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authoryou <ovvv@web.de>2017-04-28 20:12:28 +0200
committerSmallJoker <SmallJoker@users.noreply.github.com>2017-04-28 20:12:28 +0200
commit7f4cdbcbe9b5b4655c2c5eba2043628487668e24 (patch)
treed49fbc56dc4cc0b9e05292f6b388adc6027b1e7e /src/game.cpp
parente21a1ab3bd31f9b854ef77c33698624755fc915c (diff)
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Fix click-digging torches (#5652)
Torches are dug instantly again. When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp34
1 files changed, 21 insertions, 13 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 82bd440df..eb59ee5ae 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1117,6 +1117,7 @@ struct GameRunData {
PointedThing pointed_old;
bool digging;
bool ldown_for_dig;
+ bool dig_instantly;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
@@ -3495,6 +3496,10 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0;
}
+ } else if (runData.dig_instantly && getLeftReleased()) {
+ // Remove e.g. torches faster when clicking instead of holding LMB
+ runData.nodig_delay_timer = 0;
+ runData.dig_instantly = false;
}
if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
@@ -3807,15 +3812,6 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
- if (!runData.digging) {
- infostream << "Started digging" << std::endl;
- if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
- return;
- client->interact(0, pointed);
- runData.digging = true;
- runData.ldown_for_dig = true;
- }
-
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
@@ -3833,6 +3829,16 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
params = getDigParams(nodedef_manager->get(n).groups, tp);
}
+ if (!runData.digging) {
+ infostream << "Started digging" << std::endl;
+ runData.dig_instantly = params.time == 0;
+ if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
+ return;
+ client->interact(0, pointed);
+ runData.digging = true;
+ runData.ldown_for_dig = true;
+ }
+
if (!params.diggable) {
// I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0;
@@ -3847,12 +3853,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
}
}
- if (runData.dig_time_complete >= 0.001) {
+ if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length
* runData.dig_time
/ runData.dig_time_complete;
} else {
- // This is for torches
+ // This is for e.g. torches
runData.dig_index = crack_animation_length;
}
@@ -3887,10 +3893,12 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length;
- // We don't want a corresponding delay to
- // very time consuming nodes
+ // We don't want a corresponding delay to very time consuming nodes
+ // and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
+ else if (runData.dig_instantly)
+ runData.nodig_delay_timer = 0.15;
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);