3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
22 #include "clientenvironment.h"
23 #include "clientsimpleobject.h"
24 #include "clientmap.h"
25 #include "clientscripting.h"
26 #include "mapblock_mesh.h"
28 #include "collision.h"
31 #include "voxelalgorithms.h"
38 ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
39 ITextureSource *texturesource, Client *client,
45 m_texturesource(texturesource),
51 memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
54 ClientEnvironment::~ClientEnvironment()
56 // delete active objects
57 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
58 i != m_active_objects.end(); ++i) {
62 for(std::vector<ClientSimpleObject*>::iterator
63 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
71 Map & ClientEnvironment::getMap()
76 ClientMap & ClientEnvironment::getClientMap()
81 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
83 DSTACK(FUNCTION_NAME);
85 It is a failure if already is a local player
87 FATAL_ERROR_IF(m_local_player != NULL,
88 "Local player already allocated");
90 m_local_player = player;
93 void ClientEnvironment::step(float dtime)
95 DSTACK(FUNCTION_NAME);
97 /* Step time of day */
101 bool fly_allowed = m_client->checkLocalPrivilege("fly");
102 bool free_move = fly_allowed && g_settings->getBool("free_move");
105 LocalPlayer *lplayer = getLocalPlayer();
107 // collision info queue
108 std::vector<CollisionInfo> player_collisions;
111 Get the speed the player is going
113 bool is_climbing = lplayer->is_climbing;
115 f32 player_speed = lplayer->getSpeed().getLength();
118 Maximum position increment
120 //f32 position_max_increment = 0.05*BS;
121 f32 position_max_increment = 0.1*BS;
123 // Maximum time increment (for collision detection etc)
124 // time = distance / speed
125 f32 dtime_max_increment = 1;
126 if(player_speed > 0.001)
127 dtime_max_increment = position_max_increment / player_speed;
129 // Maximum time increment is 10ms or lower
130 if(dtime_max_increment > 0.01)
131 dtime_max_increment = 0.01;
133 // Don't allow overly huge dtime
137 f32 dtime_downcount = dtime;
140 Stuff that has a maximum time increment
149 if(dtime_downcount > dtime_max_increment)
151 dtime_part = dtime_max_increment;
152 dtime_downcount -= dtime_part;
156 dtime_part = dtime_downcount;
158 Setting this to 0 (no -=dtime_part) disables an infinite loop
159 when dtime_part is so small that dtime_downcount -= dtime_part
171 if(!free_move && !is_climbing)
174 v3f speed = lplayer->getSpeed();
175 if(!lplayer->in_liquid)
176 speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
178 // Liquid floating / sinking
179 if(lplayer->in_liquid && !lplayer->swimming_vertical)
180 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
183 if(lplayer->in_liquid_stable || lplayer->in_liquid)
185 // How much the node's viscosity blocks movement, ranges between 0 and 1
186 // Should match the scale at which viscosity increase affects other liquid attributes
187 const f32 viscosity_factor = 0.3;
189 v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
190 f32 dl = d_wanted.getLength();
191 if(dl > lplayer->movement_liquid_fluidity_smooth)
192 dl = lplayer->movement_liquid_fluidity_smooth;
193 dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
195 v3f d = d_wanted.normalize() * dl;
199 lplayer->setSpeed(speed);
