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	Move ClientEnvironment to dedicated cpp/header files
This commit is contained in:
		@@ -508,6 +508,7 @@ set(client_SRCS
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	${client_irrlicht_changes_SRCS}
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	camera.cpp
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	client.cpp
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	clientenvironment.cpp
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	clientmap.cpp
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	clientmedia.cpp
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	clientobject.cpp
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@@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CLIENT_HEADER
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#include "network/connection.h"
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#include "environment.h"
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#include "clientenvironment.h"
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#include "irrlichttypes_extrabloated.h"
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#include "threading/mutex.h"
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#include <ostream>
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		||||
							
								
								
									
										847
									
								
								src/clientenvironment.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										847
									
								
								src/clientenvironment.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,847 @@
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/*
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Minetest
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Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
 | 
			
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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		||||
This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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		||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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		||||
GNU Lesser General Public License for more details.
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		||||
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		||||
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.,
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		||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/serialize.h"
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#include "util/pointedthing.h"
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#include "clientenvironment.h"
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#include "clientsimpleobject.h"
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#include "clientmap.h"
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#include "mapblock_mesh.h"
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#include "event.h"
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#include "collision.h"
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#include "profiler.h"
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#include "raycast.h"
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#include "voxelalgorithms.h"
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/*
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	ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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	ITextureSource *texturesource, IGameDef *gamedef,
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	IrrlichtDevice *irr):
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	m_map(map),
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	m_local_player(NULL),
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	m_smgr(smgr),
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	m_texturesource(texturesource),
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	m_gamedef(gamedef),
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	m_irr(irr)
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{
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	char zero = 0;
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	memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
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}
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ClientEnvironment::~ClientEnvironment()
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{
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	// delete active objects
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	for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
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		i != m_active_objects.end(); ++i) {
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		delete i->second;
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	}
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	for(std::vector<ClientSimpleObject*>::iterator
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		i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
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		delete *i;
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	}
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	// Drop/delete map
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	m_map->drop();
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}
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Map & ClientEnvironment::getMap()
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{
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	return *m_map;
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}
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ClientMap & ClientEnvironment::getClientMap()
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{
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	return *m_map;
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}
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void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
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{
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	DSTACK(FUNCTION_NAME);
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	/*
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		It is a failure if already is a local player
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	*/
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	FATAL_ERROR_IF(m_local_player != NULL,
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		"Local player already allocated");
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	m_local_player = player;
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}
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void ClientEnvironment::step(float dtime)
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{
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	DSTACK(FUNCTION_NAME);
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	/* Step time of day */
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	stepTimeOfDay(dtime);
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	// Get some settings
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	bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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	bool free_move = fly_allowed && g_settings->getBool("free_move");
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	// Get local player
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	LocalPlayer *lplayer = getLocalPlayer();
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	assert(lplayer);
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	// collision info queue
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	std::vector<CollisionInfo> player_collisions;
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	/*
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		Get the speed the player is going
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	*/
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	bool is_climbing = lplayer->is_climbing;
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	f32 player_speed = lplayer->getSpeed().getLength();
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	/*
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		Maximum position increment
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	*/
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	//f32 position_max_increment = 0.05*BS;
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	f32 position_max_increment = 0.1*BS;
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	// Maximum time increment (for collision detection etc)
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	// time = distance / speed
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	f32 dtime_max_increment = 1;
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	if(player_speed > 0.001)
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		dtime_max_increment = position_max_increment / player_speed;
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	// Maximum time increment is 10ms or lower
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	if(dtime_max_increment > 0.01)
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		dtime_max_increment = 0.01;
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	// Don't allow overly huge dtime
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	if(dtime > 0.5)
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		dtime = 0.5;
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	f32 dtime_downcount = dtime;
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	/*
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		||||
		Stuff that has a maximum time increment
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	*/
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		||||
	u32 loopcount = 0;
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		||||
	do
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		||||
	{
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		loopcount++;
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		f32 dtime_part;
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		if(dtime_downcount > dtime_max_increment)
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		{
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			dtime_part = dtime_max_increment;
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			dtime_downcount -= dtime_part;
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		}
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		else
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		{
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			dtime_part = dtime_downcount;
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			/*
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				Setting this to 0 (no -=dtime_part) disables an infinite loop
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				when dtime_part is so small that dtime_downcount -= dtime_part
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				does nothing
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			*/
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			dtime_downcount = 0;
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		}
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		/*
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			Handle local player
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		*/
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		{
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			// Apply physics
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			if(!free_move && !is_climbing)
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			{
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				// Gravity
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				v3f speed = lplayer->getSpeed();
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				if(!lplayer->in_liquid)
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					speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
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				// Liquid floating / sinking
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				if(lplayer->in_liquid && !lplayer->swimming_vertical)
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					speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
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				// Liquid resistance
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				if(lplayer->in_liquid_stable || lplayer->in_liquid)
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				{
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					// How much the node's viscosity blocks movement, ranges between 0 and 1
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					// Should match the scale at which viscosity increase affects other liquid attributes
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					const f32 viscosity_factor = 0.3;
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					v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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					f32 dl = d_wanted.getLength();
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					if(dl > lplayer->movement_liquid_fluidity_smooth)
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						dl = lplayer->movement_liquid_fluidity_smooth;
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					dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
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					v3f d = d_wanted.normalize() * dl;
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					speed += d;
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				}
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				lplayer->setSpeed(speed);
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			}
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			/*
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				Move the lplayer.
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				This also does collision detection.
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			*/
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			lplayer->move(dtime_part, this, position_max_increment,
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				&player_collisions);
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		}
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	}
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	while(dtime_downcount > 0.001);
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	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
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	for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
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		||||
		i != player_collisions.end(); ++i) {
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		CollisionInfo &info = *i;
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		v3f speed_diff = info.new_speed - info.old_speed;;
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		// Handle only fall damage
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		// (because otherwise walking against something in fast_move kills you)
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		if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
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			continue;
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		// Get rid of other components
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		speed_diff.X = 0;
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		speed_diff.Z = 0;
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		f32 pre_factor = 1; // 1 hp per node/s
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		f32 tolerance = BS*14; // 5 without damage
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		||||
		f32 post_factor = 1; // 1 hp per node/s
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		if(info.type == COLLISION_NODE)
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		||||
		{
 | 
			
