RealBadAngel's patch which allows the lua api to read pressed player keys. This should make it possible to change the player's animation based on what he is doing
Correct lua api version number Always update animations and attachments after the entity is added to scene client side. Fixes animations not being applied in client initialization for some reason. Attachments should be re-tested now just to be safe. Fix a segmentation fault caused by reaching materials that didn't exist in a loop for setting texturemaster
parent
756db8174a
commit
3d1c481f0b
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@ -1,4 +1,4 @@
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Minetest Lua Modding API Reference 0.4.0
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Minetest Lua Modding API Reference 0.4.3
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==========================================
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More information at http://c55.me/minetest/
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@ -1132,7 +1132,11 @@ Player-only: (no-op for other objects)
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^ Redefine player's inventory form
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^ Should usually be called in on_joinplayer
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- get_inventory_formspec() -> formspec string
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- get_player_control(): returns table with player pressed keys
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{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
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- get_player_control_bits(): returns integer with bit packed player pressed keys
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bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
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InvRef: Reference to an inventory
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methods:
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- is_empty(listname): return true if list is empty
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@ -1984,7 +1984,7 @@ void Client::sendPlayerPos()
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v3s32 speed(sf.X*100, sf.Y*100, sf.Z*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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/*
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Format:
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[0] u16 command
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@ -1992,15 +1992,15 @@ void Client::sendPlayerPos()
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[2+12] v3s32 speed*100
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[2+12+12] s32 pitch*100
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[2+12+12+4] s32 yaw*100
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[2+12+12+4+4] u32 keyPressed
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*/
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SharedBuffer<u8> data(2+12+12+4+4);
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SharedBuffer<u8> data(2+12+12+4+4+4);
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writeU16(&data[0], TOSERVER_PLAYERPOS);
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writeV3S32(&data[2], position);
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writeV3S32(&data[2+12], speed);
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writeS32(&data[2+12+12], pitch);
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writeS32(&data[2+12+12+4], yaw);
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writeS32(&data[2+12+12+4], yaw);
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writeU32(&data[2+12+12+4+4], keyPressed);
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// Send as unreliable
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Send(0, data, false);
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}
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@ -68,7 +68,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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PROTOCOL_VERSION 13:
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InventoryList field "Width" (deserialization fails with old versions)
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PROTOCOL_VERSION 14:
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New messages for mesh and bone animation, as well as attachments
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Added transfer of player pressed keys to the server
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Added new messages for mesh and bone animation, as well as attachments
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GENERIC_CMD_SET_ANIMATION
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GENERIC_CMD_SET_BONE_POSITION
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GENERIC_CMD_SET_ATTACHMENT
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@ -371,6 +372,7 @@ enum ToServerCommand
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[2+12] v3s32 speed*100
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[2+12+12] s32 pitch*100
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[2+12+12+4] s32 yaw*100
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[2+12+12+4+4] u32 keyPressed
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*/
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TOSERVER_GOTBLOCKS = 0x24,
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@ -970,8 +970,11 @@ public:
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wname.c_str(), video::SColor(255,255,255,255), node);
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m_textnode->setPosition(v3f(0, BS*1.1, 0));
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}
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updateNodePos();
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updateAnimation();
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updateBonePosition();
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updateAttachments();
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}
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void expireVisuals()
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@ -1049,9 +1052,6 @@ public:
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removeFromScene(false);
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addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
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updateAnimation();
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updateBonePosition();
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updateAttachments();
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// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
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for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
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@ -1248,7 +1248,7 @@ public:
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{
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if(m_prop.visual == "mesh")
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{
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for (u32 i = 0; i < m_prop.textures.size(); ++i)
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for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
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{
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std::string texturestring = m_prop.textures[i];
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if(texturestring == "")
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@ -1271,7 +1271,7 @@ public:
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m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
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m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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for (u32 i = 0; i < m_prop.colors.size(); ++i)
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for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
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{
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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16
src/game.cpp
16
src/game.cpp
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@ -1881,6 +1881,8 @@ void the_game(
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bool a_jump,
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bool a_superspeed,
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bool a_sneak,
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bool a_LMB,
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bool a_RMB,
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float a_pitch,
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float a_yaw*/
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PlayerControl control(
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@ -1891,10 +1893,24 @@ void the_game(
