Memleak fix: LocalPlayer object was not deleted
[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 "clientscripting.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
34 /*
35         ClientEnvironment
36 */
37
38 ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
39         ITextureSource *texturesource, Client *client,
40         IrrlichtDevice *irr):
41         Environment(client),
42         m_map(map),
43         m_local_player(NULL),
44         m_smgr(smgr),
45         m_texturesource(texturesource),
46         m_client(client),
47         m_script(NULL),
48         m_irr(irr)
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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
58                 i != m_active_objects.end(); ++i) {
59                 delete i->second;
60         }
61
62         for(std::vector<ClientSimpleObject*>::iterator
63                 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
64                 delete *i;
65         }
66
67         // Drop/delete map
68         m_map->drop();
69
70         delete m_local_player;
71 }
72
73 Map & ClientEnvironment::getMap()
74 {
75         return *m_map;
76 }
77
78 ClientMap & ClientEnvironment::getClientMap()
79 {
80         return *m_map;
81 }
82
83 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
84 {
85         DSTACK(FUNCTION_NAME);
86         /*
87                 It is a failure if already is a local player
88         */
89         FATAL_ERROR_IF(m_local_player != NULL,
90                 "Local player already allocated");
91
92         m_local_player = player;
93 }
94
95 void ClientEnvironment::step(float dtime)
96 {
97         DSTACK(FUNCTION_NAME);
98
99         /* Step time of day */
100         stepTimeOfDay(dtime);
101
102         // Get some settings
103         bool fly_allowed = m_client->checkLocalPrivilege("fly");
104         bool free_move = fly_allowed && g_settings->getBool("free_move");
105
106         // Get local player
107         LocalPlayer *lplayer = getLocalPlayer();
108         assert(lplayer);
109         // collision info queue
110         std::vector<CollisionInfo> player_collisions;
111
112         /*
113                 Get the speed the player is going
114         */
115         bool is_climbing = lplayer->is_climbing;
116
117         f32 player_speed = lplayer->getSpeed().getLength();
118
119         /*
120                 Maximum position increment
121         */
122         //f32 position_max_increment = 0.05*BS;
123         f32 position_max_increment = 0.1*BS;
124
125         // Maximum time increment (for collision detection etc)
126         // time = distance / speed
127         f32 dtime_max_increment = 1;
128         if(player_speed > 0.001)
129                 dtime_max_increment = position_max_increment / player_speed;
130
131         // Maximum time increment is 10ms or lower
132         if(dtime_max_increment > 0.01)
133                 dtime_max_increment = 0.01;
134
135         // Don't allow overly huge dtime
136         if(dtime > 0.5)
137                 dtime = 0.5;
138
139         f32 dtime_downcount = dtime;
140
141         /*
142                 Stuff that has a maximum time increment
143         */
144
145         u32 loopcount = 0;
146         do
147         {
148                 loopcount++;
149
150                 f32 dtime_part;
151                 if(dtime_downcount > dtime_max_increment)
152                 {
153                         dtime_part = dtime_max_increment;
154                         dtime_downcount -= dtime_part;
155                 }
156                 else
157                 {
158                         dtime_part = dtime_downcount;
159                         /*
160                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
161                                 when dtime_part is so small that dtime_downcount -= dtime_part
162                                 does nothing
163                         */
164                         dtime_downcount = 0;
165                 }
166
167                 /*
168                         Handle local player
169                 */
170
171                 {
172                         // Apply physics
173                         if(!free_move && !is_climbing)
174                         {
175                                 // Gravity
176                                 v3f speed = lplayer->getSpeed();
177                                 if(!lplayer->in_liquid)
178                                         speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
179
180                                 // Liquid floating / sinking
181                                 if(lplayer->in_liquid && !lplayer->swimming_vertical)
182                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
183
184                                 // Liquid resistance
185                                 if(lplayer->in_liquid_stable || lplayer->in_liquid)
186                                 {
187                                         // How much the node's viscosity blocks movement, ranges between 0 and 1
188                                         // Should match the scale at which viscosity increase affects other liquid attributes
189                                         const f32 viscosity_factor = 0.3;
190
191                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
192                                         f32 dl = d_wanted.getLength();
193                                         if(dl > lplayer->movement_liquid_fluidity_smooth)
194                                                 dl = lplayer->movement_liquid_fluidity_smooth;
195                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
196
197                                         v3f d = d_wanted.normalize() * dl;
198                                         speed += d;
199                                 }
200
201                                 lplayer->setSpeed(speed);