		||||
			const ContentFeatures &f = m_gamedef->ndef()->
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		||||
				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;
 | 
			
		||||
			u16 damage = (u16)(damage_f+0.5);
 | 
			
		||||
			if(damage != 0){
 | 
			
		||||
				damageLocalPlayer(damage, true);
 | 
			
		||||
				MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
 | 
			
		||||
				m_gamedef->event()->put(e);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		A quick draft of lava damage
 | 
			
		||||
	*/
 | 
			
		||||
	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_gamedef->ndef()->get(n1).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
			m_gamedef->ndef()->get(n2).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
			m_gamedef->ndef()->get(n3).damage_per_second);
 | 
			
		||||
 | 
			
		||||
		if(damage_per_second != 0)
 | 
			
		||||
		{
 | 
			
		||||
			damageLocalPlayer(damage_per_second, true);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Protocol v29 make this behaviour obsolete
 | 
			
		||||
	if (((Client*) getGameDef())->getProtoVersion() < 29) {
 | 
			
		||||
		/*
 | 
			
		||||
			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_gamedef->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_gamedef->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_gamedef->ndef());
 | 
			
		||||
		u8 day = light & 0xff;
 | 
			
		||||
		u8 night = (light >> 8) & 0xff;
 | 
			
		||||
		finalColorBlend(lplayer->light_color, day, night, 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<u16, ClientActiveObject*>::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_gamedef->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)
 | 
			
		||||
{
 | 
			
		||||
	UNORDERED_MAP<u16, ClientActiveObject*>::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<u16, ClientActiveObject*> &objects)
 | 
			
		||||
{
 | 
			
		||||
	if(id == 0)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	return objects.find(id) == objects.end();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &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_gamedef->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_gamedef, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::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::getClientEvent()
 | 
			
		||||
{
 | 
			
		||||
	ClientEnvEvent event;
 | 
			
		||||
	if(m_client_event_queue.empty())
 | 
			
		||||
		event.type = CEE_NONE;
 | 
			
		||||
	else {
 | 
			
		||||
		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,
 | 
			
		||||
			¤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<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;
 | 
			
		||||
}
 | 
			
		||||
							
								
								
