/* Minetest Copyright (C) 2010-2017 celeron55, Perttu Ahola 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 /* 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 (UNORDERED_MAP::iterator i = m_active_objects.begin(); i != m_active_objects.end(); ++i) { delete i->second; } for(std::vector::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 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 "<::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 (UNORDERED_MAP::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::iterator i = m_simple_objects.begin(); i != m_simple_objects.end();) { std::vector::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) { UNORDERED_MAP::iterator n = m_active_objects.find(id); if (n == m_active_objects.end()) return NULL; return n->second; } bool isFreeClientActiveObjectId(const u16 id, UNORDERED_MAP &objects) { if(id == 0) return false; return objects.find(id) == objects.end(); } u16 getFreeClientActiveObjectId(UNORDERED_MAP &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"<setId(new_id); } if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id is not free ("<getId()<<")"<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="<setId(id); try { obj->initialize(init_data); } catch(SerializationError &e) { errorstream<<"ClientEnvironment::addActiveObject():" <<" id="<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 &dest) { for (UNORDERED_MAP::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 &shootline_on_map, v3f *intersection_point, v3s16 *intersection_normal) { std::vector 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, ¤t_intersection, ¤t_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 shootline, bool liquids_pointable, bool look_for_object) { PointedThing result; INodeDefManager *nodedef = m_map->getNodeDefManager(); core::aabbox3d maximal_exceed = nodedef->getSelectionBoxIntUnion(); // The code needs to search these nodes core::aabbox3d 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 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 boxes; n.getSelectionBoxes(nodedef, &boxes, n.getNeighbors(np, m_map)); v3f npf = intToFloat(np, BS); for (std::vector::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; }