202                         }
203
204                         /*
205                                 Move the lplayer.
206                                 This also does collision detection.
207                         */
208                         lplayer->move(dtime_part, this, position_max_increment,
209                                 &player_collisions);
210                 }
211         }
212         while(dtime_downcount > 0.001);
213
214         //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
215
216         for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
217                 i != player_collisions.end(); ++i) {
218                 CollisionInfo &info = *i;
219                 v3f speed_diff = info.new_speed - info.old_speed;;
220                 // Handle only fall damage
221                 // (because otherwise walking against something in fast_move kills you)
222                 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
223                         continue;
224                 // Get rid of other components
225                 speed_diff.X = 0;
226                 speed_diff.Z = 0;
227                 f32 pre_factor = 1; // 1 hp per node/s
228                 f32 tolerance = BS*14; // 5 without damage
229                 f32 post_factor = 1; // 1 hp per node/s
230                 if(info.type == COLLISION_NODE)
231                 {
232                         const ContentFeatures &f = m_client->ndef()->
233                                 get(m_map->getNodeNoEx(info.node_p));
234                         // Determine fall damage multiplier
235                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
236                         pre_factor = 1.0 + (float)addp/100.0;
237                 }
238                 float speed = pre_factor * speed_diff.getLength();
239                 if(speed > tolerance)
240                 {
241                         f32 damage_f = (speed - tolerance)/BS * post_factor;
242                         u16 damage = (u16)(damage_f+0.5);
243                         if(damage != 0){
244                                 damageLocalPlayer(damage, true);
245                                 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
246                                 m_client->event()->put(e);
247                         }
248                 }
249         }
250
251         if (m_client->moddingEnabled()) {
252                 m_script->environment_step(dtime);
253         }
254
255         /*
256                 A quick draft of lava damage
257         */
258         if(m_lava_hurt_interval.step(dtime, 1.0))
259         {
260                 v3f pf = lplayer->getPosition();
261
262                 // Feet, middle and head
263                 v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
264                 MapNode n1 = m_map->getNodeNoEx(p1);
265                 v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
266                 MapNode n2 = m_map->getNodeNoEx(p2);
267                 v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
268                 MapNode n3 = m_map->getNodeNoEx(p3);
269
270                 u32 damage_per_second = 0;
271                 damage_per_second = MYMAX(damage_per_second,
272                         m_client->ndef()->get(n1).damage_per_second);
273                 damage_per_second = MYMAX(damage_per_second,
274                         m_client->ndef()->get(n2).damage_per_second);
275                 damage_per_second = MYMAX(damage_per_second,
276                         m_client->ndef()->get(n3).damage_per_second);
277
278                 if(damage_per_second != 0)
279                 {
280                         damageLocalPlayer(damage_per_second, true);
281                 }
282         }
283
284         // Protocol v29 make this behaviour obsolete
285         if (getGameDef()->getProtoVersion() < 29) {
286                 /*
287                         Drowning
288                 */
289                 if (m_drowning_interval.step(dtime, 2.0)) {
290                         v3f pf = lplayer->getPosition();
291
292                         // head
293                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
294                         MapNode n = m_map->getNodeNoEx(p);
295                         ContentFeatures c = m_client->ndef()->get(n);
296                         u8 drowning_damage = c.drowning;
297                         if (drowning_damage > 0 && lplayer->hp > 0) {
298                                 u16 breath = lplayer->getBreath();
299                                 if (breath > 10) {
300                                         breath = 11;
301                                 }
302                                 if (breath > 0) {
303                                         breath -= 1;
304                                 }
305                                 lplayer->setBreath(breath);
306                                 updateLocalPlayerBreath(breath);
307                         }
308
309                         if (lplayer->getBreath() == 0 && drowning_damage > 0) {
310                                 damageLocalPlayer(drowning_damage, true);
311                         }
312                 }
313                 if (m_breathing_interval.step(dtime, 0.5)) {
314                         v3f pf = lplayer->getPosition();
315
316                         // head
317                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
318                         MapNode n = m_map->getNodeNoEx(p);
319                         ContentFeatures c = m_client->ndef()->get(n);
