sapier 142e2d3b74 Cleanup client init states by bumping protocol version
Don't use TOSERVER_RECEIVED_MEDIA but TOSERVER_CLIENT_READY as indicatio for client ready
Handle clients with protocol version < 23 (almost) same way as before
Make client tell server about it's version
Add client state to not send bogus player position updates prior init complete
Add access to statistics information (peer connction time,rtt,version)
Fix clients standing stalled in world while preloading item visuals (new clients only)
Add get_player_information to read client specific information from lua
2014-04-08 21:12:20 +02:00

510 lines
16 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "hud.h"
#include "main.h"
#include "settings.h"
#include "util/numeric.h"
#include "log.h"
#include "gamedef.h"
#include "itemdef.h"
#include "inventory.h"
#include "tile.h"
#include "localplayer.h"
#include "camera.h"
#include <IGUIStaticText.h>
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
u32 text_height, IGameDef *gamedef,
LocalPlayer *player, Inventory *inventory) {
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
this->font = font;
this->text_height = text_height;
this->gamedef = gamedef;
this->player = player;
this->inventory = inventory;
screensize = v2u32(0, 0);
displaycenter = v2s32(0, 0);
hotbar_imagesize = 48;
tsrc = gamedef->getTextureSource();
v3f crosshair_color = g_settings->getV3F("crosshair_color");
u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
hotbar_image = "";
use_hotbar_image = false;
hotbar_selected_image = "";
use_hotbar_selected_image = false;
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction)
{
s32 padding = imgsize / 12;
s32 height = imgsize + padding * 2;
s32 width = itemcount * (imgsize + padding * 2);
if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
width = imgsize + padding * 2;
height = itemcount * (imgsize + padding * 2);
}
s32 fullimglen = imgsize + padding * 2;
// Position of upper left corner of bar
v2s32 pos = upperleftpos;
// Draw background color
/*core::rect<s32> barrect(0,0,width,height);
barrect += pos;
video::SColor bgcolor(255,128,128,128);
driver->draw2DRectangle(bgcolor, barrect, NULL);*/
core::rect<s32> imgrect(0, 0, imgsize, imgsize);
const video::SColor hbar_color(255, 255, 255, 255);
const video::SColor hbar_colors[] = {hbar_color, hbar_color, hbar_color, hbar_color};
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
if (hotbar_image != "")
use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
else
use_hotbar_image = false;
}
if (hotbar_selected_image != player->hotbar_selected_image) {
hotbar_selected_image = player->hotbar_selected_image;
if (hotbar_selected_image != "")
use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
else
use_hotbar_selected_image = false;
}
if (use_hotbar_image) {
core::rect<s32> imgrect2(-padding/2, -padding/2, width+padding/2, height+padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
driver->draw2DImage(texture, rect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
}
for (s32 i = 0; i < itemcount; i++)
{
const ItemStack &item = mainlist->getItem(i);
v2s32 steppos;
switch (direction) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(padding + i * fullimglen), padding);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(padding, padding + i * fullimglen);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(padding, -(padding + i * fullimglen));
break;
default:
steppos = v2s32(padding + i * fullimglen, padding);
}
core::rect<s32> rect = imgrect + pos + steppos;
if (selectitem == i + 1) {
if (use_hotbar_selected_image) {
core::rect<s32> imgrect2(-padding*2, -padding*2, height, height);
rect = imgrect2 + pos + steppos;
video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
core::dimension2di imgsize(texture->getOriginalSize());
driver->draw2DImage(texture, rect,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
rect = imgrect + pos + steppos;
} else {
rect = imgrect + pos + steppos;
video::SColor c_outside(255,255,0,0);
//video::SColor c_outside(255,0,0,0);
//video::SColor c_inside(255,192,192,192);
s32 x1 = rect.UpperLeftCorner.X;
s32 y1 = rect.UpperLeftCorner.Y;
s32 x2 = rect.LowerRightCorner.X;
s32 y2 = rect.LowerRightCorner.Y;
// Black base borders
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y1 - padding),
v2s32(x2 + padding, y1)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y2),
v2s32(x2 + padding, y2 + padding)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x2, y1),
v2s32(x2 + padding, y2)
), NULL);
/*// Light inside borders
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y1 - padding/2),
v2s32(x2 + padding/2, y1)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y2),
v2s32(x2 + padding/2, y2 + padding/2)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x2, y1),
v2s32(x2 + padding/2, y2)
), NULL);
*/
}
}
video::SColor bgcolor2(128, 0, 0, 0);
if (!use_hotbar_image)
driver->draw2DRectangle(bgcolor2, rect, NULL);
drawItemStack(driver, font, item, rect, NULL, gamedef);
}
}
void Hud::drawLuaElements() {
for (size_t i = 0; i != player->hud.size(); i++) {
HudElement *e = player->hud[i];
if (!e)
continue;
v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
switch (e->type) {
case HUD_ELEM_IMAGE: {
video::ITexture *texture = tsrc->getTexture(e->text);
if (!texture)
continue;
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
core::dimension2di imgsize(texture->getOriginalSize());
v2s32 dstsize(imgsize.Width * e->scale.X,
imgsize.Height * e->scale.Y);
if (e->scale.X < 0)
dstsize.X = screensize.X * (e->scale.X * -0.01);
if (e->scale.Y < 0)
dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
(e->align.Y - 1.0) * dstsize.Y / 2);
core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