									
										191
									
								
								src/clientenvironment.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										191
									
								
								src/clientenvironment.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,191 @@
 | 
			
		||||
/*
 | 
			
		||||
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.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#ifndef CLIENT_ENVIRONMENT_HEADER
 | 
			
		||||
#define CLIENT_ENVIRONMENT_HEADER
 | 
			
		||||
 | 
			
		||||
#include <IrrlichtDevice.h>
 | 
			
		||||
#include <ISceneManager.h>
 | 
			
		||||
#include "environment.h"
 | 
			
		||||
#include "clientobject.h"
 | 
			
		||||
 | 
			
		||||
class ClientSimpleObject;
 | 
			
		||||
class ClientMap;
 | 
			
		||||
class ClientActiveObject;
 | 
			
		||||
class GenericCAO;
 | 
			
		||||
class LocalPlayer;
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
	The client-side environment.
 | 
			
		||||
 | 
			
		||||
	This is not thread-safe.
 | 
			
		||||
	Must be called from main (irrlicht) thread (uses the SceneManager)
 | 
			
		||||
	Client uses an environment mutex.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
enum ClientEnvEventType
 | 
			
		||||
{
 | 
			
		||||
	CEE_NONE,
 | 
			
		||||
	CEE_PLAYER_DAMAGE,
 | 
			
		||||
	CEE_PLAYER_BREATH
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct ClientEnvEvent
 | 
			
		||||
{
 | 
			
		||||
	ClientEnvEventType type;
 | 
			
		||||
	union {
 | 
			
		||||
		//struct{
 | 
			
		||||
		//} none;
 | 
			
		||||
		struct{
 | 
			
		||||
			u8 amount;
 | 
			
		||||
			bool send_to_server;
 | 
			
		||||
		} player_damage;
 | 
			
		||||
		struct{
 | 
			
		||||
			u16 amount;
 | 
			
		||||
		} player_breath;
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class ClientEnvironment : public Environment
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
 | 
			
		||||
		ITextureSource *texturesource, IGameDef *gamedef,
 | 
			
		||||
		IrrlichtDevice *device);
 | 
			
		||||
	~ClientEnvironment();
 | 
			
		||||
 | 
			
		||||
	Map & getMap();
 | 
			
		||||
	ClientMap & getClientMap();
 | 
			
		||||
 | 
			
		||||
	IGameDef *getGameDef()
 | 
			
		||||
	{ return m_gamedef; }
 | 
			
		||||
 | 
			
		||||
	void step(f32 dtime);
 | 
			
		||||
 | 
			
		||||
	virtual void setLocalPlayer(LocalPlayer *player);
 | 
			
		||||
	LocalPlayer *getLocalPlayer() { return m_local_player; }
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		ClientSimpleObjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	void addSimpleObject(ClientSimpleObject *simple);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		ActiveObjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	GenericCAO* getGenericCAO(u16 id);
 | 
			
		||||
	ClientActiveObject* getActiveObject(u16 id);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Adds an active object to the environment.
 | 
			
		||||
		Environment handles deletion of object.
 | 
			
		||||
		Object may be deleted by environment immediately.
 | 
			
		||||
		If id of object is 0, assigns a free id to it.
 | 
			
		||||
		Returns the id of the object.
 | 
			
		||||
		Returns 0 if not added and thus deleted.
 | 
			
		||||
	*/
 | 
			
		||||
	u16 addActiveObject(ClientActiveObject *object);
 | 
			
		||||
 | 
			
		||||
	void addActiveObject(u16 id, u8 type, const std::string &init_data);
 | 
			
		||||
	void removeActiveObject(u16 id);
 | 
			
		||||
 | 
			
		||||
	void processActiveObjectMessage(u16 id, const std::string &data);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Callbacks for activeobjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	void damageLocalPlayer(u8 damage, bool handle_hp=true);
 | 
			
		||||
	void updateLocalPlayerBreath(u16 breath);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Client likes to call these
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	// Get all nearby objects
 | 
			
