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path: root/src/network/serveropcodes.cpp
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* Have the server send the player list to the client (#5924)red-0012017-06-08
| | | | | * Have the server send the player list to the client Currently the client generates the player list based on the Client active object list, the issue with this is that we can't be sure all player active objects will be sent to the client, so this could result in players showing up when someone run `/status` but auto complete not working with their nick and CSM not being aware of the player
* Add missing server sending rule for bd921a7916f0fafc493b1c4d0eeb5e2bb1d6a7c2Loic Blot2017-05-05
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* Add clouds APIBen Deutsch2017-04-30
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* Fix #5655 (#5658)red-0012017-04-26
| | | | Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated`
* Network:Remove old opcodes and fix documentation. (#5573)red-0012017-04-22
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* Breath cheat fix: server sideLoic Blot2017-01-01
| | | | | | | | | Breath is now handled server side. Changing this behaviour required some modifications to core: * Ignore TOSERVER_BREATH package, marking it as obsolete * Clients doesn't send the breath to server anymore * Use PlayerSAO pointer instead of peer_id in Server::SendPlayerBreath to prevent a useless lookup (little perf gain) * drop a useless static_cast in emergePlayer
* Finalize init packets and enable protocol v25est312015-05-16
| | | | This enables srp.
* Make early protocol auth mechanism generic, and add SRPest312015-05-11
| | | | | | | Adds everything needed for SRP (and everything works too), but still deactivated, as protocol v25 init packets aren't final yet. Can be activated by changing the LATEST_PROTOCOL_VERSION header to 25 inside networkprotocol.h.
* Prepare Protocol v25 init & authentication.Loic Blot2015-03-13
| | | | | | | | | | * TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY * TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25 * TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors * new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet * new TOSERVER_AUTH packet which auth the client * new TOCLIENT_HELLO packet which send server serialization version atm * new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
* Handle the newly added TOCLIENT_ACCESS_DENIED and ↵Loic Blot2015-03-13
| | | | | | | TOCLIENT_DELETE_PARTICLESPAWNER * Rename the handlers from _Legacy to regular, because here we can use same handlers * Fix some packet names and pseudo handlers
* Rename some packet and handlers to <packet>_Legacy name for compat layer ↵Loic Blot2015-03-13
| | | | between new network changes and old network clients
* [Patch 2/4] Network rework: packet writing, sending and cleanupsLoic Blot2015-02-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
* Network Layer 7 rework (Packet handling)Loic Blot2015-02-10
* Move networkcode to a dedicated directory * Rename clientserver.h to network/networkprotocol.h (Better name) and sanitize some includes * Create object NetworkPacket * It stores command (opcode) and data separated * It also stores peer_id * Data reading can be done by using a streaming interface * Change packet routing analysis * Remove old conditional analysis * Now uses function pointed analysis and add connection state ({Client,Server}::handlers) * Connection state permit to categorize condition to handle before analyze packets * Create a handler for depreciated messages, instead of duplicating code
f='#n465'>465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573
/*
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 "porting.h"
#include "fontengine.h"
#include <IGUIStaticText.h>

#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
#endif

Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
		gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
		Inventory *inventory) {
	this->driver      = driver;
	this->smgr        = smgr;
	this->guienv      = guienv;
	this->gamedef     = gamedef;
	this->player      = player;
	this->inventory   = inventory;

	m_screensize       = v2u32(0, 0);
	m_displaycenter    = v2s32(0, 0);
	m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
	m_hotbar_imagesize *= g_settings->getFloat("gui_scaling");
	m_padding = m_hotbar_imagesize / 12;

	const video::SColor hbar_color(255, 255, 255, 255);
	for (unsigned int i=0; i < 4; i++ ){
		hbar_colors[i] = hbar_color;
	}
	
	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;
}

void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {

	if (selected) {
			/* draw hihlighting around selected item */
			if (use_hotbar_selected_image) {
				core::rect<s32> imgrect2 = rect;
				imgrect2.UpperLeftCorner.X  -= (m_padding*2);
				imgrect2.UpperLeftCorner.Y  -= (m_padding*2);
				imgrect2.LowerRightCorner.X += (m_padding*2);
				imgrect2.LowerRightCorner.Y += (m_padding*2);
					video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
					core::dimension2di imgsize(texture->getOriginalSize());
				driver->draw2DImage(texture, imgrect2,
						core::rect<s32>(core::position2d<s32>(0,0), imgsize),
						NULL, hbar_colors, true);
			} else {
				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 - m_padding, y1 - m_padding),
					v2s32(x2 + m_padding, y1)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
					v2s32(x1 - m_padding, y2),
					v2s32(x2 + m_padding, y2 + m_padding)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
					v2s32(x1 - m_padding, y1),
						v2s32(x1, y2)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
						v2s32(x2, y1),
					v2s32(x2 + m_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, g_fontengine->getFont(), item, rect, NULL, gamedef);
	}

