Extend pitch fly mode to swimming (#7943)
This commit is contained in:
parent
335286270e
commit
741257eb89
@ -62,8 +62,8 @@ enable_build_where_you_stand (Build inside player) bool false
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# This requires the "fly" privilege on the server.
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free_move (Flying) bool false
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# If enabled together with fly mode, makes move directions relative to the player's pitch.
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pitch_fly (Pitch fly mode) bool true
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# If enabled, makes move directions relative to the player's pitch when flying or swimming.
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pitch_move (Pitch move mode) bool false
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# Fast movement (via the "special" key).
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# This requires the "fast" privilege on the server.
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@ -177,9 +177,9 @@ keymap_rangeselect (Range select key) key KEY_KEY_R
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_freemove (Fly key) key KEY_KEY_K
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# Key for toggling pitch fly mode.
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# Key for toggling pitch move mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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keymap_pitchfly (Pitch fly key) key KEY_KEY_L
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keymap_pitchmove (Pitch move key) key KEY_KEY_L
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# Key for toggling fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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@ -28,9 +28,9 @@
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# type: bool
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# free_move = false
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# If enabled together with fly mode, makes move directions relative to the player's pitch.
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# If enabled, makes move directions relative to the player's pitch when flying or swimming.
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# type: bool
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# pitch_fly = false
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# pitch_move = false
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# Fast movement (via the "special" key).
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# This requires the "fast" privilege on the server.
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@ -175,10 +175,10 @@
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# type: key
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# keymap_freemove = KEY_KEY_K
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# Key for toggling pitch fly mode.
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# Key for toggling pitch move mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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# type: key
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# keymap_pitchfly = KEY_KEY_L
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# keymap_pitchmove = KEY_KEY_L
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# Key for toggling fast mode.
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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482
src/client/clientenvironment.cpp
Normal file
482
src/client/clientenvironment.cpp
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@ -0,0 +1,482 @@
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/*
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Minetest
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Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/serialize.h"
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#include "util/pointedthing.h"
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#include "client.h"
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#include "clientenvironment.h"
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#include "clientsimpleobject.h"
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#include "clientmap.h"
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#include "scripting_client.h"
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#include "mapblock_mesh.h"
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#include "event.h"
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#include "collision.h"
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#include "nodedef.h"
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#include "profiler.h"
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#include "raycast.h"
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include "content_cao.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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/*
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ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map,
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ITextureSource *texturesource, Client *client):
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Environment(client),
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m_map(map),
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m_texturesource(texturesource),
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m_client(client)
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{
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char zero = 0;
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memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
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}
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ClientEnvironment::~ClientEnvironment()
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{
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m_ao_manager.clear();
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for (auto &simple_object : m_simple_objects) {
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delete simple_object;
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}
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// Drop/delete map
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m_map->drop();
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delete m_local_player;
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}
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Map & ClientEnvironment::getMap()
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{
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return *m_map;
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}
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ClientMap & ClientEnvironment::getClientMap()
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{
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return *m_map;
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}
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void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
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{
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/*
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It is a failure if already is a local player
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*/
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FATAL_ERROR_IF(m_local_player != NULL,
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"Local player already allocated");
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m_local_player = player;
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}
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void ClientEnvironment::step(float dtime)
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{
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/* Step time of day */
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stepTimeOfDay(dtime);
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// Get some settings
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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// Get local player
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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// collision info queue
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std::vector<CollisionInfo> player_collisions;
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/*
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Get the speed the player is going
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*/
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bool is_climbing = lplayer->is_climbing;
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f32 player_speed = lplayer->getSpeed().getLength();
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/*
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Maximum position increment
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*/
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//f32 position_max_increment = 0.05*BS;
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f32 position_max_increment = 0.1*BS;
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// Maximum time increment (for collision detection etc)
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// time = distance / speed
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f32 dtime_max_increment = 1;
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if(player_speed > 0.001)
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dtime_max_increment = position_max_increment / player_speed;
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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// Don't allow overly huge dtime
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if(dtime > 0.5)
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dtime = 0.5;
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f32 dtime_downcount = dtime;
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/*
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Stuff that has a maximum time increment
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*/
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u32 loopcount = 0;
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do
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{
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loopcount++;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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Handle local player
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*/
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{
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// Apply physics
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if (!free_move && !is_climbing) {
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// Gravity
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v3f speed = lplayer->getSpeed();
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if (!lplayer->in_liquid)
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speed.Y -= lplayer->movement_gravity *
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lplayer->physics_override_gravity * dtime_part * 2.0f;
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// Liquid floating / sinking
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if (lplayer->in_liquid && !lplayer->swimming_vertical &&
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!lplayer->swimming_pitch)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
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// Liquid resistance
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if (lplayer->in_liquid_stable || lplayer->in_liquid) {
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// How much the node's viscosity blocks movement, ranges
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// between 0 and 1. Should match the scale at which viscosity
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// increase affects other liquid attributes.
