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,
44 m_texturesource(texturesource),
50 memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
53 ClientEnvironment::~ClientEnvironment()
55 // delete active objects
56 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
57 i != m_active_objects.end(); ++i) {
61 for(std::vector<ClientSimpleObject*>::iterator
62 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
70 Map & ClientEnvironment::getMap()
75 ClientMap & ClientEnvironment::getClientMap()
80 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
82 DSTACK(FUNCTION_NAME);
84 It is a failure if already is a local player
86 FATAL_ERROR_IF(m_local_player != NULL,
87 "Local player already allocated");
89 m_local_player = player;
92 void ClientEnvironment::step(float dtime)
94 DSTACK(FUNCTION_NAME);
96 /* Step time of day */
100 bool fly_allowed = m_client->checkLocalPrivilege("fly");
101 bool free_move = fly_allowed && g_settings->getBool("free_move");
104 LocalPlayer *lplayer = getLocalPlayer();
106 // collision info queue
107 std::vector<CollisionInfo> player_collisions;
110 Get the speed the player is going
112 bool is_climbing = lplayer->is_climbing;
114 f32 player_speed = lplayer->getSpeed().getLength();
117 Maximum position increment
119 //f32 position_max_increment = 0.05*BS;
120 f32 position_max_increment = 0.1*BS;
122 // Maximum time increment (for collision detection etc)
123 // time = distance / speed
124 f32 dtime_max_increment = 1;
125 if(player_speed > 0.001)
126 dtime_max_increment = position_max_increment / player_speed;
128 // Maximum time increment is 10ms or lower
129 if(dtime_max_increment > 0.01)
130 dtime_max_increment = 0.01;
132 // Don't allow overly huge dtime
136 f32 dtime_downcount = dtime;
139 Stuff that has a maximum time increment
148 if(dtime_downcount > dtime_max_increment)
150 dtime_part = dtime_max_increment;
151 dtime_downcount -= dtime_part;
155 dtime_part = dtime_downcount;
157 Setting this to 0 (no -=dtime_part) disables an infinite loop
158 when dtime_part is so small that dtime_downcount -= dtime_part
170 if(!free_move && !is_climbing)
173 v3f speed = lplayer->getSpeed();
174 if(!lplayer->in_liquid)
175 speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
177 // Liquid floating / sinking
178 if(lplayer->in_liquid && !lplayer->swimming_vertical)
179 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
182 if(lplayer->in_liquid_stable || lplayer->in_liquid)
184 // How much the node's viscosity blocks movement, ranges between 0 and 1
185 // Should match the scale at which viscosity increase affects other liquid attributes
186 const f32 viscosity_factor = 0.3;
188 v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
189 f32 dl = d_wanted.getLength();
190 if(dl > lplayer->movement_liquid_fluidity_smooth)
191 dl = lplayer->movement_liquid_fluidity_smooth;
192 dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
194 v3f d = d_wanted.normalize() * dl;
198 lplayer->setSpeed(speed);
203 This also does collision detection.
205 lplayer->move(dtime_part, this, position_max_increment,
209 while(dtime_downcount > 0.001);
211 //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
213 for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
214 i != player_collisions.end(); ++i) {
215 CollisionInfo &info = *i;
216 v3f speed_diff = info.new_speed - info.old_speed;;
217 // Handle only fall damage
218 // (because otherwise walking against something in fast_move kills you)
219 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
221 // Get rid of other components
224 f32 pre_factor = 1; // 1 hp per node/s
225 f32 tolerance = BS*14; // 5 without damage
226 f32 post_factor = 1; // 1 hp per node/s
227 if(info.type == COLLISION_NODE)
229 const ContentFeatures &f = m_client->ndef()->
230 get(m_map->getNodeNoEx(info.node_p));
231 // Determine fall damage multiplier
232 int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
233 pre_factor = 1.0 + (float)addp/100.0;
235 float speed = pre_factor * speed_diff.getLength();
236 if(speed > tolerance)
238 f32 damage_f = (speed - tolerance)/BS * post_factor;
239 u16 damage = (u16)(damage_f+0.5);
241 damageLocalPlayer(damage, true);
242 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
243 m_client->event()->put(e);
248 if (m_client->moddingEnabled()) {
249 m_script->environment_step(dtime);
253 A quick draft of lava damage
255 if(m_lava_hurt_interval.step(dtime, 1.0))
257 v3f pf = lplayer->getPosition();
259 // Feet, middle and head
260 v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
261 MapNode n1 = m_map->getNodeNoEx(p1);
262 v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
263 MapNode n2 = m_map->getNodeNoEx(p2);
264 v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
265 MapNode n3 = m_map->getNodeNoEx(p3);
267 u32 damage_per_second = 0;
