Generalize hud_builtin_enable into hud_set_flags
parent
d83602d98e
commit
d3f0ce6224
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@ -1434,9 +1434,10 @@ Player-only: (no-op for other objects)
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- hud_change(id, stat, value): change a value of a previously added HUD element
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^ element stat values: position, name, scale, text, number, item, dir
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- hud_get(id): gets the HUD element definition structure of the specified ID
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- hud_builtin_enable(what, flag): enable or disable built-in HUD items
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^ what: "hotbar", "healthbar", "crosshair", "wielditem"
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^ flag: true/false
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- hud_set_flags(flags): sets specified HUD flags to true/false
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^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
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^ pass a table containing a true/false value of each flag to be set or unset
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^ if a flag is nil, the flag is not modified
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InvRef: Reference to an inventory
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methods:
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@ -2097,8 +2097,8 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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u32 id = readU32(is);
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u8 stat = (HudElementStat)readU8(is);
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if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE
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|| stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
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if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE ||
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stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
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v2fdata = readV2F1000(is);
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else if (stat == HUD_STAT_NAME || stat == HUD_STAT_TEXT)
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sdata = deSerializeString(is);
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@ -2114,19 +2114,19 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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event.hudchange.data = intdata;
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m_client_event_queue.push_back(event);
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}
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else if(command == TOCLIENT_HUD_BUILTIN_ENABLE)
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else if(command == TOCLIENT_HUD_SET_FLAGS)
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{
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std::string datastring((char *)&data[2], datasize - 2);
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std::istringstream is(datastring, std::ios_base::binary);
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u32 id = readU8(is);
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bool flag = (readU8(is) ? true : false);
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Player *player = m_env.getLocalPlayer();
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assert(player != NULL);
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ClientEvent event;
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event.type = CE_HUD_BUILTIN_ENABLE;
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event.hudbuiltin.id = (HudBuiltinElement)id;
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event.hudbuiltin.flag = flag;
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m_client_event_queue.push_back(event);
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u32 flags = readU32(is);
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u32 mask = readU32(is);
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player->hud_flags &= ~mask;
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player->hud_flags |= flags;
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}
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else
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{
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@ -163,8 +163,7 @@ enum ClientEventType
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CE_DELETE_PARTICLESPAWNER,
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CE_HUDADD,
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CE_HUDRM,
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CE_HUDCHANGE,
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CE_HUD_BUILTIN_ENABLE
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CE_HUDCHANGE
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};
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struct ClientEvent
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@ -244,10 +243,6 @@ struct ClientEvent
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std::string *sdata;
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u32 data;
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} hudchange;
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struct{
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u32 id;
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u32 flag;
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} hudbuiltin;
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};
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};
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@ -474,11 +474,11 @@ enum ToClientCommand
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u32 data]
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*/
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TOCLIENT_HUD_BUILTIN_ENABLE = 0x4c,
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TOCLIENT_HUD_SET_FLAGS = 0x4c,
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/*
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u16 command
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u8 id
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u8 flag
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u32 flags
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u32 mask
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*/
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};
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15
src/game.cpp
15
src/game.cpp
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@ -2186,14 +2186,6 @@ void the_game(
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delete event.hudchange.v2fdata;
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delete event.hudchange.sdata;
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}
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else if (event.type == CE_HUD_BUILTIN_ENABLE) {
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u32 bit = (u32)event.hudbuiltin.id;
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u32 mask = 1 << bit;
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if (event.hudbuiltin.flag)
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player->hud_flags |= mask;
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else
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player->hud_flags &= ~mask;
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}
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}
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}
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@ -3078,7 +3070,7 @@ void the_game(
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/*
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Wielded tool
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*/
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if(show_hud && (player->hud_flags & HUD_DRAW_WIELDITEM))
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if(show_hud && (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE))
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{
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// Warning: This clears the Z buffer.
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camera.drawWieldedTool();
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@ -3102,7 +3094,7 @@ void the_game(
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/*
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Draw crosshair
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*/
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if (show_hud && (player->hud_flags & HUD_DRAW_CROSSHAIR))
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if (show_hud)
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hud.drawCrosshair();
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} // timer
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@ -3117,8 +3109,7 @@ void the_game(
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if (show_hud)
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{
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hud.drawHotbar(v2s32(displaycenter.X, screensize.Y),
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client.getHP(), client.getPlayerItem(),
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player->hud_flags);
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client.getHP(), client.getPlayerItem());
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}
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/*
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@ -277,7 +277,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
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}
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void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags) {
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void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
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InventoryList *mainlist = inventory->getList("main");
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if (mainlist == NULL) {
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errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
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@ -288,19 +288,21 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u
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s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
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v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
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if (flags & HUD_DRAW_HOTBAR)
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if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
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drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
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if (flags & HUD_DRAW_HEALTHBAR)
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if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
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drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"heart.png", halfheartcount, v2s32(0, 0));
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}
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void Hud::drawCrosshair() {
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if (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) {
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driver->draw2DLine(displaycenter - v2s32(10, 0),
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displaycenter + v2s32(10, 0), crosshair_argb);
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driver->draw2DLine(displaycenter - v2s32(0, 10),
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displaycenter + v2s32(0, 10), crosshair_argb);
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}
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}
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21
src/hud.h
21
src/hud.h
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@ -31,10 +31,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define HUD_CORNER_LOWER 1
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#define HUD_CORNER_CENTER 2
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#define HUD_DRAW_HOTBAR (1 << 0)
