forked from Mirrorlandia_minetest/minetest
Restore pass-through of direction keys (#11924)
This moves relevant code into the PlayerControl class and gets rid of separate keyPressed variable.
This commit is contained in:
parent
76dbd0d2d0
commit
5eb45e1ea0
@ -931,7 +931,7 @@ void writePlayerPos(LocalPlayer *myplayer, ClientMap *clientMap, NetworkPacket *
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v3f sf = myplayer->getSpeed() * 100;
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s32 pitch = myplayer->getPitch() * 100;
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s32 yaw = myplayer->getYaw() * 100;
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u32 keyPressed = myplayer->keyPressed;
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u32 keyPressed = myplayer->control.getKeysPressed();
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// scaled by 80, so that pi can fit into a u8
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u8 fov = clientMap->getCameraFov() * 80;
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u8 wanted_range = MYMIN(255,
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@ -1287,22 +1287,24 @@ void Client::sendPlayerPos()
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if (!player)
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return;
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ClientMap &map = m_env.getClientMap();
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u8 camera_fov = map.getCameraFov();
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u8 wanted_range = map.getControl().wanted_range;
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// Save bandwidth by only updating position when
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// player is not dead and something changed
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if (m_activeobjects_received && player->isDead())
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return;
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ClientMap &map = m_env.getClientMap();
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u8 camera_fov = map.getCameraFov();
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u8 wanted_range = map.getControl().wanted_range;
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u32 keyPressed = player->control.getKeysPressed();
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if (
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player->last_position == player->getPosition() &&
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player->last_speed == player->getSpeed() &&
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player->last_pitch == player->getPitch() &&
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player->last_yaw == player->getYaw() &&
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player->last_keyPressed == player->keyPressed &&
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player->last_keyPressed == keyPressed &&
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player->last_camera_fov == camera_fov &&
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player->last_wanted_range == wanted_range)
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return;
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@ -1311,7 +1313,7 @@ void Client::sendPlayerPos()
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player->last_speed = player->getSpeed();
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player->last_pitch = player->getPitch();
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player->last_yaw = player->getYaw();
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player->last_keyPressed = player->keyPressed;
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player->last_keyPressed = keyPressed;
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player->last_camera_fov = camera_fov;
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player->last_wanted_range = wanted_range;
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@ -70,10 +70,10 @@ static void dump_start_data(const GameStartData &data)
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ClientLauncher::~ClientLauncher()
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{
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delete receiver;
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delete input;
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delete receiver;
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delete g_fontengine;
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delete g_gamecallback;
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@ -2481,6 +2481,10 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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//TimeTaker tt("update player control", NULL, PRECISION_NANO);
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PlayerControl control(
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isKeyDown(KeyType::FORWARD),
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isKeyDown(KeyType::BACKWARD),
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isKeyDown(KeyType::LEFT),
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isKeyDown(KeyType::RIGHT),
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isKeyDown(KeyType::JUMP) || player->getAutojump(),
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isKeyDown(KeyType::AUX1),
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isKeyDown(KeyType::SNEAK),
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@ -2511,39 +2515,7 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
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}
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#endif
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u32 keypress_bits = (
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( (u32)(control.jump & 0x1) << 4) |
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( (u32)(control.aux1 & 0x1) << 5) |
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( (u32)(control.sneak & 0x1) << 6) |
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( (u32)(control.dig & 0x1) << 7) |
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( (u32)(control.place & 0x1) << 8) |
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( (u32)(control.zoom & 0x1) << 9)
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);
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// Set direction keys to ensure mod compatibility
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if (control.movement_speed > 0.001f) {
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float absolute_direction;
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// Check in original orientation (absolute value indicates forward / backward)
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absolute_direction = abs(control.movement_direction);
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if (absolute_direction < (3.0f / 8.0f * M_PI))
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keypress_bits |= (u32)(0x1 << 0); // Forward
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if (absolute_direction > (5.0f / 8.0f * M_PI))
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keypress_bits |= (u32)(0x1 << 1); // Backward
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// Rotate entire coordinate system by 90 degrees (absolute value indicates left / right)
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absolute_direction = control.movement_direction + M_PI_2;
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if (absolute_direction >= M_PI)
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absolute_direction -= 2 * M_PI;
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absolute_direction = abs(absolute_direction);
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if (absolute_direction < (3.0f / 8.0f * M_PI))
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keypress_bits |= (u32)(0x1 << 2); // Left
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if (absolute_direction > (5.0f / 8.0f * M_PI))
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keypress_bits |= (u32)(0x1 << 3); // Right
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}
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client->setPlayerControl(control);
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player->keyPressed = keypress_bits;
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//tt.stop();
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}
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@ -152,8 +152,14 @@ public:
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// in the subsequent iteration of Game::processPlayerInteraction
