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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#pragma once

#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>

struct MapDrawControl
{
	// Overrides limits by drawing everything
	bool range_all = false;
	// Wanted drawing range
	float wanted_range = 0.0f;
	// Maximum number of blocks to draw
	u32 wanted_max_blocks = 0;
	// show a wire frame for debugging
	bool show_wireframe = false;
};

class Client;
class ITextureSource;

/*
	ClientMap

	This is the only map class that is able to render itself on screen.
*/

class ClientMap : public Map, public scene::ISceneNode
{
public:
	ClientMap(
			Client *client,
			MapDrawControl &control,
			s32 id
	);

	virtual ~ClientMap() = default;

	s32 mapType() const
	{
		return MAPTYPE_CLIENT;
	}

	void drop()
	{
		ISceneNode::drop();
	}

	void updateCamera(const v3f &pos, const v3f &dir, f32 fov, const v3s16 &offset)
	{
		m_camera_position = pos;
		m_camera_direction = dir;
		m_camera_fov = fov;
		m_camera_offset = offset;
	}

	/*
		Forcefully get a sector from somewhere
	*/
	MapSector * emergeSector(v2s16 p);

	//void deSerializeSector(v2s16 p2d, std::istream &is);

	/*
		ISceneNode methods
	*/

	virtual void OnRegisterSceneNode();

	virtual void render()
	{
		video::IVideoDriver* driver = SceneManager->getVideoDriver();
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		renderMap(driver, SceneManager->getSceneNodeRenderPass());
	}

	virtual const aabb3f &getBoundingBox() const
	{
		return m_box;
	}

	void getBlocksInViewRange(v3s16 cam_pos_nodes,
		v3s16 *p_blocks_min, v3s16 *p_blocks_max);
	void updateDrawList();
	void renderMap(video::IVideoDriver* driver, s32 pass);

	int getBackgroundBrightness(float max_d, u32 daylight_factor,
			int oldvalue, bool *sunlight_seen_result);

	void renderPostFx(CameraMode cam_mode);

	// For debug printing
	virtual void PrintInfo(std::ostream &out);

	const MapDrawControl & getControl() const { return m_control; }
	f32 getCameraFov() const { return m_camera_fov; }
private:
	Client *m_client;

	aabb3f m_box = aabb3f(-BS * 1000000, -BS * 1000000, -BS * 1000000,
		BS * 1000000, BS * 1000000, BS * 1000000);

	MapDrawControl &m_control;

	v3f m_camera_position = v3f(0,0,0);
	v3f m_camera_direction = v3f(0,0,1);
	f32 m_camera_fov = M_PI;
	v3s16 m_camera_offset;

	std::map<v3s16, MapBlock*> m_drawlist;

	std::set<v2s16> m_last_drawn_sectors;

	bool m_cache_trilinear_filter;
	bool m_cache_bilinear_filter;
	bool m_cache_anistropic_filter;
};
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/*
Minetest
Copyright (C) 2010-2013 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 "localplayer.h"

#include "event.h"
#include "collision.h"
#include "nodedef.h"
#include "settings.h"
#include "environment.h"
#include "map.h"
#include "client.h"
#include "content_cao.h"

/*
	LocalPlayer
*/

LocalPlayer::LocalPlayer(Client *client, const char *name):
	Player(name, client->idef()),
	parent(0),
	hp(PLAYER_MAX_HP),
	isAttached(false),
	touching_ground(false),
	in_liquid(false),
	in_liquid_stable(false),
	liquid_viscosity(0),
	is_climbing(false),
	swimming_vertical(false),
	// Movement overrides are multipliers and must be 1 by default
	physics_override_speed(1.0f),
	physics_override_jump(1.0f),
	physics_override_gravity(1.0f),
	physics_override_sneak(true),
	physics_override_sneak_glitch(false),
	physics_override_new_move(true),  // Temporary option for old move code
	overridePosition(v3f(0,0,0)),
	last_position(v3f(0,0,0)),
	last_speed(v3f(0,0,0)),
	last_pitch(0),
	last_yaw(0),
	last_keyPressed(0),
	last_camera_fov(0),
	last_wanted_range(0),
	camera_impact(0.f),
	makes_footstep_sound(true),
	last_animation(NO_ANIM),
	hotbar_image(""),
	hotbar_selected_image(""),
	light_color(255,255,255,255),
	hurt_tilt_timer(0.0f),
	hurt_tilt_strength(0.0f),
	m_position(0,0,0),
	m_sneak_node(32767,32767,32767),
	m_sneak_node_bb_ymax(0),  // To support temporary option for old move code
	m_sneak_node_bb_top(0,0,0,0,0,0),
	m_sneak_node_exists(false),
	m_need_to_get_new_sneak_node(true),
	m_sneak_ladder_detected(false),
	m_ledge_detected(false),
	m_old_node_below(32767,32767,32767),
	m_old_node_below_type("air"),
	m_can_jump(false),
	m_breath(PLAYER_MAX_BREATH),
	m_yaw(0),
	m_pitch(0),
	camera_barely_in_ceiling(false),
	m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30),
	m_cao(NULL),
	m_client(client)
{
	// Initialize hp to 0, so that no hearts will be shown if server
	// doesn't support health points
	hp = 0;
	eye_offset_first = v3f(0,0,0);
	eye_offset_third = v3f(0,0,0);
}