		||||
	void getActiveObjects(v3f origin, f32 max_d,
 | 
			
		||||
		std::vector<DistanceSortedActiveObject> &dest);
 | 
			
		||||
 | 
			
		||||
	// Get event from queue. CEE_NONE is returned if queue is empty.
 | 
			
		||||
	ClientEnvEvent getClientEvent();
 | 
			
		||||
 | 
			
		||||
	/*!
 | 
			
		||||
	 * Gets closest object pointed by the shootline.
 | 
			
		||||
	 * Returns NULL if not found.
 | 
			
		||||
	 *
 | 
			
		||||
	 * \param[in]  shootline_on_map    the shootline for
 | 
			
		||||
	 * the test in world coordinates
 | 
			
		||||
	 * \param[out] intersection_point  the first point where
 | 
			
		||||
	 * the shootline meets the object. Valid only if
 | 
			
		||||
	 * not NULL is returned.
 | 
			
		||||
	 * \param[out] intersection_normal the normal vector of
 | 
			
		||||
	 * the intersection, pointing outwards. Zero vector if
 | 
			
		||||
	 * the shootline starts in an active object.
 | 
			
		||||
	 * Valid only if not NULL is returned.
 | 
			
		||||
	 */
 | 
			
		||||
	ClientActiveObject * getSelectedActiveObject(
 | 
			
		||||
		const core::line3d<f32> &shootline_on_map,
 | 
			
		||||
		v3f *intersection_point,
 | 
			
		||||
		v3s16 *intersection_normal
 | 
			
		||||
	);
 | 
			
		||||
 | 
			
		||||
	/*!
 | 
			
		||||
	 * Performs a raycast on the world.
 | 
			
		||||
	 * Returns the first thing the shootline meets.
 | 
			
		||||
	 *
 | 
			
		||||
	 * @param[in]  shootline         the shootline, starting from
 | 
			
		||||
	 * the camera position. This also gives the maximal distance
 | 
			
		||||
	 * of the search.
 | 
			
		||||
	 * @param[in]  liquids_pointable if false, liquids are ignored
 | 
			
		||||
	 * @param[in]  look_for_object   if false, objects are ignored
 | 
			
		||||
	 */
 | 
			
		||||
	PointedThing getPointedThing(
 | 
			
		||||
		core::line3d<f32> shootline,
 | 
			
		||||
		bool liquids_pointable,
 | 
			
		||||
		bool look_for_object);
 | 
			
		||||
 | 
			
		||||
	u16 attachement_parent_ids[USHRT_MAX + 1];
 | 
			
		||||
 | 
			
		||||
	const std::list<std::string> &getPlayerNames() { return m_player_names; }
 | 
			
		||||
	void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
 | 
			
		||||
	void removePlayerName(const std::string &name) { m_player_names.remove(name); }
 | 
			
		||||
	void updateCameraOffset(v3s16 camera_offset)
 | 
			
		||||
	{ m_camera_offset = camera_offset; }
 | 
			
		||||
	v3s16 getCameraOffset() const { return m_camera_offset; }
 | 
			
		||||
private:
 | 
			
		||||
	ClientMap *m_map;
 | 
			
		||||
	LocalPlayer *m_local_player;
 | 
			
		||||
	scene::ISceneManager *m_smgr;
 | 
			
		||||
	ITextureSource *m_texturesource;
 | 
			
		||||
	IGameDef *m_gamedef;
 | 
			
		||||
	IrrlichtDevice *m_irr;
 | 
			
		||||
	UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
 | 
			
		||||
	std::vector<ClientSimpleObject*> m_simple_objects;
 | 
			
		||||
	std::queue<ClientEnvEvent> m_client_event_queue;
 | 
			
		||||
	IntervalLimiter m_active_object_light_update_interval;
 | 
			
		||||
	IntervalLimiter m_lava_hurt_interval;
 | 
			
		||||
	IntervalLimiter m_drowning_interval;
 | 
			
		||||
	IntervalLimiter m_breathing_interval;
 | 
			
		||||
	std::list<std::string> m_player_names;
 | 
			
		||||
	v3s16 m_camera_offset;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
@@ -22,12 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#include "map.h"
 | 
			
		||||
#include "nodedef.h"
 | 
			
		||||
#include "gamedef.h"
 | 
			
		||||
#include "log.h"
 | 
			
		||||
#include "environment.h"
 | 
			
		||||
#include "clientenvironment.h"
 | 
			
		||||
#include "serverobject.h"
 | 
			
		||||
#include <vector>
 | 
			
		||||
#include <set>
 | 
			
		||||
#include "util/timetaker.h"
 | 
			
		||||
#include "profiler.h"
 | 
			
		||||
 | 
			
		||||
// float error is 10 - 9.96875 = 0.03125
 | 
			
		||||
 
 | 
			
		||||
@@ -20,9 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#include "content_cso.h"
 | 
			
