Fix alpha for liquid nodes (#5494)
[oweals/minetest.git] / src / 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 "clientenvironment.h"
23 #include "clientsimpleobject.h"
24 #include "clientmap.h"
25 #include "scripting_client.h"
26 #include "mapblock_mesh.h"
27 #include "event.h"
28 #include "collision.h"
29 #include "profiler.h"
30 #include "raycast.h"
31 #include "voxelalgorithms.h"
32 #include "settings.h"
33 #include <algorithm>
34
35 /*
36         ClientEnvironment
37 */
38
39 ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
40         ITextureSource *texturesource, Client *client,
41         IrrlichtDevice *irr):
42         Environment(client),
43         m_map(map),
44         m_local_player(NULL),
45         m_smgr(smgr),
46         m_texturesource(texturesource),
47         m_client(client),
48         m_script(NULL),
49         m_irr(irr)
50 {
51         char zero = 0;
52         memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
53 }
54
55 ClientEnvironment::~ClientEnvironment()
56 {
57         // delete active objects
58         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
59                 i != m_active_objects.end(); ++i) {
60                 delete i->second;
61         }
62
63         for(std::vector<ClientSimpleObject*>::iterator
64                 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
65                 delete *i;
66         }
67
68         // Drop/delete map
69         m_map->drop();
70
71         delete m_local_player;
72 }
73
74 Map & ClientEnvironment::getMap()
75 {
76         return *m_map;
77 }
78
79 ClientMap & ClientEnvironment::getClientMap()
80 {
81         return *m_map;
82 }
83
84 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
85 {
86         DSTACK(FUNCTION_NAME);
87         /*
88                 It is a failure if already is a local player
89         */
90         FATAL_ERROR_IF(m_local_player != NULL,
91                 "Local player already allocated");
92
93         m_local_player = player;
94 }
95
96 void ClientEnvironment::step(float dtime)
97 {
98         DSTACK(FUNCTION_NAME);
99
100         /* Step time of day */
101         stepTimeOfDay(dtime);
102
103         // Get some settings
104         bool fly_allowed = m_client->checkLocalPrivilege("fly");
105         bool free_move = fly_allowed && g_settings->getBool("free_move");
106
107         // Get local player
108         LocalPlayer *lplayer = getLocalPlayer();
109         assert(lplayer);
110         // collision info queue
111         std::vector<CollisionInfo> player_collisions;
112
113         /*
114                 Get the speed the player is going
115         */
116         bool is_climbing = lplayer->is_climbing;
117
118         f32 player_speed = lplayer->getSpeed().getLength();
119
120         /*
121                 Maximum position increment
122         */
123         //f32 position_max_increment = 0.05*BS;
124         f32 position_max_increment = 0.1*BS;
125
126         // Maximum time increment (for collision detection etc)
127         // time = distance / speed
128         f32 dtime_max_increment = 1;
129         if(player_speed > 0.001)
130                 dtime_max_increment = position_max_increment / player_speed;
131
132         // Maximum time increment is 10ms or lower
133         if(dtime_max_increment > 0.01)
134                 dtime_max_increment = 0.01;
135
136         // Don't allow overly huge dtime
137         if(dtime > 0.5)
138                 dtime = 0.5;
139
140         f32 dtime_downcount = dtime;
141
142         /*
143                 Stuff that has a maximum time increment
144         */
145
146         u32 loopcount = 0;
147         do
148         {
149                 loopcount++;
150
151                 f32 dtime_part;
152                 if(dtime_downcount > dtime_max_increment)
153                 {
154                         dtime_part = dtime_max_increment;
155                         dtime_downcount -= dtime_part;
156                 }
157                 else
158                 {
159                         dtime_part = dtime_downcount;
160                         /*
161                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
162                                 when dtime_part is so small that dtime_downcount -= dtime_part
163                                 does nothing
164                         */
165                         dtime_downcount = 0;
166                 }
167
168                 /*
169                         Handle local player
170                 */
171
172                 {
173                         // Apply physics
174                         if(!free_move && !is_climbing)
175                         {
176                                 // Gravity
177                                 v3f speed = lplayer->getSpeed();
178                                 if(!lplayer->in_liquid)
179                                         speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
180
181                                 // Liquid floating / sinking
182                                 if(lplayer->in_liquid && !lplayer->swimming_vertical)
183                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
184
185                                 // Liquid resistance
186                                 if(lplayer->in_liquid_stable || lplayer->in_liquid)
187                                 {
188                                         // How much the node's viscosity blocks movement, ranges between 0 and 1
189                                         // Should match the scale at which viscosity increase affects other liquid attributes
190                                         const f32 viscosity_factor = 0.3;
191
192                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
193                                         f32 dl = d_wanted.getLength();
194                                         if(dl > lplayer->movement_liquid_fluidity_smooth)
195                                                 dl = lplayer->movement_liquid_fluidity_smooth;
196                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
197
198                                         v3f d = d_wanted.normalize() * dl;
199                                         speed += d;
200                                 }
201
202                                 lplayer->setSpeed(speed);
