aboutsummaryrefslogtreecommitdiff
path: root/src/content_nodemeta.h
Commit message (Expand)AuthorAge
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* WIP node metadata, node timersKahrl2012-06-03
* GenericNodeMetadata and an example furnacePerttu Ahola2011-11-29
* Mode node definition loading from Lua (still not finished), fix metadata crea...Perttu Ahola2011-11-29
* Add names to NodeMetadataPerttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Generic NodeMetadata text inputPerttu Ahola2011-11-29
* remove content_* things from map.cppdarkrose2011-09-23
* added locking chests - clean patchdarkrose2011-09-22
* Don't remove furnace if something is inside it.JacobF2011-08-24
* moved inventory menu definition of chest and furnace to content_nodemeta.{h,cpp}Perttu Ahola2011-06-18
* Created and moved stuff to content_nodemeta.{h,cpp}Perttu Ahola2011-06-18
3' href='#n143'>143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847
/*
Minetest
Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "util/serialize.h"
#include "util/pointedthing.h"
#include "clientenvironment.h"
#include "clientsimpleobject.h"
#include "clientmap.h"
#include "scripting_client.h"
#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
#include "settings.h"
#include <algorithm>

/*
	ClientEnvironment
*/

ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
	ITextureSource *texturesource, Client *client,
	IrrlichtDevice *irr):
	Environment(client),
	m_map(map),
	m_local_player(NULL),
	m_smgr(smgr),
	m_texturesource(texturesource),
	m_client(client),
	m_script(NULL),
	m_irr(irr)
{
	char zero = 0;
	memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}

ClientEnvironment::~ClientEnvironment()
{
	// delete active objects
	for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
			i != m_active_objects.end(); ++i) {
		delete i->second;
	}

	for(std::vector<ClientSimpleObject*>::iterator
		i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
		delete *i;
	}

	// Drop/delete map
	m_map->drop();

	delete m_local_player;
}

Map & ClientEnvironment::getMap()
{
	return *m_map;
}

ClientMap & ClientEnvironment::getClientMap()
{
	return *m_map;
}

void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
	DSTACK(FUNCTION_NAME);
	/*
		It is a failure if already is a local player
	*/
	FATAL_ERROR_IF(m_local_player != NULL,
		"Local player already allocated");

	m_local_player = player;
}

void ClientEnvironment::step(float dtime)
{
	DSTACK(FUNCTION_NAME);

	/* Step time of day */
	stepTimeOfDay(dtime);

	// Get some settings
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool free_move = fly_allowed && g_settings->getBool("free_move");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	std::vector<CollisionInfo> player_collisions;

	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = lplayer->getSpeed().getLength();

	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = 1;
	if(player_speed > 0.001)
		dtime_max_increment = position_max_increment / player_speed;

	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;

	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;

	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		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;
		}

		/*
			Handle local player
		*/

		{
			// Apply physics
			if(!free_move && !is_climbing)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(!lplayer->in_liquid)
					speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;

				// Liquid floating / sinking
				if(lplayer->in_liquid && !lplayer->swimming_vertical)
					speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;

				// Liquid resistance
				if(lplayer->in_liquid_stable || lplayer->in_liquid)
				{
					// How much the node's viscosity blocks movement, ranges between 0 and 1
					// Should match the scale at which viscosity increase affects other liquid attributes
					const f32 viscosity_factor = 0.3;

					v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
					f32 dl = d_wanted.getLength();
					if(dl > lplayer->movement_liquid_fluidity_smooth)
						dl = lplayer->movement_liquid_fluidity_smooth;
					dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);

					v3f d = d_wanted.normalize() * dl;
					speed += d;
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, this, position_max_increment,
				&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);