		||||
#include <IBillboardSceneNode.h>
 | 
			
		||||
#include "client/tile.h"
 | 
			
		||||
#include "environment.h"
 | 
			
		||||
#include "clientenvironment.h"
 | 
			
		||||
#include "gamedef.h"
 | 
			
		||||
#include "log.h"
 | 
			
		||||
#include "map.h"
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
 
 | 
			
		||||
@@ -33,12 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#include "nodedef.h"
 | 
			
		||||
#include "nodemetadata.h"
 | 
			
		||||
#include "gamedef.h"
 | 
			
		||||
#ifndef SERVER
 | 
			
		||||
#include "clientmap.h"
 | 
			
		||||
#include "localplayer.h"
 | 
			
		||||
#include "mapblock_mesh.h"
 | 
			
		||||
#include "event.h"
 | 
			
		||||
#endif
 | 
			
		||||
#include "server.h"
 | 
			
		||||
#include "daynightratio.h"
 | 
			
		||||
#include "map.h"
 | 
			
		||||
@@ -2279,825 +2273,3 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#ifndef SERVER
 | 
			
		||||
 | 
			
		||||
#include "clientsimpleobject.h"
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
	ClientEnvironment
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
 | 
			
		||||
		ITextureSource *texturesource, IGameDef *gamedef,
 | 
			
		||||
		IrrlichtDevice *irr):
 | 
			
		||||
	m_map(map),
 | 
			
		||||
	m_local_player(NULL),
 | 
			
		||||
	m_smgr(smgr),
 | 
			
		||||
	m_texturesource(texturesource),
 | 
			
		||||
	m_gamedef(gamedef),
 | 
			
		||||
	m_irr(irr)
 | 
			
		||||
{
 | 
			
		||||
	char zero = 0;
 | 
			
		||||
	memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
ClientEnvironment::~ClientEnvironment()
 | 
			
		||||
{
 | 
			
		||||
	// delete active objects
 | 
			
		||||
	for (UNORDERED_MAP<u16, ClientActiveObject*>::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();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
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_gamedef->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_gamedef->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;
 | 
			
		||||
			u16 damage = (u16)(damage_f+0.5);
 | 
			
		||||
			if(damage != 0){
 | 
			
		||||
				damageLocalPlayer(damage, true);
 | 
			
		||||
				MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
 | 
			
		||||
				m_gamedef->event()->put(e);
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		A quick draft of lava damage
 | 
			
		||||
	*/
 | 
			
		||||
	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_gamedef->ndef()->get(n1).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
				m_gamedef->ndef()->get(n2).damage_per_second);
 | 
			
		||||
		damage_per_second = MYMAX(damage_per_second,
 | 
			
		||||
				m_gamedef->ndef()->get(n3).damage_per_second);
 | 
			
		||||
 | 
			
		||||
		if(damage_per_second != 0)
 | 
			
		||||
		{
 | 
			
		||||
			damageLocalPlayer(damage_per_second, true);
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// Protocol v29 make this behaviour obsolete
 | 
			
		||||
	if (((Client*) getGameDef())->getProtoVersion() < 29) {
 | 
			
		||||
		/*
 | 
			
		||||
			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_gamedef->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_gamedef->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_gamedef->ndef());
 | 
			
		||||
		u8 day = light & 0xff;
 | 
			
		||||
		u8 night = (light >> 8) & 0xff;
 | 
			
		||||
		finalColorBlend(lplayer->light_color, day, night, 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<u16, ClientActiveObject*>::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_gamedef->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)
 | 
			
		||||
{
 | 
			
		||||
	UNORDERED_MAP<u16, ClientActiveObject*>::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<u16, ClientActiveObject*> &objects)
 | 
			
		||||
{
 | 
			
		||||
	if(id == 0)
 | 
			
		||||
		return false;
 | 
			
		||||
 | 
			
		||||
	return objects.find(id) == objects.end();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &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_gamedef->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_gamedef, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::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::getClientEvent()
 | 
			