204 This also does collision detection.
206 lplayer->move(dtime_part, this, position_max_increment,
210 while(dtime_downcount > 0.001);
212 //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
214 for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
215 i != player_collisions.end(); ++i) {
216 CollisionInfo &info = *i;
217 v3f speed_diff = info.new_speed - info.old_speed;;
218 // Handle only fall damage
219 // (because otherwise walking against something in fast_move kills you)
220 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
222 // Get rid of other components
225 f32 pre_factor = 1; // 1 hp per node/s
226 f32 tolerance = BS*14; // 5 without damage
227 f32 post_factor = 1; // 1 hp per node/s
228 if(info.type == COLLISION_NODE)
230 const ContentFeatures &f = m_client->ndef()->
231 get(m_map->getNodeNoEx(info.node_p));
232 // Determine fall damage multiplier
233 int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
234 pre_factor = 1.0 + (float)addp/100.0;
236 float speed = pre_factor * speed_diff.getLength();
237 if(speed > tolerance)
239 f32 damage_f = (speed - tolerance)/BS * post_factor;
240 u16 damage = (u16)(damage_f+0.5);
242 damageLocalPlayer(damage, true);
243 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
244 m_client->event()->put(e);
249 if (m_client->moddingEnabled()) {
250 m_script->environment_step(dtime);
254 A quick draft of lava damage
256 if(m_lava_hurt_interval.step(dtime, 1.0))
258 v3f pf = lplayer->getPosition();
260 // Feet, middle and head
261 v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
262 MapNode n1 = m_map->getNodeNoEx(p1);
263 v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
264 MapNode n2 = m_map->getNodeNoEx(p2);
265 v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
266 MapNode n3 = m_map->getNodeNoEx(p3);
268 u32 damage_per_second = 0;
269 damage_per_second = MYMAX(damage_per_second,
270 m_client->ndef()->get(n1).damage_per_second);
271 damage_per_second = MYMAX(damage_per_second,
272 m_client->ndef()->get(n2).damage_per_second);
273 damage_per_second = MYMAX(damage_per_second,
274 m_client->ndef()->get(n3).damage_per_second);
276 if(damage_per_second != 0)
278 damageLocalPlayer(damage_per_second, true);
282 // Protocol v29 make this behaviour obsolete
283 if (getGameDef()->getProtoVersion() < 29) {
287 if (m_drowning_interval.step(dtime, 2.0)) {
288 v3f pf = lplayer->getPosition();
291 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
292 MapNode n = m_map->getNodeNoEx(p);
293 ContentFeatures c = m_client->ndef()->get(n);
294 u8 drowning_damage = c.drowning;
295 if (drowning_damage > 0 && lplayer->hp > 0) {
296 u16 breath = lplayer->getBreath();
303 lplayer->setBreath(breath);
304 updateLocalPlayerBreath(breath);
307 if (lplayer->getBreath() == 0 && drowning_damage > 0) {
308 damageLocalPlayer(drowning_damage, true);
311 if (m_breathing_interval.step(dtime, 0.5)) {
312 v3f pf = lplayer->getPosition();
315 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
316 MapNode n = m_map->getNodeNoEx(p);
317 ContentFeatures c = m_client->ndef()->get(n);
319 lplayer->setBreath(11);
320 } else if (c.drowning == 0) {
321 u16 breath = lplayer->getBreath();
324 lplayer->setBreath(breath);
325 updateLocalPlayerBreath(breath);
331 // Update lighting on local player (used for wield item)
332 u32 day_night_ratio = getDayNightRatio();
336 // On InvalidPositionException, use this as default
337 // (day: LIGHT_SUN, night: 0)
338 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
340 v3s16 p = lplayer->getLightPosition();
341 node_at_lplayer = m_map->getNodeNoEx(p);
343 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
344 final_color_blend(&lplayer->light_color, light, day_night_ratio);
348 Step active objects and update lighting of them
351 g_profiler->avg("CEnv: num of objects", m_active_objects.size());
352 bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
353 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
354 i != m_active_objects.end(); ++i) {
355 ClientActiveObject* obj = i->second;
357 obj->step(dtime, this);
366 v3s16 p = obj->getLightPosition();
367 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
369 light = n.getLightBlend(day_night_ratio, m_client->ndef());
371 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
373 obj->updateLight(light);
378 Step and handle simple objects
380 g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
381 for(std::vector<ClientSimpleObject*>::iterator
382 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
383 std::vector<ClientSimpleObject*>::iterator cur = i;
384 ClientSimpleObject *simple = *cur;
387 if(simple->m_to_be_removed) {
389 i = m_simple_objects.erase(cur);
397 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
399 m_simple_objects.push_back(simple);
402 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
404 ClientActiveObject *obj = getActiveObject(id);
405 if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
406 return (GenericCAO*) obj;
411 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
413 UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
414 if (n == m_active_objects.end())
419 bool isFreeClientActiveObjectId(const u16 id,
420 UNORDERED_MAP<u16, ClientActiveObject*> &objects)
425 return objects.find(id) == objects.end();
428 u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
430 //try to reuse id's as late as possible
431 static u16 last_used_id = 0;
432 u16 startid = last_used_id;
435 if (isFreeClientActiveObjectId(last_used_id, objects))
438 if (last_used_id == startid)
443 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
445 assert(object); // Pre-condition
446 if(object->getId() == 0)
448 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
451 infostream<<"ClientEnvironment::addActiveObject(): "
