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Add function to get server info.
[dragonfireclient.git] / src / 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 "clientenvironment.h"
23 #include "clientsimpleobject.h"
24 #include "clientmap.h"
25 #include "scripting_client.h"
26 #include "mapblock_mesh.h"
27 #include "event.h"
28 #include "collision.h"
29 #include "profiler.h"
30 #include "raycast.h"
31 #include "voxelalgorithms.h"
32 #include "settings.h"
33
34 /*
35         ClientEnvironment
36 */
37
38 ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
39         ITextureSource *texturesource, Client *client,
40         IrrlichtDevice *irr):
41         Environment(client),
42         m_map(map),
43         m_local_player(NULL),
44         m_smgr(smgr),
45         m_texturesource(texturesource),
46         m_client(client),
47         m_script(NULL),
48         m_irr(irr)
49 {
50         char zero = 0;
51         memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
52 }
53
54 ClientEnvironment::~ClientEnvironment()
55 {
56         // delete active objects
57         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
58                 i != m_active_objects.end(); ++i) {
59                 delete i->second;
60         }
61
62         for(std::vector<ClientSimpleObject*>::iterator
63                 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
64                 delete *i;
65         }
66
67         // Drop/delete map
68         m_map->drop();
69
70         delete m_local_player;
71 }
72
73 Map & ClientEnvironment::getMap()
74 {
75         return *m_map;
76 }
77
78 ClientMap & ClientEnvironment::getClientMap()
79 {
80         return *m_map;
81 }
82
83 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
84 {
85         DSTACK(FUNCTION_NAME);
86         /*
87                 It is a failure if already is a local player
88         */
89         FATAL_ERROR_IF(m_local_player != NULL,
90                 "Local player already allocated");
91
92         m_local_player = player;
93 }
94
95 void ClientEnvironment::step(float dtime)
96 {
97         DSTACK(FUNCTION_NAME);
98
99         /* Step time of day */
100         stepTimeOfDay(dtime);
101
102         // Get some settings
103         bool fly_allowed = m_client->checkLocalPrivilege("fly");
104         bool free_move = fly_allowed && g_settings->getBool("free_move");
105
106         // Get local player
107         LocalPlayer *lplayer = getLocalPlayer();
108         assert(lplayer);
109         // collision info queue
110         std::vector<CollisionInfo> player_collisions;
111
112         /*
113                 Get the speed the player is going
114         */
115         bool is_climbing = lplayer->is_climbing;
116
117         f32 player_speed = lplayer->getSpeed().getLength();
118
119         /*
120                 Maximum position increment
121         */
122         //f32 position_max_increment = 0.05*BS;
123         f32 position_max_increment = 0.1*BS;
124
125         // Maximum time increment (for collision detection etc)
126         // time = distance / speed
127         f32 dtime_max_increment = 1;
128         if(player_speed > 0.001)
129                 dtime_max_increment = position_max_increment / player_speed;
130
131         // Maximum time increment is 10ms or lower
132         if(dtime_max_increment > 0.01)
133                 dtime_max_increment = 0.01;
134
135         // Don't allow overly huge dtime
136         if(dtime > 0.5)
137                 dtime = 0.5;
138
139         f32 dtime_downcount = dtime;
140
141         /*
142                 Stuff that has a maximum time increment
143         */
144
145         u32 loopcount = 0;
146         do
147         {
148                 loopcount++;
149
150                 f32 dtime_part;
151                 if(dtime_downcount > dtime_max_increment)
152                 {
153                         dtime_part = dtime_max_increment;
154                         dtime_downcount -= dtime_part;
155                 }
156                 else
157                 {
158                         dtime_part = dtime_downcount;
159                         /*
160                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
161                                 when dtime_part is so small that dtime_downcount -= dtime_part
162                                 does nothing
163                         */
164                         dtime_downcount = 0;
165                 }
166
167                 /*
168                         Handle local player
169                 */
170
171                 {
172                         // Apply physics
173                         if(!free_move && !is_climbing)
174                         {
175                                 // Gravity
176                                 v3f speed = lplayer->getSpeed();
177                                 if(!lplayer->in_liquid)
178                                         speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
179
180                                 // Liquid floating / sinking
181                                 if(lplayer->in_liquid && !lplayer->swimming_vertical)
182                                         speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
183
184                                 // Liquid resistance
185                                 if(lplayer->in_liquid_stable || lplayer->in_liquid)
186                                 {
187                                         // How much the node's viscosity blocks movement, ranges between 0 and 1
188                                         // Should match the scale at which viscosity increase affects other liquid attributes
189                                         const f32 viscosity_factor = 0.3;
190
191                                         v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
192                                         f32 dl = d_wanted.getLength();
193                                         if(dl > lplayer->movement_liquid_fluidity_smooth)
194                                                 dl = lplayer->movement_liquid_fluidity_smooth;
195                                         dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
196
197                                         v3f d = d_wanted.normalize() * dl;
198                                         speed += d;
199                                 }
200
201                                 lplayer->setSpeed(speed);
