From cec141adc1fd0845e27df9b0c88d979dd765e76f Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Sun, 7 Dec 2014 23:47:52 +0200 Subject: [PATCH] Allow footstep sounds to play for liquid and ladder nodes, making swimming and climbing sounds possible --- src/camera.cpp | 28 ++++++++++++++++------------ 1 file changed, 16 insertions(+), 12 deletions(-) diff --git a/src/camera.cpp b/src/camera.cpp index e5954a589..df7ea35b1 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -307,7 +307,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, PlayerEyeOffset += player->eye_offset_first; else PlayerEyeOffset += player->eye_offset_third; - + // Set head node transformation m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0)); m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); @@ -369,7 +369,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Seperate camera position for calculation v3f my_cp = m_camera_position; - + // Reposition the camera for third person view if (m_camera_mode > CAMERA_MODE_FIRST) { @@ -413,7 +413,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP); m_camera_offset.Z += CAMERA_OFFSET_STEP* (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP); - + // Set camera node transformation m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS)); m_cameranode->setUpVector(abs_cam_up); @@ -466,7 +466,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; - + // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); @@ -491,15 +491,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // Render distance feedback loop updateViewingRange(frametime, busytime); - // If the player seems to be walking on solid ground, + // If the player is walking, swimming, or climbing, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); - if ((hypot(speed.X, speed.Z) > BS) && - (player->touching_ground) && - (m_cache_view_bobbing == true) && - (g_settings->getBool("free_move") == false || - !m_gamedef->checkLocalPrivilege("fly"))) + const bool movement_XZ = hypot(speed.X, speed.Z) > BS; + const bool movement_Y = abs(speed.Y) > BS; + + const bool walking = movement_XZ && player->touching_ground; + const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; + const bool climbing = movement_Y && player->is_climbing; + if ((walking || swimming || climbing) && + m_cache_view_bobbing && + (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; @@ -542,7 +546,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max"); viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); - + // Immediately apply hard limits if(m_draw_control.wanted_range < viewing_range_min) m_draw_control.wanted_range = viewing_range_min; @@ -639,7 +643,7 @@ void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) } new_range += wanted_range_change; - + //f32 new_range_unclamped = new_range; new_range = MYMAX(new_range, viewing_range_min); new_range = MYMIN(new_range, viewing_range_max); -- 2.25.1