203                         }
204
205                         /*
206                                 Move the lplayer.
207                                 This also does collision detection.
208                         */
209                         lplayer->move(dtime_part, this, position_max_increment,
210                                 &player_collisions);
211                 }
212         }
213         while(dtime_downcount > 0.001);
214
215         //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
216
217         for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
218                 i != player_collisions.end(); ++i) {
219                 CollisionInfo &info = *i;
220                 v3f speed_diff = info.new_speed - info.old_speed;;
221                 // Handle only fall damage
222                 // (because otherwise walking against something in fast_move kills you)
223                 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
224                         continue;
225                 // Get rid of other components
226                 speed_diff.X = 0;
227                 speed_diff.Z = 0;
228                 f32 pre_factor = 1; // 1 hp per node/s
229                 f32 tolerance = BS*14; // 5 without damage
230                 f32 post_factor = 1; // 1 hp per node/s
231                 if(info.type == COLLISION_NODE)
232                 {
233                         const ContentFeatures &f = m_client->ndef()->
234                                 get(m_map->getNodeNoEx(info.node_p));
235                         // Determine fall damage multiplier
236                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
237                         pre_factor = 1.0 + (float)addp/100.0;
238                 }
239                 float speed = pre_factor * speed_diff.getLength();
240                 if(speed > tolerance)
241                 {
242                         f32 damage_f = (speed - tolerance)/BS * post_factor;
243                         u16 damage = (u16)(damage_f+0.5);
244                         if(damage != 0){
245                                 damageLocalPlayer(damage, true);
246                                 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
247                                 m_client->event()->put(e);
248                         }
249                 }
250         }
251
252         if (m_client->moddingEnabled()) {
253                 m_script->environment_step(dtime);
254         }
255
256         // Protocol v29 make this behaviour obsolete
257         if (getGameDef()->getProtoVersion() < 29) {
258                 if (m_lava_hurt_interval.step(dtime, 1.0)) {
259                         v3f pf = lplayer->getPosition();
260
261                         // Feet, middle and head
262                         v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
263                         MapNode n1 = m_map->getNodeNoEx(p1);
264                         v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
265                         MapNode n2 = m_map->getNodeNoEx(p2);
266                         v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
267                         MapNode n3 = m_map->getNodeNoEx(p3);
268
269                         u32 damage_per_second = 0;
270                         damage_per_second = MYMAX(damage_per_second,
271                                 m_client->ndef()->get(n1).damage_per_second);
272                         damage_per_second = MYMAX(damage_per_second,
273                                 m_client->ndef()->get(n2).damage_per_second);
274                         damage_per_second = MYMAX(damage_per_second,
275                                 m_client->ndef()->get(n3).damage_per_second);
276
277                         if (damage_per_second != 0)
278                                 damageLocalPlayer(damage_per_second, true);
279                 }
280
281                 /*
282                         Drowning
283                 */
284                 if (m_drowning_interval.step(dtime, 2.0)) {
285                         v3f pf = lplayer->getPosition();
286
287                         // head
288                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
289                         MapNode n = m_map->getNodeNoEx(p);
290                         ContentFeatures c = m_client->ndef()->get(n);
291                         u8 drowning_damage = c.drowning;
292                         if (drowning_damage > 0 && lplayer->hp > 0) {
293                                 u16 breath = lplayer->getBreath();
294                                 if (breath > 10) {
295                                         breath = 11;
296                                 }
297                                 if (breath > 0) {
298                                         breath -= 1;
299                                 }
300                                 lplayer->setBreath(breath);
301                                 updateLocalPlayerBreath(breath);
302                         }
303
304                         if (lplayer->getBreath() == 0 && drowning_damage > 0) {
305                                 damageLocalPlayer(drowning_damage, true);
306                         }
307                 }
308                 if (m_breathing_interval.step(dtime, 0.5)) {
309                         v3f pf = lplayer->getPosition();
310
311                         // head
312                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
313                         MapNode n = m_map->getNodeNoEx(p);
314                         ContentFeatures c = m_client->ndef()->get(n);
