/* Minetest Copyright (C) 2010-2017 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "util/serialize.h" #include "util/pointedthing.h" #include "client.h" #include "clientenvironment.h" #include "clientsimpleobject.h" #include "clientmap.h" #include "scripting_client.h" #include "mapblock_mesh.h" #include "event.h" #include "collision.h" #include "nodedef.h" #include "profiler.h" #include "raycast.h" #include "voxelalgorithms.h" #include "settings.h" #include "content_cao.h" #include #include "client/renderingengine.h" /* ClientEnvironment */ ClientEnvironment::ClientEnvironment(ClientMap *map, ITextureSource *texturesource, Client *client): Environment(client), m_map(map), m_texturesource(texturesource), m_client(client) { char zero = 0; memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids)); } ClientEnvironment::~ClientEnvironment() { // delete active objects for (auto &active_object : m_active_objects) { delete active_object.second; } for (auto &simple_object : m_simple_objects) { delete simple_object; } // Drop/delete map m_map->drop(); delete m_local_player; } Map & ClientEnvironment::getMap() { return *m_map; } ClientMap & ClientEnvironment::getClientMap() { return *m_map; } void ClientEnvironment::setLocalPlayer(LocalPlayer *player) { /* 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) { /* Step time of day */ stepTimeOfDay(dtime); // Get some settings bool fly_allowed = m_client->checkLocalPrivilege("fly"); bool free_move = fly_allowed && g_settings->getBool("free_move"); // Get local player LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); // collision info queue std::vector player_collisions; /* Get the speed the player is going */ bool is_climbing = lplayer->is_climbing; f32 player_speed = lplayer->getSpeed().getLength(); /* Maximum position increment */ //f32 position_max_increment = 0.05*BS; f32 position_max_increment = 0.1*BS; // Maximum time increment (for collision detection etc) // time = distance / speed f32 dtime_max_increment = 1; if(player_speed > 0.001) dtime_max_increment = position_max_increment / player_speed; // Maximum time increment is 10ms or lower if(dtime_max_increment > 0.01) dtime_max_increment = 0.01; // Don't allow overly huge dtime if(dtime > 0.5) dtime = 0.5; f32 dtime_downcount = dtime; /* Stuff that has a maximum time increment */ u32 loopcount = 0; do { loopcount++; f32 dtime_part; if(dtime_downcount > dtime_max_increment) { dtime_part = dtime_max_increment; dtime_downcount -= dtime_part; } else { dtime_part = dtime_downcount; /* Setting this to 0 (no -=dtime_part) disables an infinite loop when dtime_part is so small that dtime_downcount -= dtime_part does nothing */ dtime_downcount = 0; } /* Handle local player */ { // Apply physics if(!free_move && !is_climbing) { // Gravity v3f speed = lplayer->getSpeed(); if(!lplayer->in_liquid) speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2; // Liquid floating / sinking if(lplayer->in_liquid && !lplayer->swimming_vertical) speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2; // Liquid resistance if(lplayer->in_liquid_stable || lplayer->in_liquid) { // How much the node's viscosity blocks movement, ranges between 0 and 1 // Should match the scale at which viscosity increase affects other liquid attributes const f32 viscosity_factor = 0.3; v3f d_wanted = -speed / lplayer->movement_liquid_fluidity; f32 dl = d_wanted.getLength(); if(dl > lplayer->movement_liquid_fluidity_smooth) dl = lplayer->movement_liquid_fluidity_smooth; dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor); v3f d = d_wanted.normalize() * dl; speed += d; } lplayer->setSpeed(speed); } /* Move the lplayer. This also does collision detection. */ lplayer->move(dtime_part, this, position_max_increment, &player_collisions); } } while(dtime_downcount > 0.001); //std::cout<<"Looped "<getCAO() && lplayer->getCAO()->isImmortal(); for (const CollisionInfo &info : player_collisions) { v3f speed_diff = info.new_speed - info.old_speed;; // Handle only fall damage // (because otherwise walking against something in fast_move kills you) if (speed_diff.Y < 0 || info.old_speed.Y >= 0) continue; // Get rid of other components speed_diff.X = 0; speed_diff.Z = 0; f32 pre_factor = 1; // 1 hp per node/s f32 tolerance = BS*14; // 5 without damage f32 post_factor = 1; // 1 hp per node/s if (info.type == COLLISION_NODE) { const ContentFeatures &f = m_client->ndef()-> get(m_map->getNodeNoEx(info.node_p)); // Determine fall damage multiplier int addp = itemgroup_get(f.groups, "fall_damage_add_percent"); pre_factor = 1.0f + (float)addp / 100.0f; } float speed = pre_factor * speed_diff.getLength(); if (speed > tolerance && !player_immortal) { f32 damage_f = (speed - tolerance) / BS * post_factor; u8 damage = (u8)MYMIN(damage_f + 0.5, 255); if (damage != 0) { damageLocalPlayer(damage, true); m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE)); } } } if (m_client->moddingEnabled()) { m_script->environment_step(dtime); } // Update lighting on local player (used for wield item) u32 day_night_ratio = getDayNightRatio(); { // Get node at head // On InvalidPositionException, use this as default // (day: LIGHT_SUN, night: 0) MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0); v3s16 p = lplayer->getLightPosition(); node_at_lplayer = m_map->getNodeNoEx(p); u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef()); final_color_blend(&lplayer->light_color, light, day_night_ratio); } /* Step active objects and update lighting of them */ g_profiler->avg("CEnv: num of objects", m_active_objects.size()); bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21); for (auto &ao_it : m_active_objects) { ClientActiveObject* obj = ao_it.second; // Step object obj->step(dtime, this); if (update_lighting) { // Update lighting u8 light = 0; bool pos_ok; // Get node at head v3s16 p = obj->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) light = n.getLightBlend(day_night_ratio, m_client->ndef()); else light = blend_light(day_night_ratio, LIGHT_SUN, 0); obj->updateLight(light); } } /* Step and handle simple objects */ g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size()); for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) { auto 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; return NULL; } ClientActiveObject* ClientEnvironment::getActiveObject(u16 id) { auto n = m_active_objects.find(id); if (n == m_active_objects.end()) return NULL; return n->second; } bool isFreeClientActiveObjectId(const u16 id, ClientActiveObjectMap &objects) { return id != 0 && objects.find(id) == objects.end(); } u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects) { //try to reuse id's as late as possible static u16 last_used_id = 0; u16 startid = last_used_id; for(;;) { last_used_id ++; if (isFreeClientActiveObjectId(last_used_id, objects)) return last_used_id; if (last_used_id == startid) return 0; } } u16 ClientEnvironment::addActiveObject(ClientActiveObject *object) { assert(object); // Pre-condition if(object->getId() == 0) { u16 new_id = getFreeClientActiveObjectId(m_active_objects); if(new_id == 0) { infostream<<"ClientEnvironment::addActiveObject(): " <<"no free ids available"<setId(new_id); } if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id is not free ("<getId()<<")"<getId()] = object; object->addToScene(m_texturesource); { // Update lighting immediately u8 light = 0; bool pos_ok; // Get node at head v3s16 p = object->getLightPosition(); MapNode n = m_map->getNodeNoEx(p, &pos_ok); if (pos_ok) light = n.getLightBlend(getDayNightRatio(), m_client->ndef()); else light = blend_light(getDayNightRatio(), LIGHT_SUN, 0); object->updateLight(light); } return object->getId(); } void ClientEnvironment::addActiveObject(u16 id, u8 type, const std::string &init_data) { ClientActiveObject* obj = ClientActiveObject::create((ActiveObjectType) type, m_client, this); if(obj == NULL) { infostream<<"ClientEnvironment::addActiveObject(): " <<"id="<setId(id); try { obj->initialize(init_data); } catch(SerializationError &e) { errorstream<<"ClientEnvironment::addActiveObject():" <<" id="<removeFromScene(true); delete obj; m_active_objects.erase(id); } void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data) { ClientActiveObject *obj = getActiveObject(id); if (obj == NULL) { infostream << "ClientEnvironment::processActiveObjectMessage():" << " got message for id=" << id << ", which doesn't exist." << std::endl; return; } try { obj->processMessage(data); } catch (SerializationError &e) { errorstream<<"ClientEnvironment::processActiveObjectMessage():" << " id=" << id << " type=" << obj->getType() << " SerializationError in processMessage(): " << e.what() << std::endl; } } /* Callbacks for activeobjects */ void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp) { LocalPlayer *lplayer = getLocalPlayer(); assert(lplayer); if (handle_hp) { if (lplayer->hp > damage) lplayer->hp -= damage; else lplayer->hp = 0; } ClientEnvEvent event; event.type = CEE_PLAYER_DAMAGE; event.player_damage.amount = damage; event.player_damage.send_to_server = handle_hp; m_client_event_queue.push(event); } void ClientEnvironment::updateLocalPlayerBreath(u16 breath) { ClientEnvEvent event; event.type = CEE_PLAYER_BREATH; event.player_breath.amount = breath; m_client_event_queue.push(event); } /* Client likes to call these */ void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d, std::vector &dest) { for (auto &ao_it : m_active_objects) { ClientActiveObject* obj = ao_it.second; f32 d = (obj->getPosition() - origin).getLength(); if (d > max_d) continue; dest.emplace_back(obj, d); } } ClientEnvEvent ClientEnvironment::getClientEnvEvent() { FATAL_ERROR_IF(m_client_event_queue.empty(), "ClientEnvironment::getClientEnvEvent(): queue is empty"); ClientEnvEvent event = m_client_event_queue.front(); m_client_event_queue.pop(); return event; } void ClientEnvironment::getSelectedActiveObjects( const core::line3d &shootline_on_map, std::vector &objects) { std::vector allObjects; getActiveObjects(shootline_on_map.start, shootline_on_map.getLength() + 10.0f, allObjects); const v3f line_vector = shootline_on_map.getVector(); for (const auto &allObject : allObjects) { ClientActiveObject *obj = allObject.obj; aabb3f selection_box; if (!obj->getSelectionBox(&selection_box)) continue; const v3f &pos = obj->getPosition(); aabb3f offsetted_box(selection_box.MinEdge + pos, selection_box.MaxEdge + pos); v3f current_intersection; v3s16 current_normal; if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector, ¤t_intersection, ¤t_normal)) { objects.emplace_back((s16) obj->getId(), current_intersection, current_normal, (current_intersection - shootline_on_map.start).getLengthSQ()); } } }