320                         if (!lplayer->hp) {
321                                 lplayer->setBreath(11);
322                         } else if (c.drowning == 0) {
323                                 u16 breath = lplayer->getBreath();
324                                 if (breath <= 10) {
325                                         breath += 1;
326                                         lplayer->setBreath(breath);
327                                         updateLocalPlayerBreath(breath);
328                                 }
329                         }
330                 }
331         }
332
333         // Update lighting on local player (used for wield item)
334         u32 day_night_ratio = getDayNightRatio();
335         {
336                 // Get node at head
337
338                 // On InvalidPositionException, use this as default
339                 // (day: LIGHT_SUN, night: 0)
340                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
341
342                 v3s16 p = lplayer->getLightPosition();
343                 node_at_lplayer = m_map->getNodeNoEx(p);
344
345                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
346                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
347         }
348
349         /*
350                 Step active objects and update lighting of them
351         */
352
353         g_profiler->avg("CEnv: num of objects", m_active_objects.size());
354         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
355         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
356                 i != m_active_objects.end(); ++i) {
357                 ClientActiveObject* obj = i->second;
358                 // Step object
359                 obj->step(dtime, this);
360
361                 if(update_lighting)
362                 {
363                         // Update lighting
364                         u8 light = 0;
365                         bool pos_ok;
366
367                         // Get node at head
368                         v3s16 p = obj->getLightPosition();
369                         MapNode n = m_map->getNodeNoEx(p, &pos_ok);
370                         if (pos_ok)
371                                 light = n.getLightBlend(day_night_ratio, m_client->ndef());
372                         else
373                                 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
374
375                         obj->updateLight(light);
376                 }
377         }
378
379         /*
380                 Step and handle simple objects
381         */
382         g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
383         for(std::vector<ClientSimpleObject*>::iterator
384                 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
385                 std::vector<ClientSimpleObject*>::iterator cur = i;
386                 ClientSimpleObject *simple = *cur;
387
388                 simple->step(dtime);
389                 if(simple->m_to_be_removed) {
390                         delete simple;
391                         i = m_simple_objects.erase(cur);
392                 }
393                 else {
394                         ++i;
395                 }
396         }
397 }
398
399 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
400 {
401         m_simple_objects.push_back(simple);
402 }
403
404 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
405 {
406         ClientActiveObject *obj = getActiveObject(id);
407         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
408                 return (GenericCAO*) obj;
409         else
410                 return NULL;
411 }
412
413 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
414 {
415         UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
416         if (n == m_active_objects.end())
417                 return NULL;
418         return n->second;
419 }
420
421 bool isFreeClientActiveObjectId(const u16 id,
422         UNORDERED_MAP<u16, ClientActiveObject*> &objects)
423 {
424         if(id == 0)
425                 return false;
426
427         return objects.find(id) == objects.end();
428 }
429
430 u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
431 {
432         //try to reuse id's as late as possible
433         static u16 last_used_id = 0;
434         u16 startid = last_used_id;
435         for(;;) {
436                 last_used_id ++;
437                 if (isFreeClientActiveObjectId(last_used_id, objects))
438                         return last_used_id;
439
440                 if (last_used_id == startid)
441                         return 0;
442         }
443 }
444
445 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
446 {
447         assert(object); // Pre-condition
448         if(object->getId() == 0)
449         {
450                 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
451                 if(new_id == 0)
452                 {
453                         infostream<<"ClientEnvironment::addActiveObject(): "
454                                 <<"no free ids available"<<std::endl;
455                         delete object;
456                         return 0;
457                 }
458                 object->setId(new_id);
459         }
460         if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
461                 infostream<<"ClientEnvironment::addActiveObject(): "
462                         <<"id is not free ("<<object->getId()<<")"<<std::endl;
463                 delete object;
464                 return 0;
465         }
466         infostream<<"ClientEnvironment::addActiveObject(): "