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static const f32 viscosity_factor = 0.3f;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if (dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) +
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(1 - viscosity_factor);
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v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
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speed += d;
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}
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lplayer->setSpeed(speed);
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}
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/*
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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} while (dtime_downcount > 0.001);
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bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
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for (const CollisionInfo &info : player_collisions) {
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v3f speed_diff = info.new_speed - info.old_speed;;
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// Handle only fall damage
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// (because otherwise walking against something in fast_move kills you)
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if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
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continue;
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// Get rid of other components
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speed_diff.X = 0;
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speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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f32 post_factor = 1; // 1 hp per node/s
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if (info.type == COLLISION_NODE) {
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const ContentFeatures &f = m_client->ndef()->
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get(m_map->getNodeNoEx(info.node_p));
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// Determine fall damage multiplier
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int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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pre_factor = 1.0f + (float)addp / 100.0f;
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}
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float speed = pre_factor * speed_diff.getLength();
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if (speed > tolerance && !player_immortal) {
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f32 damage_f = (speed - tolerance) / BS * post_factor;
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u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
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if (damage != 0) {
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damageLocalPlayer(damage, true);
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m_client->getEventManager()->put(
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new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
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}
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}
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}
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if (m_client->modsLoaded())
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m_script->environment_step(dtime);
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// Update lighting on local player (used for wield item)
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u32 day_night_ratio = getDayNightRatio();
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{
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// Get node at head
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// On InvalidPositionException, use this as default
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// (day: LIGHT_SUN, night: 0)
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MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
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v3s16 p = lplayer->getLightPosition();
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node_at_lplayer = m_map->getNodeNoEx(p);
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u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
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final_color_blend(&lplayer->light_color, light, day_night_ratio);
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}
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/*
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Step active objects and update lighting of them
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*/
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bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
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auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
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// Step object
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cao->step(dtime, this);
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if (update_lighting) {
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// Update lighting
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u8 light = 0;
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bool pos_ok;
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// Get node at head
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v3s16 p = cao->getLightPosition();
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MapNode n = this->m_map->getNodeNoEx(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(day_night_ratio, m_client->ndef());
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else
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light = blend_light(day_night_ratio, LIGHT_SUN, 0);
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cao->updateLight(light);
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}
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};
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m_ao_manager.step(dtime, cb_state);
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/*
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Step and handle simple objects
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*/
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g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
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for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
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auto cur = i;
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ClientSimpleObject *simple = *cur;
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simple->step(dtime);
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if(simple->m_to_be_removed) {
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delete simple;
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i = m_simple_objects.erase(cur);
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}
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else {
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++i;
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}
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}
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}
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void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
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{
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m_simple_objects.push_back(simple);
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}
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GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
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return (GenericCAO*) obj;
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return NULL;
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}
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bool isFreeClientActiveObjectId(const u16 id,
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ClientActiveObjectMap &objects)
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{
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return id != 0 && objects.find(id) == objects.end();
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}
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u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
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{
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// try to reuse id's as late as possible
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static u16 last_used_id = 0;
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u16 startid = last_used_id;
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for(;;) {
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last_used_id ++;
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if (isFreeClientActiveObjectId(last_used_id, objects))
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return last_used_id;
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if (last_used_id == startid)
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return 0;
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}
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}
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u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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{
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// Register object. If failed return zero id
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if (!m_ao_manager.registerObject(object))
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return 0;
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object->addToScene(m_texturesource);
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// Update lighting immediately
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u8 light = 0;
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bool pos_ok;
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// Get node at head
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v3s16 p = object->getLightPosition();
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MapNode n = m_map->getNodeNoEx(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
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else
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light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
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object->updateLight(light);
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return object->getId();
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}
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void ClientEnvironment::addActiveObject(u16 id, u8 type,
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const std::string &init_data)
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{
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ClientActiveObject* obj =
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ClientActiveObject::create((ActiveObjectType) type, m_client, this);
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if(obj == NULL)
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{
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"id="<<id<<" type="<<type<<": Couldn't create object"
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<<std::endl;
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return;
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}
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obj->setId(id);
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try
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{
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obj->initialize(init_data);
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}
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catch(SerializationError &e)
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{
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errorstream<<"ClientEnvironment::addActiveObject():"
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<<" id="<<id<<" type="<<type
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<<": SerializationError in initialize(): "
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<<e.what()
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<<": init_data="<<serializeJsonString(init_data)
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<<std::endl;
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}
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addActiveObject(obj);
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}
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void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj == NULL) {
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infostream << "ClientEnvironment::processActiveObjectMessage():"
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<< " got message for id=" << id << ", which doesn't exist."