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input->isKeyDown(getKeySetting("keymap_jump")),
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input->isKeyDown(getKeySetting("keymap_special1")),
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input->isKeyDown(getKeySetting("keymap_sneak")),
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input->getLeftState(),
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input->getRightState(),
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camera_pitch,
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camera_yaw
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);
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client.setPlayerControl(control);
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u32 keyPressed=
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1*(int)input->isKeyDown(getKeySetting("keymap_forward"))+
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2*(int)input->isKeyDown(getKeySetting("keymap_backward"))+
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4*(int)input->isKeyDown(getKeySetting("keymap_left"))+
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8*(int)input->isKeyDown(getKeySetting("keymap_right"))+
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16*(int)input->isKeyDown(getKeySetting("keymap_jump"))+
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32*(int)input->isKeyDown(getKeySetting("keymap_special1"))+
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64*(int)input->isKeyDown(getKeySetting("keymap_sneak"))+
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128*(int)input->getLeftState()+
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256*(int)input->getRightState();
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LocalPlayer* player = client.getEnv().getLocalPlayer();
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player->keyPressed=keyPressed;
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}
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/*
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@ -22,53 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "player.h"
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struct PlayerControl
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{
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PlayerControl()
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{
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up = false;
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down = false;
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left = false;
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right = false;
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jump = false;
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aux1 = false;
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sneak = false;
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pitch = 0;
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yaw = 0;
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}
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PlayerControl(
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bool a_up,
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bool a_down,
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bool a_left,
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bool a_right,
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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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float a_pitch,
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float a_yaw
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)
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{
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up = a_up;
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down = a_down;
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left = a_left;
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right = a_right;
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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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pitch = a_pitch;
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yaw = a_yaw;
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}
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bool up;
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bool down;
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bool left;
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bool right;
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bool jump;
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bool aux1;
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bool sneak;
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float pitch;
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float yaw;
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};
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class LocalPlayer : public Player
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{
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public:
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void applyControl(float dtime);
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v3s16 getStandingNodePos();
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PlayerControl control;
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private:
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// This is used for determining the sneaking range
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v3s16 m_sneak_node;
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69
src/player.h
69
src/player.h
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@ -28,6 +28,61 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define PLAYERNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_"
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struct PlayerControl
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{
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PlayerControl()
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{
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up = false;
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down = false;
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left = false;
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right = false;
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jump = false;
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aux1 = false;
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sneak = false;
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LMB = false;
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RMB = false;
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pitch = 0;
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yaw = 0;
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}
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PlayerControl(
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bool a_up,
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bool a_down,
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bool a_left,
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bool a_right,
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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_LMB,
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bool a_RMB,
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float a_pitch,
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float a_yaw
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)
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{
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up = a_up;
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down = a_down;
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left = a_left;
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right = a_right;
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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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LMB = a_LMB;
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RMB = a_RMB;
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pitch = a_pitch;
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yaw = a_yaw;
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}
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bool up;
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bool down;
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bool left;
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bool right;
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bool jump;
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bool aux1;
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bool sneak;
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bool LMB;
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bool RMB;
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float pitch;
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float yaw;