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bool WasKeyReleased(const KeyPress &keycode) const { return keyWasReleased[keycode]; }
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void listenForKey(const KeyPress &keyCode) { keysListenedFor.set(keyCode); }
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void dontListenForKeys() { keysListenedFor.clear(); }
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void listenForKey(const KeyPress &keyCode)
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{
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keysListenedFor.set(keyCode);
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}
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void dontListenForKeys()
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{
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keysListenedFor.clear();
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}
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s32 getMouseWheel()
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{
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@ -189,8 +195,6 @@ public:
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#endif
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}
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s32 mouse_wheel = 0;
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JoystickController *joystick = nullptr;
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#ifdef HAVE_TOUCHSCREENGUI
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@ -198,6 +202,8 @@ public:
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#endif
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private:
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s32 mouse_wheel = 0;
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// The current state of keys
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KeyList keyIsDown;
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@ -272,6 +278,12 @@ public:
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{
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m_receiver->joystick = &joystick;
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}
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virtual ~RealInputHandler()
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{
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m_receiver->joystick = nullptr;
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}
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virtual bool isKeyDown(GameKeyType k)
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{
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return m_receiver->IsKeyDown(keycache.key[k]) || joystick.isKeyDown(k);
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@ -288,6 +300,7 @@ public:
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{
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return m_receiver->WasKeyReleased(keycache.key[k]) || joystick.wasKeyReleased(k);
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}
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virtual float getMovementSpeed()
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{
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bool f = m_receiver->IsKeyDown(keycache.key[KeyType::FORWARD]),
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@ -307,6 +320,7 @@ public:
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}
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return joystick.getMovementSpeed();
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}
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virtual float getMovementDirection()
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{
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float x = 0, z = 0;
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@ -326,10 +340,12 @@ public:
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else
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return joystick.getMovementDirection();
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}
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virtual bool cancelPressed()
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{
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return wasKeyDown(KeyType::ESC) || m_receiver->WasKeyDown(CancelKey);
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}
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virtual void clearWasKeyPressed()
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{
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m_receiver->clearWasKeyPressed();
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@ -338,17 +354,21 @@ public:
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{
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m_receiver->clearWasKeyReleased();
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}
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virtual void listenForKey(const KeyPress &keyCode)
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{
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m_receiver->listenForKey(keyCode);
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}
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virtual void dontListenForKeys() { m_receiver->dontListenForKeys(); }
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virtual void dontListenForKeys()
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{
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m_receiver->dontListenForKeys();
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}
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virtual v2s32 getMousePos()
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{
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if (RenderingEngine::get_raw_device()->getCursorControl()) {
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return RenderingEngine::get_raw_device()
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->getCursorControl()
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->getPosition();
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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return control->getPosition();
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}
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return m_mousepos;
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@ -356,16 +376,18 @@ public:
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virtual void setMousePos(s32 x, s32 y)
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{
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if (RenderingEngine::get_raw_device()->getCursorControl()) {
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RenderingEngine::get_raw_device()
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->getCursorControl()
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->setPosition(x, y);
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auto control = RenderingEngine::get_raw_device()->getCursorControl();
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if (control) {
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control->setPosition(x, y);
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} else {
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m_mousepos = v2s32(x, y);
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}
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}
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virtual s32 getMouseWheel() { return m_receiver->getMouseWheel(); }
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virtual s32 getMouseWheel()
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{
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return m_receiver->getMouseWheel();
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}
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void clear()
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{
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@ -1096,10 +1096,8 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
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if (m_autojump)
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return;
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bool control_forward = keyPressed & (1 << 0);
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bool could_autojump =
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m_can_jump && !control.jump && !control.sneak && control_forward;
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m_can_jump && !control.jump && !control.sneak && control.isMoving();
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if (!could_autojump)
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return;
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@ -86,7 +86,7 @@ public:
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v3f last_speed;
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float last_pitch = 0.0f;
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float last_yaw = 0.0f;
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unsigned int last_keyPressed = 0;
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u32 last_keyPressed = 0;
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u8 last_camera_fov = 0;
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u8 last_wanted_range = 0;
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@ -482,7 +482,6 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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f32 yaw = (f32)f32yaw / 100.0f;
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u32 keyPressed = 0;
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// default behavior (in case an old client doesn't send these)
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f32 fov = 0;
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u8 wanted_range = 0;
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@ -508,13 +507,7 @@ void Server::process_PlayerPos(RemotePlayer *player, PlayerSAO *playersao,
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playersao->setFov(fov);
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playersao->setWantedRange(wanted_range);
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player->keyPressed = keyPressed;
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player->control.jump = (keyPressed & (0x1 << 4));
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player->control.aux1 = (keyPressed & (0x1 << 5));
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player->control.sneak = (keyPressed & (0x1 << 6));
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player->control.dig = (keyPressed & (0x1 << 7));
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player->control.place = (keyPressed & (0x1 << 8));
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player->control.zoom = (keyPressed & (0x1 << 9));
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player->control.unpackKeysPressed(keyPressed);
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if (playersao->checkMovementCheat()) {
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// Call callbacks
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "player.h"
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#include <cmath>
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#include "threading/mutex_auto_lock.h"
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#include "util/numeric.h"
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#include "hud.h"
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@ -159,6 +160,64 @@ void Player::clearHud()
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}
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}
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#ifndef SERVER
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u32 PlayerControl::getKeysPressed() const
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{
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u32 keypress_bits =
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( (u32)(jump & 1) << 4) |
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( (u32)(aux1 & 1) << 5) |
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( (u32)(sneak & 1) << 6) |
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( (u32)(dig & 1) << 7) |
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( (u32)(place & 1) << 8) |
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( (u32)(zoom & 1) << 9)
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;
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// If any direction keys are pressed pass those through
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if (direction_keys != 0)
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{
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keypress_bits |= direction_keys;
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}
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// Otherwise set direction keys based on joystick movement (for mod compatibility)
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else if (isMoving())
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{
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float abs_d;
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// (absolute value indicates forward / backward)
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abs_d = abs(movement_direction);
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if (abs_d < 3.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1; // Forward
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if (abs_d > 5.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 1; // Backward
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// rotate entire coordinate system by 90 degree
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abs_d = movement_direction + M_PI_2;
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if (abs_d >= M_PI)
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abs_d -= 2 * M_PI;
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abs_d = abs(abs_d);
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// (value now indicates left / right)
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if (abs_d < 3.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 2; // Left
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if (abs_d > 5.0f / 8.0f * M_PI)
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keypress_bits |= (u32)1 << 3; // Right
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}
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return keypress_bits;
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}
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#endif
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void PlayerControl::unpackKeysPressed(u32 keypress_bits)
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{
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direction_keys = keypress_bits & 0xf;
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jump = keypress_bits & (1 << 4);
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aux1 = keypress_bits & (1 << 5);
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sneak = keypress_bits & (1 << 6);
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dig = keypress_bits & (1 << 7);
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place = keypress_bits & (1 << 8);
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zoom = keypress_bits & (1 << 9);
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}
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void PlayerSettings::readGlobalSettings()
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{
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free_move = g_settings->getBool("free_move");
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33
src/player.h
33
src/player.h
@ -49,18 +49,18 @@ struct PlayerControl
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PlayerControl() = default;
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PlayerControl(
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bool a_jump,
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bool a_aux1,
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bool a_sneak,
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bool a_up, bool a_down, bool a_left, bool a_right,
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bool a_jump, bool a_aux1, bool a_sneak,
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bool a_zoom,
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bool a_dig,
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bool a_place,
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float a_pitch,
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float a_yaw,
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float a_movement_speed,
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float a_movement_direction
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bool a_dig, bool a_place,
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float a_pitch, float a_yaw,
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float a_movement_speed, float a_movement_direction
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)
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{
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// Encode direction keys into a single value so nobody uses it accidentally
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// as movement_{speed,direction} is supposed to be the source of truth.
