some more mobs and various tweaks
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dffca1b832
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@ -1002,7 +1002,6 @@ Frame Root {
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96.078431;
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0.500000; 0.500000; 0.500000;;
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0.000000; 0.000000; 0.000000;;
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TextureFilename {"oerkki.png";}
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}
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} //End of Plane_009 Material List
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MeshTextureCoords { //Plane_009 UV Coordinates
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@ -513,7 +513,6 @@ Frame Root {
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96.078431;
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0.500000; 0.500000; 0.500000;;
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0.000000; 0.000000; 0.000000;;
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TextureFilename {"data/textures/rat_mob.png";}
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}
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} //End of Cube_005 Material List
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MeshTextureCoords { //Cube_005 UV Coordinates
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@ -230,7 +230,8 @@ MobCAO::MobCAO():
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m_shooting(false),
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m_shooting_unset_timer(0),
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m_walking(false),
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m_walking_unset_timer(0)
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m_walking_unset_timer(0),
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m_draw_type(MDT_NOTHING)
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{
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ClientActiveObject::registerType(getType(), create);
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}
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@ -253,35 +254,56 @@ void MobCAO::addToScene(scene::ISceneManager *smgr)
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if (!mesh)
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return;
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m_node = smgr->addAnimatedMeshSceneNode(mesh);
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scene::IAnimatedMeshSceneNode* node;
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if (m_node) {
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node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node) {
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int s;
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int e;
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m.getAnimationFrames(MA_STAND,&s,&e);
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m_node->setFrameLoop(s,e);
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m_node->setScale(m.model_scale);
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setMeshColor(m_node->getMesh(), video::SColor(255,255,255,255));
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node->setFrameLoop(s,e);
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node->setScale(m.model_scale);
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setMeshColor(node->getMesh(), video::SColor(255,255,255,255));
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bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
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bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
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bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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// Set material flags and texture
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m_node->setMaterialTexture( 0, driver->getTexture(getTexturePath(m.texture).c_str()));
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video::SMaterial& material = m_node->getMaterial(0);
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node->setMaterialTexture( 0, driver->getTexture(getTexturePath(m.texture).c_str()));
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video::SMaterial& material = node->getMaterial(0);
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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m_node->setVisible(true);
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node->setVisible(true);
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m_draw_type = MDT_MODEL;
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}
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m_node = (scene::IMeshSceneNode*)node;
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#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
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mesh->drop();
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#endif
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updateNodePos();
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}else if (m.nodeboxes.size() > 0) {
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}else if (m.texture != "") {
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bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
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bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
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bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
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scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(NULL, v2f(1, 1), v3f(0,0,0), -1);
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bill->setMaterialTexture(0, driver->getTexture(getTexturePath(m.texture).c_str()));
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bill->setMaterialFlag(video::EMF_LIGHTING, false);
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bill->setMaterialFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
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bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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bill->setMaterialFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
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bill->setColor(video::SColor(255,0,0,0));
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bill->setVisible(true);
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bill->setSize(BS,BS,BS);
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m_node = (scene::IMeshSceneNode*)bill;
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m_draw_type = MDT_SPRITE;
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}
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}
