Added facing check to auto attack LoS code

The Mob::InFrontMob check uses 56 degrees which is where the
client will generate the "You cannon see your target." message.
There were still a few weird angles that I was able to still
attack, but in like 99% of the cases it should work ...
This commit is contained in:
Michael Cook (mackal) 2013-12-20 17:47:28 -05:00
parent 9fff694382
commit 5ac23a2f8f
6 changed files with 60 additions and 37 deletions

View File

@ -284,11 +284,13 @@ Client::Client(EQStreamInterface* ieqs)
aa_los_me.x = 0;
aa_los_me.y = 0;
aa_los_me.z = 0;
aa_los_me_heading = 0;
aa_los_them.x = 0;
aa_los_them.y = 0;
aa_los_them.z = 0;
aa_los_them_mob = nullptr;
los_status = false;
los_status_facing = false;
qGlobals = nullptr;
HideCorpseMode = HideCorpseNone;
PendingGuildInvitation = false;

View File

@ -1200,6 +1200,8 @@ protected:
VERTEX aa_los_them;
Mob *aa_los_them_mob;
bool los_status;
float aa_los_me_heading;
bool los_status_facing;
QGlobalCache *qGlobals;
/** Adventure Variables **/

View File

@ -1303,6 +1303,7 @@ void Client::Handle_OP_AutoAttack(const EQApplicationPacket *app)
aa_los_me.x = 0;
aa_los_me.y = 0;
aa_los_me.z = 0;
aa_los_me_heading = 0;
aa_los_them.x = 0;
aa_los_them.y = 0;
aa_los_them.z = 0;
@ -1322,24 +1323,25 @@ void Client::Handle_OP_AutoAttack(const EQApplicationPacket *app)
aa_los_me.x = GetX();
aa_los_me.y = GetY();
aa_los_me.z = GetZ();
aa_los_me_heading = GetHeading();
aa_los_them.x = aa_los_them_mob->GetX();
aa_los_them.y = aa_los_them_mob->GetY();
aa_los_them.z = aa_los_them_mob->GetZ();
if(CheckLosFN(aa_los_them_mob))
los_status = true;
else
los_status = false;
los_status = CheckLosFN(aa_los_them_mob);
los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
}
else
{
aa_los_me.x = GetX();
aa_los_me.y = GetY();
aa_los_me.z = GetZ();
aa_los_me_heading = GetHeading();
aa_los_them.x = 0;
aa_los_them.y = 0;
aa_los_them.z = 0;
aa_los_them_mob = nullptr;
los_status = false;
los_status_facing = false;
}
}
}

View File

@ -299,7 +299,7 @@ bool Client::Process() {
if(ranged->GetItem() && ranged->GetItem()->ItemType == ItemTypeBow){
if(ranged_timer.Check(false)){
if(GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())){
if(!GetTarget()->BehindMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
if(GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
if(CheckLosFN(GetTarget())){
//client has built in los check, but auto fire does not.. done last.
RangedAttack(GetTarget());
@ -319,7 +319,7 @@ bool Client::Process() {
else if(ranged->GetItem() && (ranged->GetItem()->ItemType == ItemTypeLargeThrowing || ranged->GetItem()->ItemType == ItemTypeSmallThrowing)){
if(ranged_timer.Check(false)){
if(GetTarget() && (GetTarget()->IsNPC() || GetTarget()->IsClient())){
if(!GetTarget()->BehindMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
if(GetTarget()->InFrontMob(this, GetTarget()->GetX(), GetTarget()->GetY())){
if(CheckLosFN(GetTarget())){
//client has built in los check, but auto fire does not.. done last.
ThrowingAttack(GetTarget());
@ -359,10 +359,15 @@ bool Client::Process() {
aa_los_them.x = aa_los_them_mob->GetX();
aa_los_them.y = aa_los_them_mob->GetY();
aa_los_them.z = aa_los_them_mob->GetZ();
if(CheckLosFN(auto_attack_target))
los_status = true;
else
los_status = false;
los_status = CheckLosFN(auto_attack_target);
aa_los_me_heading = GetHeading();
los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
}
// If only our heading changes, we can skip the CheckLosFN call
// but above we still need to update los_status_facing
if (aa_los_me_heading != GetHeading()) {
aa_los_me_heading = GetHeading();
los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
}
}
else
@ -371,25 +376,23 @@ bool Client::Process() {
aa_los_me.x = GetX();
aa_los_me.y = GetY();
aa_los_me.z = GetZ();
aa_los_me_heading = GetHeading();
aa_los_them.x = aa_los_them_mob->GetX();
aa_los_them.y = aa_los_them_mob->GetY();
aa_los_them.z = aa_los_them_mob->GetZ();
if(CheckLosFN(auto_attack_target))
los_status = true;
else
los_status = false;
los_status = CheckLosFN(auto_attack_target);
los_status_facing = aa_los_them_mob->InFrontMob(this, aa_los_them.x, aa_los_them.y);
}
if (!CombatRange(auto_attack_target))
{
//duplicate message not wanting to see it.
//Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
}
else if (auto_attack_target == this)
{
Message_StringID(MT_TooFarAway,TRY_ATTACKING_SOMEONE);
}
else if (!los_status)
else if (!los_status || !los_status_facing)
{
//you can't see your target
}
@ -482,13 +485,13 @@ bool Client::Process() {
// Range check
if(!CombatRange(auto_attack_target)) {
// this is a duplicate message don't use it.
Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
//Message_StringID(MT_TooFarAway,TARGET_TOO_FAR);
}
// Don't attack yourself
else if(auto_attack_target == this) {
Message_StringID(MT_TooFarAway,TRY_ATTACKING_SOMEONE);
//Message_StringID(MT_TooFarAway,TRY_ATTACKING_SOMEONE);
}
else if (!los_status)
else if (!los_status || !los_status_facing)
{
//you can't see your target
}