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};
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class Map;
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class IGameDef;
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struct CollisionInfo;
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u16 hp;
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u16 peer_id;
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std::string inventory_formspec;
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PlayerControl control;
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PlayerControl getPlayerControl()
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{
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return control;
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}
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u32 keyPressed;
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protected:
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IGameDef *m_gamedef;
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void setPlayerSAO(PlayerSAO *sao)
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{ m_sao = sao; }
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void setPosition(const v3f &position);
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private:
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PlayerSAO *m_sao;
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};
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@ -3025,7 +3025,54 @@ private:
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lua_pushlstring(L, formspec.c_str(), formspec.size());
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return 1;
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}
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// get_player_control(self)
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static int l_get_player_control(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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if(player == NULL){
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lua_pushlstring(L, "", 0);
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return 1;
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}
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// Do it
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PlayerControl control = player->getPlayerControl();
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lua_newtable(L);
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lua_pushboolean(L, control.up);
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lua_setfield(L, -2, "up");
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lua_pushboolean(L, control.down);
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lua_setfield(L, -2, "down");
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lua_pushboolean(L, control.left);
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lua_setfield(L, -2, "left");
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lua_pushboolean(L, control.right);
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lua_setfield(L, -2, "right");
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lua_pushboolean(L, control.jump);
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lua_setfield(L, -2, "jump");
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lua_pushboolean(L, control.aux1);
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lua_setfield(L, -2, "aux1");
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lua_pushboolean(L, control.sneak);
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lua_setfield(L, -2, "sneak");
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lua_pushboolean(L, control.LMB);
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lua_setfield(L, -2, "LMB");
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lua_pushboolean(L, control.RMB);
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lua_setfield(L, -2, "RMB");
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return 1;
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}
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// get_player_control_bits(self)
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static int l_get_player_control_bits(lua_State *L)
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{
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ObjectRef *ref = checkobject(L, 1);
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Player *player = getplayer(ref);
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if(player == NULL){
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lua_pushlstring(L, "", 0);
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return 1;
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}
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// Do it
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lua_pushnumber(L, player->keyPressed);
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return 1;
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}
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public:
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ObjectRef(ServerActiveObject *object):
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m_object(object)
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method(ObjectRef, get_look_yaw),
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method(ObjectRef, set_inventory_formspec),
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method(ObjectRef, get_inventory_formspec),
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method(ObjectRef, get_player_control),
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method(ObjectRef, get_player_control_bits),
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{0,0}
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};
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@ -2369,7 +2369,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(command == TOSERVER_PLAYERPOS)
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{
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if(datasize < 2+12+12+4+4)
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if(datasize < 2+12+12+4+4+4)
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return;
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u32 start = 0;
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@ -2377,6 +2377,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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v3s32 ss = readV3S32(&data[start+2+12]);
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f32 pitch = (f32)readS32(&data[2+12+12]) / 100.0;
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f32 yaw = (f32)readS32(&data[2+12+12+4]) / 100.0;
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u32 keyPressed = (u32)readU32(&data[2+12+12+4+4]);
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v3f position((f32)ps.X/100., (f32)ps.Y/100., (f32)ps.Z/100.);
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v3f speed((f32)ss.X/100., (f32)ss.Y/100., (f32)ss.Z/100.);
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pitch = wrapDegrees(pitch);
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player->setSpeed(speed);
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player->setPitch(pitch);
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player->setYaw(yaw);
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player->keyPressed=keyPressed;
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player->control.up = (bool)(keyPressed&1);
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player->control.down = (bool)(keyPressed&2);
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player->control.left = (bool)(keyPressed&4);
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player->control.right = (bool)(keyPressed&8);
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player->control.jump = (bool)(keyPressed&16);
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player->control.aux1 = (bool)(keyPressed&32);
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player->control.sneak = (bool)(keyPressed&64);
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player->control.LMB = (bool)(keyPressed&128);
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player->control.RMB = (bool)(keyPressed&256);
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/*infostream<<"Server::ProcessData(): Moved player "<<peer_id<<" to "
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<<"("<<position.X<<","<<position.Y<<","<<position.Z<<")"
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@ -3166,6 +3177,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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}
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} // action == 4
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/*
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Catch invalid actions
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Loading…
Reference in New Issue