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void MobCAO::removeFromScene()
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@ -308,8 +330,11 @@ void MobCAO::updateLight(u8 light_at_pos)
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video::SColor color(255,li,li,li);
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if (m_node != NULL) {
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m_node->setVisible(true);
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setMeshVerticesColor(m_node->getMesh(), color);
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if (m_draw_type == MDT_MODEL) {
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setMeshVerticesColor(((scene::IAnimatedMeshSceneNode*)m_node)->getMesh(), color);
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}else if (m_draw_type == MDT_SPRITE) {
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((scene::IBillboardSceneNode*)m_node)->setColor(color);
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}
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}
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}
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v3s16 MobCAO::getLightPosition()
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@ -328,7 +353,11 @@ void MobCAO::updateNodePos()
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m_node->setPosition(offset-intToFloat(m_camera_offset, BS));
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v3f rot = m_node->getRotation();
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rot.Y = 90-m_yaw;
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if (m_draw_type == MDT_MODEL) {
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rot.Y = (90-m_yaw)+content_mob_features(m_content).model_rotation.Y;
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}else if (m_draw_type == MDT_SPRITE) {
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rot.Y = m_yaw+content_mob_features(m_content).model_rotation.Y;
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}
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m_node->setRotation(rot);
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}
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void MobCAO::step(float dtime, ClientEnvironment *env)
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@ -343,13 +372,11 @@ void MobCAO::step(float dtime, ClientEnvironment *env)
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updateNodePos();
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/* Damage local player */
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if (m.attack_player_damage && m_player_hit_timer <= 0.0){
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if (m.attack_player_damage && m_player_hit_timer <= 0.0) {
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LocalPlayer *player = env->getLocalPlayer();
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assert(player);
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v3f playerpos = player->getPosition();
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v2f playerpos_2d(playerpos.X,playerpos.Z);
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v2f objectpos_2d(m_position.X,m_position.Z);
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if (
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fabs(m_position.X - playerpos.X) < m.attack_player_range.X*BS
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@ -374,10 +401,7 @@ void MobCAO::step(float dtime, ClientEnvironment *env)
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m_walking_unset_timer += dtime;
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if (m_walking_unset_timer >= 1.0) {
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m_walking = false;
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int s;
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int e;
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content_mob_features(m_content).getAnimationFrames(MA_STAND,&s,&e);
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m_node->setFrameLoop(s,e);
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setAnimation(MA_STAND);
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}
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m_shooting_unset_timer -= dtime;
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@ -385,9 +409,18 @@ void MobCAO::step(float dtime, ClientEnvironment *env)
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if (m.attack_glow_light) {
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u8 li = decode_light(m_last_light);
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video::SColor color(255,li,li,li);
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setMeshVerticesColor(m_node->getMesh(), color);
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if (m_draw_type == MDT_MODEL) {
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setMeshVerticesColor(((scene::IAnimatedMeshSceneNode*)m_node)->getMesh(), color);
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}else if (m_draw_type == MDT_SPRITE) {
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((scene::IBillboardSceneNode*)m_node)->setColor(color);
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}
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}
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m_shooting = false;
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if (m_walking) {
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setAnimation(MA_MOVE);
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}else{
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setAnimation(MA_STAND);
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}
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}
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}
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void MobCAO::processMessage(const std::string &data)
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@ -405,12 +438,11 @@ void MobCAO::processMessage(const std::string &data)
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// yaw
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m_yaw = readF1000(is);
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m_walking = true;
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m_walking_unset_timer = 0;
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int s;
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int e;
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content_mob_features(m_content).getAnimationFrames(MA_MOVE,&s,&e);
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m_node->setFrameLoop(s,e);
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if (!m_walking) {
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m_walking = true;
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m_walking_unset_timer = 0;
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setAnimation(MA_MOVE);
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}
