]> git.lizzy.rs Git - dragonfireclient.git/blob - src/client/clientenvironment.cpp
Remove unused ITextSceneNode header (#11476)
[dragonfireclient.git] / src / client / clientenvironment.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
22 #include "client.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
28 #include "mtevent.h"
29 #include "collision.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "raycast.h"
33 #include "voxelalgorithms.h"
34 #include "settings.h"
35 #include "shader.h"
36 #include "content_cao.h"
37 #include <algorithm>
38 #include "client/renderingengine.h"
39
40 /*
41         CAOShaderConstantSetter
42 */
43
44 //! Shader constant setter for passing material emissive color to the CAO object_shader
45 class CAOShaderConstantSetter : public IShaderConstantSetter
46 {
47 public:
48         CAOShaderConstantSetter():
49                         m_emissive_color_setting("emissiveColor")
50         {}
51
52         ~CAOShaderConstantSetter() override = default;
53
54         void onSetConstants(video::IMaterialRendererServices *services) override
55         {
56                 // Ambient color
57                 video::SColorf emissive_color(m_emissive_color);
58
59                 float as_array[4] = {
60                         emissive_color.r,
61                         emissive_color.g,
62                         emissive_color.b,
63                         emissive_color.a,
64                 };
65                 m_emissive_color_setting.set(as_array, services);
66         }
67
68         void onSetMaterial(const video::SMaterial& material) override
69         {
70                 m_emissive_color = material.EmissiveColor;
71         }
72
73 private:
74         video::SColor m_emissive_color;
75         CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
76 };
77
78 class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
79 {
80 public:
81         CAOShaderConstantSetterFactory()
82         {}
83
84         virtual IShaderConstantSetter* create()
85         {
86                 return new CAOShaderConstantSetter();
87         }
88 };
89
90 /*
91         ClientEnvironment
92 */
93
94 ClientEnvironment::ClientEnvironment(ClientMap *map,
95         ITextureSource *texturesource, Client *client):
96         Environment(client),
97         m_map(map),
98         m_texturesource(texturesource),
99         m_client(client)
100 {
101         auto *shdrsrc = m_client->getShaderSource();
102         shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
103 }
104
105 ClientEnvironment::~ClientEnvironment()
106 {
107         m_ao_manager.clear();
108
109         for (auto &simple_object : m_simple_objects) {
110                 delete simple_object;
111         }
112
113         // Drop/delete map
114         m_map->drop();
115
116         delete m_local_player;
117 }
118
119 Map & ClientEnvironment::getMap()
120 {
121         return *m_map;
122 }
123
124 ClientMap & ClientEnvironment::getClientMap()
125 {
126         return *m_map;
127 }
128
129 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
130 {
131         /*
132                 It is a failure if already is a local player
133         */
134         FATAL_ERROR_IF(m_local_player != NULL,
135                 "Local player already allocated");
136
137         m_local_player = player;
138 }
139
140 void ClientEnvironment::step(float dtime)
141 {
142         /* Step time of day */
143         stepTimeOfDay(dtime);
144
145         // Get some settings
146         bool fly_allowed = m_client->checkLocalPrivilege("fly");
147         bool free_move = fly_allowed && g_settings->getBool("free_move");
148
149         // Get local player
150         LocalPlayer *lplayer = getLocalPlayer();
151         assert(lplayer);
152         // collision info queue
153         std::vector<CollisionInfo> player_collisions;
154
155         /*
156                 Get the speed the player is going
157         */
158         bool is_climbing = lplayer->is_climbing;
159
160         f32 player_speed = lplayer->getSpeed().getLength();
161
162         /*
163                 Maximum position increment
164         */
165         //f32 position_max_increment = 0.05*BS;
166         f32 position_max_increment = 0.1*BS;
167
168         // Maximum time increment (for collision detection etc)
169         // time = distance / speed
170         f32 dtime_max_increment = 1;
171         if(player_speed > 0.001)
172                 dtime_max_increment = position_max_increment / player_speed;
173
174         // Maximum time increment is 10ms or lower
175         if(dtime_max_increment > 0.01)
176                 dtime_max_increment = 0.01;
177
178         // Don't allow overly huge dtime
179         if(dtime > 0.5)
180                 dtime = 0.5;
181
182         /*
183                 Stuff that has a maximum time increment
184         */
185
186         u32 steps = ceil(dtime / dtime_max_increment);
187         f32 dtime_part = dtime / steps;
188         for (; steps > 0; --steps) {
189                 /*
190                         Local player handling
191                 */
192
193                 // Control local player
194                 lplayer->applyControl(dtime_part, this);
195
196                 // Apply physics
197                 if (!free_move && !is_climbing) {
198                         // Gravity
199                         v3f speed = lplayer->getSpeed();
200                         if (!lplayer->in_liquid)
201                                 speed.Y -= lplayer->movement_gravity *
202                                         lplayer->physics_override_gravity * dtime_part * 2.0f;
203
204                         // Liquid floating / sinking
205                         if (lplayer->in_liquid && !lplayer->swimming_vertical &&
206                                         !lplayer->swimming_pitch)
207                                 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
208
209                         // Liquid resistance
210                         if (lplayer->in_liquid_stable || lplayer->in_liquid) {
211                                 // How much the node's viscosity blocks movement, ranges
212                                 // between 0 and 1. Should match the scale at which viscosity
213                                 // increase affects other liquid attributes.
