forked from Mirrorlandia_minetest/minetest
Physics overrides: Move values to a common struct (#12591)
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
parent
df1d215f48
commit
c8ee755c05
@ -6,3 +6,4 @@ This document contains a list of breaking changes to be made in the next major v
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* `get_sky()` returns a table (without arg)
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* `game.conf` name/id mess
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* remove `depends.txt` / `description.txt` (would simplify ContentDB and Minetest code a little)
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* remove undocumented `set_physics_override(num, num, num)`
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@ -199,7 +199,7 @@ void ClientEnvironment::step(float dtime)
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v3f speed = lplayer->getSpeed();
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if (!is_climbing && !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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lplayer->physics_override.gravity * dtime_part * 2.0f;
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// Liquid floating / sinking
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if (!is_climbing && lplayer->in_liquid &&
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@ -1762,21 +1762,20 @@ void GenericCAO::processMessage(const std::string &data)
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float override_speed = readF32(is);
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float override_jump = readF32(is);
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float override_gravity = readF32(is);
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// these are sent inverted so we get true when the server sends nothing
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// MT 0.4.10 legacy: send inverted for detault `true` if the server sends nothing
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bool sneak = !readU8(is);
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bool sneak_glitch = !readU8(is);
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bool new_move = !readU8(is);
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if(m_is_local_player)
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{
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LocalPlayer *player = m_env->getLocalPlayer();
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player->physics_override_speed = override_speed;
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player->physics_override_jump = override_jump;
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player->physics_override_gravity = override_gravity;
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player->physics_override_sneak = sneak;
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player->physics_override_sneak_glitch = sneak_glitch;
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player->physics_override_new_move = new_move;
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if (m_is_local_player) {
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auto &phys = m_env->getLocalPlayer()->physics_override;
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phys.speed = override_speed;
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phys.jump = override_jump;
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phys.gravity = override_gravity;
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phys.sneak = sneak;
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phys.sneak_glitch = sneak_glitch;
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phys.new_move = new_move;
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}
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} else if (cmd == AO_CMD_SET_ANIMATION) {
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// TODO: change frames send as v2s32 value
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@ -117,7 +117,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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continue;
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// And the node(s) above have to be nonwalkable
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bool ok = true;
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if (!physics_override_sneak_glitch) {
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if (!physics_override.sneak_glitch) {
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u16 height =
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ceilf((m_collisionbox.MaxEdge.Y - m_collisionbox.MinEdge.Y) / BS);
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for (u16 y = 1; y <= height; y++) {
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@ -149,7 +149,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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node.getCollisionBoxes(nodemgr, &nodeboxes);
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m_sneak_node_bb_top = getNodeBoundingBox(nodeboxes);
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if (physics_override_sneak_glitch) {
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if (physics_override.sneak_glitch) {
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// Detect sneak ladder:
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// Node two meters above sneak node must be solid
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node = map->getNode(m_sneak_node + v3s16(0, 2, 0),
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@ -173,7 +173,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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m_standing_node = floatToInt(m_position, BS);
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// Temporary option for old move code
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if (!physics_override_new_move) {
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if (!physics_override.new_move) {
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old_move(dtime, env, pos_max_d, collision_info);
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return;
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}
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@ -301,7 +301,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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&position, &m_speed, accel_f);
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bool could_sneak = control.sneak && !free_move && !in_liquid &&
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!is_climbing && physics_override_sneak;
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!is_climbing && physics_override.sneak;
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// Add new collisions to the vector
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if (collision_info && !free_move) {
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@ -376,7 +376,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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if (y_diff > 0 && m_speed.Y <= 0.0f &&
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(physics_override_sneak_glitch || y_diff < BS * 0.6f)) {
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(physics_override.sneak_glitch || y_diff < BS * 0.6f)) {
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// Move player to the maximal height when falling or when
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// the ledge is climbed on the next step.