	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
		i != player_collisions.end(); ++i) {
		CollisionInfo &info = *i;
		v3f speed_diff = info.new_speed - info.old_speed;;
		// Handle only fall damage
		// (because otherwise walking against something in fast_move kills you)
		if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
			continue;
		// Get rid of other components
		speed_diff.X = 0;
		speed_diff.Z = 0;
		f32 pre_factor = 1; // 1 hp per node/s
		f32 tolerance = BS*14; // 5 without damage
		f32 post_factor = 1; // 1 hp per node/s
		if(info.type == COLLISION_NODE)
		{
			const ContentFeatures &f = m_client->ndef()->
				get(m_map->getNodeNoEx(info.node_p));
			// Determine fall damage multiplier
			int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
			pre_factor = 1.0 + (float)addp/100.0;
		}
		float speed = pre_factor * speed_diff.getLength();
		if (speed > tolerance) {
			f32 damage_f = (speed - tolerance) / BS * post_factor;
			u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
			if (damage != 0) {
				damageLocalPlayer(damage, true);
				MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
				m_client->event()->put(e);
			}
		}
	}

	if (m_client->moddingEnabled()) {
		m_script->environment_step(dtime);
	}

	// Protocol v29 make this behaviour obsolete
	if (getGameDef()->getProtoVersion() < 29) {
		if (m_lava_hurt_interval.step(dtime, 1.0)) {
			v3f pf = lplayer->getPosition();

			// Feet, middle and head
			v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
			MapNode n1 = m_map->getNodeNoEx(p1);
			v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
			MapNode n2 = m_map->getNodeNoEx(p2);
			v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n3 = m_map->getNodeNoEx(p3);

			u32 damage_per_second = 0;
			damage_per_second = MYMAX(damage_per_second,
				m_client->ndef()->get(n1).damage_per_second);
			damage_per_second = MYMAX(damage_per_second,
				m_client->ndef()->get(n2).damage_per_second);
			damage_per_second = MYMAX(damage_per_second,
				m_client->ndef()->get(n3).damage_per_second);

			if (damage_per_second != 0)
				damageLocalPlayer(damage_per_second, true);
		}

		/*
			Drowning
		*/
		if (m_drowning_interval.step(dtime, 2.0)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			u8 drowning_damage = c.drowning;
			if (drowning_damage > 0 && lplayer->hp > 0) {
				u16 breath = lplayer->getBreath();
				if (breath > 10) {
					breath = 11;
				}
				if (breath > 0) {
					breath -= 1;
				}
				lplayer->setBreath(breath);
				updateLocalPlayerBreath(breath);
			}

			if (lplayer->getBreath() == 0 && drowning_damage > 0) {
				damageLocalPlayer(drowning_damage, true);
			}
		}
		if (m_breathing_interval.step(dtime, 0.5)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			if (!lplayer->hp) {
				lplayer->setBreath(11);
			} else if (c.drowning == 0) {
				u16 breath = lplayer->getBreath();
				if (breath <= 10) {
					breath += 1;
					lplayer->setBreath(breath);
					updateLocalPlayerBreath(breath);
				}
			}
		}
	}

	// Update lighting on local player (used for wield item)
	u32 day_night_ratio = getDayNightRatio();
	{
		// Get node at head

		// On InvalidPositionException, use this as default
		// (day: LIGHT_SUN, night: 0)
		MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);

		v3s16 p = lplayer->getLightPosition();
		node_at_lplayer = m_map->getNodeNoEx(p);

		u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
		final_color_blend(&lplayer->light_color, light, day_night_ratio);
	}

	/*
		Step active objects and update lighting of them
	*/

	g_profiler->avg("CEnv: num of objects", m_active_objects.size());
	bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
	for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
			i != m_active_objects.end(); ++i) {
		ClientActiveObject* obj = i->second;
		// Step object
		obj->step(dtime, this);

		if(update_lighting)
		{
			// Update lighting
			u8 light = 0;
			bool pos_ok;

			// Get node at head
			v3s16 p = obj->getLightPosition();
			MapNode n = m_map->getNodeNoEx(p, &pos_ok);
			if (pos_ok)
				light = n.getLightBlend(day_night_ratio, m_client->ndef());
			else
				light = blend_light(day_night_ratio, LIGHT_SUN, 0);

			obj->updateLight(light);
		}
	}

	/*
		Step and handle simple objects
	*/
	g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
	for(std::vector<ClientSimpleObject*>::iterator
		i = m_simple_objects.begin(); i != m_simple_objects.end();) {
		std::vector<ClientSimpleObject*>::iterator cur = i;
		ClientSimpleObject *simple = *cur;

		simple->step(dtime);
		if(simple->m_to_be_removed) {
			delete simple;
			i = m_simple_objects.erase(cur);
		}
		else {
			++i;
		}
	}
}

void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
	m_simple_objects.push_back(simple);
}

GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
	ClientActiveObject *obj = getActiveObject(id);
	if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
		return (GenericCAO*) obj;
	else
		return NULL;
}

ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
	ClientActiveObjectMap::iterator n = m_active_objects.find(id);
	if (n == m_active_objects.end())
		return NULL;
	return n->second;
}

bool isFreeClientActiveObjectId(const u16 id,
	ClientActiveObjectMap &objects)
{
	if(id == 0)
		return false;

	return objects.find(id) == objects.end();
}

u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
{
	//try to reuse id's as late as possible
	static u16 last_used_id = 0;
	u16 startid = last_used_id;
	for(;;) {
		last_used_id ++;
		if (isFreeClientActiveObjectId(last_used_id, objects))
			return last_used_id;

		if (last_used_id == startid)
			return 0;
	}
}

u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
	assert(object); // Pre-condition
	if(object->getId() == 0)
	{
		u16 new_id = getFreeClientActiveObjectId(m_active_objects);
		if(new_id == 0)
		{
			infostream<<"ClientEnvironment::addActiveObject(): "
				<<"no free ids available"<<std::endl;
			delete object;
			return 0;
		}
		object->setId(new_id);
	}
	if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
		infostream<<"ClientEnvironment::addActiveObject(): "
			<<"id is not free ("<<object->getId()<<")"<<std::endl;
		delete object;
		return 0;
	}
	infostream<<"ClientEnvironment::addActiveObject(): "
		<<"added (id="<<object->getId()<<")"<<std::endl;
	m_active_objects[object->getId()] = object;
	object->addToScene(m_smgr, m_texturesource, m_irr);
	{ // Update lighting immediately
		u8 light = 0;
		bool pos_ok;

		// Get node at head
		v3s16 p = object->getLightPosition();
		MapNode n = m_map->getNodeNoEx(p, &pos_ok);
		if (pos_ok)
			light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
		else
			light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);

		object->updateLight(light);
	}
	return object->getId();
}

void ClientEnvironment::addActiveObject(u16 id, u8 type,
	const std::string &init_data)
{
	ClientActiveObject* obj =
		ClientActiveObject::create((ActiveObjectType) type, m_client, this);
	if(obj == NULL)
	{
		infostream<<"ClientEnvironment::addActiveObject(): "
			<<"id="<<id<<" type="<<type<<": Couldn't create object"
			<<std::endl;
		return;
	}

	obj->setId(id);

	try
	{
		obj->initialize(init_data);
	}
	catch(SerializationError &e)
	{
		errorstream<<"ClientEnvironment::addActiveObject():"
			<<" id="<<id<<" type="<<type
			<<": SerializationError in initialize(): "
			<<e.what()
			<<": init_data="<<serializeJsonString(init_data)
			<<std::endl;
	}

	addActiveObject(obj);
}

void ClientEnvironment::removeActiveObject(u16 id)
{
	verbosestream<<"ClientEnvironment::removeActiveObject(): "
		<<"id="<<id<<std::endl;
	ClientActiveObject* obj = getActiveObject(id);
	if (obj == NULL) {
		infostream<<"ClientEnvironment::removeActiveObject(): "
			<<"id="<<id<<" not found"<<std::endl;
		return;
	}
	obj->removeFromScene(true);
	delete obj;
	m_active_objects.erase(id);
}

void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
	ClientActiveObject *obj = getActiveObject(id);
	if (obj == NULL) {
		infostream << "ClientEnvironment::processActiveObjectMessage():"
			<< " got message for id=" << id << ", which doesn't exist."
			<< std::endl;
		return;
	}

	try {
		obj->processMessage(data);
	} catch (SerializationError &e) {
		errorstream<<"ClientEnvironment::processActiveObjectMessage():"
			<< " id=" << id << " type=" << obj->getType()
			<< " SerializationError in processMessage(): " << e.what()
			<< std::endl;
	}
}