467                 <<"added (id="<<object->getId()<<")"<<std::endl;
468         m_active_objects[object->getId()] = object;
469         object->addToScene(m_smgr, m_texturesource, m_irr);
470         { // Update lighting immediately
471                 u8 light = 0;
472                 bool pos_ok;
473
474                 // Get node at head
475                 v3s16 p = object->getLightPosition();
476                 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
477                 if (pos_ok)
478                         light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
479                 else
480                         light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
481
482                 object->updateLight(light);
483         }
484         return object->getId();
485 }
486
487 void ClientEnvironment::addActiveObject(u16 id, u8 type,
488         const std::string &init_data)
489 {
490         ClientActiveObject* obj =
491                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
492         if(obj == NULL)
493         {
494                 infostream<<"ClientEnvironment::addActiveObject(): "
495                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
496                         <<std::endl;
497                 return;
498         }
499
500         obj->setId(id);
501
502         try
503         {
504                 obj->initialize(init_data);
505         }
506         catch(SerializationError &e)
507         {
508                 errorstream<<"ClientEnvironment::addActiveObject():"
509                         <<" id="<<id<<" type="<<type
510                         <<": SerializationError in initialize(): "
511                         <<e.what()
512                         <<": init_data="<<serializeJsonString(init_data)
513                         <<std::endl;
514         }
515
516         addActiveObject(obj);
517 }
518
519 void ClientEnvironment::removeActiveObject(u16 id)
520 {
521         verbosestream<<"ClientEnvironment::removeActiveObject(): "
522                 <<"id="<<id<<std::endl;
523         ClientActiveObject* obj = getActiveObject(id);
524         if (obj == NULL) {
525                 infostream<<"ClientEnvironment::removeActiveObject(): "
526                         <<"id="<<id<<" not found"<<std::endl;
527                 return;
528         }
529         obj->removeFromScene(true);
530         delete obj;
531         m_active_objects.erase(id);
532 }
533
534 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
535 {
536         ClientActiveObject *obj = getActiveObject(id);
537         if (obj == NULL) {
538                 infostream << "ClientEnvironment::processActiveObjectMessage():"
539                         << " got message for id=" << id << ", which doesn't exist."
540                         << std::endl;
541                 return;
542         }
543
544         try {
545                 obj->processMessage(data);
546         } catch (SerializationError &e) {
547                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
548                         << " id=" << id << " type=" << obj->getType()
549                         << " SerializationError in processMessage(): " << e.what()
550                         << std::endl;
551         }
552 }
553
554 /*
555         Callbacks for activeobjects
556 */
557
558 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
559 {
560         LocalPlayer *lplayer = getLocalPlayer();
561         assert(lplayer);
562
563         if (handle_hp) {
564                 if (lplayer->hp > damage)
565                         lplayer->hp -= damage;
566                 else
567                         lplayer->hp = 0;
568         }
569
570         ClientEnvEvent event;
571         event.type = CEE_PLAYER_DAMAGE;
572         event.player_damage.amount = damage;
573         event.player_damage.send_to_server = handle_hp;
574         m_client_event_queue.push(event);
575 }
576
577 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
578 {
579         ClientEnvEvent event;
580         event.type = CEE_PLAYER_BREATH;
581         event.player_breath.amount = breath;
582         m_client_event_queue.push(event);
583 }
584
585 /*
586         Client likes to call these
587 */
588
589 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
590         std::vector<DistanceSortedActiveObject> &dest)
591 {
592         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
593                 i != m_active_objects.end(); ++i) {
594                 ClientActiveObject* obj = i->second;
595
596                 f32 d = (obj->getPosition() - origin).getLength();
597
598                 if(d > max_d)
599                         continue;
600
601                 DistanceSortedActiveObject dso(obj, d);
602
603                 dest.push_back(dso);
604         }
605 }
606
607 ClientEnvEvent ClientEnvironment::getClientEvent()
608 {
609         ClientEnvEvent event;
610         if(m_client_event_queue.empty())
611                 event.type = CEE_NONE;
612         else {
613                 event = m_client_event_queue.front();
614                 m_client_event_queue.pop();
615         }
616         return event;
617 }
618
619 ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
620         const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
621         v3s16 *intersection_normal)
622 {
623         std::vector<DistanceSortedActiveObject> objects;
624         getActiveObjects(shootline_on_map.start,
625                 shootline_on_map.getLength() + 3, objects);
626         const v3f line_vector = shootline_on_map.getVector();
627
628         // Sort them.