214                                 static const f32 viscosity_factor = 0.3f;
215
216                                 v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
217                                 f32 dl = d_wanted.getLength();
218                                 if (dl > lplayer->movement_liquid_fluidity_smooth)
219                                         dl = lplayer->movement_liquid_fluidity_smooth;
220
221                                 dl *= (lplayer->liquid_viscosity * viscosity_factor) +
222                                         (1 - viscosity_factor);
223                                 v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
224                                 speed += d;
225                         }
226
227                         lplayer->setSpeed(speed);
228                 }
229
230                 /*
231                         Move the lplayer.
232                         This also does collision detection.
233                 */
234                 lplayer->move(dtime_part, this, position_max_increment,
235                         &player_collisions);
236         }
237
238         bool player_immortal = false;
239         f32 player_fall_factor = 1.0f;
240         GenericCAO *playercao = lplayer->getCAO();
241         if (playercao) {
242                 player_immortal = playercao->isImmortal();
243                 int addp_p = itemgroup_get(playercao->getGroups(),
244                         "fall_damage_add_percent");
245                 // convert armor group into an usable fall damage factor
246                 player_fall_factor = 1.0f + (float)addp_p / 100.0f;
247         }
248
249         for (const CollisionInfo &info : player_collisions) {
250                 v3f speed_diff = info.new_speed - info.old_speed;;
251                 // Handle only fall damage
252                 // (because otherwise walking against something in fast_move kills you)
253                 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
254                         continue;
255                 // Get rid of other components
256                 speed_diff.X = 0;
257                 speed_diff.Z = 0;
258                 f32 pre_factor = 1; // 1 hp per node/s
259                 f32 tolerance = BS*14; // 5 without damage
260                 if (info.type == COLLISION_NODE) {
261                         const ContentFeatures &f = m_client->ndef()->
262                                 get(m_map->getNode(info.node_p));
263                         // Determine fall damage modifier
264                         int addp_n = itemgroup_get(f.groups, "fall_damage_add_percent");
265                         // convert node group to an usable fall damage factor
266                         f32 node_fall_factor = 1.0f + (float)addp_n / 100.0f;
267                         // combine both player fall damage modifiers
268                         pre_factor = node_fall_factor * player_fall_factor;
269                 }
270                 float speed = pre_factor * speed_diff.getLength();
271
272                 if (speed > tolerance && !player_immortal && pre_factor > 0.0f) {
273                         f32 damage_f = (speed - tolerance) / BS;
274                         u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
275                         if (damage != 0) {
276                                 damageLocalPlayer(damage, true);
277                                 m_client->getEventManager()->put(
278                                         new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
279                         }
280                 }
281         }
282
283         if (m_client->modsLoaded())
284                 m_script->environment_step(dtime);
285
286         // Update lighting on local player (used for wield item)
287         u32 day_night_ratio = getDayNightRatio();
288         {
289                 // Get node at head
290
291                 // On InvalidPositionException, use this as default
292                 // (day: LIGHT_SUN, night: 0)
293                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
294
295                 v3s16 p = lplayer->getLightPosition();
296                 node_at_lplayer = m_map->getNode(p);
297
298                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
299                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
300         }
301
302         /*
303                 Step active objects and update lighting of them
304         */
305
306         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
307         auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
308                 // Step object
309                 cao->step(dtime, this);
310
311                 if (update_lighting)
312                         cao->updateLight(day_night_ratio);
313         };
314
315         m_ao_manager.step(dtime, cb_state);
316
317         /*
318                 Step and handle simple objects
319         */
320         g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
321         for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
322                 ClientSimpleObject *simple = *i;
323
324                 simple->step(dtime);
325                 if(simple->m_to_be_removed) {
326                         delete simple;
327                         i = m_simple_objects.erase(i);
328                 }
329                 else {
330                         ++i;
331                 }
332         }
333 }
334
335 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
336 {
337         m_simple_objects.push_back(simple);
338 }
339
340 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
341 {
342         ClientActiveObject *obj = getActiveObject(id);
343         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
344                 return (GenericCAO*) obj;
345
346         return NULL;
347 }