/*
	Callbacks for activeobjects
*/

void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);

	if (handle_hp) {
		if (lplayer->hp > damage)
			lplayer->hp -= damage;
		else
			lplayer->hp = 0;
	}

	ClientEnvEvent event;
	event.type = CEE_PLAYER_DAMAGE;
	event.player_damage.amount = damage;
	event.player_damage.send_to_server = handle_hp;
	m_client_event_queue.push(event);
}

void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
{
	ClientEnvEvent event;
	event.type = CEE_PLAYER_BREATH;
	event.player_breath.amount = breath;
	m_client_event_queue.push(event);
}

/*
	Client likes to call these
*/

void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
	std::vector<DistanceSortedActiveObject> &dest)
{
	for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
			i != m_active_objects.end(); ++i) {
		ClientActiveObject* obj = i->second;

		f32 d = (obj->getPosition() - origin).getLength();

		if(d > max_d)
			continue;

		DistanceSortedActiveObject dso(obj, d);

		dest.push_back(dso);
	}
}

ClientEnvEvent ClientEnvironment::getClientEnvEvent()
{
	FATAL_ERROR_IF(m_client_event_queue.empty(),
			"ClientEnvironment::getClientEnvEvent(): queue is empty");

	ClientEnvEvent event = m_client_event_queue.front();
	m_client_event_queue.pop();
	return event;
}

ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
	const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
	v3s16 *intersection_normal)
{
	std::vector<DistanceSortedActiveObject> objects;
	getActiveObjects(shootline_on_map.start,
		shootline_on_map.getLength() + 3, objects);
	const v3f line_vector = shootline_on_map.getVector();

	// Sort them.
	// After this, the closest object is the first in the array.
	std::sort(objects.begin(), objects.end());

	/* Because objects can have different nodebox sizes,
	 * the object whose center is the nearest isn't necessarily
	 * the closest one. If an object is found, don't stop
	 * immediately. */

	f32 d_min = shootline_on_map.getLength();
	ClientActiveObject *nearest_obj = NULL;
	for (u32 i = 0; i < objects.size(); i++) {
		ClientActiveObject *obj = objects[i].obj;

		aabb3f *selection_box = obj->getSelectionBox();
		if (selection_box == NULL)
			continue;

		v3f pos = obj->getPosition();

		aabb3f offsetted_box(selection_box->MinEdge + pos,
			selection_box->MaxEdge + pos);

		if (offsetted_box.getCenter().getDistanceFrom(
			shootline_on_map.start) > d_min + 9.6f*BS) {
			// Probably there is no active object that has bigger nodebox than
			// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
			// 9.6 > 5.5*sqrt(3)
			break;
		}

		v3f current_intersection;
		v3s16 current_normal;
		if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
			&current_intersection, &current_normal)) {
			f32 d_current = current_intersection.getDistanceFrom(
				shootline_on_map.start);
			if (d_current <= d_min) {
				d_min = d_current;
				nearest_obj = obj;
				*intersection_point = current_intersection;
				*intersection_normal = current_normal;
			}
		}
	}

	return nearest_obj;
}

/*
	Check if a node is pointable
*/
static inline bool isPointableNode(const MapNode &n,
	INodeDefManager *ndef, bool liquids_pointable)
{
	const ContentFeatures &features = ndef->get(n);
	return features.pointable ||
		(liquids_pointable && features.isLiquid());
}

PointedThing ClientEnvironment::getPointedThing(
	core::line3d<f32> shootline,
	bool liquids_pointable,
	bool look_for_object)
{
	PointedThing result;

	INodeDefManager *nodedef = m_map->getNodeDefManager();

	core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
	// The code needs to search these nodes
	core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
		-maximal_exceed.MinEdge);
	// If a node is found, there might be a larger node behind.
	// To find it, we have to go further.
	s16 maximal_overcheck =
		std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
			+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
			+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));

	const v3f original_vector = shootline.getVector();
	const f32 original_length = original_vector.getLength();

	f32 min_distance = original_length;