629         // After this, the closest object is the first in the array.
630         std::sort(objects.begin(), objects.end());
631
632         /* Because objects can have different nodebox sizes,
633          * the object whose center is the nearest isn't necessarily
634          * the closest one. If an object is found, don't stop
635          * immediately. */
636
637         f32 d_min = shootline_on_map.getLength();
638         ClientActiveObject *nearest_obj = NULL;
639         for (u32 i = 0; i < objects.size(); i++) {
640                 ClientActiveObject *obj = objects[i].obj;
641
642                 aabb3f *selection_box = obj->getSelectionBox();
643                 if (selection_box == NULL)
644                         continue;
645
646                 v3f pos = obj->getPosition();
647
648                 aabb3f offsetted_box(selection_box->MinEdge + pos,
649                         selection_box->MaxEdge + pos);
650
651                 if (offsetted_box.getCenter().getDistanceFrom(
652                         shootline_on_map.start) > d_min + 9.6f*BS) {
653                         // Probably there is no active object that has bigger nodebox than
654                         // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
655                         // 9.6 > 5.5*sqrt(3)
656                         break;
657                 }
658
659                 v3f current_intersection;
660                 v3s16 current_normal;
661                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
662                         &current_intersection, &current_normal)) {
663                         f32 d_current = current_intersection.getDistanceFrom(
664                                 shootline_on_map.start);
665                         if (d_current <= d_min) {
666                                 d_min = d_current;
667                                 nearest_obj = obj;
668                                 *intersection_point = current_intersection;
669                                 *intersection_normal = current_normal;
670                         }
671                 }
672         }
673
674         return nearest_obj;
675 }
676
677 /*
678         Check if a node is pointable
679 */
680 static inline bool isPointableNode(const MapNode &n,
681         INodeDefManager *ndef, bool liquids_pointable)
682 {
683         const ContentFeatures &features = ndef->get(n);
684         return features.pointable ||
685                 (liquids_pointable && features.isLiquid());
686 }
687
688 PointedThing ClientEnvironment::getPointedThing(
689         core::line3d<f32> shootline,
690         bool liquids_pointable,
691         bool look_for_object)
692 {
693         PointedThing result;
694
695         INodeDefManager *nodedef = m_map->getNodeDefManager();
696
697         core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
698         // The code needs to search these nodes
699         core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
700                 -maximal_exceed.MinEdge);
701         // If a node is found, there might be a larger node behind.
702         // To find it, we have to go further.
703         s16 maximal_overcheck =
704                 std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
705                         + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
706                         + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
707
708         const v3f original_vector = shootline.getVector();
709         const f32 original_length = original_vector.getLength();
710
711         f32 min_distance = original_length;
712
713         // First try to find an active object
714         if (look_for_object) {
715                 ClientActiveObject *selected_object = getSelectedActiveObject(
716                         shootline, &result.intersection_point,
717                         &result.intersection_normal);
718
719                 if (selected_object != NULL) {
720                         min_distance =
721                                 (result.intersection_point - shootline.start).getLength();
722
723                         result.type = POINTEDTHING_OBJECT;
724                         result.object_id = selected_object->getId();
725                 }
726         }
727
728         // Reduce shootline
729         if (original_length > 0) {
730                 shootline.end = shootline.start
731                         + shootline.getVector() / original_length * min_distance;
732         }
733
734         // Try to find a node that is closer than the selected active
735         // object (if it exists).
736
737         voxalgo::VoxelLineIterator iterator(shootline.start / BS,
738                 shootline.getVector() / BS);
739         v3s16 oldnode = iterator.m_current_node_pos;
740         // Indicates that a node was found.