268 damage_per_second = MYMAX(damage_per_second,
269 m_client->ndef()->get(n1).damage_per_second);
270 damage_per_second = MYMAX(damage_per_second,
271 m_client->ndef()->get(n2).damage_per_second);
272 damage_per_second = MYMAX(damage_per_second,
273 m_client->ndef()->get(n3).damage_per_second);
275 if(damage_per_second != 0)
277 damageLocalPlayer(damage_per_second, true);
281 // Protocol v29 make this behaviour obsolete
282 if (getGameDef()->getProtoVersion() < 29) {
286 if (m_drowning_interval.step(dtime, 2.0)) {
287 v3f pf = lplayer->getPosition();
290 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
291 MapNode n = m_map->getNodeNoEx(p);
292 ContentFeatures c = m_client->ndef()->get(n);
293 u8 drowning_damage = c.drowning;
294 if (drowning_damage > 0 && lplayer->hp > 0) {
295 u16 breath = lplayer->getBreath();
302 lplayer->setBreath(breath);
303 updateLocalPlayerBreath(breath);
306 if (lplayer->getBreath() == 0 && drowning_damage > 0) {
307 damageLocalPlayer(drowning_damage, true);
310 if (m_breathing_interval.step(dtime, 0.5)) {
311 v3f pf = lplayer->getPosition();
314 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
315 MapNode n = m_map->getNodeNoEx(p);
316 ContentFeatures c = m_client->ndef()->get(n);
318 lplayer->setBreath(11);
319 } else if (c.drowning == 0) {
320 u16 breath = lplayer->getBreath();
323 lplayer->setBreath(breath);
324 updateLocalPlayerBreath(breath);
330 // Update lighting on local player (used for wield item)
331 u32 day_night_ratio = getDayNightRatio();
335 // On InvalidPositionException, use this as default
336 // (day: LIGHT_SUN, night: 0)
337 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
339 v3s16 p = lplayer->getLightPosition();
340 node_at_lplayer = m_map->getNodeNoEx(p);
342 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
343 final_color_blend(&lplayer->light_color, light, day_night_ratio);
347 Step active objects and update lighting of them
350 g_profiler->avg("CEnv: num of objects", m_active_objects.size());
351 bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
352 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
353 i != m_active_objects.end(); ++i) {
354 ClientActiveObject* obj = i->second;
356 obj->step(dtime, this);
365 v3s16 p = obj->getLightPosition();
366 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
368 light = n.getLightBlend(day_night_ratio, m_client->ndef());
370 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
372 obj->updateLight(light);
377 Step and handle simple objects
379 g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
380 for(std::vector<ClientSimpleObject*>::iterator
381 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
382 std::vector<ClientSimpleObject*>::iterator cur = i;
383 ClientSimpleObject *simple = *cur;
386 if(simple->m_to_be_removed) {
388 i = m_simple_objects.erase(cur);
396 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
398 m_simple_objects.push_back(simple);
401 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
403 ClientActiveObject *obj = getActiveObject(id);
404 if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
405 return (GenericCAO*) obj;
410 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
412 UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
413 if (n == m_active_objects.end())
418 bool isFreeClientActiveObjectId(const u16 id,
419 UNORDERED_MAP<u16, ClientActiveObject*> &objects)
424 return objects.find(id) == objects.end();
427 u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
429 //try to reuse id's as late as possible
430 static u16 last_used_id = 0;
431 u16 startid = last_used_id;
434 if (isFreeClientActiveObjectId(last_used_id, objects))
437 if (last_used_id == startid)
442 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
444 assert(object); // Pre-condition
445 if(object->getId() == 0)
447 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
450 infostream<<"ClientEnvironment::addActiveObject(): "
451 <<"no free ids available"<<std::endl;
455 object->setId(new_id);
457 if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
458 infostream<<"ClientEnvironment::addActiveObject(): "
459 <<"id is not free ("<<object->getId()<<")"<<std::endl;
463 infostream<<"ClientEnvironment::addActiveObject(): "
464 <<"added (id="<<object->getId()<<")"<<std::endl;
465 m_active_objects[object->getId()] = object;
466 object->addToScene(m_smgr, m_texturesource, m_irr);
467 { // Update lighting immediately
472 v3s16 p = object->getLightPosition();
473 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
475 light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
477 light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
479 object->updateLight(light);
481 return object->getId();
484 void ClientEnvironment::addActiveObject(u16 id, u8 type,
485 const std::string &init_data)
487 ClientActiveObject* obj =