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<< std::endl;
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return;
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}
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try {
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obj->processMessage(data);
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} catch (SerializationError &e) {
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errorstream<<"ClientEnvironment::processActiveObjectMessage():"
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<< " id=" << id << " type=" << obj->getType()
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<< " SerializationError in processMessage(): " << e.what()
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<< std::endl;
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}
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}
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/*
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Callbacks for activeobjects
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*/
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void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
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{
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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if (handle_hp) {
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if (lplayer->hp > damage)
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lplayer->hp -= damage;
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else
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lplayer->hp = 0;
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}
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ClientEnvEvent event;
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event.type = CEE_PLAYER_DAMAGE;
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event.player_damage.amount = damage;
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event.player_damage.send_to_server = handle_hp;
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m_client_event_queue.push(event);
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}
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/*
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Client likes to call these
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*/
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ClientEnvEvent ClientEnvironment::getClientEnvEvent()
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{
|
||||
FATAL_ERROR_IF(m_client_event_queue.empty(),
|
||||
"ClientEnvironment::getClientEnvEvent(): queue is empty");
|
||||
|
||||
ClientEnvEvent event = m_client_event_queue.front();
|
||||
m_client_event_queue.pop();
|
||||
return event;
|
||||
}
|
||||
|
||||
void ClientEnvironment::getSelectedActiveObjects(
|
||||
const core::line3d<f32> &shootline_on_map,
|
||||
std::vector<PointedThing> &objects)
|
||||
{
|
||||
std::vector<DistanceSortedActiveObject> allObjects;
|
||||
getActiveObjects(shootline_on_map.start,
|
||||
shootline_on_map.getLength() + 10.0f, allObjects);
|
||||
const v3f line_vector = shootline_on_map.getVector();
|
||||
|
||||
for (const auto &allObject : allObjects) {
|
||||
ClientActiveObject *obj = allObject.obj;
|
||||
aabb3f selection_box;
|
||||
if (!obj->getSelectionBox(&selection_box))
|
||||
continue;
|
||||
|
||||
const v3f &pos = obj->getPosition();
|
||||
aabb3f offsetted_box(selection_box.MinEdge + pos,
|
||||
selection_box.MaxEdge + pos);
|
||||
|
||||
v3f current_intersection;
|
||||
v3s16 current_normal;
|
||||
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