//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
		InventoryList *mainlist, u16 selectitem, u16 direction)
{
#ifdef HAVE_TOUCHSCREENGUI
	if ( (g_touchscreengui) && (offset == 0))
		g_touchscreengui->resetHud();
#endif

	s32 height  = m_hotbar_imagesize + m_padding * 2;
	s32 width   = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);

	if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
		width  = m_hotbar_imagesize + m_padding * 2;
		height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
	}

	// Position of upper left corner of bar
	v2s32 pos = upperleftpos;

	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;
	}

	/* draw customized item background */
	if (use_hotbar_image) {
		core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
				width+m_padding/2, height+m_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 = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
	{
		v2s32 steppos;
		s32 fullimglen = m_hotbar_imagesize + m_padding * 2;

		core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);

		switch (direction) {
			case HUD_DIR_RIGHT_LEFT:
				steppos = v2s32(-(m_padding + (i - offset) * fullimglen), m_padding);
				break;
			case HUD_DIR_TOP_BOTTOM:
				steppos = v2s32(m_padding, m_padding + (i - offset) * fullimglen);
				break;
			case HUD_DIR_BOTTOM_TOP:
				steppos = v2s32(m_padding, -(m_padding + (i - offset) * fullimglen));
				break;
			default:
				steppos = v2s32(m_padding + (i - offset) * fullimglen, m_padding);
				break;
		}

		drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );

#ifdef HAVE_TOUCHSCREENGUI
		if (g_touchscreengui)
			g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos));
#endif
	}
}


void Hud::drawLuaElements(v3s16 camera_offset) {
	u32 text_height = g_fontengine->getTextHeight();
	irr::gui::IGUIFont* font = g_fontengine->getFont();
	for (size_t i = 0; i != player->maxHudId(); i++) {
		HudElement *e = player->getHud(i);
		if (!e)
			continue;
		
		v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
				floor(e->pos.Y * (float) m_screensize.Y + 0.5));
		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 = m_screensize.X * (e->scale.X * -0.01);
				if (e->scale.Y < 0)
					dstsize.Y = m_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, e->size);
				break; }
			case HUD_ELEM_INVENTORY: {
				InventoryList *inv = inventory->getList(e->text);
				drawItems(pos, e->number, 0, 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();
				w_pos -= intToFloat(camera_offset, BS);
				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 = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
				pos.Y = m_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, v2s32 size)
{
	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());
	core::dimension2di dstd;
	if (size == v2s32()) {
		dstd = srcd;
	} else {
		dstd.Height = size.Y * g_settings->getFloat("gui_scaling") *
				porting::getDisplayDensity();
		dstd.Width  = size.X * g_settings->getFloat("gui_scaling") *
				porting::getDisplayDensity();

		offset.X *= g_settings->getFloat("gui_scaling") *
				porting::getDisplayDensity();

		offset.Y *= g_settings->getFloat("gui_scaling") *
				porting::getDisplayDensity();
	}

	v2s32 p = pos;
	if (corner & HUD_CORNER_LOWER)
		p -= dstd.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 *= dstd.Width;
	steppos.Y *= dstd.Height;
	
	for (s32 i = 0; i < count / 2; i++)
	{
		core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
		core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);

		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(0,0, dstd.Width / 2, dstd.Height);

		dstrect += p;
		driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
	}
}


void Hud::drawHotbar(u16 playeritem) {

	v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);

	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 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
	v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);

	if ( (float) width / (float) porting::getWindowSize().X <=
			g_settings->getFloat("hud_hotbar_max_width")) {
		if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
			drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
		}
	}
	else {
		pos.X += width/4;

		v2s32 secondpos = pos;
		pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);

		if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
			drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
			drawItems(secondpos, hotbar_itemcount, hotbar_itemcount/2, mainlist, playeritem + 1, 0);
		}
	}

	//////////////////////////// compatibility code to be removed //////////////
	// this is ugly as hell but there's no other way to keep compatibility to
	// old servers
	if ( player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
		drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
				floor(1 * (float) m_screensize.Y + 0.5)),
				HUD_CORNER_UPPER, 0, "heart.png",
				player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));

	if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
			(player->getBreath() < 11))
		drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
				floor(1 * (float) m_screensize.Y + 0.5)),
				HUD_CORNER_UPPER, 0, "heart.png",
				player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
	////////////////////////////////////////////////////////////////////////////
}


void Hud::drawCrosshair() {
		
	if (use_crosshair_image) {
		video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
		v2u32 size  = crosshair->getOriginalSize();
		v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2),
				m_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(m_displaycenter - v2s32(10, 0),
				m_displaycenter + v2s32(10, 0), crosshair_argb);
		driver->draw2DLine(m_displaycenter - v2s32(0, 10),
				m_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 (m_screensize != porting::getWindowSize()) {
		m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
		m_hotbar_imagesize *= g_settings->getFloat("gui_scaling");
		m_padding = m_hotbar_imagesize / 12;
		m_screensize = porting::getWindowSize();
		m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
	}
}

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);
	}
}