		||||
{
 | 
			
		||||
	ClientEnvEvent event;
 | 
			
		||||
	if(m_client_event_queue.empty())
 | 
			
		||||
		event.type = CEE_NONE;
 | 
			
		||||
	else {
 | 
			
		||||
		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,
 | 
			
		||||
				¤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<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;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif // #ifndef SERVER
 | 
			
		||||
 
 | 
			
		||||
@@ -50,7 +50,6 @@ class ITextureSource;
 | 
			
		||||
class IGameDef;
 | 
			
		||||
class Map;
 | 
			
		||||
class ServerMap;
 | 
			
		||||
class ClientMap;
 | 
			
		||||
class GameScripting;
 | 
			
		||||
class Player;
 | 
			
		||||
class RemotePlayer;
 | 
			
		||||
@@ -525,171 +524,5 @@ private:
 | 
			
		||||
	UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#ifndef SERVER
 | 
			
		||||
 | 
			
		||||
#include "clientobject.h"
 | 
			
		||||
#include "content_cao.h"
 | 
			
		||||
 | 
			
		||||
class ClientSimpleObject;
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
	The client-side environment.
 | 
			
		||||
 | 
			
		||||
	This is not thread-safe.
 | 
			
		||||
	Must be called from main (irrlicht) thread (uses the SceneManager)
 | 
			
		||||
	Client uses an environment mutex.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
enum ClientEnvEventType
 | 
			
		||||
{
 | 
			
		||||
	CEE_NONE,
 | 
			
		||||
	CEE_PLAYER_DAMAGE,
 | 
			
		||||
	CEE_PLAYER_BREATH
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
struct ClientEnvEvent
 | 
			
		||||
{
 | 
			
		||||
	ClientEnvEventType type;
 | 
			
		||||
	union {
 | 
			
		||||
		//struct{
 | 
			
		||||
		//} none;
 | 
			
		||||
		struct{
 | 
			
		||||
			u8 amount;
 | 
			
		||||
			bool send_to_server;
 | 
			
		||||
		} player_damage;
 | 
			
		||||
		struct{
 | 
			
		||||
			u16 amount;
 | 
			
		||||
		} player_breath;
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class ClientEnvironment : public Environment
 | 
			
		||||
{
 | 
			
		||||
public:
 | 
			
		||||
	ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
 | 
			
		||||
			ITextureSource *texturesource, IGameDef *gamedef,
 | 
			
		||||
			IrrlichtDevice *device);
 | 
			
		||||
	~ClientEnvironment();
 | 
			
		||||
 | 
			
		||||
	Map & getMap();
 | 
			
		||||
	ClientMap & getClientMap();
 | 
			
		||||
 | 
			
		||||
	IGameDef *getGameDef()
 | 
			
		||||
	{ return m_gamedef; }
 | 
			
		||||
 | 
			
		||||
	void step(f32 dtime);
 | 
			
		||||
 | 
			
		||||
	virtual void setLocalPlayer(LocalPlayer *player);
 | 
			
		||||
	LocalPlayer *getLocalPlayer() { return m_local_player; }
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		ClientSimpleObjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	void addSimpleObject(ClientSimpleObject *simple);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		ActiveObjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	GenericCAO* getGenericCAO(u16 id);
 | 
			
		||||
	ClientActiveObject* getActiveObject(u16 id);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Adds an active object to the environment.
 | 
			
		||||
		Environment handles deletion of object.
 | 
			
		||||
		Object may be deleted by environment immediately.
 | 
			
		||||
		If id of object is 0, assigns a free id to it.
 | 
			
		||||
		Returns the id of the object.
 | 
			
		||||
		Returns 0 if not added and thus deleted.
 | 
			
		||||
	*/
 | 
			
		||||
	u16 addActiveObject(ClientActiveObject *object);
 | 
			
		||||
 | 
			
		||||
	void addActiveObject(u16 id, u8 type, const std::string &init_data);
 | 
			
		||||
	void removeActiveObject(u16 id);
 | 
			
		||||
 | 
			
		||||
	void processActiveObjectMessage(u16 id, const std::string &data);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Callbacks for activeobjects
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	void damageLocalPlayer(u8 damage, bool handle_hp=true);
 | 
			