|
||||
¤t_intersection, ¤t_normal)) {
|
||||
objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
|
||||
(current_intersection - shootline_on_map.start).getLengthSQ());
|
||||
}
|
||||
}
|
||||
}
|
@ -48,7 +48,7 @@ public:
|
||||
CONSOLE,
|
||||
MINIMAP,
|
||||
FREEMOVE,
|
||||
PITCHFLY,
|
||||
PITCHMOVE,
|
||||
FASTMOVE,
|
||||
NOCLIP,
|
||||
HOTBAR_PREV,
|
||||
|
@ -42,7 +42,7 @@ void set_default_settings(Settings *settings)
|
||||
settings->setDefault("meshgen_block_cache_size", "20");
|
||||
settings->setDefault("enable_vbo", "true");
|
||||
settings->setDefault("free_move", "false");
|
||||
settings->setDefault("pitch_fly", "true");
|
||||
settings->setDefault("pitch_move", "true");
|
||||
settings->setDefault("fast_move", "false");
|
||||
settings->setDefault("noclip", "false");
|
||||
settings->setDefault("screenshot_path", ".");
|
||||
@ -80,7 +80,7 @@ void set_default_settings(Settings *settings)
|
||||
settings->setDefault("keymap_console", "KEY_F10");
|
||||
settings->setDefault("keymap_rangeselect", "KEY_KEY_R");
|
||||
settings->setDefault("keymap_freemove", "KEY_KEY_K");
|
||||
settings->setDefault("keymap_pitchfly", "KEY_KEY_L");
|
||||
settings->setDefault("keymap_pitchmove", "KEY_KEY_L");
|
||||
settings->setDefault("keymap_fastmove", "KEY_KEY_J");
|
||||
settings->setDefault("keymap_noclip", "KEY_KEY_H");
|
||||
settings->setDefault("keymap_hotbar_next", "KEY_KEY_N");
|
||||
|
18
src/game.cpp
18
src/game.cpp
@ -1069,7 +1069,7 @@ void KeyCache::populate()
|
||||
key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
|
||||
key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
|
||||
key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
|
||||
key[KeyType::PITCHFLY] = getKeySetting("keymap_pitchfly");
|
||||
key[KeyType::PITCHMOVE] = getKeySetting("keymap_pitchmove");
|
||||
key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
|
||||
key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
|
||||
key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
|
||||
@ -1261,7 +1261,7 @@ protected:
|
||||
void openConsole(float scale, const wchar_t *line=NULL);
|
||||
void toggleFreeMove();
|
||||
void toggleFreeMoveAlt();
|
||||
void togglePitchFly();
|
||||
void togglePitchMove();
|
||||
void toggleFast();
|
||||
void toggleNoClip();
|
||||
void toggleCinematic();
|
||||
@ -2521,8 +2521,8 @@ void Game::processKeyInput()
|
||||
toggleFreeMove();
|
||||
} else if (wasKeyDown(KeyType::JUMP)) {
|
||||
toggleFreeMoveAlt();
|
||||
} else if (wasKeyDown(KeyType::PITCHFLY)) {
|
||||
togglePitchFly();
|
||||
} else if (wasKeyDown(KeyType::PITCHMOVE)) {
|
||||
togglePitchMove();
|
||||
} else if (wasKeyDown(KeyType::FASTMOVE)) {
|
||||
toggleFast();
|
||||
} else if (wasKeyDown(KeyType::NOCLIP)) {
|
||||
@ -2742,17 +2742,15 @@ void Game::toggleFreeMoveAlt()
|
||||
}
|
||||
|
||||
|
||||
void Game::togglePitchFly()
|
||||
void Game::togglePitchMove()
|
||||
{
|
||||
static const wchar_t *msg[] = { L"Pitch move mode disabled", L"Pitch move mode enabled" };
|
||||
|
||||
bool pitch_fly = !g_settings->getBool("pitch_fly");
|
||||
g_settings->set("pitch_fly", bool_to_cstr(pitch_fly));
|
||||
bool pitch_move = !g_settings->getBool("pitch_move");
|
||||
g_settings->set("pitch_move", bool_to_cstr(pitch_move));
|
||||
|
||||
runData.statustext_time = 0;
|
||||
m_statustext = msg[pitch_fly];
|
||||
if (pitch_fly && !client->checkPrivilege("fly"))
|
||||
m_statustext += L" (note: no 'fly' privilege)";
|
||||
m_statustext = msg[pitch_move];
|
||||
}
|
||||
|
||||
|
||||
|
@ -48,7 +48,7 @@ enum
|
||||
GUI_ID_KEY_USE_BUTTON,
|
||||
GUI_ID_KEY_FLY_BUTTON,
|
||||
GUI_ID_KEY_FAST_BUTTON,
