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physics: implement Water Walk movement state tracking and surface clamping
SMSG_MOVE_WATER_WALK / SMSG_MOVE_LAND_WALK now correctly set/clear WATER_WALK (0x00008000) in movementInfo.flags, ensuring the flag is included in movement ACKs sent to the server. In CameraController, when waterWalkActive_ is set and the player is at or above the water surface (within 0.5 units), clamp them to the water surface and mark as grounded — preventing water entry and allowing them to walk across the water surface as the spell intends.
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0b99cbafb2
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1853e8aa56
6 changed files with 20 additions and 3 deletions
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@ -1163,6 +1163,9 @@ public:
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bool isFeatherFalling() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::FEATHER_FALL)) != 0;
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}
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bool isWaterWalking() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
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}
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void dismount();
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// Taxi / Flight Paths
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@ -396,6 +396,7 @@ enum class MovementFlags : uint32_t {
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FALLING = 0x00001000,
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FALLINGFAR = 0x00002000,
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FEATHER_FALL = 0x00004000, // Slow fall / Parachute
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WATER_WALK = 0x00008000, // Walk on water surface
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SWIMMING = 0x00200000,
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ASCENDING = 0x00400000,
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CAN_FLY = 0x00800000,
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@ -98,6 +98,7 @@ public:
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bool isMovementRooted() const { return movementRooted_; }
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void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
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void setFeatherFallActive(bool active) { featherFallActive_ = active; }
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void setWaterWalkActive(bool active) { waterWalkActive_ = active; }
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void setMounted(bool m) { mounted_ = m; }
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void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
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void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
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@ -282,6 +283,8 @@ private:
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bool gravityDisabled_ = false;
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// Server-driven feather fall: cap downward velocity to slow-fall terminal.
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bool featherFallActive_ = false;
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// Server-driven water walk: treat water surface as ground (don't swim).
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bool waterWalkActive_ = false;
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bool mounted_ = false;
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float mountHeightOffset_ = 0.0f;
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bool externalMoving_ = false;
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@ -1014,6 +1014,7 @@ void Application::update(float deltaTime) {
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renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
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renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
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}
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bool onTaxi = gameHandler &&
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@ -2459,7 +2459,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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static_cast<uint32_t>(MovementFlags::FEATHER_FALL), true);
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break;
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case Opcode::SMSG_MOVE_WATER_WALK:
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handleForceMoveFlagChange(packet, "WATER_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK, 0, true);
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handleForceMoveFlagChange(packet, "WATER_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK,
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static_cast<uint32_t>(MovementFlags::WATER_WALK), true);
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break;
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case Opcode::SMSG_MOVE_SET_HOVER:
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handleForceMoveFlagChange(packet, "SET_HOVER", Opcode::CMSG_MOVE_HOVER_ACK,
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@ -5588,7 +5589,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
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static_cast<uint32_t>(MovementFlags::LEVITATING), false);
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break;
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case Opcode::SMSG_MOVE_LAND_WALK:
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handleForceMoveFlagChange(packet, "LAND_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK, 0, false);
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handleForceMoveFlagChange(packet, "LAND_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK,
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static_cast<uint32_t>(MovementFlags::WATER_WALK), false);
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break;
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case Opcode::SMSG_MOVE_NORMAL_FALL:
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handleForceMoveFlagChange(packet, "NORMAL_FALL", Opcode::CMSG_MOVE_FEATHER_FALL_ACK,
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@ -410,7 +410,14 @@ void CameraController::update(float deltaTime) {
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constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
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constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
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bool inWater = false;
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if (waterH && targetPos.z < *waterH) {
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// Water Walk: treat water surface as ground — player walks on top, not through.
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if (waterWalkActive_ && waterH && targetPos.z >= *waterH - 0.5f) {
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// Clamp to water surface so the player stands on it
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targetPos.z = *waterH;
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verticalVelocity = 0.0f;
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grounded = true;
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inWater = false;
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} else if (waterH && targetPos.z < *waterH) {
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std::optional<uint16_t> waterType;
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if (waterRenderer) {
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waterType = waterRenderer->getWaterTypeAt(targetPos.x, targetPos.y);
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