741         bool is_node_found = false;
742         // If a node is found, it is possible that there's a node
743         // behind it with a large nodebox, so continue the search.
744         u16 node_foundcounter = 0;
745         // If a node is found, this is the center of the
746         // first nodebox the shootline meets.
747         v3f found_boxcenter(0, 0, 0);
748         // The untested nodes are in this range.
749         core::aabbox3d<s16> new_nodes;
750         while (true) {
751                 // Test the nodes around the current node in search_range.
752                 new_nodes = search_range;
753                 new_nodes.MinEdge += iterator.m_current_node_pos;
754                 new_nodes.MaxEdge += iterator.m_current_node_pos;
755
756                 // Only check new nodes
757                 v3s16 delta = iterator.m_current_node_pos - oldnode;
758                 if (delta.X > 0)
759                         new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
760                 else if (delta.X < 0)
761                         new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
762                 else if (delta.Y > 0)
763                         new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
764                 else if (delta.Y < 0)
765                         new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
766                 else if (delta.Z > 0)
767                         new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
768                 else if (delta.Z < 0)
769                         new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
770
771                 // For each untested node
772                 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
773                         for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
774                                 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
775                                         MapNode n;
776                                         v3s16 np(x, y, z);
777                                         bool is_valid_position;
778
779                                         n = m_map->getNodeNoEx(np, &is_valid_position);
780                                         if (!(is_valid_position &&
781                                                 isPointableNode(n, nodedef, liquids_pointable))) {
782                                                 continue;
783                                         }
784                                         std::vector<aabb3f> boxes;
785                                         n.getSelectionBoxes(nodedef, &boxes,
786                                                 n.getNeighbors(np, m_map));
787
788                                         v3f npf = intToFloat(np, BS);
789                                         for (std::vector<aabb3f>::const_iterator i = boxes.begin();
790                                                 i != boxes.end(); ++i) {
791                                                 aabb3f box = *i;
792                                                 box.MinEdge += npf;
793                                                 box.MaxEdge += npf;
794                                                 v3f intersection_point;
795                                                 v3s16 intersection_normal;
796                                                 if (!boxLineCollision(box, shootline.start, shootline.getVector(),
797                                                         &intersection_point, &intersection_normal)) {
798                                                         continue;
799                                                 }
800                                                 f32 distance = (intersection_point - shootline.start).getLength();
801                                                 if (distance >= min_distance) {
802                                                         continue;
803                                                 }
804                                                 result.type = POINTEDTHING_NODE;
805                                                 result.node_undersurface = np;
806                                                 result.intersection_point = intersection_point;
807                                                 result.intersection_normal = intersection_normal;
808                                                 found_boxcenter = box.getCenter();
809                                                 min_distance = distance;
810                                                 is_node_found = true;
811                                         }
812                                 }
813                         }
814                 }
815                 if (is_node_found) {
816                         node_foundcounter++;
817                         if (node_foundcounter > maximal_overcheck) {
818                                 break;
819                         }
820                 }
821                 // Next node
822                 if (iterator.hasNext()) {
823                         oldnode = iterator.m_current_node_pos;
824                         iterator.next();
825                 } else {
826                         break;
827                 }
828         }
829
830         if (is_node_found) {
831                 // Set undersurface and abovesurface nodes
832                 f32 d = 0.002 * BS;
833                 v3f fake_intersection = result.intersection_point;
834                 // Move intersection towards its source block.
835                 if (fake_intersection.X < found_boxcenter.X)
836                         fake_intersection.X += d;
837                 else
838                         fake_intersection.X -= d;
839
840                 if (fake_intersection.Y < found_boxcenter.Y)
841                         fake_intersection.Y += d;
842                 else
843                         fake_intersection.Y -= d;
844
845                 if (fake_intersection.Z < found_boxcenter.Z)
846                         fake_intersection.Z += d;
847                 else
848                         fake_intersection.Z -= d;
849
850                 result.node_real_undersurface = floatToInt(fake_intersection, BS);
851                 result.node_abovesurface = result.node_real_undersurface
852                         + result.intersection_normal;
853         }
854         return result;
855 }