|
||||
GUI_ID_KEY_PITCHFLY_BUTTON,
|
||||
GUI_ID_KEY_PITCHMOVE_BUTTON,
|
||||
GUI_ID_KEY_JUMP_BUTTON,
|
||||
GUI_ID_KEY_NOCLIP_BUTTON,
|
||||
GUI_ID_KEY_CINEMATIC_BUTTON,
|
||||
@ -426,7 +426,7 @@ void GUIKeyChangeMenu::init_keys()
|
||||
this->add_key(GUI_ID_KEY_CONSOLE_BUTTON, wgettext("Console"), "keymap_console");
|
||||
this->add_key(GUI_ID_KEY_FLY_BUTTON, wgettext("Toggle fly"), "keymap_freemove");
|
||||
this->add_key(GUI_ID_KEY_FAST_BUTTON, wgettext("Toggle fast"), "keymap_fastmove");
|
||||
this->add_key(GUI_ID_KEY_PITCHFLY_BUTTON, wgettext("Toggle pitch fly"), "keymap_pitchfly");
|
||||
this->add_key(GUI_ID_KEY_PITCHMOVE_BUTTON, wgettext("Toggle pitch fly"), "keymap_pitchmove");
|
||||
this->add_key(GUI_ID_KEY_CINEMATIC_BUTTON, wgettext("Toggle Cinematic"), "keymap_cinematic");
|
||||
this->add_key(GUI_ID_KEY_NOCLIP_BUTTON, wgettext("Toggle noclip"), "keymap_noclip");
|
||||
this->add_key(GUI_ID_KEY_RANGE_BUTTON, wgettext("Range select"), "keymap_rangeselect");
|
||||
|
@ -522,6 +522,7 @@ void LocalPlayer::applyControl(float dtime)
|
||||
{
|
||||
// Clear stuff
|
||||
swimming_vertical = false;
|
||||
swimming_pitch = false;
|
||||
|
||||
setPitch(control.pitch);
|
||||
setYaw(control.yaw);
|
||||
@ -544,7 +545,7 @@ void LocalPlayer::applyControl(float dtime)
|
||||
|
||||
bool free_move = fly_allowed && g_settings->getBool("free_move");
|
||||
bool fast_move = fast_allowed && g_settings->getBool("fast_move");
|
||||
bool pitch_fly = free_move && g_settings->getBool("pitch_fly");
|
||||
bool pitch_move = (free_move || in_liquid) && g_settings->getBool("pitch_move");
|
||||
// When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
|
||||
bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
|
||||
bool continuous_forward = g_settings->getBool("continuous_forward");
|
||||
@ -735,10 +736,21 @@ void LocalPlayer::applyControl(float dtime)
|
||||
else
|
||||
incH = incV = movement_acceleration_default * BS * dtime;
|
||||
|
||||
float slip_factor = 1.0f;
|
||||
// if (!free_move)
|
||||
// slip_factor = getSlipFactor(env, speedH);
|
||||
|
||||
// Don't sink when swimming in pitch mode
|
||||
if (pitch_move && in_liquid) {
|
||||
v3f controlSpeed = speedH + speedV;
|
||||
if (controlSpeed.getLength() > 0.01f)
|
||||
swimming_pitch = true;
|
||||
}
|
||||
|
||||
// Accelerate to target speed with maximum increment
|
||||
accelerate((speedH + speedV) * physics_override_speed,
|
||||
incH * physics_override_speed, incV * physics_override_speed,
|
||||
pitch_fly);
|
||||
incH * physics_override_speed * slip_factor, incV * physics_override_speed,
|
||||
pitch_move);
|
||||
}
|
||||
|
||||
v3s16 LocalPlayer::getStandingNodePos()
|
||||
|
@ -57,15 +57,16 @@ public:
|
||||
// This is more stable and defines the maximum speed of the player
|
||||
bool in_liquid_stable;
|
||||
// Gets the viscosity of water to calculate friction
|
||||
u8 liquid_viscosity;
|
||||
bool is_climbing;
|
||||
bool swimming_vertical;
|
||||
u8 liquid_viscosity = 0;
|
||||
bool is_climbing = false;
|
||||
bool swimming_vertical = false;
|
||||
bool swimming_pitch = false;
|
||||
|
||||
float physics_override_speed;
|
||||
float physics_override_jump;
|
||||
float physics_override_gravity;
|
||||
bool physics_override_sneak;
|
||||
bool physics_override_sneak_glitch;
|
||||
float physics_override_speed = 1.0f;
|
||||
float physics_override_jump = 1.0f;
|
||||
float physics_override_gravity = 1.0f;
|
||||
bool physics_override_sneak = true;
|
||||
bool physics_override_sneak_glitch = false;
|
||||
// Temporary option for old move code
|
||||
bool physics_override_new_move;
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user