aboutsummaryrefslogtreecommitdiff
path: root/src/constants.h
blob: fb9e97cb3c09f3161fde756480a7e3b1e309432f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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.
*/

#ifndef CONSTANTS_HEADER
#define CONSTANTS_HEADER

/*
	All kinds of constants.

	Cross-platform compatibility crap should go in porting.h.

    Some things here are legacy crap.
*/

/*
    Connection
*/

#define PEER_ID_INEXISTENT 0
#define PEER_ID_SERVER 1

// Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets.
// This disables unit testing of socket and connection.
#define INTERNET_SIMULATOR 0
#define INTERNET_SIMULATOR_PACKET_LOSS 10 // 10 = easy, 4 = hard

#define CONNECTION_TIMEOUT 30

#define RESEND_TIMEOUT_MIN 0.1
#define RESEND_TIMEOUT_MAX 3.0
// resend_timeout = avg_rtt * this
#define RESEND_TIMEOUT_FACTOR 4

/*
    Server
*/

// This many blocks are sent when player is building
#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0
// Override for the previous one when distance of block is very low
#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1

/*
    Map-related things
*/

// The absolute working limit is (2^15 - viewing_range).
// I really don't want to make every algorithm to check if it's going near
// the limit or not, so this is lower.
// This is the maximum value the setting map_generation_limit can be
#define MAX_MAP_GENERATION_LIMIT (31000)

// Size of node in floating-point units
// The original idea behind this is to disallow plain casts between
// floating-point and integer positions, which potentially give wrong
// results. (negative coordinates, values between nodes, ...)
// Use floatToInt(p, BS) and intToFloat(p, BS).
#define BS (10.0)

// Dimension of a MapBlock
#define MAP_BLOCKSIZE 16
// This makes mesh updates too slow, as many meshes are updated during
// the main loop (related to TempMods and day/night)
//#define MAP_BLOCKSIZE 32

/*
    Old stuff that shouldn't be hardcoded
*/

// Size of player's main inventory
#define PLAYER_INVENTORY_SIZE (8 * 4)

// Maximum hit points of a player
#define PLAYER_MAX_HP 20

// Maximal breath of a player
#define PLAYER_MAX_BREATH 11

// Number of different files to try to save a player to if the first fails
// (because of a case-insensitive filesystem)
// TODO: Use case-insensitive player names instead of this hack.
#define PLAYER_FILE_ALTERNATE_TRIES 1000

// For screenshots a serial number is appended to the filename + datetimestamp
// if filename + datetimestamp is not unique.
// This is the maximum number of attempts to try and add a serial to the end of
// the file attempting to ensure a unique filename
#define SCREENSHOT_MAX_SERIAL_TRIES 1000

/*
    GUI related things
*/

// TODO: implement dpi-based scaling for windows and remove this hack
#if defined(_WIN32)
#define TTF_DEFAULT_FONT_SIZE (18)
#else
#define TTF_DEFAULT_FONT_SIZE (16)
#endif
#define DEFAULT_FONT_SIZE (10)

#endif
ef='#n317'>317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748
/*
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 "settings.h"
#include "util/numeric.h"
#include "util/string.h"
#include "log.h"
#include "gamedef.h"
#include "itemdef.h"
#include "inventory.h"
#include "client/tile.h"
#include "localplayer.h"
#include "camera.h"
#include "porting.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "mesh.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_hud_scaling      = g_settings->getFloat("hud_scaling");
	m_screensize       = v2u32(0, 0);
	m_displaycenter    = v2s32(0, 0);
	m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
	m_hotbar_imagesize *= m_hud_scaling;
	m_padding = m_hotbar_imagesize / 12;

