142e2d3b74
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
510 lines
16 KiB
C++
510 lines
16 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "hud.h"
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#include "main.h"
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#include "settings.h"
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#include "util/numeric.h"
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#include "log.h"
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#include "gamedef.h"
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#include "itemdef.h"
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#include "inventory.h"
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#include "tile.h"
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#include "localplayer.h"
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#include "camera.h"
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#include <IGUIStaticText.h>
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Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
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u32 text_height, IGameDef *gamedef,
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LocalPlayer *player, Inventory *inventory) {
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this->driver = driver;
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this->smgr = smgr;
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this->guienv = guienv;
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this->font = font;
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this->text_height = text_height;
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this->gamedef = gamedef;
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this->player = player;
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this->inventory = inventory;
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screensize = v2u32(0, 0);
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displaycenter = v2s32(0, 0);
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hotbar_imagesize = 48;
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tsrc = gamedef->getTextureSource();
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v3f crosshair_color = g_settings->getV3F("crosshair_color");
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u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
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u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
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u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
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u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
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crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
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v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
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u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
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u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
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u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
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selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
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use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
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hotbar_image = "";
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use_hotbar_image = false;
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hotbar_selected_image = "";
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use_hotbar_selected_image = false;
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}
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//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
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InventoryList *mainlist, u16 selectitem, u16 direction)
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{
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s32 padding = imgsize / 12;
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s32 height = imgsize + padding * 2;
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s32 width = itemcount * (imgsize + padding * 2);
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if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
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width = imgsize + padding * 2;
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height = itemcount * (imgsize + padding * 2);
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}
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s32 fullimglen = imgsize + padding * 2;
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// Position of upper left corner of bar
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v2s32 pos = upperleftpos;
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// Draw background color
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/*core::rect<s32> barrect(0,0,width,height);
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barrect += pos;
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video::SColor bgcolor(255,128,128,128);
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driver->draw2DRectangle(bgcolor, barrect, NULL);*/
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core::rect<s32> imgrect(0, 0, imgsize, imgsize);
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const video::SColor hbar_color(255, 255, 255, 255);
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const video::SColor hbar_colors[] = {hbar_color, hbar_color, hbar_color, hbar_color};
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if (hotbar_image != player->hotbar_image) {
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hotbar_image = player->hotbar_image;
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if (hotbar_image != "")
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use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
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else
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use_hotbar_image = false;
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}
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if (hotbar_selected_image != player->hotbar_selected_image) {
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hotbar_selected_image = player->hotbar_selected_image;
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if (hotbar_selected_image != "")
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use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
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else
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use_hotbar_selected_image = false;
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}
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if (use_hotbar_image) {
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core::rect<s32> imgrect2(-padding/2, -padding/2, width+padding/2, height+padding/2);
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core::rect<s32> rect2 = imgrect2 + pos;
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video::ITexture *texture = tsrc->getTexture(hotbar_image);
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core::dimension2di imgsize(texture->getOriginalSize());
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driver->draw2DImage(texture, rect2,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, hbar_colors, true);
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}
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for (s32 i = 0; i < itemcount; i++)
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{
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const ItemStack &item = mainlist->getItem(i);
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v2s32 steppos;
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switch (direction) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-(padding + i * fullimglen), padding);
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break;
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case HUD_DIR_TOP_BOTTOM:
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steppos = v2s32(padding, padding + i * fullimglen);
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break;
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case HUD_DIR_BOTTOM_TOP:
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steppos = v2s32(padding, -(padding + i * fullimglen));
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break;
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default:
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steppos = v2s32(padding + i * fullimglen, padding);
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}
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core::rect<s32> rect = imgrect + pos + steppos;
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if (selectitem == i + 1) {
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if (use_hotbar_selected_image) {
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core::rect<s32> imgrect2(-padding*2, -padding*2, height, height);
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rect = imgrect2 + pos + steppos;
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video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
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core::dimension2di imgsize(texture->getOriginalSize());
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driver->draw2DImage(texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, hbar_colors, true);
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rect = imgrect + pos + steppos;
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} else {
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rect = imgrect + pos + steppos;
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video::SColor c_outside(255,255,0,0);
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//video::SColor c_outside(255,0,0,0);
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//video::SColor c_inside(255,192,192,192);
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s32 x1 = rect.UpperLeftCorner.X;
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s32 y1 = rect.UpperLeftCorner.Y;
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s32 x2 = rect.LowerRightCorner.X;
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s32 y2 = rect.LowerRightCorner.Y;
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// Black base borders
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y1 - padding),
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v2s32(x2 + padding, y1)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y2),
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v2s32(x2 + padding, y2 + padding)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + padding, y2)
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), NULL);
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/*// Light inside borders
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1 - padding/2),
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v2s32(x2 + padding/2, y1)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y2),
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v2s32(x2 + padding/2, y2 + padding/2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + padding/2, y2)
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), NULL);
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*/
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}
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}
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video::SColor bgcolor2(128, 0, 0, 0);
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if (!use_hotbar_image)
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driver->draw2DRectangle(bgcolor2, rect, NULL);
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drawItemStack(driver, font, item, rect, NULL, gamedef);
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}
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}
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void Hud::drawLuaElements() {
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for (size_t i = 0; i != player->hud.size(); i++) {
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HudElement *e = player->hud[i];
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if (!e)
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continue;