315                         if (!lplayer->hp) {
316                                 lplayer->setBreath(11);
317                         } else if (c.drowning == 0) {
318                                 u16 breath = lplayer->getBreath();
319                                 if (breath <= 10) {
320                                         breath += 1;
321                                         lplayer->setBreath(breath);
322                                         updateLocalPlayerBreath(breath);
323                                 }
324                         }
325                 }
326         }
327
328         // Update lighting on local player (used for wield item)
329         u32 day_night_ratio = getDayNightRatio();
330         {
331                 // Get node at head
332
333                 // On InvalidPositionException, use this as default
334                 // (day: LIGHT_SUN, night: 0)
335                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
336
337                 v3s16 p = lplayer->getLightPosition();
338                 node_at_lplayer = m_map->getNodeNoEx(p);
339
340                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
341                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
342         }
343
344         /*
345                 Step active objects and update lighting of them
346         */
347
348         g_profiler->avg("CEnv: num of objects", m_active_objects.size());
349         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
350         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
351                 i != m_active_objects.end(); ++i) {
352                 ClientActiveObject* obj = i->second;
353                 // Step object
354                 obj->step(dtime, this);
355
356                 if(update_lighting)
357                 {
358                         // Update lighting
359                         u8 light = 0;
360                         bool pos_ok;
361
362                         // Get node at head
363                         v3s16 p = obj->getLightPosition();
364                         MapNode n = m_map->getNodeNoEx(p, &pos_ok);
365                         if (pos_ok)
366                                 light = n.getLightBlend(day_night_ratio, m_client->ndef());
367                         else
368                                 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
369
370                         obj->updateLight(light);
371                 }
372         }
373
374         /*
375                 Step and handle simple objects
376         */
377         g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
378         for(std::vector<ClientSimpleObject*>::iterator
379                 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
380                 std::vector<ClientSimpleObject*>::iterator cur = i;
381                 ClientSimpleObject *simple = *cur;
382
383                 simple->step(dtime);
384                 if(simple->m_to_be_removed) {
385                         delete simple;
386                         i = m_simple_objects.erase(cur);
387                 }
388                 else {
389                         ++i;
390                 }
391         }
392 }
393
394 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
395 {
396         m_simple_objects.push_back(simple);
397 }
398
399 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
400 {
401         ClientActiveObject *obj = getActiveObject(id);
402         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
403                 return (GenericCAO*) obj;
404         else
405                 return NULL;
406 }
407
408 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
409 {
410         UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
411         if (n == m_active_objects.end())
412                 return NULL;
413         return n->second;
414 }
415
416 bool isFreeClientActiveObjectId(const u16 id,
417         UNORDERED_MAP<u16, ClientActiveObject*> &objects)
418 {
419         if(id == 0)
420                 return false;
421
422         return objects.find(id) == objects.end();
423 }
424
425 u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
426 {
427         //try to reuse id's as late as possible
428         static u16 last_used_id = 0;
429         u16 startid = last_used_id;
430         for(;;) {
431                 last_used_id ++;
432                 if (isFreeClientActiveObjectId(last_used_id, objects))
433                         return last_used_id;
434
435                 if (last_used_id == startid)
436                         return 0;
437         }
438 }
439
440 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
441 {
442         assert(object); // Pre-condition
443         if(object->getId() == 0)
444         {
445                 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
446                 if(new_id == 0)
447                 {
448                         infostream<<"ClientEnvironment::addActiveObject(): "
449                                 <<"no free ids available"<<std::endl;
450                         delete object;
451                         return 0;
452                 }
453                 object->setId(new_id);
454         }
455         if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
456                 infostream<<"ClientEnvironment::addActiveObject(): "
457                         <<"id is not free ("<<object->getId()<<")"<<std::endl;
458                 delete object;
459                 return 0;
460         }
461         infostream<<"ClientEnvironment::addActiveObject(): "
