]> git.lizzy.rs Git - dragonfireclient.git/blob - src/client/clientenvironment.cpp
Revert "Make Lint Happy"
[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 "event.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,
55                         bool is_highlevel) override
56         {
57                 if (!is_highlevel)
58                         return;
59
60                 // Ambient color
61                 video::SColorf emissive_color(m_emissive_color);
62
63                 float as_array[4] = {
64                         emissive_color.r,
65                         emissive_color.g,
66                         emissive_color.b,
67                         emissive_color.a,
68                 };
69                 m_emissive_color_setting.set(as_array, services);
70         }
71
72         void onSetMaterial(const video::SMaterial& material) override
73         {
74                 m_emissive_color = material.EmissiveColor;
75         }
76
77 private:
78         video::SColor m_emissive_color;
79         CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
80 };
81
82 class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
83 {
84 public:
85         CAOShaderConstantSetterFactory()
86         {}
87
88         virtual IShaderConstantSetter* create()
89         {
90                 return new CAOShaderConstantSetter();
91         }
92 };
93
94 /*
95         ClientEnvironment
96 */
97
98 ClientEnvironment::ClientEnvironment(ClientMap *map,
99         ITextureSource *texturesource, Client *client):
100         Environment(client),
101         m_map(map),
102         m_texturesource(texturesource),
103         m_client(client)
104 {
105         auto *shdrsrc = m_client->getShaderSource();
106         shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
107 }
108
109 ClientEnvironment::~ClientEnvironment()
110 {
111         m_ao_manager.clear();
112
113         for (auto &simple_object : m_simple_objects) {
114                 delete simple_object;
115         }
116
117         // Drop/delete map
118         m_map->drop();
119
120         delete m_local_player;
121 }
122
123 Map & ClientEnvironment::getMap()
124 {
125         return *m_map;
126 }
127
128 ClientMap & ClientEnvironment::getClientMap()
129 {
130         return *m_map;
131 }
132
133 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
134 {
135         /*
136                 It is a failure if already is a local player
137         */
138         FATAL_ERROR_IF(m_local_player != NULL,
139                 "Local player already allocated");
140
141         m_local_player = player;
142 }
143
144 void ClientEnvironment::step(float dtime)
145 {
146         /* Step time of day */
147         stepTimeOfDay(dtime);
148
149         // Get some settings
150         bool fly_allowed = m_client->checkLocalPrivilege("fly");
151         bool free_move = fly_allowed && g_settings->getBool("free_move");
152
153         // Get local player
154         LocalPlayer *lplayer = getLocalPlayer();
155         assert(lplayer);
156         // collision info queue
157         std::vector<CollisionInfo> player_collisions;
158
159         /*
160                 Get the speed the player is going
161         */
162         bool is_climbing = lplayer->is_climbing;
163
164         f32 player_speed = lplayer->getSpeed().getLength();
165
166         /*
167                 Maximum position increment
168         */
169         //f32 position_max_increment = 0.05*BS;
170         f32 position_max_increment = 0.1*BS;
171
172         // Maximum time increment (for collision detection etc)
173         // time = distance / speed
174         f32 dtime_max_increment = 1;
175         if(player_speed > 0.001)
176                 dtime_max_increment = position_max_increment / player_speed;
177
178         // Maximum time increment is 10ms or lower
179         if(dtime_max_increment > 0.01)
180                 dtime_max_increment = 0.01;
181
182         // Don't allow overly huge dtime
183         if(dtime > 0.5)
184                 dtime = 0.5;
185
186         f32 dtime_downcount = dtime;
187
188         /*
189                 Stuff that has a maximum time increment
190         */
191
192         u32 loopcount = 0;
193         do
194         {
195                 loopcount++;
196
197                 f32 dtime_part;
198                 if(dtime_downcount > dtime_max_increment)
199                 {
200                         dtime_part = dtime_max_increment;
201                         dtime_downcount -= dtime_part;
202                 }
203                 else
204                 {
205                         dtime_part = dtime_downcount;
206                         /*
207                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
208                                 when dtime_part is so small that dtime_downcount -= dtime_part
209                                 does nothing
210                         */
211                         dtime_downcount = 0;
212                 }
213
214                 /*
215                         Handle local player
216                 */
217
218                 {
219                         // Control local player
220                         lplayer->applyControl(dtime_part, this);
221
222                         // Apply physics
223                         if (!free_move && !is_climbing && ! g_settings->getBool("freecam")) {
224                                 // Gravity
225                                 v3f speed = lplayer->getSpeed();
226                                 if (!lplayer->in_liquid)
227                                         speed.Y -= lplayer->movement_gravity *
228                                                 lplayer->physics_override_gravity * dtime_part * 2.0f;
229
230                                 // Liquid floating / sinking
231                                 if (lplayer->in_liquid && !lplayer->swimming_vertical &&
232                                                 !lplayer->swimming_pitch)
233                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
234
235                                 // Liquid resistance
236                                 if (lplayer->in_liquid_stable || lplayer->in_liquid) {
237                                         // How much the node's viscosity blocks movement, ranges
238                                         // between 0 and 1. Should match the scale at which viscosity
239                                         // increase affects other liquid attributes.
