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https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Allow modifying movement speed, jump height and gravity per-player via the Lua API.
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2a0badf2d5
commit
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@ -1348,6 +1348,10 @@ Player-only: (no-op for other objects)
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{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
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- get_player_control_bits(): returns integer with bit packed player pressed keys
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bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
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- set_physics_override(speed, jump, gravity)
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modifies per-player walking speed, jump height, and gravity.
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Values default to 1 and act as offsets to the physics settings
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in minetest.conf. nil will keep the current setting.
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InvRef: Reference to an inventory
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methods:
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@ -88,9 +88,11 @@ SharedBuffer<u8> makePacket_TOCLIENT_TIME_OF_DAY(u16 time, float time_speed);
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PROTOCOL_VERSION 18:
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damageGroups added to ToolCapabilities
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sound_place added to ItemDefinition
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PROTOCOL_VERSION 19:
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GENERIC_CMD_SET_PHYSICS_OVERRIDE
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*/
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#define LATEST_PROTOCOL_VERSION 18
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#define LATEST_PROTOCOL_VERSION 19
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// Server's supported network protocol range
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#define SERVER_PROTOCOL_VERSION_MIN 13
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@ -1679,6 +1679,19 @@ public:
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updateTexturePos();
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}
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else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
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{
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float override_speed = readF1000(is);
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float override_jump = readF1000(is);
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float override_gravity = readF1000(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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}
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}
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else if(cmd == GENERIC_CMD_SET_ANIMATION)
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{
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m_animation_range = readV2F1000(is);
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@ -935,7 +935,11 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_moved(false),
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m_inventory_not_sent(false),
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m_hp_not_sent(false),
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m_wielded_item_not_sent(false)
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m_wielded_item_not_sent(false),
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m_physics_override_speed(1),
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m_physics_override_jump(1),
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m_physics_override_gravity(1),
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m_physics_override_sent(false)
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{
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assert(m_player);
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assert(m_peer_id != 0);
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@ -1019,7 +1023,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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writeF1000(os, m_player->getYaw());
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writeS16(os, getHP());
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writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
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writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
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os<<serializeLongString(getPropertyPacket()); // message 1
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os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
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os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
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@ -1027,6 +1031,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
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os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
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}
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os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
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os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
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}
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else
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{
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@ -1196,6 +1201,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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m_messages_out.push_back(aom);
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}
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if(m_physics_override_sent == false){
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m_physics_override_sent = true;
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std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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if(m_animation_sent == false){
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m_animation_sent = true;
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std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
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@ -257,8 +257,6 @@ private:
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ItemGroupList m_armor_groups;
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bool m_armor_groups_sent;
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bool m_properties_sent;
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struct ObjectProperties m_prop;
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// Cached privileges for enforcement
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@ -285,6 +283,11 @@ public:
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bool m_inventory_not_sent;
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bool m_hp_not_sent;
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bool m_wielded_item_not_sent;
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float m_physics_override_speed;
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float m_physics_override_jump;
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float m_physics_override_gravity;
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bool m_physics_override_sent;
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};
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#endif
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@ -2057,7 +2057,7 @@ void ClientEnvironment::step(float dtime)
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// Gravity
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v3f speed = lplayer->getSpeed();
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if(lplayer->in_liquid == false)
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speed.Y -= lplayer->movement_gravity * dtime_part * 2;
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speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
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// Liquid floating / sinking
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if(lplayer->in_liquid && !lplayer->swimming_vertical)
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@ -117,6 +117,18 @@ std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
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return os.str();
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}
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std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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{
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std::ostringstream os(std::ios::binary);
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// command
