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Readd basic_debug as a HUD flag (#12020)

Lars Müller 2 years ago
parent
commit
b9e886726c
6 changed files with 55 additions and 60 deletions
  1. 11 10
      doc/lua_api.txt
  2. 36 35
      src/client/game.cpp
  3. 1 0
      src/hud.cpp
  4. 1 0
      src/hud.h
  5. 1 1
      src/player.cpp
  6. 5 14
      src/script/lua_api/l_object.cpp

+ 11 - 10
doc/lua_api.txt

@@ -6772,17 +6772,18 @@ object you are working with still exists.
 * `hud_get(id)`: gets the HUD element definition structure of the specified ID
 * `hud_set_flags(flags)`: sets specified HUD flags of player.
     * `flags`: A table with the following fields set to boolean values
-        * hotbar
-        * healthbar
-        * crosshair
-        * wielditem
-        * breathbar
-        * minimap
-        * minimap_radar
+        * `hotbar`
+        * `healthbar`
+        * `crosshair`
+        * `wielditem`
+        * `breathbar`
+        * `minimap`: Modifies the client's permission to view the minimap.
+          The client may locally elect to not view the minimap.
+        * `minimap_radar`: is only usable when `minimap` is true
+        * `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
+          This includes map seed, player position, look direction, the pointed node and block bounds.
+          Does not affect players with the `debug` privilege.
     * If a flag equals `nil`, the flag is not modified
-    * `minimap`: Modifies the client's permission to view the minimap.
-      The client may locally elect to not view the minimap.
-    * `minimap_radar` is only usable when `minimap` is true
 * `hud_get_flags()`: returns a table of player HUD flags with boolean values.
     * See `hud_set_flags` for a list of flags that can be toggled.
 * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar

+ 36 - 35
src/client/game.cpp

@@ -723,7 +723,7 @@ protected:
 	void processClientEvents(CameraOrientation *cam);
 	void updateCamera(f32 dtime);
 	void updateSound(f32 dtime);
-	void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
+	void processPlayerInteraction(f32 dtime, bool show_hud);
 	/*!
 	 * Returns the object or node the player is pointing at.
 	 * Also updates the selected thing in the Hud.
@@ -1134,8 +1134,7 @@ void Game::run()
 		updateDebugState();
 		updateCamera(dtime);
 		updateSound(dtime);
-		processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
-			m_game_ui->m_flags.show_basic_debug);
+		processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
 		updateFrame(&graph, &stats, dtime, cam_view);
 		updateProfilerGraphs(&graph);
 
@@ -1740,17 +1739,16 @@ void Game::processQueues()
 
 void Game::updateDebugState()
 {
-	const bool has_basic_debug = true;
+	LocalPlayer *player = client->getEnv().getLocalPlayer();
 	bool has_debug = client->checkPrivilege("debug");
+	bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
 
 	if (m_game_ui->m_flags.show_basic_debug) {
-		if (!has_basic_debug) {
+		if (!has_basic_debug)
 			m_game_ui->m_flags.show_basic_debug = false;
-		}
 	} else if (m_game_ui->m_flags.show_minimal_debug) {
-		if (has_basic_debug) {
+		if (has_basic_debug)
 			m_game_ui->m_flags.show_basic_debug = true;
-		}
 	}
 	if (!has_basic_debug)
 		hud->disableBlockBounds();
@@ -2211,27 +2209,27 @@ void Game::toggleCinematic()
 
 void Game::toggleBlockBounds()
 {
-	if (true /* basic_debug */) {
-		enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
-		switch (newmode) {
-			case Hud::BLOCK_BOUNDS_OFF:
-				m_game_ui->showTranslatedStatusText("Block bounds hidden");
-				break;
-			case Hud::BLOCK_BOUNDS_CURRENT:
-				m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
-				break;
-			case Hud::BLOCK_BOUNDS_NEAR:
-				m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
-				break;
-			case Hud::BLOCK_BOUNDS_MAX:
-				m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
-				break;
-			default:
-				break;
-		}
-
-	} else {
-		m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
+	LocalPlayer *player = client->getEnv().getLocalPlayer();
+	if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
+		m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
+		return;
+	}
+	enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
+	switch (newmode) {
+		case Hud::BLOCK_BOUNDS_OFF:
+			m_game_ui->showTranslatedStatusText("Block bounds hidden");
+			break;
+		case Hud::BLOCK_BOUNDS_CURRENT:
+			m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
+			break;
+		case Hud::BLOCK_BOUNDS_NEAR:
+			m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
+			break;
+		case Hud::BLOCK_BOUNDS_MAX:
+			m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
+			break;
+		default:
+			break;
 	}
 }
 
