e2f24aaa3c01ddcf6b4ea593838d72173aa14541
[oweals/minetest.git] / src / client / clientenvironment.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
22 #include "client.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
28 #include "event.h"
29 #include "collision.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "raycast.h"
33 #include "voxelalgorithms.h"
34 #include "settings.h"
35 #include "content_cao.h"
36 #include <algorithm>
37 #include "client/renderingengine.h"
38
39 /*
40         ClientEnvironment
41 */
42
43 ClientEnvironment::ClientEnvironment(ClientMap *map,
44         ITextureSource *texturesource, Client *client):
45         Environment(client),
46         m_map(map),
47         m_texturesource(texturesource),
48         m_client(client)
49 {
50         char zero = 0;
51         memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
52 }
53
54 ClientEnvironment::~ClientEnvironment()
55 {
56         // delete active objects
57         for (auto &active_object : m_active_objects) {
58                 delete active_object.second;
59         }
60
61         for (auto &simple_object : m_simple_objects) {
62                 delete simple_object;
63         }
64
65         // Drop/delete map
66         m_map->drop();
67
68         delete m_local_player;
69 }
70
71 Map & ClientEnvironment::getMap()
72 {
73         return *m_map;
74 }
75
76 ClientMap & ClientEnvironment::getClientMap()
77 {
78         return *m_map;
79 }
80
81 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
82 {
83         /*
84                 It is a failure if already is a local player
85         */
86         FATAL_ERROR_IF(m_local_player != NULL,
87                 "Local player already allocated");
88
89         m_local_player = player;
90 }
91
92 void ClientEnvironment::step(float dtime)
93 {
94         /* Step time of day */
95         stepTimeOfDay(dtime);
96
97         // Get some settings
98         bool fly_allowed = m_client->checkLocalPrivilege("fly");
99         bool free_move = fly_allowed && g_settings->getBool("free_move");
100
101         // Get local player
102         LocalPlayer *lplayer = getLocalPlayer();
103         assert(lplayer);
104         // collision info queue
105         std::vector<CollisionInfo> player_collisions;
106
107         /*
108                 Get the speed the player is going
109         */
110         bool is_climbing = lplayer->is_climbing;
111
112         f32 player_speed = lplayer->getSpeed().getLength();
113
114         /*
115                 Maximum position increment
116         */
117         //f32 position_max_increment = 0.05*BS;
118         f32 position_max_increment = 0.1*BS;
119
120         // Maximum time increment (for collision detection etc)
121         // time = distance / speed
122         f32 dtime_max_increment = 1;
123         if(player_speed > 0.001)
124                 dtime_max_increment = position_max_increment / player_speed;
125
126         // Maximum time increment is 10ms or lower
127         if(dtime_max_increment > 0.01)
128                 dtime_max_increment = 0.01;
129
130         // Don't allow overly huge dtime
131         if(dtime > 0.5)
132                 dtime = 0.5;
133
134         f32 dtime_downcount = dtime;
135
136         /*
137                 Stuff that has a maximum time increment
138         */
139
140         u32 loopcount = 0;
141         do
142         {
143                 loopcount++;
144
145                 f32 dtime_part;
146                 if(dtime_downcount > dtime_max_increment)
147                 {
148                         dtime_part = dtime_max_increment;
149                         dtime_downcount -= dtime_part;
150                 }
151                 else
152                 {
153                         dtime_part = dtime_downcount;
154                         /*
155                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
156                                 when dtime_part is so small that dtime_downcount -= dtime_part
157                                 does nothing
158                         */
159                         dtime_downcount = 0;
160                 }
161
162                 /*
163                         Handle local player
164                 */
165
166                 {
167                         // Apply physics
168                         if (!free_move && !is_climbing) {
169                                 // Gravity
170                                 v3f speed = lplayer->getSpeed();
171                                 if (!lplayer->in_liquid)
172                                         speed.Y -= lplayer->movement_gravity *
173                                                 lplayer->physics_override_gravity * dtime_part * 2.0f;
174
175                                 // Liquid floating / sinking
176                                 if (lplayer->in_liquid && !lplayer->swimming_vertical)
177                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
178
179                                 // Liquid resistance
180                                 if (lplayer->in_liquid_stable || lplayer->in_liquid) {
181                                         // How much the node's viscosity blocks movement, ranges
182                                         // between 0 and 1. Should match the scale at which viscosity
183                                         // increase affects other liquid attributes.