240                                         static const f32 viscosity_factor = 0.3f;
241
242                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
243                                         f32 dl = d_wanted.getLength();
244                                         if (dl > lplayer->movement_liquid_fluidity_smooth)
245                                                 dl = lplayer->movement_liquid_fluidity_smooth;
246
247                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) +
248                                                 (1 - viscosity_factor);
249                                         v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
250                                         speed += d;
251                                 }
252
253                                 lplayer->setSpeed(speed);
254                         }
255
256                         /*
257                                 Move the lplayer.
258                                 This also does collision detection.
259                         */
260                         lplayer->move(dtime_part, this, position_max_increment,
261                                 &player_collisions);
262                 }
263         } while (dtime_downcount > 0.001);
264
265         bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
266
267         for (const CollisionInfo &info : player_collisions) {
268                 v3f speed_diff = info.new_speed - info.old_speed;;
269                 // Handle only fall damage
270                 // (because otherwise walking against something in fast_move kills you)
271                 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
272                         continue;
273                 // Get rid of other components
274                 speed_diff.X = 0;
275                 speed_diff.Z = 0;
276                 f32 pre_factor = 1; // 1 hp per node/s
277                 f32 tolerance = BS*14; // 5 without damage
278                 f32 post_factor = 1; // 1 hp per node/s
279                 if (info.type == COLLISION_NODE) {
280                         const ContentFeatures &f = m_client->ndef()->
281                                 get(m_map->getNode(info.node_p));
282                         // Determine fall damage multiplier
283                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
284                         pre_factor = 1.0f + (float)addp / 100.0f;
285                 }
286                 float speed = pre_factor * speed_diff.getLength();
287                 if (speed > tolerance && !player_immortal) {
288                         f32 damage_f = (speed - tolerance) / BS * post_factor;
289                         u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
290                         if (damage != 0) {
291                                 damageLocalPlayer(damage, true);
292                                 m_client->getEventManager()->put(
293                                         new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
294                         }
295                 }
296         }
297
298         if (m_client->modsLoaded())
299                 m_script->environment_step(dtime);
300
301         // Update lighting on local player (used for wield item)
302         u32 day_night_ratio = getDayNightRatio();
303         {
304                 // Get node at head
305
306                 // On InvalidPositionException, use this as default
307                 // (day: LIGHT_SUN, night: 0)
308                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
309
310                 v3s16 p = lplayer->getLightPosition();
311                 node_at_lplayer = m_map->getNode(p);
312
313                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
314                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
315         }
316
317         /*
318                 Step active objects and update lighting of them
319         */
320
321         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
322         auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
323                 // Step object
324                 cao->step(dtime, this);
325
326                 if (update_lighting)
327                         cao->updateLight(day_night_ratio);
328         };
329
330         m_ao_manager.step(dtime, cb_state);
331
332         /*
333                 Step and handle simple objects
334         */
335         g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
336         for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
337                 ClientSimpleObject *simple = *i;
338
339                 simple->step(dtime);
340                 if(simple->m_to_be_removed) {
341                         delete simple;
342                         i = m_simple_objects.erase(i);
343                 }
344                 else {
345                         ++i;
346                 }
347         }
348 }
349
350 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
351 {
352         m_simple_objects.push_back(simple);
353 }
354
355 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
356 {
357         ClientActiveObject *obj = getActiveObject(id);
358         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
359                 return (GenericCAO*) obj;
360
361         return NULL;
362 }
363
364 bool isFreeClientActiveObjectId(const u16 id,
365         ClientActiveObjectMap &objects)
366 {
367         return id != 0 && objects.find(id) == objects.end();
368
369 }
370
371 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
372 {
373         // try to reuse id's as late as possible
374         static u16 last_used_id = 0;
375         u16 startid = last_used_id;
376         for(;;) {
377                 last_used_id ++;
378                 if (isFreeClientActiveObjectId(last_used_id, objects))
379                         return last_used_id;
380