LocalPlayer::~LocalPlayer()
{
}

static aabb3f getTopBoundingBox(const std::vector<aabb3f> &nodeboxes)
{
	aabb3f b_max;
	b_max.reset(-BS, -BS, -BS);
	for (std::vector<aabb3f>::const_iterator it = nodeboxes.begin();
			it != nodeboxes.end(); ++it) {
		aabb3f box = *it;
		if (box.MaxEdge.Y > b_max.MaxEdge.Y)
			b_max = box;
		else if (box.MaxEdge.Y == b_max.MaxEdge.Y)
			b_max.addInternalBox(box);
	}
	return aabb3f(v3f(b_max.MinEdge.X, b_max.MaxEdge.Y, b_max.MinEdge.Z), b_max.MaxEdge);
}

#define GETNODE(map, p3, v2, y, valid) \
	(map)->getNodeNoEx((p3) + v3s16((v2).X, y, (v2).Y), valid)

// pos is the node the player is standing inside(!)
static bool detectSneakLadder(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
	// Detects a structure known as "sneak ladder" or "sneak elevator"
	// that relies on bugs to provide a fast means of vertical transportation,
	// the bugs have since been fixed but this function remains to keep it working.
	// NOTE: This is just entirely a huge hack and causes way too many problems.
	bool is_valid_position;
	MapNode node;
	// X/Z vectors for 4 neighboring nodes
	static const v2s16 vecs[] = { v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1) };

	for (u16 i = 0; i < ARRLEN(vecs); i++) {
		const v2s16 vec = vecs[i];

		// walkability of bottom & top node should differ
		node = GETNODE(map, pos, vec, 0, &is_valid_position);
		if (!is_valid_position)
			continue;
		bool w = nodemgr->get(node).walkable;
		node = GETNODE(map, pos, vec, 1, &is_valid_position);
		if (!is_valid_position || w == nodemgr->get(node).walkable)
			continue;

		// check one more node above OR below with corresponding walkability
		node = GETNODE(map, pos, vec, -1, &is_valid_position);
		bool ok = is_valid_position && w != nodemgr->get(node).walkable;
		if (!ok) {
			node = GETNODE(map, pos, vec, 2, &is_valid_position);
			ok = is_valid_position && w == nodemgr->get(node).walkable;
		}

		if (ok)
			return true;
	}

	return false;
}

static bool detectLedge(Map *map, INodeDefManager *nodemgr, v3s16 pos)
{
	bool is_valid_position;
	MapNode node;
	// X/Z vectors for 4 neighboring nodes
	static const v2s16 vecs[] = {v2s16(-1, 0), v2s16(1, 0), v2s16(0, -1), v2s16(0, 1)};

	for (u16 i = 0; i < ARRLEN(vecs); i++) {
		const v2s16 vec = vecs[i];

		node = GETNODE(map, pos, vec, 1, &is_valid_position);
		if (is_valid_position && nodemgr->get(node).walkable) {
			// Ledge exists
			node = GETNODE(map, pos, vec, 2, &is_valid_position);
			if (is_valid_position && !nodemgr->get(node).walkable)
				// Space above ledge exists
				return true;
		}
	}

	return false;
}

#undef GETNODE

void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
		std::vector<CollisionInfo> *collision_info)
{
	// Temporary option for old move code
	if (!physics_override_new_move) {
		old_move(dtime, env, pos_max_d, collision_info);
		return;
	}

	Map *map = &env->getMap();
	INodeDefManager *nodemgr = m_client->ndef();

	v3f position = getPosition();

	// Copy parent position if local player is attached
	if(isAttached)
	{
		setPosition(overridePosition);
		m_sneak_node_exists = false;
		return;
	}

	// Skip collision detection if noclip mode is used
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool noclip = m_client->checkLocalPrivilege("noclip") &&
		g_settings->getBool("noclip");
	bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
	if (free_move) {
		position += m_speed * dtime;
		setPosition(position);
		m_sneak_node_exists = false;
		return;
	}

	/*
		Collision detection