View File

@ -1876,35 +1876,43 @@ void Mob::SetOwnerID(uint16 NewOwnerID) {
this->Depop();
}
//heko: for backstab
bool Mob::BehindMob(Mob* other, float playerx, float playery) const {
if (!other)
return true; // sure your behind your invisible friend?? (fall thru for sneak)
//see if player is behind mob
float angle, lengthb, vectorx, vectory;
float mobx = -(other->GetX()); // mob xlocation (inverse because eq is confused)
float moby = other->GetY(); // mobylocation
// used in checking for behind (backstab) and checking in front (melee LoS)
float Mob::MobAngle(Mob *other, float ourx, float oury) const {
if (!other || other == this)
return 0.0f;
float angle, lengthb, vectorx, vectory, dotp;
float mobx = -(other->GetX()); // mob xloc (inverse because eq)
float moby = other->GetY(); // mob yloc
float heading = other->GetHeading(); // mob heading
heading = (heading * 360.0f) / 256.0f; // convert to degrees
if (heading < 270)
heading += 90;
else
heading -= 270;
heading = heading * 3.1415f / 180.0f; // convert to radians
vectorx = mobx + (10.0f * cosf(heading)); // create a vector based on heading
vectory = moby + (10.0f * sinf(heading)); // of mob length 10
//length of mob to player vector
//lengthb = (float)sqrtf(pow((-playerx-mobx),2) + pow((playery-moby),2));
lengthb = (float) sqrtf( ( (-playerx-mobx) * (-playerx-mobx) ) + ( (playery-moby) * (playery-moby) ) );
// length of mob to player vector
lengthb = (float) sqrtf(((-ourx - mobx) * (-ourx - mobx)) + ((oury - moby) * (oury - moby)));
// calculate dot product to get angle
angle = acosf(((vectorx-mobx)*(-playerx-mobx)+(vectory-moby)*(playery-moby)) / (10 * lengthb));
// Handle acos domain errors due to floating point rounding errors
dotp = ((vectorx - mobx) * (-ourx - mobx) +
(vectory - moby) * (oury - moby)) / (10 * lengthb);
// I haven't seen any errors that cause problems that weren't slightly
// larger/smaller than 1/-1, so only handle these cases for now
if (dotp > 1)
return 0.0f;
else if (dotp < -1)
return 180.0f;
angle = acosf(dotp);
angle = angle * 180.0f / 3.1415f;
if (angle > 90.0f) //not sure what value to use (90*2=180 degrees is front)
return true;
else
return false;
return angle;
}
void Mob::SetZone(uint32 zone_id, uint32 instance_id)

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@ -106,7 +106,13 @@ public:
//Attack
virtual void RogueBackstab(Mob* other, bool min_damage = false, int ReuseTime = 10);
virtual void RogueAssassinate(Mob* other); // solar
bool BehindMob(Mob* other = 0, float playerx = 0.0f, float playery = 0.0f) const;
float MobAngle(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const;
// greater than 90 is behind
inline bool BehindMob(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const
{ return (!other || other == this) ? true : MobAngle(other, ourx, oury) > 90.0f; }
// less than 56 is in front, greater than 56 is usually where the client generates the messages
inline bool InFrontMob(Mob *other = 0, float ourx = 0.0f, float oury = 0.0f) const
{ return (!other || other == this) ? true : MobAngle(other, ourx, oury) < 56.0f; }
virtual void RangedAttack(Mob* other) { }
virtual void ThrowingAttack(Mob* other) { }
uint16 GetThrownDamage(int16 wDmg, int32& TotalDmg, int& minDmg);