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.
This commit is contained in:
Kelsi 2026-03-10 13:18:04 -07:00
parent 0b99cbafb2
commit 1853e8aa56
6 changed files with 20 additions and 3 deletions

View file

@ -1014,6 +1014,7 @@ void Application::update(float deltaTime) {
renderer->getCameraController()->setMovementRooted(gameHandler->isPlayerRooted());
renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
}
bool onTaxi = gameHandler &&

View file

@ -2459,7 +2459,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
static_cast<uint32_t>(MovementFlags::FEATHER_FALL), true);
break;
case Opcode::SMSG_MOVE_WATER_WALK:
handleForceMoveFlagChange(packet, "WATER_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK, 0, true);
handleForceMoveFlagChange(packet, "WATER_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK,
static_cast<uint32_t>(MovementFlags::WATER_WALK), true);
break;
case Opcode::SMSG_MOVE_SET_HOVER:
handleForceMoveFlagChange(packet, "SET_HOVER", Opcode::CMSG_MOVE_HOVER_ACK,
@ -5588,7 +5589,8 @@ void GameHandler::handlePacket(network::Packet& packet) {
static_cast<uint32_t>(MovementFlags::LEVITATING), false);
break;
case Opcode::SMSG_MOVE_LAND_WALK:
handleForceMoveFlagChange(packet, "LAND_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK, 0, false);
handleForceMoveFlagChange(packet, "LAND_WALK", Opcode::CMSG_MOVE_WATER_WALK_ACK,
static_cast<uint32_t>(MovementFlags::WATER_WALK), false);
break;
case Opcode::SMSG_MOVE_NORMAL_FALL:
handleForceMoveFlagChange(packet, "NORMAL_FALL", Opcode::CMSG_MOVE_FEATHER_FALL_ACK,

View file

@ -410,7 +410,14 @@ void CameraController::update(float deltaTime) {
constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
bool inWater = false;
if (waterH && targetPos.z < *waterH) {
// Water Walk: treat water surface as ground — player walks on top, not through.
if (waterWalkActive_ && waterH && targetPos.z >= *waterH - 0.5f) {
// Clamp to water surface so the player stands on it
targetPos.z = *waterH;
verticalVelocity = 0.0f;
grounded = true;
inWater = false;
} else if (waterH && targetPos.z < *waterH) {
std::optional<uint16_t> waterType;
if (waterRenderer) {
waterType = waterRenderer->getWaterTypeAt(targetPos.x, targetPos.y);