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updateNodePos();
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}
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@ -423,12 +455,18 @@ void MobCAO::processMessage(const std::string &data)
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u8 li = decode_light(content_mob_features(m_content).attack_glow_light);
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video::SColor color(255,li,li,li);
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if (m_node != NULL) {
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m_node->setVisible(true);
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setMeshVerticesColor(m_node->getMesh(), color);
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if (m_draw_type == MDT_MODEL) {
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setMeshVerticesColor(((scene::IAnimatedMeshSceneNode*)m_node)->getMesh(), color);
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}else if (m_draw_type == MDT_SPRITE) {
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((scene::IBillboardSceneNode*)m_node)->setColor(color);
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}
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}
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}
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m_shooting = true;
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if (!m_shooting) {
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m_shooting = true;
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setAnimation(MA_ATTACK);
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}
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}
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}
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void MobCAO::initialize(const std::string &data)
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@ -467,8 +505,11 @@ bool MobCAO::directReportPunch(const std::string &toolname, v3f dir)
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video::SColor color(255,255,0,0);
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if (m_node != NULL) {
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m_node->setVisible(true);
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setMeshVerticesColor(m_node->getMesh(), color);
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if (m_draw_type == MDT_MODEL) {
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setMeshVerticesColor(((scene::IAnimatedMeshSceneNode*)m_node)->getMesh(), color);
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}else if (m_draw_type == MDT_SPRITE) {
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((scene::IBillboardSceneNode*)m_node)->setColor(color);
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}
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}
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m_damage_visual_timer = 0.05;
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@ -480,3 +521,12 @@ bool MobCAO::directReportPunch(const std::string &toolname, v3f dir)
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return false;
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}
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void MobCAO::setAnimation(MobAnimation anim)
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{
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if (m_draw_type != MDT_MODEL)
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return;
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int s;
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int e;
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content_mob_features(m_content).getAnimationFrames(anim,&s,&e);
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((scene::IAnimatedMeshSceneNode*)m_node)->setFrameLoop(s,e);
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}
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@ -184,9 +184,10 @@ public:
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// If returns true, punch will not be sent to the server
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bool directReportPunch(const std::string &toolname, v3f dir);
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private:
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void setAnimation(MobAnimation anim);
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aabb3f m_selection_box;
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content_t m_content;
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scene::IAnimatedMeshSceneNode *m_node;
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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v3s16 m_camera_offset;
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float m_yaw;
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@ -198,6 +199,8 @@ private:
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float m_shooting_unset_timer;
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bool m_walking;
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float m_walking_unset_timer;
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MobDrawType m_draw_type;
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};
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@ -230,25 +230,40 @@ void content_mob_init()
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i = CONTENT_MOB_DUNGEON_MASTER;
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f = &g_content_mob_features[i];
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//f->content = i;
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f->content = i;
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f->level = MOB_DESTRUCTIVE;
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f->model = "dungeon_master.x";
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f->model = "dungeon_master.b3d";
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f->model_rotation = v3f(0,-90,0);
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f->model_offset = v3f(0,1.0,0);
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f->setTexture("mob_dungeon_master.png");
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f->setAnimationFrames(MA_STAND,1,30);
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f->setAnimationFrames(MA_MOVE,31,60);
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f->setAnimationFrames(MA_ATTACK,61,90);
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f->punch_action = MPA_HARM;
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f->motion = MM_SENTRY;
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f->spawn_on = CONTENT_STONE;
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f->spawn_in = CONTENT_AIR;
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f->spawn_max_light = LIGHT_MAX/2;
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f->notices_player = true;