@@ -2298,6 +2296,9 @@ void Game::toggleFog()
 
 void Game::toggleDebug()
 {
+	LocalPlayer *player = client->getEnv().getLocalPlayer();
+	bool has_debug = client->checkPrivilege("debug");
+	bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
 	// Initial: No debug info
 	// 1x toggle: Debug text
 	// 2x toggle: Debug text with profiler graph
@@ -2307,9 +2308,8 @@ void Game::toggleDebug()
 	// The debug text can be in 2 modes: minimal and basic.
 	// * Minimal: Only technical client info that not gameplay-relevant
 	// * Basic: Info that might give gameplay advantage, e.g. pos, angle
-	// Basic mode is always used.
-
-	const bool has_basic_debug = true;
+	// Basic mode is used when player has the debug HUD flag set,
+	// otherwise the Minimal mode is used.
 	if (!m_game_ui->m_flags.show_minimal_debug) {
 		m_game_ui->m_flags.show_minimal_debug = true;
 		if (has_basic_debug)
@@ -2333,7 +2333,7 @@ void Game::toggleDebug()
 		m_game_ui->m_flags.show_basic_debug = false;
 		m_game_ui->m_flags.show_profiler_graph = false;
 		draw_control->show_wireframe = false;
-		if (client->checkPrivilege("debug")) {
+		if (has_debug) {
 			m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
 		} else {
 			m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
@@ -3039,7 +3039,7 @@ void Game::updateSound(f32 dtime)
 }
 
 
-void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
+void Game::processPlayerInteraction(f32 dtime, bool show_hud)
 {
 	LocalPlayer *player = client->getEnv().getLocalPlayer();
 
@@ -3157,7 +3157,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
 		handlePointingAtNode(pointed, selected_item, hand_item, dtime);
 	} else if (pointed.type == POINTEDTHING_OBJECT) {
 		v3f player_position  = player->getPosition();
-		handlePointingAtObject(pointed, tool_item, player_position, show_debug);
+		handlePointingAtObject(pointed, tool_item, player_position,
+				client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG));
 	} else if (isKeyDown(KeyType::DIG)) {
 		// When button is held down in air, show continuous animation
 		runData.punching = true;

+ 1 - 0
src/hud.cpp

@@ -63,5 +63,6 @@ const struct EnumString es_HudBuiltinElement[] =
 	{HUD_FLAG_BREATHBAR_VISIBLE,     "breathbar"},
 	{HUD_FLAG_MINIMAP_VISIBLE,       "minimap"},
 	{HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
+	{HUD_FLAG_BASIC_DEBUG,           "basic_debug"},
 	{0, NULL},
 };

+ 1 - 0
src/hud.h

@@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define HUD_FLAG_BREATHBAR_VISIBLE     (1 << 4)
 #define HUD_FLAG_MINIMAP_VISIBLE       (1 << 5)
 #define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
+#define HUD_FLAG_BASIC_DEBUG           (1 << 7)
 
 #define HUD_PARAM_HOTBAR_ITEMCOUNT 1
 #define HUD_PARAM_HOTBAR_IMAGE 2

+ 1 - 1
src/player.cpp

@@ -71,7 +71,7 @@ Player::Player(const char *name, IItemDefManager *idef):
 		HUD_FLAG_HOTBAR_VISIBLE    | HUD_FLAG_HEALTHBAR_VISIBLE |
 		HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
 		HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE   |
-		HUD_FLAG_MINIMAP_RADAR_VISIBLE;
+		HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
 
 	hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
 

+ 5 - 14
src/script/lua_api/l_object.cpp

@@ -1617,20 +1617,11 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
 		return 0;
 
 	lua_newtable(L);
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
-	lua_setfield(L, -2, "hotbar");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
-	lua_setfield(L, -2, "healthbar");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
-	lua_setfield(L, -2, "crosshair");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
-	lua_setfield(L, -2, "wielditem");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
-	lua_setfield(L, -2, "breathbar");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
-	lua_setfield(L, -2, "minimap");
-	lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
-	lua_setfield(L, -2, "minimap_radar");
+	const EnumString *esp = es_HudBuiltinElement;
+	for (int i = 0; esp[i].str; i++) {
+		lua_pushboolean(L, (player->hud_flags & esp[i].num) != 0);
+		lua_setfield(L, -2, esp[i].str);
+	}
 	return 1;
 }