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writeU8(os, GENERIC_CMD_SET_PHYSICS_OVERRIDE);
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// parameters
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writeF1000(os, physics_override_speed);
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writeF1000(os, physics_override_jump);
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writeF1000(os, physics_override_gravity);
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return os.str();
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}
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std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend)
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{
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std::ostringstream os(std::ios::binary);
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define GENERIC_CMD_SET_ANIMATION 6
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#define GENERIC_CMD_SET_BONE_POSITION 7
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#define GENERIC_CMD_SET_ATTACHMENT 8
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#define GENERIC_CMD_SET_PHYSICS_OVERRIDE 9
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#include "object_properties.h"
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std::string gob_cmd_set_properties(const ObjectProperties &prop);
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@ -62,6 +63,8 @@ std::string gob_cmd_punched(s16 damage, s16 result_hp);
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#include "itemgroup.h"
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std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
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std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity);
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std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend);
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std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation);
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@ -529,7 +529,7 @@ void LocalPlayer::applyControl(float dtime)
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v3f speedJ = getSpeed();
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if(speedJ.Y >= -0.5 * BS)
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{
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speedJ.Y = movement_speed_jump;
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speedJ.Y = movement_speed_jump * physics_override_jump;
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setSpeed(speedJ);
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MtEvent *e = new SimpleTriggerEvent("PlayerJump");
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@ -584,8 +584,8 @@ void LocalPlayer::applyControl(float dtime)
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incH = incV = movement_acceleration_default * BS * dtime;
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// Accelerate to target speed with maximum increment
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accelerateHorizontal(speedH, incH);
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accelerateVertical(speedV, incV);
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accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
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accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
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}
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v3s16 LocalPlayer::getStandingNodePos()
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@ -71,6 +71,11 @@ Player::Player(IGameDef *gamedef):
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movement_liquid_fluidity_smooth = 0.5 * BS;
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movement_liquid_sink = 10 * BS;
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movement_gravity = 9.81 * BS;
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// Movement overrides are multipliers and must be 1 by default
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physics_override_speed = 1;
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physics_override_jump = 1;
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physics_override_gravity = 1;
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}
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Player::~Player()
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@ -222,6 +222,10 @@ public:
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f32 movement_liquid_sink;
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f32 movement_gravity;
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float physics_override_speed;
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float physics_override_jump;
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float physics_override_gravity;
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u16 hp;
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float hurt_tilt_timer;
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@ -297,6 +297,28 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
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return 0;
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}
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// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
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int ObjectRef::l_set_physics_override(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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PlayerSAO *co = (PlayerSAO *) getobject(ref);
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if(co == NULL) return 0;
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// Do it
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if(!lua_isnil(L, 2)){
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co->m_physics_override_speed = lua_tonumber(L, 2);
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co->m_physics_override_sent = false;
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}
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if(!lua_isnil(L, 3)){
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co->m_physics_override_jump = lua_tonumber(L, 3);
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co->m_physics_override_sent = false;
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}
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if(!lua_isnil(L, 4)){
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co->m_physics_override_gravity = lua_tonumber(L, 4);
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co->m_physics_override_sent = false;
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}
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return 0;
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}
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// set_animation(self, frame_range, frame_speed, frame_blend)
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int ObjectRef::l_set_animation(lua_State *L)
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{
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@ -756,6 +778,7 @@ const luaL_reg ObjectRef::methods[] = {
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luamethod(ObjectRef, get_wielded_item),
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luamethod(ObjectRef, set_wielded_item),
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luamethod(ObjectRef, set_armor_groups),
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luamethod(ObjectRef, set_physics_override),
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luamethod(ObjectRef, set_animation),
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luamethod(ObjectRef, set_bone_position),
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luamethod(ObjectRef, set_attach),
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// set_armor_groups(self, groups)
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static int l_set_armor_groups(lua_State *L);
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// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
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static int l_set_physics_override(lua_State *L);
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// set_animation(self, frame_range, frame_speed, frame_blend)
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static int l_set_animation(lua_State *L);
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@ -152,6 +152,8 @@ public:
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virtual void setArmorGroups(const ItemGroupList &armor_groups)
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{}
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virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
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{}
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virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
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{}
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virtual void setBonePosition(std::string bone, v3f position, v3f rotation)
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