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f->attack_throw_object = CONTENT_MOB_FIREBALL;
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f->attack_glow_light = LIGHT_MAX-1;
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f->setCollisionBox(aabb3f(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS));
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f->attack_throw_offset = v3f(0,1.4,-1.0);
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f->setCollisionBox(aabb3f(-0.75*BS, 0.*BS, -0.75*BS, 0.75*BS, 2.0*BS, 0.75*BS));
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i = CONTENT_MOB_FIREBALL;
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f = &g_content_mob_features[i];
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//f->content = i;
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f->content = i;
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f->level = MOB_DESTRUCTIVE;
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//f->model = "rat.x";
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f->setTexture("mob_fireball.png");
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f->punch_action = MPA_IGNORE;
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f->motion = MM_CONSTANT;
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f->motion_type = MMT_FLY;
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f->glow_light = LIGHT_MAX-1;
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f->notices_player = true;
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f->attack_player_damage = 3;
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f->attack_player_range = v3f(2,2,2);
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f->contact_explosion_diameter = 3;
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f->setCollisionBox(aabb3f(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.));
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i = CONTENT_MOB_DEER;
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@ -257,12 +272,50 @@ void content_mob_init()
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i = CONTENT_MOB_SHEEP;
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f = &g_content_mob_features[i];
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//f->content = i;
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i = CONTENT_MOB_FISH;
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f = &g_content_mob_features[i];
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//f->content = i;
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f->content = i;
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f->level = MOB_PASSIVE;
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f->model = "fish.b3d";
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f->model_rotation = v3f(0,-90,0);
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f->model_offset = v3f(0,0.5,0);
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f->setTexture("mob_fish.png");
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f->setAnimationFrames(MA_STAND,1,80);
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f->setAnimationFrames(MA_MOVE,81,155);
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f->motion = MM_WANDER;
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f->motion_type = MMT_SWIM;
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f->spawn_on = CONTENT_SAND;
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f->spawn_in = CONTENT_WATERSOURCE;
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f->spawn_min_height = -30;
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f->spawn_max_height = -2;
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f->setCollisionBox(aabb3f(-0.25*BS, 0., -0.25*BS, 0.25*BS, 0.5*BS, 0.25*BS));
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i = CONTENT_MOB_SHARK;
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f = &g_content_mob_features[i];
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//f->content = i;
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f->content = i;
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f->level = MOB_AGGRESSIVE;
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f->hp = 40;
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f->model = "shark.b3d";
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f->model_scale = v3f(1,1,1);
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f->model_rotation = v3f(0,-90,0);
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f->model_offset = v3f(0,0.5,0);
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f->setTexture("mob_shark.png");
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f->setAnimationFrames(MA_STAND,1,80);
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f->setAnimationFrames(MA_MOVE,80,160);
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f->setAnimationFrames(MA_ATTACK,80,160);
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f->punch_action = MPA_HARM;
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f->motion = MM_SEEKER;
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f->motion_type = MMT_SWIM;
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f->spawn_on = CONTENT_SAND;
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f->spawn_in = CONTENT_WATERSOURCE;
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f->spawn_min_height = -30;
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f->spawn_max_height = -2;
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f->notices_player = true;
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f->attack_player_damage = 3;
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f->attack_player_range = v3f(1,1,1);
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f->setCollisionBox(aabb3f(-0.75*BS, 0., -0.75*BS, 0.75*BS, 1.*BS, 0.75*BS));
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i = CONTENT_MOB_WOLF;
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f = &g_content_mob_features[i];
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//f->content = i;
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@ -79,6 +79,14 @@ enum MobAnimationKey
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MA_ATTACK_END
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};
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enum MobDrawType
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{
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MDT_NOTHING = 0,
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MDT_MODEL,
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MDT_BLOCK,
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MDT_SPRITE
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};
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#define CONTENT_MOB_MASK 0x2000
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struct MobFeatures {
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@ -92,6 +100,7 @@ struct MobFeatures {