462                 <<"added (id="<<object->getId()<<")"<<std::endl;
463         m_active_objects[object->getId()] = object;
464         object->addToScene(m_smgr, m_texturesource, m_irr);
465         { // Update lighting immediately
466                 u8 light = 0;
467                 bool pos_ok;
468
469                 // Get node at head
470                 v3s16 p = object->getLightPosition();
471                 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
472                 if (pos_ok)
473                         light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
474                 else
475                         light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
476
477                 object->updateLight(light);
478         }
479         return object->getId();
480 }
481
482 void ClientEnvironment::addActiveObject(u16 id, u8 type,
483         const std::string &init_data)
484 {
485         ClientActiveObject* obj =
486                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
487         if(obj == NULL)
488         {
489                 infostream<<"ClientEnvironment::addActiveObject(): "
490                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
491                         <<std::endl;
492                 return;
493         }
494
495         obj->setId(id);
496
497         try
498         {
499                 obj->initialize(init_data);
500         }
501         catch(SerializationError &e)
502         {
503                 errorstream<<"ClientEnvironment::addActiveObject():"
504                         <<" id="<<id<<" type="<<type
505                         <<": SerializationError in initialize(): "
506                         <<e.what()
507                         <<": init_data="<<serializeJsonString(init_data)
508                         <<std::endl;
509         }
510
511         addActiveObject(obj);
512 }
513
514 void ClientEnvironment::removeActiveObject(u16 id)
515 {
516         verbosestream<<"ClientEnvironment::removeActiveObject(): "
517                 <<"id="<<id<<std::endl;
518         ClientActiveObject* obj = getActiveObject(id);
519         if (obj == NULL) {
520                 infostream<<"ClientEnvironment::removeActiveObject(): "
521                         <<"id="<<id<<" not found"<<std::endl;
522                 return;
523         }
524         obj->removeFromScene(true);
525         delete obj;
526         m_active_objects.erase(id);
527 }
528
529 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
530 {
531         ClientActiveObject *obj = getActiveObject(id);
532         if (obj == NULL) {
533                 infostream << "ClientEnvironment::processActiveObjectMessage():"
534                         << " got message for id=" << id << ", which doesn't exist."
535                         << std::endl;
536                 return;
537         }
538
539         try {
540                 obj->processMessage(data);
541         } catch (SerializationError &e) {
542                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
543                         << " id=" << id << " type=" << obj->getType()
544                         << " SerializationError in processMessage(): " << e.what()
545                         << std::endl;
546         }
547 }
548
549 /*
550         Callbacks for activeobjects
551 */
552
553 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
554 {
555         LocalPlayer *lplayer = getLocalPlayer();
556         assert(lplayer);
557
558         if (handle_hp) {
559                 if (lplayer->hp > damage)
560                         lplayer->hp -= damage;
561                 else
562                         lplayer->hp = 0;
563         }
564
565         ClientEnvEvent event;
566         event.type = CEE_PLAYER_DAMAGE;
567         event.player_damage.amount = damage;
568         event.player_damage.send_to_server = handle_hp;
569         m_client_event_queue.push(event);
570 }
571
572 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
573 {
574         ClientEnvEvent event;
575         event.type = CEE_PLAYER_BREATH;
576         event.player_breath.amount = breath;
577         m_client_event_queue.push(event);
578 }
579
580 /*
581         Client likes to call these
582 */
583
584 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
585         std::vector<DistanceSortedActiveObject> &dest)
586 {
587         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
588                 i != m_active_objects.end(); ++i) {
589                 ClientActiveObject* obj = i->second;
590
591                 f32 d = (obj->getPosition() - origin).getLength();
592
593                 if(d > max_d)
594                         continue;
595
596                 DistanceSortedActiveObject dso(obj, d);
597
598                 dest.push_back(dso);
599         }
600 }
601
602 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
603 {
604         FATAL_ERROR_IF(m_client_event_queue.empty(),
605                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
606
607         ClientEnvEvent event = m_client_event_queue.front();
608         m_client_event_queue.pop();
609         return event;
610 }
611
612 ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
613         const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
614         v3s16 *intersection_normal)
615 {
616         std::vector<DistanceSortedActiveObject> objects;
617         getActiveObjects(shootline_on_map.start,
618                 shootline_on_map.getLength() + 3, objects);
619         const v3f line_vector = shootline_on_map.getVector();
620
621         // Sort them.