	// First try to find an active object
	if (look_for_object) {
		ClientActiveObject *selected_object = getSelectedActiveObject(
			shootline, &result.intersection_point,
			&result.intersection_normal);

		if (selected_object != NULL) {
			min_distance =
				(result.intersection_point - shootline.start).getLength();

			result.type = POINTEDTHING_OBJECT;
			result.object_id = selected_object->getId();
		}
	}

	// Reduce shootline
	if (original_length > 0) {
		shootline.end = shootline.start
			+ shootline.getVector() / original_length * min_distance;
	}

	// Try to find a node that is closer than the selected active
	// object (if it exists).

	voxalgo::VoxelLineIterator iterator(shootline.start / BS,
		shootline.getVector() / BS);
	v3s16 oldnode = iterator.m_current_node_pos;
	// Indicates that a node was found.
	bool is_node_found = false;
	// If a node is found, it is possible that there's a node
	// behind it with a large nodebox, so continue the search.
	u16 node_foundcounter = 0;
	// If a node is found, this is the center of the
	// first nodebox the shootline meets.
	v3f found_boxcenter(0, 0, 0);
	// The untested nodes are in this range.
	core::aabbox3d<s16> new_nodes;
	while (true) {
		// Test the nodes around the current node in search_range.
		new_nodes = search_range;
		new_nodes.MinEdge += iterator.m_current_node_pos;
		new_nodes.MaxEdge += iterator.m_current_node_pos;

		// Only check new nodes
		v3s16 delta = iterator.m_current_node_pos - oldnode;
		if (delta.X > 0)
			new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
		else if (delta.X < 0)
			new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
		else if (delta.Y > 0)
			new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
		else if (delta.Y < 0)
			new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
		else if (delta.Z > 0)
			new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
		else if (delta.Z < 0)
			new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;

		// For each untested node
		for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
			for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
				for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
					MapNode n;
					v3s16 np(x, y, z);
					bool is_valid_position;

					n = m_map->getNodeNoEx(np, &is_valid_position);
					if (!(is_valid_position &&
						isPointableNode(n, nodedef, liquids_pointable))) {
						continue;
					}
					std::vector<aabb3f> boxes;
					n.getSelectionBoxes(nodedef, &boxes,
						n.getNeighbors(np, m_map));

					v3f npf = intToFloat(np, BS);
					for (std::vector<aabb3f>::const_iterator i = boxes.begin();
						i != boxes.end(); ++i) {
						aabb3f box = *i;
						box.MinEdge += npf;
						box.MaxEdge += npf;
						v3f intersection_point;
						v3s16 intersection_normal;
						if (!boxLineCollision(box, shootline.start, shootline.getVector(),
							&intersection_point, &intersection_normal)) {
							continue;
						}
						f32 distance = (intersection_point - shootline.start).getLength();
						if (distance >= min_distance) {
							continue;
						}
						result.type = POINTEDTHING_NODE;
						result.node_undersurface = np;
						result.intersection_point = intersection_point;
						result.intersection_normal = intersection_normal;
						found_boxcenter = box.getCenter();
						min_distance = distance;
						is_node_found = true;
					}
				}
			}
		}
		if (is_node_found) {
			node_foundcounter++;
			if (node_foundcounter > maximal_overcheck) {
				break;
			}
		}
		// Next node
		if (iterator.hasNext()) {
			oldnode = iterator.m_current_node_pos;
			iterator.next();
		} else {
			break;
		}
	}

	if (is_node_found) {
		// Set undersurface and abovesurface nodes
		f32 d = 0.002 * BS;
		v3f fake_intersection = result.intersection_point;
		// Move intersection towards its source block.
		if (fake_intersection.X < found_boxcenter.X)
			fake_intersection.X += d;
		else
			fake_intersection.X -= d;

		if (fake_intersection.Y < found_boxcenter.Y)
			fake_intersection.Y += d;
		else
			fake_intersection.Y -= d;

		if (fake_intersection.Z < found_boxcenter.Z)
			fake_intersection.Z += d;
		else
			fake_intersection.Z -= d;

		result.node_real_undersurface = floatToInt(fake_intersection, BS);
		result.node_abovesurface = result.node_real_undersurface
			+ result.intersection_normal;
	}
	return result;
}