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
+24 -16
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)