184                                         static const f32 viscosity_factor = 0.3f;
185
186                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
187                                         f32 dl = d_wanted.getLength();
188                                         if (dl > lplayer->movement_liquid_fluidity_smooth)
189                                                 dl = lplayer->movement_liquid_fluidity_smooth;
190
191                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) +
192                                                 (1 - viscosity_factor);
193                                         v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
194                                         speed += d;
195                                 }
196
197                                 lplayer->setSpeed(speed);
198                         }
199
200                         /*
201                                 Move the lplayer.
202                                 This also does collision detection.
203                         */
204                         lplayer->move(dtime_part, this, position_max_increment,
205                                 &player_collisions);
206                 }
207         } while (dtime_downcount > 0.001);
208
209         bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
210
211         for (const CollisionInfo &info : player_collisions) {
212                 v3f speed_diff = info.new_speed - info.old_speed;;
213                 // Handle only fall damage
214                 // (because otherwise walking against something in fast_move kills you)
215                 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
216                         continue;
217                 // Get rid of other components
218                 speed_diff.X = 0;
219                 speed_diff.Z = 0;
220                 f32 pre_factor = 1; // 1 hp per node/s
221                 f32 tolerance = BS*14; // 5 without damage
222                 f32 post_factor = 1; // 1 hp per node/s
223                 if (info.type == COLLISION_NODE) {
224                         const ContentFeatures &f = m_client->ndef()->
225                                 get(m_map->getNodeNoEx(info.node_p));
226                         // Determine fall damage multiplier
227                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
228                         pre_factor = 1.0f + (float)addp / 100.0f;
229                 }
230                 float speed = pre_factor * speed_diff.getLength();
231                 if (speed > tolerance && !player_immortal) {
232                         f32 damage_f = (speed - tolerance) / BS * post_factor;
233                         u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
234                         if (damage != 0) {
235                                 damageLocalPlayer(damage, true);
236                                 m_client->getEventManager()->put(
237                                         new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
238                         }
239                 }
240         }
241
242         if (m_client->modsLoaded())
243                 m_script->environment_step(dtime);
244
245         // Update lighting on local player (used for wield item)
246         u32 day_night_ratio = getDayNightRatio();
247         {
248                 // Get node at head
249
250                 // On InvalidPositionException, use this as default
251                 // (day: LIGHT_SUN, night: 0)
252                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
253
254                 v3s16 p = lplayer->getLightPosition();
255                 node_at_lplayer = m_map->getNodeNoEx(p);
256
257                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
258                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
259         }
260
261         /*
262                 Step active objects and update lighting of them
263         */
264
265         g_profiler->avg("CEnv: num of objects", m_active_objects.size());
266         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
267         for (auto &ao_it : m_active_objects) {
268                 ClientActiveObject* obj = ao_it.second;
269                 // Step object
270                 obj->step(dtime, this);
271
272                 if (update_lighting) {
273                         // Update lighting
274                         u8 light = 0;
275                         bool pos_ok;
276
277                         // Get node at head
278                         v3s16 p = obj->getLightPosition();
279                         MapNode n = m_map->getNodeNoEx(p, &pos_ok);
280                         if (pos_ok)
281                                 light = n.getLightBlend(day_night_ratio, m_client->ndef());
282                         else
283                                 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
284
285                         obj->updateLight(light);
286                 }
287         }
288
289         /*
290                 Step and handle simple objects
291         */
292         g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
293         for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
294                 auto cur = i;
295                 ClientSimpleObject *simple = *cur;
296
297                 simple->step(dtime);
298                 if(simple->m_to_be_removed) {
299                         delete simple;
300                         i = m_simple_objects.erase(cur);
301                 }
302                 else {
303                         ++i;
304                 }
305         }
306 }
307
308 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
309 {
310         m_simple_objects.push_back(simple);
311 }
312
313 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
314 {
315         ClientActiveObject *obj = getActiveObject(id);
316         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
317                 return (GenericCAO*) obj;
318
319         return NULL;
320 }
321
322 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
323 {
324         auto n = m_active_objects.find(id);
325         if (n == m_active_objects.end())
326                 return NULL;
327         return n->second;
328 }
329
330 bool isFreeClientActiveObjectId(const u16 id,
331         ClientActiveObjectMap &objects)
332 {
333         return id != 0 && objects.find(id) == objects.end();
334
335 }
336
337 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
338 {
339         //try to reuse id's as late as possible
340         static u16 last_used_id = 0;
341         u16 startid = last_used_id;
342         for(;;) {
343                 last_used_id ++;
344                 if (isFreeClientActiveObjectId(last_used_id, objects))
345                         return last_used_id;
346
347                 if (last_used_id == startid)
348                         return 0;
349         }
350 }
351
352 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
353 {
