mHealth;
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115 |
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116 | float getAnimSpeed(){return 1.2;}
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117 | virtual String getAnimStateName(PlayerAnimState as, int option = 0){return "stand";}
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118 | virtual void setAnimState(PlayerAnimState as){}
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119 |
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120 | };
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121 |
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122 | class TrollCharacter : public PlayerCharacter
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123 | {
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124 | public:
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125 | TrollCharacter(String name, Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, bool debug = false);
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126 | ~TrollCharacter(){}
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127 |
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128 | void doAction(float dt);
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129 | float getHit(){ if(mCurrentAnimState == PLAYERANIMSTATE_ATTACK) return 20; else return 0;}
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130 | void addHit(float hit);
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131 | void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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132 |
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133 | bool frameStarted(const FrameEvent& evt)
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134 | {
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135 | /* OverlayElement* healthUI = OverlayManager::getSingleton().getOverlayElement("MannaColumn");
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136 | float relHealth = mHealth / MaxHealth;
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137 | healthUI->setHeight(0.29 * relHealth);
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138 | healthUI->setTop(0.005 + (1.0 - relHealth) * 0.29);*/
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139 |
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140 | return PlayerCharacter::frameStarted(evt);
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141 | }
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142 | protected:
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143 | String getAnimStateName(PlayerAnimState as, int option = 0);
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144 | void setAnimState(PlayerAnimState as);
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145 |
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146 | static float MaxHealth;
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147 | static Geometry::GeoMeshLoader* meshLoader;
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148 | static Geometry::Mesh *trollLODMesh;
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149 | Geometry::LodStripsLibrary *lodObject;
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150 | float lastLodLevel;
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151 | };
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152 |
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153 | class FPSPlayer : public PlayerCharacter
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154 | {
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155 | public:
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156 | FPSPlayer(Scene* scene, SceneManager* sceneManager, Vector3 dimensions, Vector3 startPosition, float cameraHeight, Camera* cam, bool debug = false);
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157 | ~FPSPlayer(void);
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158 |
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159 | void addPlayerMesh(String meshname, float meshscale, bool rotateModel);
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160 | virtual void processKeyInputs(InputReader* inputDevice);
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161 | bool frameStarted(const FrameEvent& evt);
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162 | virtual void processMouseInputs(InputReader* inputDevice);
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163 | void addWeaponModel(String meshname, String attachBoneName);
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164 | Vector3 getPosition(){return mPlayerNode->getWorldPosition();
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165 | return mPlayerCharacter->getGlobalPosition();}
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166 | Vector3 getDirection()
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167 | {
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168 | Vector3 dir = mCamera->getDerivedDirection();
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169 | dir.normalise();
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170 | return dir;
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171 | }
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172 | // Vector3 getOrienation(){return mPlayerCharacter->getGlobalOrientation();}
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173 | float getHit()
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174 | {
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175 | if(mCurrentAnimState == PLAYERANIMSTATE_ATTACK){
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176 | if(mWeapon) return 20;
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177 | else return 15;
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178 | }else return 0;
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179 | }
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180 | void addHit(float hit)
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181 | {
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182 | if(isAlive)
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183 | {
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184 | PlayerCharacter::addHit(hit);
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185 | if(mHealth <= 0)//death
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186 | {
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187 | static deaths = 0;
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188 | deaths++;
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189 | isAlive = false;
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190 | OverlayElement* deathsTextBox = OverlayManager::getSingleton().getOverlayElement("Deaths");
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191 | deathsTextBox->setCaption("Deaths: "+StringConverter::toString(deaths));
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192 | }
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193 | }
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194 | }
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195 |
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196 | void levelUp(){mMaxHealth += 30; mHealth = mMaxHealth;
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197 | mMaxStrength += 20; mStrength = mMaxStrength;
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198 | mMaxManna += 30; mManna = mMaxManna;}
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199 |
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200 | static FPSPlayer* thePlayer;
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201 | static FPSPlayer* getPlayer(){return thePlayer;}
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202 | void addCharacterInRange(PlayerCharacter* c){mCharactersInRange.insert(c);}
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203 | void removeCharacterInRange(PlayerCharacter* c){mCharactersInRange.erase(c);}
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204 |
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205 | protected:
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206 |
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207 | Camera* mCamera;
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208 | float mCameraHeight;
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209 | float mStrength;
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210 | float mMaxStrength;
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211 | float mManna;
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212 | float mMaxManna;
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213 | float mMaxHealth;
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214 | FireBall* mFireBall;
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215 |
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216 | std::set<PlayerCharacter*> mCharactersInRange;
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217 |
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218 | String getAnimStateName(PlayerAnimState as, int option = 0);
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219 | void setAnimState(PlayerAnimState as);
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220 | };
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