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@ -440,7 +440,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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float jumpspeed = movement_speed_jump * physics_override_jump;
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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@ -588,7 +588,7 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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*/
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v3f speedJ = getSpeed();
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if (speedJ.Y >= -0.5f * BS) {
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speedJ.Y = movement_speed_jump * physics_override_jump;
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speedJ.Y = movement_speed_jump * physics_override.jump;
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setSpeed(speedJ);
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m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
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}
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@ -647,8 +647,8 @@ void LocalPlayer::applyControl(float dtime, Environment *env)
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}
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// Accelerate to target speed with maximum increment
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accelerate((speedH + speedV) * physics_override_speed,
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incH * physics_override_speed * slip_factor, incV * physics_override_speed,
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accelerate((speedH + speedV) * physics_override.speed,
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incH * physics_override.speed * slip_factor, incV * physics_override.speed,
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pitch_move);
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}
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@ -855,7 +855,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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if (control.sneak && m_sneak_node_exists &&
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!(fly_allowed && player_settings.free_move) && !in_liquid &&
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physics_override_sneak) {
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physics_override.sneak) {
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f32 maxd = 0.5f * BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X - maxd, lwn_f.X + maxd);
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@ -926,7 +926,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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m_need_to_get_new_sneak_node = true;
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}
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if (m_need_to_get_new_sneak_node && physics_override_sneak) {
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if (m_need_to_get_new_sneak_node && physics_override.sneak) {
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m_sneak_node_bb_ymax = 0.0f;
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v3s16 pos_i_bottom = floatToInt(position - v3f(0.0f, position_y_mod, 0.0f), BS);
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v2f player_p2df(position.X, position.Z);
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@ -956,7 +956,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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// If not 'sneak_glitch' the node 2 nodes above it has to be nonwalkable
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if (!physics_override_sneak_glitch) {
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if (!physics_override.sneak_glitch) {
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node = map->getNode(p + v3s16(0, 2, 0), &is_valid_position);
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if (!is_valid_position || nodemgr->get(node).walkable)
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continue;
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@ -1032,7 +1032,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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float jumpspeed = movement_speed_jump * physics_override_jump;
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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@ -62,14 +62,6 @@ public:
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bool swimming_vertical = false;
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bool swimming_pitch = false;
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float physics_override_speed = 1.0f;
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float physics_override_jump = 1.0f;
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float physics_override_gravity = 1.0f;
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bool physics_override_sneak = true;
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bool physics_override_sneak_glitch = false;
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// Temporary option for old move code
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bool physics_override_new_move = true;
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void move(f32 dtime, Environment *env, f32 pos_max_d);
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void move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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@ -875,7 +875,7 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef,
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);
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p.acc = v3f(
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0.0f,
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-player->movement_gravity * player->physics_override_gravity / BS,
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-player->movement_gravity * player->physics_override.gravity / BS,
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0.0f
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);
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p.pos = v3f(
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13
src/player.h
13
src/player.h
@ -96,6 +96,18 @@ struct PlayerControl
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float movement_direction = 0.0f;
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};
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struct PlayerPhysicsOverride
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{
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float speed = 1.f;
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float jump = 1.f;
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float gravity = 1.f;
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bool sneak = true;
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bool sneak_glitch = false;
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// "Temporary" option for old move code
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bool new_move = true;
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};
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struct PlayerSettings
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{
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bool free_move = false;
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@ -182,6 +194,7 @@ public:
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PlayerControl control;
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const PlayerControl& getPlayerControl() { return control; }
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PlayerPhysicsOverride physics_override;
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PlayerSettings &getPlayerSettings() { return m_player_settings; }
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static void settingsChangedCallback(const std::string &name, void *data);
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@ -157,23 +157,24 @@ int LuaLocalPlayer::l_get_physics_override(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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const auto &phys = player->physics_override;
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lua_newtable(L);
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lua_pushnumber(L, player->physics_override_speed);
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lua_pushnumber(L, phys.speed);
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lua_setfield(L, -2, "speed");
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lua_pushnumber(L, player->physics_override_jump);
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lua_pushnumber(L, phys.jump);
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lua_setfield(L, -2, "jump");
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lua_pushnumber(L, player->physics_override_gravity);
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lua_pushnumber(L, phys.gravity);
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lua_setfield(L, -2, "gravity");
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lua_pushboolean(L, player->physics_override_sneak);
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lua_pushboolean(L, phys.sneak);
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lua_setfield(L, -2, "sneak");
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lua_pushboolean(L, player->physics_override_sneak_glitch);
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lua_pushboolean(L, phys.sneak_glitch);
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lua_setfield(L, -2, "sneak_glitch");
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lua_pushboolean(L, player->physics_override_new_move);
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lua_pushboolean(L, phys.new_move);
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lua_setfield(L, -2, "new_move");
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return 1;
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@ -1434,14 +1434,17 @@ int ObjectRef::l_set_physics_override(lua_State *L)
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if (playersao == nullptr)
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return 0;
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RemotePlayer *player = playersao->getPlayer();
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auto &phys = player->physics_override;