622         // After this, the closest object is the first in the array.
623         std::sort(objects.begin(), objects.end());
624
625         /* Because objects can have different nodebox sizes,
626          * the object whose center is the nearest isn't necessarily
627          * the closest one. If an object is found, don't stop
628          * immediately. */
629
630         f32 d_min = shootline_on_map.getLength();
631         ClientActiveObject *nearest_obj = NULL;
632         for (u32 i = 0; i < objects.size(); i++) {
633                 ClientActiveObject *obj = objects[i].obj;
634
635                 aabb3f *selection_box = obj->getSelectionBox();
636                 if (selection_box == NULL)
637                         continue;
638
639                 v3f pos = obj->getPosition();
640
641                 aabb3f offsetted_box(selection_box->MinEdge + pos,
642                         selection_box->MaxEdge + pos);
643
644                 if (offsetted_box.getCenter().getDistanceFrom(
645                         shootline_on_map.start) > d_min + 9.6f*BS) {
646                         // Probably there is no active object that has bigger nodebox than
647                         // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
648                         // 9.6 > 5.5*sqrt(3)
649                         break;
650                 }
651
652                 v3f current_intersection;
653                 v3s16 current_normal;
654                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
655                         &current_intersection, &current_normal)) {
656                         f32 d_current = current_intersection.getDistanceFrom(
657                                 shootline_on_map.start);
658                         if (d_current <= d_min) {
659                                 d_min = d_current;
660                                 nearest_obj = obj;
661                                 *intersection_point = current_intersection;
662                                 *intersection_normal = current_normal;
663                         }
664                 }
665         }
666
667         return nearest_obj;
668 }
669
670 /*
671         Check if a node is pointable
672 */
673 static inline bool isPointableNode(const MapNode &n,
674         INodeDefManager *ndef, bool liquids_pointable)
675 {
676         const ContentFeatures &features = ndef->get(n);
677         return features.pointable ||
678                 (liquids_pointable && features.isLiquid());
679 }
680
681 PointedThing ClientEnvironment::getPointedThing(
682         core::line3d<f32> shootline,
683         bool liquids_pointable,
684         bool look_for_object)
685 {
686         PointedThing result;
687
688         INodeDefManager *nodedef = m_map->getNodeDefManager();
689
690         core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
691         // The code needs to search these nodes
692         core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
693                 -maximal_exceed.MinEdge);
694         // If a node is found, there might be a larger node behind.
695         // To find it, we have to go further.
696         s16 maximal_overcheck =
697                 std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
698                         + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
699                         + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
700
701         const v3f original_vector = shootline.getVector();
702         const f32 original_length = original_vector.getLength();
703
704         f32 min_distance = original_length;
705
706         // First try to find an active object
707         if (look_for_object) {
708                 ClientActiveObject *selected_object = getSelectedActiveObject(
709                         shootline, &result.intersection_point,
710                         &result.intersection_normal);
711
712                 if (selected_object != NULL) {
713                         min_distance =
714                                 (result.intersection_point - shootline.start).getLength();
715
716                         result.type = POINTEDTHING_OBJECT;
717                         result.object_id = selected_object->getId();
718                 }
719         }
720
721         // Reduce shootline
722         if (original_length > 0) {
723                 shootline.end = shootline.start
724                         + shootline.getVector() / original_length * min_distance;
725         }
726
727         // Try to find a node that is closer than the selected active
728         // object (if it exists).
729
730         voxalgo::VoxelLineIterator iterator(shootline.start / BS,
731                 shootline.getVector() / BS);
732         v3s16 oldnode = iterator.m_current_node_pos;
733         // Indicates that a node was found.