driver->draw2DImage(texture, rect,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, colors, true);
break; }
case HUD_ELEM_TEXT: {
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
std::wstring text = narrow_to_wide(e->text);
core::dimension2d<u32> textsize = font->getDimension(text.c_str());
v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
(e->align.Y - 1.0) * (textsize.Height / 2));
v2s32 offs(e->offset.X, e->offset.Y);
font->draw(text.c_str(), size + pos + offset + offs, color);
break; }
case HUD_ELEM_STATBAR: {
v2s32 offs(e->offset.X, e->offset.Y);
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
v3f w_pos = e->world_pos * BS;
float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
scene::ICameraSceneNode* camera = smgr->getActiveCamera();
core::matrix4 trans = camera->getProjectionMatrix();
trans *= camera->getViewMatrix();
f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] < 0)
break;
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, 200, 2 * text_height);
std::wstring text = narrow_to_wide(e->name);
font->draw(text.c_str(), size + pos, color);
std::ostringstream os;
os<<distance<<e->text;
text = narrow_to_wide(os.str());
pos.Y += text_height;
font->draw(text.c_str(), size + pos, color);
break; }
default:
infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
" of hud element ID " << i << " due to unrecognized type" << std::endl;
}
}
}
void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
video::ITexture *stat_texture = tsrc->getTexture(texture);
if (!stat_texture)
return;
core::dimension2di srcd(stat_texture->getOriginalSize());
v2s32 p = pos;
if (corner & HUD_CORNER_LOWER)
p -= srcd.Height;
p += offset;
v2s32 steppos;
switch (drawdir) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-1, 0);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(0, 1);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(0, -1);
break;
default:
steppos = v2s32(1, 0);
}
steppos.X *= srcd.Width;
steppos.Y *= srcd.Height;
for (s32 i = 0; i < count / 2; i++)
{
core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
core::rect<s32> dstrect(srcrect);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
p += steppos;
}
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
core::rect<s32> dstrect(srcrect);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
}
}
void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
InventoryList *mainlist = inventory->getList("main");
if (mainlist == NULL) {
//silently ignore this we may not be initialized completely
return;
}
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
s32 padding = hotbar_imagesize / 12;
s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 3);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"heart.png", halfheartcount, v2s32(0, 0));
if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"bubble.png", breath*2, v2s32(0, 0));
}
void Hud::drawCrosshair() {
if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE))
return;
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
displaycenter.Y - (size.Y / 2));
driver->draw2DImage(crosshair, lsize,
core::rect<s32>(0, 0, size.X, size.Y),
0, crosshair_argb, true);
} else {
driver->draw2DLine(displaycenter - v2s32(10, 0),
displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(displaycenter - v2s32(0, 10),
displaycenter + v2s32(0, 10), crosshair_argb);
}
}
void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
for (std::vector<aabb3f>::const_iterator
i = hilightboxes.begin();
i != hilightboxes.end(); i++) {
driver->draw3DBox(*i, selectionbox_argb);
}
}
void Hud::resizeHotbar() {
if (screensize.Y <= 800)
hotbar_imagesize = 32;
else if (screensize.Y <= 1280)
hotbar_imagesize = 48;
else
hotbar_imagesize = 64;
}
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef)
{
if(item.empty())
return;
const ItemDefinition &def = item.getDefinition(gamedef->idef());
video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
// Draw the inventory texture
if(texture != NULL)
{
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
driver->draw2DImage(texture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(texture->getOriginalSize())),
clip, colors, true);
}
if(def.type == ITEM_TOOL && item.wear != 0)
{
// Draw a progressbar
float barheight = rect.getHeight()/16;
float barpad_x = rect.getWidth()/16;
float barpad_y = rect.getHeight()/16;
core::rect<s32> progressrect(
rect.UpperLeftCorner.X + barpad_x,
rect.LowerRightCorner.Y - barpad_y - barheight,
rect.LowerRightCorner.X - barpad_x,
rect.LowerRightCorner.Y - barpad_y);
// Shrink progressrect by amount of tool damage
float wear = item.wear / 65535.0;
int progressmid =
wear * progressrect.UpperLeftCorner.X +
(1-wear) * progressrect.LowerRightCorner.X;
// Compute progressbar color
// wear = 0.0: green
// wear = 0.5: yellow
// wear = 1.0: red
video::SColor color(255,255,255,255);
int wear_i = MYMIN(floor(wear * 600), 511);
wear_i = MYMIN(wear_i + 10, 511);
if(wear_i <= 255)
color.set(255, wear_i, 255, 0);
else
color.set(255, 255, 511-wear_i, 0);
core::rect<s32> progressrect2 = progressrect;
progressrect2.LowerRightCorner.X = progressmid;
driver->draw2DRectangle(color, progressrect2, clip);
color = video::SColor(255,0,0,0);
progressrect2 = progressrect;
progressrect2.UpperLeftCorner.X = progressmid;
driver->draw2DRectangle(color, progressrect2, clip);
}
if(font != NULL && item.count >= 2)
{
// Get the item count as a string
std::string text = itos(item.count);
v2u32 dim = font->getDimension(narrow_to_wide(text).c_str());
v2s32 sdim(dim.X,dim.Y);
core::rect<s32> rect2(
/*rect.UpperLeftCorner,
core::dimension2d<u32>(rect.getWidth(), 15)*/
rect.LowerRightCorner - sdim,
sdim
);
video::SColor bgcolor(128,0,0,0);
driver->draw2DRectangle(bgcolor, rect2, clip);
video::SColor color(255,255,255,255);
font->draw(text.c_str(), rect2, color, false, false, clip);
}
}