381                 if (last_used_id == startid)
382                         return 0;
383         }
384 }
385
386 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
387 {
388         // Register object. If failed return zero id
389         if (!m_ao_manager.registerObject(object))
390                 return 0;
391
392         object->addToScene(m_texturesource);
393
394         // Update lighting immediately
395         object->updateLight(getDayNightRatio());
396         return object->getId();
397 }
398
399 void ClientEnvironment::addActiveObject(u16 id, u8 type,
400         const std::string &init_data)
401 {
402         ClientActiveObject* obj =
403                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
404         if(obj == NULL)
405         {
406                 infostream<<"ClientEnvironment::addActiveObject(): "
407                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
408                         <<std::endl;
409                 return;
410         }
411
412         obj->setId(id);
413
414         try
415         {
416                 obj->initialize(init_data);
417         }
418         catch(SerializationError &e)
419         {
420                 errorstream<<"ClientEnvironment::addActiveObject():"
421                         <<" id="<<id<<" type="<<type
422                         <<": SerializationError in initialize(): "
423                         <<e.what()
424                         <<": init_data="<<serializeJsonString(init_data)
425                         <<std::endl;
426         }
427
428         u16 new_id = addActiveObject(obj);
429         // Object initialized:
430         if ((obj = getActiveObject(new_id))) {
431                 // Final step is to update all children which are already known
432                 // Data provided by AO_CMD_SPAWN_INFANT
433                 const auto &children = obj->getAttachmentChildIds();
434                 for (auto c_id : children) {
435                         if (auto *o = getActiveObject(c_id))
436                                 o->updateAttachments();
437                 }
438         }
439 }
440
441
442 void ClientEnvironment::removeActiveObject(u16 id)
443 {
444         // Get current attachment childs to detach them visually
445         std::unordered_set<int> attachment_childs;
446         if (auto *obj = getActiveObject(id))
447                 attachment_childs = obj->getAttachmentChildIds();
448
449         m_ao_manager.removeObject(id);
450
451         // Perform a proper detach in Irrlicht
452         for (auto c_id : attachment_childs) {
453                 if (ClientActiveObject *child = getActiveObject(c_id))
454                         child->updateAttachments();
455         }
456 }
457
458 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
459 {
460         ClientActiveObject *obj = getActiveObject(id);
461         if (obj == NULL) {
462                 infostream << "ClientEnvironment::processActiveObjectMessage():"
463                         << " got message for id=" << id << ", which doesn't exist."
464                         << std::endl;
465                 return;
466         }
467
468         try {
469                 obj->processMessage(data);
470         } catch (SerializationError &e) {
471                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
472                         << " id=" << id << " type=" << obj->getType()
473                         << " SerializationError in processMessage(): " << e.what()
474                         << std::endl;
475         }
476 }
477
478 /*
479         Callbacks for activeobjects
480 */
481
482 void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
483 {
484         LocalPlayer *lplayer = getLocalPlayer();
485         assert(lplayer);
486
487         if (handle_hp) {
488                 if (lplayer->hp > damage)
489                         lplayer->hp -= damage;
490                 else
491                         lplayer->hp = 0;
492         }
493
494         ClientEnvEvent event;
495         event.type = CEE_PLAYER_DAMAGE;
496         event.player_damage.amount = damage;
497         event.player_damage.send_to_server = handle_hp;
498         m_client_event_queue.push(event);
499 }
500
501 /*
502         Client likes to call these
503 */
504
505 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
506 {
507         FATAL_ERROR_IF(m_client_event_queue.empty(),
508                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
509
510         ClientEnvEvent event = m_client_event_queue.front();
511         m_client_event_queue.pop();
512         return event;
513 }
514
515 void ClientEnvironment::getSelectedActiveObjects(
516         const core::line3d<f32> &shootline_on_map,
517         std::vector<PointedThing> &objects)
518 {
519         std::vector<DistanceSortedActiveObject> allObjects;
520         getActiveObjects(shootline_on_map.start,
521                 shootline_on_map.getLength() + 10.0f, allObjects);
522         const v3f line_vector = shootline_on_map.getVector();
523
524         for (const auto &allObject : allObjects) {
525                 ClientActiveObject *obj = allObject.obj;
526                 aabb3f selection_box;
527                 if (!obj->getSelectionBox(&selection_box))
528                         continue;
529
530                 const v3f &pos = obj->getPosition();
531                 aabb3f offsetted_box(selection_box.MinEdge + pos,
532                         selection_box.MaxEdge + pos);
533
534                 v3f current_intersection;
535                 v3s16 current_normal;
536                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
537                                 &current_intersection, &current_normal)) {
538                         objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
539                                 (current_intersection - shootline_on_map.start).getLengthSQ());
540                 }
541         }
542 }