diff options
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r-- | src/game/Object.cpp | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 08fbb5a868b..304320f8acf 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -1488,7 +1488,17 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, { GetNearPoint2D(x,y,distance2d+searcher_size,absAngle); - z = GetPositionZ(); - - UpdateGroundPositionZ(x,y,z); + z = GetPositionZ(); + + UpdateGroundPositionZ(x,y,z); +} + +void WorldObject::GetRandomContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const +{ + float object_size = obj->GetObjectSize();//here we use object_size to determine the angle offset, the bigger object the smaller angle offset, then this makes mob move naturally in visual. + //let assume 12.0f is the max size for object to have 0 angle offset. + float angle_offset_ratio = 1 - object_size/12.0f; + if (angle_offset_ratio < 0.05) angle_offset_ratio = 0.05; + // angle to face `obj` to `this`plus a random angle offset(from -90 degree to 90 degree)*angle_offset_ratio using distance from distance2dMin to distance2dMax includes size of `obj` + GetNearPoint(obj,x,y,z,object_size,distance2dMin+(distance2dMax-distance2dMin)*rand_norm(), GetAngle( obj ) + (M_PI_2 - M_PI * rand_norm()) * angle_offset_ratio); } |