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#define HUD_DRAW_HEALTHBAR (1 << 1)
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#define HUD_DRAW_CROSSHAIR (1 << 2)
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#define HUD_DRAW_WIELDITEM (1 << 3)
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#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
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#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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class Player;
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@ -71,14 +71,6 @@ struct HudElement {
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};
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enum HudBuiltinElement {
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HUD_BUILTIN_HOTBAR = 0,
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HUD_BUILTIN_HEALTHBAR,
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HUD_BUILTIN_CROSSHAIR,
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HUD_BUILTIN_WIELDITEM
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};
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inline u32 hud_get_free_id(Player *player) {
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size_t size = player->hud.size();
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for (size_t i = 0; i != size; i++) {
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@ -123,9 +115,10 @@ public:
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void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
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InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawLuaElements();
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset);
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
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std::string texture, s32 count, v2s32 offset);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
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void resizeHotbar();
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void drawCrosshair();
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@ -79,10 +79,8 @@ Player::Player(IGameDef *gamedef):
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physics_override_jump = 1;
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physics_override_gravity = 1;
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hud_flags = HUD_DRAW_HOTBAR
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| HUD_DRAW_HEALTHBAR
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| HUD_DRAW_CROSSHAIR
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| HUD_DRAW_WIELDITEM;
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hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE;
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}
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Player::~Player()
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@ -54,10 +54,10 @@ struct EnumString es_HudElementStat[] =
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struct EnumString es_HudBuiltinElement[] =
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{
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{HUD_BUILTIN_HOTBAR, "hotbar"},
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{HUD_BUILTIN_HEALTHBAR, "healthbar"},
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{HUD_BUILTIN_CROSSHAIR, "crosshair"},
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{HUD_BUILTIN_WIELDITEM, "wielditem"},
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{HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
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{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
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{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
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{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
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{0, NULL},
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};
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@ -911,30 +911,29 @@ int ObjectRef::l_hud_get(lua_State *L)
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return 1;
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}
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// hud_builtin_enable(self, id, flag)
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int ObjectRef::l_hud_builtin_enable(lua_State *L)
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// hud_set_flags(self, flags)
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int ObjectRef::l_hud_set_flags(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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return 0;
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HudBuiltinElement id;
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int id_i;
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u32 flags = 0;
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u32 mask = 0;
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bool flag;
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std::string s(lua_tostring(L, 2));
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// Return nil if component is not in enum
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if (!string_to_enum(es_HudBuiltinElement, id_i, s))
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const EnumString *esp = es_HudBuiltinElement;
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for (int i = 0; esp[i].str; i++) {
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if (getboolfield(L, 2, esp[i].str, flag)) {
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flags |= esp[i].num * flag;
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mask |= esp[i].num;
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}
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}
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if (!get_server(L)->hudSetFlags(player, flags, mask))
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return 0;
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id = (HudBuiltinElement)id_i;
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bool flag = (bool)lua_toboolean(L, 3);
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bool ok = get_server(L)->hudBuiltinEnable(player, id, flag);
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lua_pushboolean(L, (int)ok);
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lua_pushboolean(L, true);
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return 1;
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}
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@ -1048,9 +1047,7 @@ const luaL_reg ObjectRef::methods[] = {
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luamethod(ObjectRef, hud_remove),
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luamethod(ObjectRef, hud_change),
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luamethod(ObjectRef, hud_get),
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luamethod(ObjectRef, hud_builtin_enable),
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//luamethod(ObjectRef, hud_lock_next_bar),
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//luamethod(ObjectRef, hud_unlock_bar),
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luamethod(ObjectRef, hud_set_flags),
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{0,0}
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};
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@ -202,8 +202,8 @@ private:
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// hud_get(self, id)
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static int l_hud_get(lua_State *L);
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// hud_builtin_enable(self, id, flag)
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static int l_hud_builtin_enable(lua_State *L);
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// hud_set_flags(self, flags)
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static int l_hud_set_flags(lua_State *L);
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public:
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ObjectRef(ServerActiveObject *object);
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@ -3675,18 +3675,18 @@ void Server::SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value
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m_con.Send(peer_id, 0, data, true);
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}
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void Server::SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag)
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void Server::SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask)
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{
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std::ostringstream os(std::ios_base::binary);
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// Write command
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writeU16(os, TOCLIENT_HUD_BUILTIN_ENABLE);
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writeU8(os, id);
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writeU8(os, (flag ? 1 : 0));
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writeU16(os, TOCLIENT_HUD_SET_FLAGS);
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writeU32(os, flags);
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writeU32(os, mask);
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// Make data buffer
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std::string s = os.str();
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SharedBuffer<u8> data((u8*)s.c_str(), s.size());
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SharedBuffer<u8> data((u8 *)s.c_str(), s.size());
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// Send as reliable
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m_con.Send(peer_id, 0, data, true);
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}
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@ -4680,11 +4680,11 @@ bool Server::hudChange(Player *player, u32 id, HudElementStat stat, void *data)
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return true;
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}
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bool Server::hudBuiltinEnable(Player *player, u32 id, bool flag) {
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bool Server::hudSetFlags(Player *player, u32 flags, u32 mask) {
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if (!player)
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return false;
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SendHUDBuiltinEnable(player->peer_id, id, flag);
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SendHUDSetFlags(player->peer_id, flags, mask);
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return true;
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}
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@ -540,7 +540,7 @@ public:
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u32 hudAdd(Player *player, HudElement *element);
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bool hudRemove(Player *player, u32 id);
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bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
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bool hudBuiltinEnable(Player *player, u32 id, bool flag);
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bool hudSetFlags(Player *player, u32 flags, u32 mask);
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private:
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@ -584,7 +584,8 @@ private:
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void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
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void SendHUDRemove(u16 peer_id, u32 id);
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void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
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void SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag);
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void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
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/*
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Send a node removal/addition event to all clients except ignore_id.
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Additionally, if far_players!=NULL, players further away than
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