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direction_keys = (a_up&1) | ((a_down&1) << 1) |
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((a_left&1) << 2) | ((a_right&1) << 3);
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jump = a_jump;
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aux1 = a_aux1;
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sneak = a_sneak;
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@ -72,15 +72,26 @@ struct PlayerControl
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movement_speed = a_movement_speed;
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movement_direction = a_movement_direction;
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}
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#ifndef SERVER
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// For client use
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u32 getKeysPressed() const;
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inline bool isMoving() const { return movement_speed > 0.001f; }
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#endif
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// For server use
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void unpackKeysPressed(u32 keypress_bits);
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u8 direction_keys = 0;
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bool jump = false;
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bool aux1 = false;
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bool sneak = false;
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bool zoom = false;
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bool dig = false;
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bool place = false;
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// Note: These four are NOT available on the server
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float pitch = 0.0f;
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float yaw = 0.0f;
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// Note: These two are NOT available on the server
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float movement_speed = 0.0f;
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float movement_direction = 0.0f;
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};
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@ -189,8 +200,6 @@ public:
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return m_fov_override_spec;
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}
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u32 keyPressed = 0;
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HudElement* getHud(u32 id);
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u32 addHud(HudElement* hud);
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HudElement* removeHud(u32 id);
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@ -230,13 +230,15 @@ int LuaLocalPlayer::l_get_control(lua_State *L)
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set("dig", c.dig);
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set("place", c.place);
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// Player movement in polar coordinates and non-binary speed
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set("movement_speed", c.movement_speed);
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set("movement_direction", c.movement_direction);
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lua_pushnumber(L, c.movement_speed);
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lua_setfield(L, -2, "movement_speed");
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lua_pushnumber(L, c.movement_direction);
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lua_setfield(L, -2, "movement_direction");
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// Provide direction keys to ensure compatibility
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set("up", player->keyPressed & (1 << 0)); // Up, down, left, and right were removed in favor of
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set("down", player->keyPressed & (1 << 1)); // analog direction indicators and are therefore not
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set("left", player->keyPressed & (1 << 2)); // available as booleans anymore. The corresponding values
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set("right", player->keyPressed & (1 << 3)); // can still be read from the keyPressed bits though.
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set("up", c.direction_keys & (1 << 0));
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set("down", c.direction_keys & (1 << 1));
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set("left", c.direction_keys & (1 << 2));
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set("right", c.direction_keys & (1 << 3));
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return 1;
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}
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@ -1367,20 +1367,18 @@ int ObjectRef::l_get_player_control(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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RemotePlayer *player = getplayer(ref);
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if (player == nullptr) {
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lua_pushlstring(L, "", 0);
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return 1;
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}
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if (player == nullptr)
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return 0;
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const PlayerControl &control = player->getPlayerControl();
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lua_newtable(L);
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lua_pushboolean(L, player->keyPressed & (1 << 0));
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lua_pushboolean(L, control.direction_keys & (1 << 0));
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||||
lua_setfield(L, -2, "up");
|
||||
lua_pushboolean(L, player->keyPressed & (1 << 1));
|
||||
lua_pushboolean(L, control.direction_keys & (1 << 1));
|
||||
lua_setfield(L, -2, "down");
|
||||
lua_pushboolean(L, player->keyPressed & (1 << 2));
|
||||
lua_pushboolean(L, control.direction_keys & (1 << 2));
|
||||
lua_setfield(L, -2, "left");
|
||||
lua_pushboolean(L, player->keyPressed & (1 << 3));
|
||||
lua_pushboolean(L, control.direction_keys & (1 << 3));
|
||||
lua_setfield(L, -2, "right");
|
||||
lua_pushboolean(L, control.jump);
|
||||
lua_setfield(L, -2, "jump");
|
||||
@ -1408,12 +1406,24 @@ int ObjectRef::l_get_player_control_bits(lua_State *L)
|
||||
NO_MAP_LOCK_REQUIRED;
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
RemotePlayer *player = getplayer(ref);
|
||||
if (player == nullptr) {
|
||||
lua_pushlstring(L, "", 0);
|
||||
return 1;
|
||||
}
|
||||
if (player == nullptr)
|
||||
return 0;
|
||||
|
||||
lua_pushnumber(L, player->keyPressed);
|
||||
const auto &c = player->getPlayerControl();
|
||||
|
||||
// This is very close to PlayerControl::getKeysPressed() but duplicated
|
||||
// here so the encoding in the API is not inadvertedly changed.
|
||||
u32 keypress_bits =
|
||||
c.direction_keys |
|
||||
( (u32)(c.jump & 1) << 4) |
|
||||
( (u32)(c.aux1 & 1) << 5) |
|
||||
( (u32)(c.sneak & 1) << 6) |
|
||||
( (u32)(c.dig & 1) << 7) |
|
||||
( (u32)(c.place & 1) << 8) |
|
||||
( (u32)(c.zoom & 1) << 9)
|
||||
;
|
||||
|
||||
lua_pushinteger(L, keypress_bits);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user