488 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
491 infostream<<"ClientEnvironment::addActiveObject(): "
492 <<"id="<<id<<" type="<<type<<": Couldn't create object"
501 obj->initialize(init_data);
503 catch(SerializationError &e)
505 errorstream<<"ClientEnvironment::addActiveObject():"
506 <<" id="<<id<<" type="<<type
507 <<": SerializationError in initialize(): "
509 <<": init_data="<<serializeJsonString(init_data)
513 addActiveObject(obj);
516 void ClientEnvironment::removeActiveObject(u16 id)
518 verbosestream<<"ClientEnvironment::removeActiveObject(): "
519 <<"id="<<id<<std::endl;
520 ClientActiveObject* obj = getActiveObject(id);
522 infostream<<"ClientEnvironment::removeActiveObject(): "
523 <<"id="<<id<<" not found"<<std::endl;
526 obj->removeFromScene(true);
528 m_active_objects.erase(id);
531 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
533 ClientActiveObject *obj = getActiveObject(id);
535 infostream << "ClientEnvironment::processActiveObjectMessage():"
536 << " got message for id=" << id << ", which doesn't exist."
542 obj->processMessage(data);
543 } catch (SerializationError &e) {
544 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
545 << " id=" << id << " type=" << obj->getType()
546 << " SerializationError in processMessage(): " << e.what()
552 Callbacks for activeobjects
555 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
557 LocalPlayer *lplayer = getLocalPlayer();
561 if (lplayer->hp > damage)
562 lplayer->hp -= damage;
567 ClientEnvEvent event;
568 event.type = CEE_PLAYER_DAMAGE;
569 event.player_damage.amount = damage;
570 event.player_damage.send_to_server = handle_hp;
571 m_client_event_queue.push(event);
574 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
576 ClientEnvEvent event;
577 event.type = CEE_PLAYER_BREATH;
578 event.player_breath.amount = breath;
579 m_client_event_queue.push(event);
583 Client likes to call these
586 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
587 std::vector<DistanceSortedActiveObject> &dest)
589 for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
590 i != m_active_objects.end(); ++i) {
591 ClientActiveObject* obj = i->second;
593 f32 d = (obj->getPosition() - origin).getLength();
598 DistanceSortedActiveObject dso(obj, d);
604 ClientEnvEvent ClientEnvironment::getClientEvent()
606 ClientEnvEvent event;
607 if(m_client_event_queue.empty())
608 event.type = CEE_NONE;
610 event = m_client_event_queue.front();
611 m_client_event_queue.pop();
616 ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
617 const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
618 v3s16 *intersection_normal)
620 std::vector<DistanceSortedActiveObject> objects;
621 getActiveObjects(shootline_on_map.start,
622 shootline_on_map.getLength() + 3, objects);
623 const v3f line_vector = shootline_on_map.getVector();
626 // After this, the closest object is the first in the array.
627 std::sort(objects.begin(), objects.end());
629 /* Because objects can have different nodebox sizes,
630 * the object whose center is the nearest isn't necessarily
631 * the closest one. If an object is found, don't stop
634 f32 d_min = shootline_on_map.getLength();
635 ClientActiveObject *nearest_obj = NULL;
636 for (u32 i = 0; i < objects.size(); i++) {
637 ClientActiveObject *obj = objects[i].obj;
639 aabb3f *selection_box = obj->getSelectionBox();
640 if (selection_box == NULL)
643 v3f pos = obj->getPosition();
645 aabb3f offsetted_box(selection_box->MinEdge + pos,
646 selection_box->MaxEdge + pos);
648 if (offsetted_box.getCenter().getDistanceFrom(
649 shootline_on_map.start) > d_min + 9.6f*BS) {
650 // Probably there is no active object that has bigger nodebox than
651 // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
656 v3f current_intersection;
657 v3s16 current_normal;
658 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
659 ¤t_intersection, ¤t_normal)) {
660 f32 d_current = current_intersection.getDistanceFrom(
661 shootline_on_map.start);
662 if (d_current <= d_min) {
665 *intersection_point = current_intersection;
666 *intersection_normal = current_normal;
675 Check if a node is pointable
677 static inline bool isPointableNode(const MapNode &n,
678 INodeDefManager *ndef, bool liquids_pointable)
680 const ContentFeatures &features = ndef->get(n);
681 return features.pointable ||
682 (liquids_pointable && features.isLiquid());
685 PointedThing ClientEnvironment::getPointedThing(
686 core::line3d<f32> shootline,
687 bool liquids_pointable,
688 bool look_for_object)
692 INodeDefManager *nodedef = m_map->getNodeDefManager();
694 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
695 // The code needs to search these nodes
696 core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
697 -maximal_exceed.MinEdge);
698 // If a node is found, there might be a larger node behind.