734         bool is_node_found = false;
735         // If a node is found, it is possible that there's a node
736         // behind it with a large nodebox, so continue the search.
737         u16 node_foundcounter = 0;
738         // If a node is found, this is the center of the
739         // first nodebox the shootline meets.
740         v3f found_boxcenter(0, 0, 0);
741         // The untested nodes are in this range.
742         core::aabbox3d<s16> new_nodes;
743         while (true) {
744                 // Test the nodes around the current node in search_range.
745                 new_nodes = search_range;
746                 new_nodes.MinEdge += iterator.m_current_node_pos;
747                 new_nodes.MaxEdge += iterator.m_current_node_pos;
748
749                 // Only check new nodes
750                 v3s16 delta = iterator.m_current_node_pos - oldnode;
751                 if (delta.X > 0)
752                         new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
753                 else if (delta.X < 0)
754                         new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
755                 else if (delta.Y > 0)
756                         new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
757                 else if (delta.Y < 0)
758                         new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
759                 else if (delta.Z > 0)
760                         new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
761                 else if (delta.Z < 0)
762                         new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
763
764                 // For each untested node
765                 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
766                         for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
767                                 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
768                                         MapNode n;
769                                         v3s16 np(x, y, z);
770                                         bool is_valid_position;
771
772                                         n = m_map->getNodeNoEx(np, &is_valid_position);
773                                         if (!(is_valid_position &&
774                                                 isPointableNode(n, nodedef, liquids_pointable))) {
775                                                 continue;
776                                         }
777                                         std::vector<aabb3f> boxes;
778                                         n.getSelectionBoxes(nodedef, &boxes,
779                                                 n.getNeighbors(np, m_map));
780
781                                         v3f npf = intToFloat(np, BS);
782                                         for (std::vector<aabb3f>::const_iterator i = boxes.begin();
783                                                 i != boxes.end(); ++i) {
784                                                 aabb3f box = *i;
785                                                 box.MinEdge += npf;
786                                                 box.MaxEdge += npf;
787                                                 v3f intersection_point;
788                                                 v3s16 intersection_normal;
789                                                 if (!boxLineCollision(box, shootline.start, shootline.getVector(),
790                                                         &intersection_point, &intersection_normal)) {
791                                                         continue;
792                                                 }
793                                                 f32 distance = (intersection_point - shootline.start).getLength();
794                                                 if (distance >= min_distance) {
795                                                         continue;
796                                                 }
797                                                 result.type = POINTEDTHING_NODE;
798                                                 result.node_undersurface = np;
799                                                 result.intersection_point = intersection_point;
800                                                 result.intersection_normal = intersection_normal;
801                                                 found_boxcenter = box.getCenter();
802                                                 min_distance = distance;
803                                                 is_node_found = true;
804                                         }
805                                 }
806                         }
807                 }
808                 if (is_node_found) {
809                         node_foundcounter++;
810                         if (node_foundcounter > maximal_overcheck) {
811                                 break;
812                         }
813                 }
814                 // Next node
815                 if (iterator.hasNext()) {
816                         oldnode = iterator.m_current_node_pos;
817                         iterator.next();
818                 } else {
819                         break;
820                 }
821         }
822
823         if (is_node_found) {
824                 // Set undersurface and abovesurface nodes
825                 f32 d = 0.002 * BS;
826                 v3f fake_intersection = result.intersection_point;
827                 // Move intersection towards its source block.
828                 if (fake_intersection.X < found_boxcenter.X)
829                         fake_intersection.X += d;
830                 else
831                         fake_intersection.X -= d;
832
833                 if (fake_intersection.Y < found_boxcenter.Y)
834                         fake_intersection.Y += d;
835                 else
836                         fake_intersection.Y -= d;
837
838                 if (fake_intersection.Z < found_boxcenter.Z)
839                         fake_intersection.Z += d;
840                 else
841                         fake_intersection.Z -= d;
842
843                 result.node_real_undersurface = floatToInt(fake_intersection, BS);
844                 result.node_abovesurface = result.node_real_undersurface
845                         + result.intersection_normal;
846         }
847         return result;
848 }