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std::map<MobAnimationKey,int> animations;
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v3f model_scale;
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v3f model_offset;
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v3f model_rotation;
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std::vector<aabb3f> nodeboxes;
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aabb3f collisionbox;
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@ -200,6 +209,7 @@ struct MobFeatures {
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model = "";
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model_scale = v3f(1.0,1.0,1.0);
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model_offset = v3f(0,0,0);
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model_rotation = v3f(0,0,0);
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nodeboxes.clear();
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punch_action = MPA_DIE;
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motion = MM_STATIC;
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@ -249,6 +249,8 @@ MobSAO::MobSAO(ServerEnvironment *env, u16 id, v3f pos, content_t type):
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m_shoot_y(0)
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{
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ServerActiveObject::registerType(getType(), create);
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if ((type&CONTENT_MOB_MASK) == CONTENT_MOB_MASK)
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m_hp = content_mob_features(type).hp;
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||||
}
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||||
MobSAO::MobSAO(ServerEnvironment *env, u16 id, v3f pos, v3f speed, content_t type):
|
||||
ServerActiveObject(env, id, pos),
|
||||
|
@ -273,6 +275,8 @@ MobSAO::MobSAO(ServerEnvironment *env, u16 id, v3f pos, v3f speed, content_t typ
|
|||
m_shoot_y(0)
|
||||
{
|
||||
ServerActiveObject::registerType(getType(), create);
|
||||
if ((type&CONTENT_MOB_MASK) == CONTENT_MOB_MASK)
|
||||
m_hp = content_mob_features(type).hp;
|
||||
}
|
||||
MobSAO::~MobSAO()
|
||||
{
|
||||
|
@ -345,22 +349,27 @@ void MobSAO::step(float dtime, bool send_recommended)
|
|||
if (m.notices_player) {
|
||||
if (m_random_disturb_timer >= 5.0) {
|
||||
m_random_disturb_timer = 0;
|
||||
m_disturbing_player = "";
|
||||
// Check connected players
|
||||
core::list<Player*> players = m_env->getPlayers(true);
|
||||
for (core::list<Player*>::Iterator i = players.begin(); i != players.end(); i++) {
|
||||
Player *player = *i;
|
||||
v3f playerpos = player->getPosition();
|
||||
f32 dist = m_base_position.getDistanceFrom(playerpos);
|
||||
if (dist < BS*16) {
|
||||
if (dist < BS*3 || myrand_range(0,3) == 0) {
|
||||
actionstream<<"Mob id="<<m_id<<" at "
|
||||
<<PP(m_base_position/BS)
|
||||
<<" got randomly disturbed by "
|
||||
<<player->getName()<<std::endl;
|
||||
m_disturbing_player = player->getName();
|
||||
m_disturb_timer = 0;
|
||||
break;
|
||||
if (
|
||||
m_disturbing_player == ""
|
||||
|| m_base_position.getDistanceFrom(m_env->getPlayer(m_disturbing_player.c_str())->getPosition()) > BS*16
|
||||
) {
|
||||
m_disturbing_player = "";
|
||||
// Check connected players
|
||||
core::list<Player*> players = m_env->getPlayers(true);
|
||||
for (core::list<Player*>::Iterator i = players.begin(); i != players.end(); i++) {
|
||||
Player *player = *i;
|
||||
v3f playerpos = player->getPosition();
|
||||
f32 dist = m_base_position.getDistanceFrom(playerpos);
|
||||
if (dist < BS*16) {
|
||||
if (dist < BS*3 || myrand_range(0,3) == 0) {
|
||||
actionstream<<"Mob id="<<m_id<<" at "
|
||||
<<PP(m_base_position/BS)
|
||||
<<" got randomly disturbed by "
|
||||
<<player->getName()<<std::endl;
|
||||
m_disturbing_player = player->getName();
|
||||
m_disturb_timer = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -382,18 +391,16 @@ void MobSAO::step(float dtime, bool send_recommended)
|
|||
if (m_shooting_timer <= 0.0 && m_shooting) {
|
||||
m_shooting = false;
|
||||
v3f shoot_pos = m.attack_throw_offset * BS;
|
||||
if (0) {
|
||||
v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
|
||||
dir.Y = m_shoot_y;
|
||||
dir.normalize();
|
||||
v3f speed = dir * BS * 10.0;
|
||||
v3f pos = m_base_position + shoot_pos;
|
||||
infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
|
||||
<<" shooting from "<<PP(pos)
|
||||
<<" at speed "<<PP(speed)<<std::endl;
|
||||
ServerActiveObject *obj = new MobSAO(m_env, 0, pos, speed, m.attack_throw_object);
|
||||
m_env->addActiveObject(obj);
|
||||
}
|
||||
v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
|
||||
dir.Y = m_shoot_y;
|
||||
dir.normalize();
|
||||
v3f speed = dir * BS * 10.0;
|
||||
v3f pos = m_base_position + shoot_pos;
|
||||
infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
|
||||
<<" shooting from "<<PP(pos)
|
||||
<<" at speed "<<PP(speed)<<std::endl;
|
||||
ServerActiveObject *obj = new MobSAO(m_env, 0, pos, speed, m.attack_throw_object);
|
||||
m_env->addActiveObject(obj);
|
||||
}
|
||||
|
||||
m_shoot_reload_timer += dtime;
|
||||
|
@ -443,7 +450,7 @@ void MobSAO::step(float dtime, bool send_recommended)
|
|||
if (m_walk_around_timer <= 0.0) {
|
||||
if (m.motion_type == MMT_FLY || (disturbing_player && m.motion == MM_SEEKER)) {
|
||||
if (!m_walk_around) {
|
||||
m_walk_around_timer = 1.0;
|
||||
m_walk_around_timer = 0.5;
|
||||
m_walk_around = true;
|
||||
}
|
||||
}else{
|
||||
|
@ -777,11 +784,27 @@ void MobSAO::stepMotionSeeker(float dtime)
|
|||
}
|
||||
}else if (m.motion_type == MMT_FLYLOW || m.motion_type == MMT_SWIM) {
|
||||
bool falling = false;
|
||||
bool raising = false;
|
||||
if (!m_next_pos_exists) {
|
||||
/* Check whether to drop down */
|
||||
if (checkFreePosition(pos_i + pos_size_off + v3s16(0,-1,0))) {
|
||||
m_next_pos_i = pos_i + v3s16(0,-1,0);
|
||||
falling = true;
|
||||
u16 above;
|
||||
v3s16 p = pos_i + pos_size_off;
|
||||
for (above=0; above < 6; above++) {
|
||||
p.Y--;
|
||||
if (!checkFreePosition(p))
|
||||
break;
|
||||
}
|
||||
if (above > 5) {
|
||||
/* Check whether to drop down */
|
||||
if (checkFreePosition(pos_i + pos_size_off + v3s16(0,-1,0))) {
|
||||
m_next_pos_i = pos_i + v3s16(0,-1,0);
|
||||
falling = true;
|
||||
}
|
||||
}else if (above < 2) {
|
||||
/* Check whether to rise up */
|
||||
if (checkFreePosition(pos_i + pos_size_off + v3s16(0,1,0))) {
|
||||
m_next_pos_i = pos_i + v3s16(0,1,0);
|
||||
raising = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -798,6 +821,8 @@ void MobSAO::stepMotionSeeker(float dtime)
|
|||
continue;
|
||||
if (falling && dy > 0)
|
||||
continue;
|
||||
if (raising && dy < 0)
|
||||
continue;
|
||||
if ((m_base_position+intToFloat(v3s16(dx,dy,dz),BS)).getDistanceFrom(player_pos) > distance)
|
||||
continue;
|
||||
dps[num_dps++] = v3s16(dx,dy,dz);
|
||||
|
|
Loading…
Reference in New Issue