348
349 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
350 {
351         // Register object. If failed return zero id
352         if (!m_ao_manager.registerObject(object))
353                 return 0;
354
355         object->addToScene(m_texturesource, m_client->getSceneManager());
356
357         // Update lighting immediately
358         object->updateLight(getDayNightRatio());
359         return object->getId();
360 }
361
362 void ClientEnvironment::addActiveObject(u16 id, u8 type,
363         const std::string &init_data)
364 {
365         ClientActiveObject* obj =
366                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
367         if(obj == NULL)
368         {
369                 infostream<<"ClientEnvironment::addActiveObject(): "
370                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
371                         <<std::endl;
372                 return;
373         }
374
375         obj->setId(id);
376
377         try
378         {
379                 obj->initialize(init_data);
380         }
381         catch(SerializationError &e)
382         {
383                 errorstream<<"ClientEnvironment::addActiveObject():"
384                         <<" id="<<id<<" type="<<type
385                         <<": SerializationError in initialize(): "
386                         <<e.what()
387                         <<": init_data="<<serializeJsonString(init_data)
388                         <<std::endl;
389         }
390
391         u16 new_id = addActiveObject(obj);
392         // Object initialized:
393         if ((obj = getActiveObject(new_id))) {
394                 // Final step is to update all children which are already known
395                 // Data provided by AO_CMD_SPAWN_INFANT
396                 const auto &children = obj->getAttachmentChildIds();
397                 for (auto c_id : children) {
398                         if (auto *o = getActiveObject(c_id))
399                                 o->updateAttachments();
400                 }
401         }
402 }
403
404
405 void ClientEnvironment::removeActiveObject(u16 id)
406 {
407         // Get current attachment childs to detach them visually
408         std::unordered_set<int> attachment_childs;
409         if (auto *obj = getActiveObject(id))
410                 attachment_childs = obj->getAttachmentChildIds();
411
412         m_ao_manager.removeObject(id);
413
414         // Perform a proper detach in Irrlicht
415         for (auto c_id : attachment_childs) {
416                 if (ClientActiveObject *child = getActiveObject(c_id))
417                         child->updateAttachments();
418         }
419 }
420
421 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
422 {
423         ClientActiveObject *obj = getActiveObject(id);
424         if (obj == NULL) {
425                 infostream << "ClientEnvironment::processActiveObjectMessage():"
426                         << " got message for id=" << id << ", which doesn't exist."
427                         << std::endl;
428                 return;
429         }
430
431         try {
432                 obj->processMessage(data);
433         } catch (SerializationError &e) {
434                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
435                         << " id=" << id << " type=" << obj->getType()
436                         << " SerializationError in processMessage(): " << e.what()
437                         << std::endl;
438         }
439 }
440
441 /*
442         Callbacks for activeobjects
443 */
444
445 void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
446 {
447         LocalPlayer *lplayer = getLocalPlayer();
448         assert(lplayer);
449
450         if (handle_hp) {
451                 if (lplayer->hp > damage)
452                         lplayer->hp -= damage;
453                 else
454                         lplayer->hp = 0;
455         }
456
457         ClientEnvEvent event;
458         event.type = CEE_PLAYER_DAMAGE;
459         event.player_damage.amount = damage;
460         event.player_damage.send_to_server = handle_hp;
461         m_client_event_queue.push(event);
462 }
463
464 /*
465         Client likes to call these
466 */
467
468 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
469 {
470         FATAL_ERROR_IF(m_client_event_queue.empty(),
471                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
472
473         ClientEnvEvent event = m_client_event_queue.front();
474         m_client_event_queue.pop();
475         return event;
476 }
477
478 void ClientEnvironment::getSelectedActiveObjects(
479         const core::line3d<f32> &shootline_on_map,
480         std::vector<PointedThing> &objects)
481 {
482         std::vector<DistanceSortedActiveObject> allObjects;
483         getActiveObjects(shootline_on_map.start,
484                 shootline_on_map.getLength() + 10.0f, allObjects);
485         const v3f line_vector = shootline_on_map.getVector();
486
487         for (const auto &allObject : allObjects) {
488                 ClientActiveObject *obj = allObject.obj;
489                 aabb3f selection_box;
490                 if (!obj->getSelectionBox(&selection_box))
491                         continue;
492
493                 const v3f &pos = obj->getPosition();
494                 aabb3f offsetted_box(selection_box.MinEdge + pos,
495                         selection_box.MaxEdge + pos);
496
497                 v3f current_intersection;
498                 v3s16 current_normal;
499                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
500                                 &current_intersection, &current_normal)) {
501                         objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
502                                 (current_intersection - shootline_on_map.start).getLengthSQ());
503                 }
504         }
505 }