Bladeren bron

Add sneak and sneak_glitch to set_physics_override()

PilzAdam 10 jaren geleden
bovenliggende
commit
15be2659ea

+ 2 - 1
doc/lua_api.txt

@@ -1706,10 +1706,11 @@ Player-only: (no-op for other objects)
     {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
 - get_player_control_bits(): returns integer with bit packed player pressed keys
     bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
-- set_physics_override(speed, jump, gravity)
+- set_physics_override(speed, jump, gravity, sneak, sneak_glitch)
     modifies per-player walking speed, jump height, and gravity.
     Values default to 1 and act as offsets to the physics settings 
     in minetest.conf. nil will keep the current setting.
+    sneak and sneak_glitch are booleans, default is true
 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
 - hud_remove(id): remove the HUD element of the specified id
 - hud_change(id, stat, value): change a value of a previously added HUD element

+ 6 - 0
src/content_cao.cpp

@@ -1693,12 +1693,18 @@ public:
 			float override_speed = readF1000(is);
 			float override_jump = readF1000(is);
 			float override_gravity = readF1000(is);
+			// these are sent inverted so we get true when the server sends nothing
+			bool sneak = !readU8(is);
+			bool sneak_glitch = !readU8(is);
+			
 			if(m_is_local_player)
 			{
 				LocalPlayer *player = m_env->getLocalPlayer();
 				player->physics_override_speed = override_speed;
 				player->physics_override_jump = override_jump;
 				player->physics_override_gravity = override_gravity;
+				player->physics_override_sneak = sneak;
+				player->physics_override_sneak_glitch = sneak_glitch;
 			}
 		}
 		else if(cmd == GENERIC_CMD_SET_ANIMATION)

+ 8 - 2
src/content_sao.cpp

@@ -969,6 +969,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
 	m_physics_override_speed(1),
 	m_physics_override_jump(1),
 	m_physics_override_gravity(1),
+	m_physics_override_sneak(true),
+	m_physics_override_sneak_glitch(true),
 	m_physics_override_sent(false)
 {
 	assert(m_player);
@@ -1060,7 +1062,9 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 			os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
 		}
 		os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
-		os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
+		os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+				m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+				m_physics_override_sneak_glitch)); // 5
 	}
 	else
 	{
@@ -1187,7 +1191,9 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
 	if(m_physics_override_sent == false){
 		m_physics_override_sent = true;
-		std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
+		std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
+				m_physics_override_jump, m_physics_override_gravity,
+				m_physics_override_sneak, m_physics_override_sneak_glitch);
 		// create message and add to list
 		ActiveObjectMessage aom(getId(), true, str);
 		m_messages_out.push_back(aom);

+ 2 - 0
src/content_sao.h

@@ -330,6 +330,8 @@ public:
 	float m_physics_override_speed;
 	float m_physics_override_jump;
 	float m_physics_override_gravity;
+	bool m_physics_override_sneak;
+	bool m_physics_override_sneak_glitch;
 	bool m_physics_override_sent;
 };
 

+ 5 - 1
src/genericobject.cpp

@@ -117,7 +117,8 @@ std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
 	return os.str();
 }
 
-std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
+std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump,
+		float physics_override_gravity, bool sneak, bool sneak_glitch)
 {
 	std::ostringstream os(std::ios::binary);
 	// command 
@@ -126,6 +127,9 @@ std::string gob_cmd_update_physics_override(float physics_override_speed, float
 	writeF1000(os, physics_override_speed);
 	writeF1000(os, physics_override_jump);
 	writeF1000(os, physics_override_gravity);
+	// these are sent inverted so we get true when the server sends nothing
+	writeU8(os, !sneak);
+	writeU8(os, !sneak_glitch);
 	return os.str();
 }
 

+ 2 - 1
src/genericobject.h

@@ -63,7 +63,8 @@ std::string gob_cmd_punched(s16 damage, s16 result_hp);
 #include "itemgroup.h"
 std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
 
-std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity);
+std::string gob_cmd_update_physics_override(float physics_override_speed,
+		float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch);
 
 std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend);
 

+ 9 - 3
src/localplayer.cpp

@@ -165,7 +165,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
 		If sneaking, keep in range from the last walked node and don't
 		fall off from it
 	*/
-	if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
+	if(control.sneak && m_sneak_node_exists &&
+			!(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+			physics_override_sneak)
 	{
 		f32 maxd = 0.5*BS + sneak_max;
 		v3f lwn_f = intToFloat(m_sneak_node, BS);
@@ -225,7 +227,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
 		// node.
 		m_need_to_get_new_sneak_node = true;
 	}
-	if(m_need_to_get_new_sneak_node)
+	if(m_need_to_get_new_sneak_node && physics_override_sneak)
 	{
 		v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
 		v2f player_p2df(position.X, position.Z);
@@ -264,6 +266,10 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
 				// And the node above it has to be nonwalkable
 				if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
 					continue;
+				if (!physics_override_sneak_glitch) {
+					if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
+						continue;
+				}
 			}
 			catch(InvalidPositionException &e)
 			{
@@ -576,6 +582,6 @@ v3s16 LocalPlayer::getStandingNodePos()
 {
 	if(m_sneak_node_exists)
 		return m_sneak_node;
-	return floatToInt(getPosition(), BS);
+	return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }
 

+ 5 - 3
src/player.cpp

@@ -85,9 +85,11 @@ Player::Player(IGameDef *gamedef):
 	movement_gravity                = 9.81 * BS;
 
 	// Movement overrides are multipliers and must be 1 by default
-	physics_override_speed   = 1;
-	physics_override_jump    = 1;
-	physics_override_gravity = 1;
+	physics_override_speed        = 1;
+	physics_override_jump         = 1;
+	physics_override_gravity      = 1;
+	physics_override_sneak        = true;
+	physics_override_sneak_glitch = true;
 
 	hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
 			 HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |

+ 2 - 0
src/player.h

@@ -266,6 +266,8 @@ public:
 	float physics_override_speed;
 	float physics_override_jump;
 	float physics_override_gravity;
+	bool physics_override_sneak;
+	bool physics_override_sneak_glitch;
 
 	u16 hp;
 

+ 10 - 1
src/script/lua_api/l_object.cpp

@@ -349,7 +349,8 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
 	return 0;
 }
 
-// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
+// set_physics_override(self, physics_override_speed, physics_override_jump,
+//                      physics_override_gravity, sneak, sneak_glitch)
 int ObjectRef::l_set_physics_override(lua_State *L)
 {
 	ObjectRef *ref = checkobject(L, 1);
@@ -368,6 +369,14 @@ int ObjectRef::l_set_physics_override(lua_State *L)
 		co->m_physics_override_gravity = lua_tonumber(L, 4);
 		co->m_physics_override_sent = false;
 	}
+	if (lua_isboolean(L, 5)) {
+		co->m_physics_override_sneak = lua_toboolean(L, 5);
+		co->m_physics_override_sent = false;
+	}
+	if (lua_isboolean(L, 6)) {
+		co->m_physics_override_sneak_glitch = lua_toboolean(L, 6);
+		co->m_physics_override_sent = false;
+	}
 	return 0;
 }
 

+ 2 - 1
src/script/lua_api/l_object.h

@@ -101,7 +101,8 @@ private:
 	// set_armor_groups(self, groups)
 	static int l_set_armor_groups(lua_State *L);
 
-	// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
+	// set_physics_override(self, physics_override_speed, physics_override_jump,
+	//                      physics_override_gravity, sneak, sneak_glitch)
 	static int l_set_physics_override(lua_State *L);
 
 	// set_animation(self, frame_range, frame_speed, frame_blend)