699 // To find it, we have to go further.
700 s16 maximal_overcheck =
701 std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
702 + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
703 + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
705 const v3f original_vector = shootline.getVector();
706 const f32 original_length = original_vector.getLength();
708 f32 min_distance = original_length;
710 // First try to find an active object
711 if (look_for_object) {
712 ClientActiveObject *selected_object = getSelectedActiveObject(
713 shootline, &result.intersection_point,
714 &result.intersection_normal);
716 if (selected_object != NULL) {
718 (result.intersection_point - shootline.start).getLength();
720 result.type = POINTEDTHING_OBJECT;
721 result.object_id = selected_object->getId();
726 if (original_length > 0) {
727 shootline.end = shootline.start
728 + shootline.getVector() / original_length * min_distance;
731 // Try to find a node that is closer than the selected active
732 // object (if it exists).
734 voxalgo::VoxelLineIterator iterator(shootline.start / BS,
735 shootline.getVector() / BS);
736 v3s16 oldnode = iterator.m_current_node_pos;
737 // Indicates that a node was found.
738 bool is_node_found = false;
739 // If a node is found, it is possible that there's a node
740 // behind it with a large nodebox, so continue the search.
741 u16 node_foundcounter = 0;
742 // If a node is found, this is the center of the
743 // first nodebox the shootline meets.
744 v3f found_boxcenter(0, 0, 0);
745 // The untested nodes are in this range.
746 core::aabbox3d<s16> new_nodes;
748 // Test the nodes around the current node in search_range.
749 new_nodes = search_range;
750 new_nodes.MinEdge += iterator.m_current_node_pos;
751 new_nodes.MaxEdge += iterator.m_current_node_pos;
753 // Only check new nodes
754 v3s16 delta = iterator.m_current_node_pos - oldnode;
756 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
757 else if (delta.X < 0)
758 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
759 else if (delta.Y > 0)
760 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
761 else if (delta.Y < 0)
762 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
763 else if (delta.Z > 0)
764 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
765 else if (delta.Z < 0)
766 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
768 // For each untested node
769 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
770 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
771 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
774 bool is_valid_position;
776 n = m_map->getNodeNoEx(np, &is_valid_position);
777 if (!(is_valid_position &&
778 isPointableNode(n, nodedef, liquids_pointable))) {
781 std::vector<aabb3f> boxes;
782 n.getSelectionBoxes(nodedef, &boxes,
783 n.getNeighbors(np, m_map));
785 v3f npf = intToFloat(np, BS);
786 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
787 i != boxes.end(); ++i) {
791 v3f intersection_point;
792 v3s16 intersection_normal;
793 if (!boxLineCollision(box, shootline.start, shootline.getVector(),
794 &intersection_point, &intersection_normal)) {
797 f32 distance = (intersection_point - shootline.start).getLength();
798 if (distance >= min_distance) {
801 result.type = POINTEDTHING_NODE;
802 result.node_undersurface = np;
803 result.intersection_point = intersection_point;
804 result.intersection_normal = intersection_normal;
805 found_boxcenter = box.getCenter();
806 min_distance = distance;
807 is_node_found = true;
814 if (node_foundcounter > maximal_overcheck) {
819 if (iterator.hasNext()) {
820 oldnode = iterator.m_current_node_pos;
828 // Set undersurface and abovesurface nodes
830 v3f fake_intersection = result.intersection_point;
831 // Move intersection towards its source block.
832 if (fake_intersection.X < found_boxcenter.X)
833 fake_intersection.X += d;
835 fake_intersection.X -= d;
837 if (fake_intersection.Y < found_boxcenter.Y)
838 fake_intersection.Y += d;
840 fake_intersection.Y -= d;
842 if (fake_intersection.Z < found_boxcenter.Z)
843 fake_intersection.Z += d;
845 fake_intersection.Z -= d;
847 result.node_real_undersurface = floatToInt(fake_intersection, BS);
848 result.node_abovesurface = result.node_real_undersurface
849 + result.intersection_normal;