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

	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;

	m_selection_mesh = NULL;
	m_selection_boxes.clear();
	m_halo_boxes.clear();

	m_selection_pos = v3f(0.0, 0.0, 0.0);
	std::string mode = g_settings->get("node_highlighting");
	m_selection_material.Lighting = false;

	if (g_settings->getBool("enable_shaders")) {
		IShaderSource *shdrsrc = gamedef->getShaderSource();
		u16 shader_id = shdrsrc->getShader(
			mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
		m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
	} else {
		m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	}

	if (mode == "box") {
		m_use_selection_mesh = false;
		m_selection_material.Thickness =
			rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
	} else if (mode == "halo") {
		m_use_selection_mesh = true;
		m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
		m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
	} else {
		m_selection_material.MaterialType = video::EMT_SOLID;
	}
}

Hud::~Hud()
{
	if (m_selection_mesh)
		m_selection_mesh->drop();
}

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());
				draw2DImageFilterScaled(driver, 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, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
	}

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

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

	if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
		s32 tmp = height;
		height = width;
		width = tmp;
	}

	// Position of upper left corner of bar
	v2s32 pos = screen_offset;
	pos.X *= m_hud_scaling * porting::getDisplayDensity();
	pos.Y *= m_hud_scaling * porting::getDisplayDensity();
	pos += upperleftpos;

	// Store hotbar_image in member variable, used by drawItem()
	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;
	}

	// Store hotbar_selected_image in member variable, used by drawItem()
	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());
		draw2DImageFilterScaled(driver, texture, rect2,
			core::rect<s32>(core::position2d<s32>(0,0), imgsize),
			NULL, hbar_colors, true);
	}

	// Draw items
	core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
	for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
		s32 fullimglen = m_hotbar_imagesize + m_padding * 2;

		v2s32 steppos;
		switch (direction) {
		case HUD_DIR_RIGHT_LEFT:
			steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
			break;
		case HUD_DIR_TOP_BOTTOM:
			steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
			break;
		case HUD_DIR_BOTTOM_TOP:
			steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
			break;
		default:
			steppos = v2s32(m_padding + (i - inv_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(const 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);
				draw2DImageFilterScaled(driver, 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 = unescape_enriched(utf8_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, v2s32(e->offset.X, e->offset.Y), 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 = unescape_enriched(utf8_to_wide(e->name));
				font->draw(text.c_str(), size + pos, color);
				std::ostringstream os;
				os << distance << e->text;
				text = unescape_enriched(utf8_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 {
		float size_factor = m_hud_scaling * porting::getDisplayDensity();
		dstd.Height = size.Y * size_factor;
		dstd.Width  = size.X * size_factor;
		offset.X *= size_factor;
		offset.Y *= size_factor;
	}

	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;
		draw2DImageFilterScaled(driver, 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;
		draw2DImageFilterScaled(driver, 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, v2s32(0, 0), 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, v2s32(0, 0), hotbar_itemcount / 2, 0,
				mainlist, playeritem + 1, 0);
			drawItems(secondpos, v2s32(0, 0), 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, "bubble.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::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
{
	m_camera_offset = camera_offset;
	m_selection_pos = pos;
	m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
}

void Hud::drawSelectionMesh()
{
	if (!m_use_selection_mesh) {
		// Draw 3D selection boxes
		video::SMaterial oldmaterial = driver->getMaterial2D();
		driver->setMaterial(m_selection_material);
		for (std::vector<aabb3f>::const_iterator
				i = m_selection_boxes.begin();
				i != m_selection_boxes.end(); ++i) {
			aabb3f box = aabb3f(
				i->MinEdge + m_selection_pos_with_offset,
				i->MaxEdge + m_selection_pos_with_offset);

			u32 r = (selectionbox_argb.getRed() *
					m_selection_mesh_color.getRed() / 255);
			u32 g = (selectionbox_argb.getGreen() *
					m_selection_mesh_color.getGreen() / 255);
			u32 b = (selectionbox_argb.getBlue() *
					m_selection_mesh_color.getBlue() / 255);
			driver->draw3DBox(box, video::SColor(255, r, g, b));
		}
		driver->setMaterial(oldmaterial);
	} else if (m_selection_mesh) {
		// Draw selection mesh
		video::SMaterial oldmaterial = driver->getMaterial2D();
		driver->setMaterial(m_selection_material);