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v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
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switch (e->type) {
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case HUD_ELEM_IMAGE: {
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video::ITexture *texture = tsrc->getTexture(e->text);
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if (!texture)
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continue;
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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core::dimension2di imgsize(texture->getOriginalSize());
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v2s32 dstsize(imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.Y);
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if (e->scale.X < 0)
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dstsize.X = screensize.X * (e->scale.X * -0.01);
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if (e->scale.Y < 0)
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dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
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v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
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(e->align.Y - 1.0) * dstsize.Y / 2);
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core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
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rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
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driver->draw2DImage(texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, colors, true);
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break; }
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case HUD_ELEM_TEXT: {
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
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std::wstring text = narrow_to_wide(e->text);
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core::dimension2d<u32> textsize = font->getDimension(text.c_str());
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v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
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(e->align.Y - 1.0) * (textsize.Height / 2));
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v2s32 offs(e->offset.X, e->offset.Y);
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font->draw(text.c_str(), size + pos + offset + offs, color);
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break; }
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case HUD_ELEM_STATBAR: {
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v2s32 offs(e->offset.X, e->offset.Y);
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drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
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break; }
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case HUD_ELEM_INVENTORY: {
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InventoryList *inv = inventory->getList(e->text);
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drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
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break; }
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case HUD_ELEM_WAYPOINT: {
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v3f p_pos = player->getPosition() / BS;
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v3f w_pos = e->world_pos * BS;
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float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
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scene::ICameraSceneNode* camera = smgr->getActiveCamera();
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core::matrix4 trans = camera->getProjectionMatrix();
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trans *= camera->getViewMatrix();
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f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
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trans.multiplyWith1x4Matrix(transformed_pos);
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if (transformed_pos[3] < 0)
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break;
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f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
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core::reciprocal(transformed_pos[3]);
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pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
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pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, 200, 2 * text_height);
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std::wstring text = narrow_to_wide(e->name);
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font->draw(text.c_str(), size + pos, color);
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std::ostringstream os;
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os<<distance<<e->text;
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text = narrow_to_wide(os.str());
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pos.Y += text_height;
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font->draw(text.c_str(), size + pos, color);
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break; }
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default:
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infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
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" of hud element ID " << i << " due to unrecognized type" << std::endl;
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}
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}
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}
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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video::ITexture *stat_texture = tsrc->getTexture(texture);
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if (!stat_texture)
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return;
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core::dimension2di srcd(stat_texture->getOriginalSize());
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v2s32 p = pos;
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if (corner & HUD_CORNER_LOWER)
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p -= srcd.Height;
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p += offset;
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v2s32 steppos;
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switch (drawdir) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-1, 0);
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break;
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case HUD_DIR_TOP_BOTTOM:
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steppos = v2s32(0, 1);
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break;
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case HUD_DIR_BOTTOM_TOP:
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steppos = v2s32(0, -1);
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break;
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default:
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steppos = v2s32(1, 0);
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}
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steppos.X *= srcd.Width;
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steppos.Y *= srcd.Height;
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for (s32 i = 0; i < count / 2; i++)
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{
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core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
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core::rect<s32> dstrect(srcrect);
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dstrect += p;
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driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
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p += steppos;
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}
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if (count % 2 == 1)
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{
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core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
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core::rect<s32> dstrect(srcrect);
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dstrect += p;
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driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
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}
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}
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void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
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InventoryList *mainlist = inventory->getList("main");
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if (mainlist == NULL) {
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//silently ignore this we may not be initialized completely
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return;
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}
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s32 hotbar_itemcount = player->hud_hotbar_itemcount;
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s32 padding = hotbar_imagesize / 12;
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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 * 3);
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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 (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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if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
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drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"bubble.png", breath*2, 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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return;
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if (use_crosshair_image) {
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video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
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v2u32 size = crosshair->getOriginalSize();
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v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
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displaycenter.Y - (size.Y / 2));
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driver->draw2DImage(crosshair, lsize,
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core::rect<s32>(0, 0, size.X, size.Y),
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0, crosshair_argb, true);
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} else {
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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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void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
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for (std::vector<aabb3f>::const_iterator
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i = hilightboxes.begin();
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i != hilightboxes.end(); i++) {
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driver->draw3DBox(*i, selectionbox_argb);
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}
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}
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void Hud::resizeHotbar() {
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if (screensize.Y <= 800)
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hotbar_imagesize = 32;
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else if (screensize.Y <= 1280)
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hotbar_imagesize = 48;
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else
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hotbar_imagesize = 64;
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}
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void drawItemStack(video::IVideoDriver *driver,
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gui::IGUIFont *font,
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const ItemStack &item,
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const core::rect<s32> &rect,
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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);
|
|
}
|
|
}
|