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if (lua_istable(L, 2)) {
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bool modified = false;
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modified |= getfloatfield(L, 2, "speed", playersao->m_physics_override_speed);
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modified |= getfloatfield(L, 2, "jump", playersao->m_physics_override_jump);
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modified |= getfloatfield(L, 2, "gravity", playersao->m_physics_override_gravity);
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modified |= getboolfield(L, 2, "sneak", playersao->m_physics_override_sneak);
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modified |= getboolfield(L, 2, "sneak_glitch", playersao->m_physics_override_sneak_glitch);
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modified |= getboolfield(L, 2, "new_move", playersao->m_physics_override_new_move);
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modified |= getfloatfield(L, 2, "speed", phys.speed);
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modified |= getfloatfield(L, 2, "jump", phys.jump);
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modified |= getfloatfield(L, 2, "gravity", phys.gravity);
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modified |= getboolfield(L, 2, "sneak", phys.sneak);
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modified |= getboolfield(L, 2, "sneak_glitch", phys.sneak_glitch);
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modified |= getboolfield(L, 2, "new_move", phys.new_move);
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if (modified)
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playersao->m_physics_override_sent = false;
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} else {
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@ -1450,15 +1453,15 @@ int ObjectRef::l_set_physics_override(lua_State *L)
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log_deprecated(L, "Deprecated use of set_physics_override(num, num, num)");
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if (!lua_isnil(L, 2)) {
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playersao->m_physics_override_speed = lua_tonumber(L, 2);
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phys.speed = lua_tonumber(L, 2);
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playersao->m_physics_override_sent = false;
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}
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if (!lua_isnil(L, 3)) {
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playersao->m_physics_override_jump = lua_tonumber(L, 3);
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phys.jump = lua_tonumber(L, 3);
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playersao->m_physics_override_sent = false;
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}
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if (!lua_isnil(L, 4)) {
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playersao->m_physics_override_gravity = lua_tonumber(L, 4);
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phys.gravity = lua_tonumber(L, 4);
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playersao->m_physics_override_sent = false;
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}
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}
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@ -1470,22 +1473,23 @@ int ObjectRef::l_get_physics_override(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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PlayerSAO *playersao = getplayersao(ref);
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if (playersao == nullptr)
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RemotePlayer *player = getplayer(ref);
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if (player == nullptr)
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return 0;
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const auto &phys = player->physics_override;
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lua_newtable(L);
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lua_pushnumber(L, playersao->m_physics_override_speed);
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lua_pushnumber(L, phys.speed);
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lua_setfield(L, -2, "speed");
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lua_pushnumber(L, playersao->m_physics_override_jump);
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lua_pushnumber(L, phys.jump);
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lua_setfield(L, -2, "jump");
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lua_pushnumber(L, playersao->m_physics_override_gravity);
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lua_pushnumber(L, phys.gravity);
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lua_setfield(L, -2, "gravity");
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lua_pushboolean(L, playersao->m_physics_override_sneak);
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lua_pushboolean(L, phys.sneak);
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lua_setfield(L, -2, "sneak");
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lua_pushboolean(L, playersao->m_physics_override_sneak_glitch);
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lua_pushboolean(L, phys.sneak_glitch);
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lua_setfield(L, -2, "sneak_glitch");
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lua_pushboolean(L, playersao->m_physics_override_new_move);
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lua_pushboolean(L, phys.new_move);
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lua_setfield(L, -2, "new_move");
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return 1;
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}
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@ -305,17 +305,23 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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std::string PlayerSAO::generateUpdatePhysicsOverrideCommand() const
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{
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if (!m_player) {
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// Will output a format warning client-side
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return "";
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}
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const auto &phys = m_player->physics_override;
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, AO_CMD_SET_PHYSICS_OVERRIDE);
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// parameters
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writeF32(os, m_physics_override_speed);
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writeF32(os, m_physics_override_jump);
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writeF32(os, m_physics_override_gravity);
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// these are sent inverted so we get true when the server sends nothing
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writeU8(os, !m_physics_override_sneak);
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writeU8(os, !m_physics_override_sneak_glitch);
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writeU8(os, !m_physics_override_new_move);
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writeF32(os, phys.speed);
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writeF32(os, phys.jump);
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writeF32(os, phys.gravity);
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// MT 0.4.10 legacy: send inverted for detault `true` if the server sends nothing
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writeU8(os, !phys.sneak);
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writeU8(os, !phys.sneak_glitch);
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writeU8(os, !phys.new_move);
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return os.str();
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}
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@ -604,10 +610,10 @@ bool PlayerSAO::checkMovementCheat()
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player_max_walk = m_player->movement_speed_fast; // Fast speed
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else
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player_max_walk = m_player->movement_speed_walk; // Normal speed
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player_max_walk *= m_physics_override_speed;
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player_max_walk *= m_player->physics_override.speed;
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player_max_walk = MYMAX(player_max_walk, override_max_H);
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player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
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player_max_jump = m_player->movement_speed_jump * m_player->physics_override.jump;
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// FIXME: Bouncy nodes cause practically unbound increase in Y speed,
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// until this can be verified correctly, tolerate higher jumping speeds
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player_max_jump *= 2.0;
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@ -221,12 +221,6 @@ private:
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Metadata m_meta;
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public:
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float m_physics_override_speed = 1.0f;
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float m_physics_override_jump = 1.0f;
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float m_physics_override_gravity = 1.0f;
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bool m_physics_override_sneak = true;
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bool m_physics_override_sneak_glitch = false;
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bool m_physics_override_new_move = true;
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bool m_physics_override_sent = false;
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};
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