		||||
	void updateLocalPlayerBreath(u16 breath);
 | 
			
		||||
 | 
			
		||||
	/*
 | 
			
		||||
		Client likes to call these
 | 
			
		||||
	*/
 | 
			
		||||
 | 
			
		||||
	// Get all nearby objects
 | 
			
		||||
	void getActiveObjects(v3f origin, f32 max_d,
 | 
			
		||||
			std::vector<DistanceSortedActiveObject> &dest);
 | 
			
		||||
 | 
			
		||||
	// Get event from queue. CEE_NONE is returned if queue is empty.
 | 
			
		||||
	ClientEnvEvent getClientEvent();
 | 
			
		||||
 | 
			
		||||
	/*!
 | 
			
		||||
	 * Gets closest object pointed by the shootline.
 | 
			
		||||
	 * Returns NULL if not found.
 | 
			
		||||
	 *
 | 
			
		||||
	 * \param[in]  shootline_on_map    the shootline for
 | 
			
		||||
	 * the test in world coordinates
 | 
			
		||||
	 * \param[out] intersection_point  the first point where
 | 
			
		||||
	 * the shootline meets the object. Valid only if
 | 
			
		||||
	 * not NULL is returned.
 | 
			
		||||
	 * \param[out] intersection_normal the normal vector of
 | 
			
		||||
	 * the intersection, pointing outwards. Zero vector if
 | 
			
		||||
	 * the shootline starts in an active object.
 | 
			
		||||
	 * Valid only if not NULL is returned.
 | 
			
		||||
	 */
 | 
			
		||||
	ClientActiveObject * getSelectedActiveObject(
 | 
			
		||||
		const core::line3d<f32> &shootline_on_map,
 | 
			
		||||
		v3f *intersection_point,
 | 
			
		||||
		v3s16 *intersection_normal
 | 
			
		||||
	);
 | 
			
		||||
 | 
			
		||||
	/*!
 | 
			
		||||
	 * Performs a raycast on the world.
 | 
			
		||||
	 * Returns the first thing the shootline meets.
 | 
			
		||||
	 *
 | 
			
		||||
	 * @param[in]  shootline         the shootline, starting from
 | 
			
		||||
	 * the camera position. This also gives the maximal distance
 | 
			
		||||
	 * of the search.
 | 
			
		||||
	 * @param[in]  liquids_pointable if false, liquids are ignored
 | 
			
		||||
	 * @param[in]  look_for_object   if false, objects are ignored
 | 
			
		||||
	 */
 | 
			
		||||
	PointedThing getPointedThing(
 | 
			
		||||
		core::line3d<f32> shootline,
 | 
			
		||||
		bool liquids_pointable,
 | 
			
		||||
		bool look_for_object);
 | 
			
		||||
 | 
			
		||||
	u16 attachement_parent_ids[USHRT_MAX + 1];
 | 
			
		||||
 | 
			
		||||
	const std::list<std::string> &getPlayerNames() { return m_player_names; }
 | 
			
		||||
	void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
 | 
			
		||||
	void removePlayerName(const std::string &name) { m_player_names.remove(name); }
 | 
			
		||||
	void updateCameraOffset(v3s16 camera_offset)
 | 
			
		||||
	{ m_camera_offset = camera_offset; }
 | 
			
		||||
	v3s16 getCameraOffset() const { return m_camera_offset; }
 | 
			
		||||
private:
 | 
			
		||||
	ClientMap *m_map;
 | 
			
		||||
	LocalPlayer *m_local_player;
 | 
			
		||||
	scene::ISceneManager *m_smgr;
 | 
			
		||||
	ITextureSource *m_texturesource;
 | 
			
		||||
	IGameDef *m_gamedef;
 | 
			
		||||
	IrrlichtDevice *m_irr;
 | 
			
		||||
	UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
 | 
			
		||||
	std::vector<ClientSimpleObject*> m_simple_objects;
 | 
			
		||||
	std::queue<ClientEnvEvent> m_client_event_queue;
 | 
			
		||||
	IntervalLimiter m_active_object_light_update_interval;
 | 
			
		||||
	IntervalLimiter m_lava_hurt_interval;
 | 
			
		||||
	IntervalLimiter m_drowning_interval;
 | 
			
		||||
	IntervalLimiter m_breathing_interval;
 | 
			
		||||
	std::list<std::string> m_player_names;
 | 
			
		||||
	v3s16 m_camera_offset;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
#endif
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user