Fix how address is logged when a wrong password is supplied
[oweals/minetest.git] / src / collision.cpp
index 9e0c85531cf4ced2cf987e17f4bcb9eca17e8d0a..5d52202d9b3a7935ca40ff9ec5ad941184834f03 100644 (file)
@@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <vector>
 #include <set>
 #include "util/timetaker.h"
-#include "main.h" // g_profiler
 #include "profiler.h"
 
 // float error is 10 - 9.96875 = 0.03125
@@ -173,11 +172,11 @@ bool wouldCollideWithCeiling(
 {
        //TimeTaker tt("wouldCollideWithCeiling");
 
-       assert(y_increase >= 0);
+       assert(y_increase >= 0);        // pre-condition
 
        for(std::vector<aabb3f>::const_iterator
                        i = staticboxes.begin();
-                       i != staticboxes.end(); i++)
+                       i != staticboxes.end(); ++i)
        {
                const aabb3f& staticbox = *i;
                if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
@@ -246,6 +245,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
        s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
 
+       bool any_position_valid = false;
+
        for(s16 x = min_x; x <= max_x; x++)
        for(s16 y = min_y; y <= max_y; y++)
        for(s16 z = min_z; z <= max_z; z++)
@@ -258,6 +259,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                if (is_position_valid) {
                        // Object collides into walkable nodes
 
+                       any_position_valid = true;
                        const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
                        if(f.walkable == false)
                                continue;
@@ -266,7 +268,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
                                        i = nodeboxes.begin();
-                                       i != nodeboxes.end(); i++)
+                                       i != nodeboxes.end(); ++i)
                        {
                                aabb3f box = *i;
                                box.MinEdge += v3f(x, y, z)*BS;
@@ -290,6 +292,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        is_object.push_back(false);
                }
        }
+
+       // Do not move if world has not loaded yet, since custom node boxes
+       // are not available for collision detection.
+       if (!any_position_valid)
+               return result;
+
        } // tt2
 
        if(collideWithObjects)
@@ -299,17 +307,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                /* add object boxes to cboxes */
 
-
-               std::list<ActiveObject*> objects;
+               std::vector<ActiveObject*> objects;
 #ifndef SERVER
                ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
-               if (c_env != 0)
-               {
+               if (c_env != 0) {
                        f32 distance = speed_f.getLength();
                        std::vector<DistanceSortedActiveObject> clientobjects;
                        c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
-                       for (size_t i=0; i < clientobjects.size(); i++)
-                       {
+                       for (size_t i=0; i < clientobjects.size(); i++) {
                                if ((self == 0) || (self != clientobjects[i].obj)) {
                                        objects.push_back((ActiveObject*)clientobjects[i].obj);
                                }
@@ -319,12 +324,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 #endif
                {
                        ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
-                       if (s_env != 0)
-                       {
+                       if (s_env != 0) {
                                f32 distance = speed_f.getLength();
-                               std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
-                               for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
-                               {
+                               std::vector<u16> s_objects;
+                               s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
+                               for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
                                        ServerActiveObject *current = s_env->getActiveObject(*iter);
                                        if ((self == 0) || (self != current)) {
                                                objects.push_back((ActiveObject*)current);
@@ -333,16 +337,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
                }
 
-               for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
-               {
+               for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
+                               iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL)
-                       {
+                       if (object != NULL) {
                                aabb3f object_collisionbox;
                                if (object->getCollisionBox(&object_collisionbox) &&
-                                               object->collideWithObjects())
-                               {
+                                               object->collideWithObjects()) {
                                        cboxes.push_back(object_collisionbox);
                                        is_unloaded.push_back(false);
                                        is_step_up.push_back(false);
@@ -354,11 +356,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                }
        } //tt3
 
-       assert(cboxes.size() == is_unloaded.size());
-       assert(cboxes.size() == is_step_up.size());
-       assert(cboxes.size() == bouncy_values.size());
-       assert(cboxes.size() == node_positions.size());
-       assert(cboxes.size() == is_object.size());
+       assert(cboxes.size() == is_unloaded.size());    // post-condition
+       assert(cboxes.size() == is_step_up.size());     // post-condition
+       assert(cboxes.size() == bouncy_values.size());  // post-condition
+       assert(cboxes.size() == node_positions.size()); // post-condition
+       assert(cboxes.size() == is_object.size());      // post-condition
 
        /*
                Collision detection
@@ -373,7 +375,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        //f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       assert(d > pos_max_d);  // invariant
 
        int loopcount = 0;
 
@@ -464,7 +466,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                pos_f += speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
-                       
+
                        bool is_collision = true;
                        if(is_unloaded[nearest_boxindex])
                                is_collision = false;
@@ -567,76 +569,3 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        return result;
 }
-
-#if 0
-// This doesn't seem to work and isn't used
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
-{
-       //TimeTaker tt("collisionMovePrecise");
-    ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
-       
-       collisionMoveResult final_result;
-
-       // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
-               return final_result;
-
-       // Don't allow overly huge dtime
-       if(dtime > 2.0)
-               dtime = 2.0;
-
-       f32 dtime_downcount = dtime;
-
-       u32 loopcount = 0;
-       do
-       {
-               loopcount++;
-
-               // Maximum time increment (for collision detection etc)
-               // time = distance / speed
-               f32 dtime_max_increment = 1.0;
-               if(speed_f.getLength() != 0)
-                       dtime_max_increment = pos_max_d / speed_f.getLength();
-
-               // Maximum time increment is 10ms or lower
-               if(dtime_max_increment > 0.01)
-                       dtime_max_increment = 0.01;
-
-               f32 dtime_part;
-               if(dtime_downcount > dtime_max_increment)
-               {
-                       dtime_part = dtime_max_increment;
-                       dtime_downcount -= dtime_part;
-               }
-               else
-               {
-                       dtime_part = dtime_downcount;
-                       /*
-                               Setting this to 0 (no -=dtime_part) disables an infinite loop
-                               when dtime_part is so small that dtime_downcount -= dtime_part
-                               does nothing
-                       */
-                       dtime_downcount = 0;
-               }
-
-               collisionMoveResult result = collisionMoveSimple(map, gamedef,
-                               pos_max_d, box_0, stepheight, dtime_part,
-                               pos_f, speed_f, accel_f);
-
-               if(result.touching_ground)
-                       final_result.touching_ground = true;
-               if(result.collides)
-                       final_result.collides = true;
-               if(result.collides_xz)
-                       final_result.collides_xz = true;
-               if(result.standing_on_unloaded)
-                       final_result.standing_on_unloaded = true;
-       }
-       while(dtime_downcount > 0.001);
-
-       return final_result;
-}
-#endif