forked from Mirrorlandia_minetest/minetest
Zoom: Move enabling zoom to a new player object property
Default enabled for no change in default behaviour. Remove 'zoom' privilege.
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bd6b90359c
commit
561a01cc2a
@ -82,10 +82,6 @@ core.register_privilege("rollback", {
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description = "Can use the rollback functionality",
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give_to_singleplayer = false,
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})
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core.register_privilege("zoom", {
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description = "Can zoom the camera",
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give_to_singleplayer = false,
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})
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core.register_privilege("debug", {
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description = "Allows enabling various debug options that may affect gameplay",
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give_to_singleplayer = false,
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@ -453,7 +453,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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// Get FOV
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f32 fov_degrees;
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if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
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if (player->getPlayerControl().zoom && player->getCanZoom()) {
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fov_degrees = m_cache_zoom_fov;
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} else {
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fov_degrees = m_cache_fov;
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@ -1239,6 +1239,7 @@ void GenericCAO::processMessage(const std::string &data)
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collision_box.MinEdge *= BS;
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collision_box.MaxEdge *= BS;
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player->setCollisionbox(collision_box);
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player->setCanZoom(m_prop.can_zoom);
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
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@ -801,6 +801,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
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m_prop.is_visible = true;
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m_prop.makes_footstep_sound = true;
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m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
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m_prop.can_zoom = true;
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m_hp = m_prop.hp_max;
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}
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@ -124,11 +124,9 @@ public:
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v3s16 getLightPosition() const;
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void setYaw(f32 yaw) { m_yaw = yaw; }
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f32 getYaw() const { return m_yaw; }
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void setPitch(f32 pitch) { m_pitch = pitch; }
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f32 getPitch() const { return m_pitch; }
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inline void setPosition(const v3f &position)
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@ -143,6 +141,9 @@ public:
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void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
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bool getCanZoom() const { return m_can_zoom; }
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void setCanZoom(bool can_zoom) { m_can_zoom = can_zoom; }
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private:
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void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
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void accelerateVertical(const v3f &target_speed, const f32 max_increase);
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@ -178,6 +179,7 @@ private:
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bool camera_barely_in_ceiling = false;
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aabb3f m_collisionbox = aabb3f(-BS * 0.30f, 0.0f, -BS * 0.30f, BS * 0.30f,
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BS * 1.75f, BS * 0.30f);
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bool m_can_zoom = true;
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GenericCAO *m_cao = nullptr;
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Client *m_client;
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@ -63,6 +63,7 @@ std::string ObjectProperties::dump()
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<< "," << nametag_color.getGreen() << "," << nametag_color.getBlue() << "\" ";
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os << ", selectionbox=" << PP(selectionbox.MinEdge) << "," << PP(selectionbox.MaxEdge);
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os << ", pointable=" << pointable;
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os << ", can_zoom=" << can_zoom;
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return os.str();
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}
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@ -104,6 +105,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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writeF1000(os, automatic_face_movement_max_rotation_per_sec);
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os << serializeString(infotext);
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os << serializeString(wield_item);
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writeU8(os, can_zoom);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -150,4 +152,5 @@ void ObjectProperties::deSerialize(std::istream &is)
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automatic_face_movement_max_rotation_per_sec = readF1000(is);
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infotext = deSerializeString(is);
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wield_item = deSerializeString(is);
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can_zoom = readU8(is);
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}
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@ -44,8 +44,9 @@ struct ObjectProperties
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v2s16 initial_sprite_basepos;
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bool is_visible = true;
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bool makes_footstep_sound = false;
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float automatic_rotate = 0.0f;
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f32 stepheight = 0.0f;
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bool can_zoom = true;
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float automatic_rotate = 0.0f;
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bool automatic_face_movement_dir = false;
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f32 automatic_face_movement_dir_offset = 0.0f;
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bool backface_culling = true;
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@ -260,9 +260,11 @@ void read_object_properties(lua_State *L, int index,
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getboolfield(L, -1, "is_visible", prop->is_visible);
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getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
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getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
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if (getfloatfield(L, -1, "stepheight", prop->stepheight))
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prop->stepheight *= BS;
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getboolfield(L, -1, "can_zoom", prop->can_zoom);
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getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
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lua_getfield(L, -1, "automatic_face_movement_dir");
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if (lua_isnumber(L, -1)) {
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prop->automatic_face_movement_dir = true;
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@ -344,10 +346,13 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "is_visible");
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lua_pushboolean(L, prop->makes_footstep_sound);
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lua_setfield(L, -2, "makes_footstep_sound");
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lua_pushnumber(L, prop->automatic_rotate);
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lua_setfield(L, -2, "automatic_rotate");
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lua_pushnumber(L, prop->stepheight / BS);
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lua_setfield(L, -2, "stepheight");
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lua_pushboolean(L, prop->can_zoom);
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lua_setfield(L, -2, "can_zoom");
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lua_pushnumber(L, prop->automatic_rotate);
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lua_setfield(L, -2, "automatic_rotate");
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if (prop->automatic_face_movement_dir)
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lua_pushnumber(L, prop->automatic_face_movement_dir_offset);
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else
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