354         assert(object); // Pre-condition
355         if(object->getId() == 0)
356         {
357                 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
358                 if(new_id == 0)
359                 {
360                         infostream<<"ClientEnvironment::addActiveObject(): "
361                                 <<"no free ids available"<<std::endl;
362                         delete object;
363                         return 0;
364                 }
365                 object->setId(new_id);
366         }
367         if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
368                 infostream<<"ClientEnvironment::addActiveObject(): "
369                         <<"id is not free ("<<object->getId()<<")"<<std::endl;
370                 delete object;
371                 return 0;
372         }
373         infostream<<"ClientEnvironment::addActiveObject(): "
374                 <<"added (id="<<object->getId()<<")"<<std::endl;
375         m_active_objects[object->getId()] = object;
376         object->addToScene(m_texturesource);
377         { // Update lighting immediately
378                 u8 light = 0;
379                 bool pos_ok;
380
381                 // Get node at head
382                 v3s16 p = object->getLightPosition();
383                 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
384                 if (pos_ok)
385                         light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
386                 else
387                         light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
388
389                 object->updateLight(light);
390         }
391         return object->getId();
392 }
393
394 void ClientEnvironment::addActiveObject(u16 id, u8 type,
395         const std::string &init_data)
396 {
397         ClientActiveObject* obj =
398                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
399         if(obj == NULL)
400         {
401                 infostream<<"ClientEnvironment::addActiveObject(): "
402                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
403                         <<std::endl;
404                 return;
405         }
406
407         obj->setId(id);
408
409         try
410         {
411                 obj->initialize(init_data);
412         }
413         catch(SerializationError &e)
414         {
415                 errorstream<<"ClientEnvironment::addActiveObject():"
416                         <<" id="<<id<<" type="<<type
417                         <<": SerializationError in initialize(): "
418                         <<e.what()
419                         <<": init_data="<<serializeJsonString(init_data)
420                         <<std::endl;
421         }
422
423         addActiveObject(obj);
424 }
425
426 void ClientEnvironment::removeActiveObject(u16 id)
427 {
428         verbosestream<<"ClientEnvironment::removeActiveObject(): "
429                 <<"id="<<id<<std::endl;
430         ClientActiveObject* obj = getActiveObject(id);
431         if (obj == NULL) {
432                 infostream<<"ClientEnvironment::removeActiveObject(): "
433                         <<"id="<<id<<" not found"<<std::endl;
434                 return;
435         }
436         obj->removeFromScene(true);
437         delete obj;
438         m_active_objects.erase(id);
439 }
440
441 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
442 {
443         ClientActiveObject *obj = getActiveObject(id);
444         if (obj == NULL) {
445                 infostream << "ClientEnvironment::processActiveObjectMessage():"
446                         << " got message for id=" << id << ", which doesn't exist."
447                         << std::endl;
448                 return;
449         }
450
451         try {
452                 obj->processMessage(data);
453         } catch (SerializationError &e) {
454                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
455                         << " id=" << id << " type=" << obj->getType()
456                         << " SerializationError in processMessage(): " << e.what()
457                         << std::endl;
458         }
459 }
460
461 /*
462         Callbacks for activeobjects
463 */
464
465 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
466 {
467         LocalPlayer *lplayer = getLocalPlayer();
468         assert(lplayer);
469
470         if (handle_hp) {
471                 if (lplayer->hp > damage)
472                         lplayer->hp -= damage;
473                 else
474                         lplayer->hp = 0;
475         }
476
477         ClientEnvEvent event;
478         event.type = CEE_PLAYER_DAMAGE;
479         event.player_damage.amount = damage;
480         event.player_damage.send_to_server = handle_hp;
481         m_client_event_queue.push(event);
482 }
483
484 /*
485         Client likes to call these
486 */
487
488 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
489         std::vector<DistanceSortedActiveObject> &dest)
490 {
491         for (auto &ao_it : m_active_objects) {
492                 ClientActiveObject* obj = ao_it.second;
493
494                 f32 d = (obj->getPosition() - origin).getLength();
495
496                 if (d > max_d)
497                         continue;
498
499                 dest.emplace_back(obj, d);
500         }
501 }
502
503 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
504 {
505         FATAL_ERROR_IF(m_client_event_queue.empty(),
506                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
507
508         ClientEnvEvent event = m_client_event_queue.front();
509         m_client_event_queue.pop();
510         return event;
511 }
512
513 void ClientEnvironment::getSelectedActiveObjects(
514         const core::line3d<f32> &shootline_on_map,
515         std::vector<PointedThing> &objects)
516 {
517         std::vector<DistanceSortedActiveObject> allObjects;
518         getActiveObjects(shootline_on_map.start,
519                 shootline_on_map.getLength() + 10.0f, allObjects);
520         const v3f line_vector = shootline_on_map.getVector();
521
522         for (const auto &allObject : allObjects) {
523                 ClientActiveObject *obj = allObject.obj;
524                 aabb3f selection_box;
525                 if (!obj->getSelectionBox(&selection_box))
526                         continue;
527
528                 const v3f &pos = obj->getPosition();
529                 aabb3f offsetted_box(selection_box.MinEdge + pos,
530                         selection_box.MaxEdge + pos);
531
532                 v3f current_intersection;
533                 v3s16 current_normal;
534                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
535                                 &current_intersection, &current_normal)) {
536                         objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
537                                 (current_intersection - shootline_on_map.start).getLengthSQ());
538                 }
539         }
540 }