452 <<"no free ids available"<<std::endl;
456 object->setId(new_id);
458 if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
459 infostream<<"ClientEnvironment::addActiveObject(): "
460 <<"id is not free ("<<object->getId()<<")"<<std::endl;
464 infostream<<"ClientEnvironment::addActiveObject(): "
465 <<"added (id="<<object->getId()<<")"<<std::endl;
466 m_active_objects[object->getId()] = object;
467 object->addToScene(m_smgr, m_texturesource, m_irr);
468 { // Update lighting immediately
473 v3s16 p = object->getLightPosition();
474 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
476 light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
478 light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
480 object->updateLight(light);
482 return object->getId();
485 void ClientEnvironment::addActiveObject(u16 id, u8 type,
486 const std::string &init_data)
488 ClientActiveObject* obj =
489 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
492 infostream<<"ClientEnvironment::addActiveObject(): "
493 <<"id="<<id<<" type="<<type<<": Couldn't create object"
502 obj->initialize(init_data);
504 catch(SerializationError &e)
506 errorstream<<"ClientEnvironment::addActiveObject():"
507 <<" id="<<id<<" type="<<type
508 <<": SerializationError in initialize(): "
510 <<": init_data="<<serializeJsonString(init_data)
514 addActiveObject(obj);
517 void ClientEnvironment::removeActiveObject(u16 id)
519 verbosestream<<"ClientEnvironment::removeActiveObject(): "
520 <<"id="<<id<<std::endl;
521 ClientActiveObject* obj = getActiveObject(id);
523 infostream<<"ClientEnvironment::removeActiveObject(): "
524 <<"id="<<id<<" not found"<<std::endl;
527 obj->removeFromScene(true);
529 m_active_objects.erase(id);
532 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
534 ClientActiveObject *obj = getActiveObject(id);
536 infostream << "ClientEnvironment::processActiveObjectMessage():"
537 << " got message for id=" << id << ", which doesn't exist."
543 obj->processMessage(data);
544 } catch (SerializationError &e) {
545 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
546 << " id=" << id << " type=" << obj->getType()
547 << " SerializationError in processMessage(): " << e.what()
553 Callbacks for activeobjects
556 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
558 LocalPlayer *lplayer = getLocalPlayer();
562 if (lplayer->hp > damage)
563 lplayer->hp -= damage;
568 ClientEnvEvent event;
569 event.type = CEE_PLAYER_DAMAGE;
570 event.player_damage.amount = damage;
571 event.player_damage.send_to_server = handle_hp;
572 m_client_event_queue.push(event);
575 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
577 ClientEnvEvent event;
578 event.type = CEE_PLAYER_BREATH;
579 event.player_breath.amount = breath;
580 m_client_event_queue.push(event);
584 Client likes to call these
587 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
588 std::vector<DistanceSortedActiveObject> &dest)
590 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
591 i != m_active_objects.end(); ++i) {
592 ClientActiveObject* obj = i->second;
594 f32 d = (obj->getPosition() - origin).getLength();
599 DistanceSortedActiveObject dso(obj, d);
605 ClientEnvEvent ClientEnvironment::getClientEvent()
607 ClientEnvEvent event;
608 if(m_client_event_queue.empty())
609 event.type = CEE_NONE;
611 event = m_client_event_queue.front();
612 m_client_event_queue.pop();
617 ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
618 const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
619 v3s16 *intersection_normal)
621 std::vector<DistanceSortedActiveObject> objects;
622 getActiveObjects(shootline_on_map.start,
623 shootline_on_map.getLength() + 3, objects);
624 const v3f line_vector = shootline_on_map.getVector();
627 // After this, the closest object is the first in the array.
628 std::sort(objects.begin(), objects.end());
630 /* Because objects can have different nodebox sizes,
631 * the object whose center is the nearest isn't necessarily
632 * the closest one. If an object is found, don't stop
635 f32 d_min = shootline_on_map.getLength();
636 ClientActiveObject *nearest_obj = NULL;
637 for (u32 i = 0; i < objects.size(); i++) {
638 ClientActiveObject *obj = objects[i].obj;
640 aabb3f *selection_box = obj->getSelectionBox();
641 if (selection_box == NULL)
644 v3f pos = obj->getPosition();
646 aabb3f offsetted_box(selection_box->MinEdge + pos,
647 selection_box->MaxEdge + pos);
649 if (offsetted_box.getCenter().getDistanceFrom(
650 shootline_on_map.start) > d_min + 9.6f*BS) {
651 // Probably there is no active object that has bigger nodebox than
652 // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
657 v3f current_intersection;
658 v3s16 current_normal;
659 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
660 ¤t_intersection, ¤t_normal)) {
661 f32 d_current = current_intersection.getDistanceFrom(
662 shootline_on_map.start);
663 if (d_current <= d_min) {
666 *intersection_point = current_intersection;
667 *intersection_normal = current_normal;
676 Check if a node is pointable
678 static inline bool isPointableNode(const MapNode &n,
679 INodeDefManager *ndef, bool liquids_pointable)
681 const ContentFeatures &features = ndef->get(n);
682 return features.pointable ||
683 (liquids_pointable && features.isLiquid());
686 PointedThing ClientEnvironment::getPointedThing(
687 core::line3d<f32> shootline,
688 bool liquids_pointable,
689 bool look_for_object)
693 INodeDefManager *nodedef = m_map->getNodeDefManager();
695 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
696 // The code needs to search these nodes
697 core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
698 -maximal_exceed.MinEdge);
699 // If a node is found, there might be a larger node behind.
700 // To find it, we have to go further.
701 s16 maximal_overcheck =
702 std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
703 + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
704 + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
706 const v3f original_vector = shootline.getVector();
707 const f32 original_length = original_vector.getLength();
709 f32 min_distance = original_length;
711 // First try to find an active object
712 if (look_for_object) {
713 ClientActiveObject *selected_object = getSelectedActiveObject(
714 shootline, &result.intersection_point,
715 &result.intersection_normal);
717 if (selected_object != NULL) {
719 (result.intersection_point - shootline.start).getLength();
721 result.type = POINTEDTHING_OBJECT;
722 result.object_id = selected_object->getId();
727 if (original_length > 0) {
728 shootline.end = shootline.start
729 + shootline.getVector() / original_length * min_distance;
732 // Try to find a node that is closer than the selected active
733 // object (if it exists).
735 voxalgo::VoxelLineIterator iterator(shootline.start / BS,
736 shootline.getVector() / BS);
737 v3s16 oldnode = iterator.m_current_node_pos;
738 // Indicates that a node was found.
739 bool is_node_found = false;
740 // If a node is found, it is possible that there's a node
741 // behind it with a large nodebox, so continue the search.
742 u16 node_foundcounter = 0;
743 // If a node is found, this is the center of the
744 // first nodebox the shootline meets.
745 v3f found_boxcenter(0, 0, 0);
746 // The untested nodes are in this range.
747 core::aabbox3d<s16> new_nodes;
749 // Test the nodes around the current node in search_range.
750 new_nodes = search_range;
751 new_nodes.MinEdge += iterator.m_current_node_pos;
752 new_nodes.MaxEdge += iterator.m_current_node_pos;
754 // Only check new nodes
755 v3s16 delta = iterator.m_current_node_pos - oldnode;
757 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
758 else if (delta.X < 0)
759 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
760 else if (delta.Y > 0)
761 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
762 else if (delta.Y < 0)
763 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
764 else if (delta.Z > 0)
765 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
766 else if (delta.Z < 0)
767 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
769 // For each untested node
770 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
771 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
772 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
775 bool is_valid_position;
777 n = m_map->getNodeNoEx(np, &is_valid_position);
778 if (!(is_valid_position &&
779 isPointableNode(n, nodedef, liquids_pointable))) {
782 std::vector<aabb3f> boxes;
783 n.getSelectionBoxes(nodedef, &boxes,
784 n.getNeighbors(np, m_map));
786 v3f npf = intToFloat(np, BS);
787 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
788 i != boxes.end(); ++i) {
792 v3f intersection_point;
793 v3s16 intersection_normal;
794 if (!boxLineCollision(box, shootline.start, shootline.getVector(),
795 &intersection_point, &intersection_normal)) {
798 f32 distance = (intersection_point - shootline.start).getLength();
799 if (distance >= min_distance) {
802 result.type = POINTEDTHING_NODE;
803 result.node_undersurface = np;
804 result.intersection_point = intersection_point;
805 result.intersection_normal = intersection_normal;
806 found_boxcenter = box.getCenter();
807 min_distance = distance;
808 is_node_found = true;
815 if (node_foundcounter > maximal_overcheck) {
820 if (iterator.hasNext()) {
821 oldnode = iterator.m_current_node_pos;
829 // Set undersurface and abovesurface nodes
831 v3f fake_intersection = result.intersection_point;
832 // Move intersection towards its source block.
833 if (fake_intersection.X < found_boxcenter.X)
834 fake_intersection.X += d;
836 fake_intersection.X -= d;
838 if (fake_intersection.Y < found_boxcenter.Y)
839 fake_intersection.Y += d;
841 fake_intersection.Y -= d;
843 if (fake_intersection.Z < found_boxcenter.Z)
844 fake_intersection.Z += d;
846 fake_intersection.Z -= d;
848 result.node_real_undersurface = floatToInt(fake_intersection, BS);
849 result.node_abovesurface = result.node_real_undersurface
850 + result.intersection_normal;