202                         }
203
204                         /*
205                                 Move the lplayer.
206                                 This also does collision detection.
207                         */
208                         lplayer->move(dtime_part, this, position_max_increment,
209                                 &player_collisions);
210                 }
211         }
212         while(dtime_downcount > 0.001);
213
214         //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
215
216         for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
217                 i != player_collisions.end(); ++i) {
218                 CollisionInfo &info = *i;
219                 v3f speed_diff = info.new_speed - info.old_speed;;
220                 // Handle only fall damage
221                 // (because otherwise walking against something in fast_move kills you)
222                 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
223                         continue;
224                 // Get rid of other components
225                 speed_diff.X = 0;
226                 speed_diff.Z = 0;
227                 f32 pre_factor = 1; // 1 hp per node/s
228                 f32 tolerance = BS*14; // 5 without damage
229                 f32 post_factor = 1; // 1 hp per node/s
230                 if(info.type == COLLISION_NODE)
231                 {
232                         const ContentFeatures &f = m_client->ndef()->
233                                 get(m_map->getNodeNoEx(info.node_p));
234                         // Determine fall damage multiplier
235                         int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
236                         pre_factor = 1.0 + (float)addp/100.0;
237                 }
238                 float speed = pre_factor * speed_diff.getLength();
239                 if(speed > tolerance)
240                 {
241                         f32 damage_f = (speed - tolerance)/BS * post_factor;
242                         u16 damage = (u16)(damage_f+0.5);
243                         if(damage != 0){
244                                 damageLocalPlayer(damage, true);
245                                 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
246                                 m_client->event()->put(e);
247                         }
248                 }
249         }
250
251         if (m_client->moddingEnabled()) {
252                 m_script->environment_step(dtime);
253         }
254
255         // Protocol v29 make this behaviour obsolete
256         if (getGameDef()->getProtoVersion() < 29) {
257                 if (m_lava_hurt_interval.step(dtime, 1.0)) {
258                         v3f pf = lplayer->getPosition();
259
260                         // Feet, middle and head
261                         v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
262                         MapNode n1 = m_map->getNodeNoEx(p1);
263                         v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
264                         MapNode n2 = m_map->getNodeNoEx(p2);
265                         v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
266                         MapNode n3 = m_map->getNodeNoEx(p3);
267
268                         u32 damage_per_second = 0;
269                         damage_per_second = MYMAX(damage_per_second,
270                                 m_client->ndef()->get(n1).damage_per_second);
271                         damage_per_second = MYMAX(damage_per_second,
272                                 m_client->ndef()->get(n2).damage_per_second);
273                         damage_per_second = MYMAX(damage_per_second,
274                                 m_client->ndef()->get(n3).damage_per_second);
275
276                         if (damage_per_second != 0)
277                                 damageLocalPlayer(damage_per_second, true);
278                 }
279
280                 /*
281                         Drowning
282                 */
283                 if (m_drowning_interval.step(dtime, 2.0)) {
284                         v3f pf = lplayer->getPosition();
285
286                         // head
287                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
288                         MapNode n = m_map->getNodeNoEx(p);
289                         ContentFeatures c = m_client->ndef()->get(n);
290                         u8 drowning_damage = c.drowning;
291                         if (drowning_damage > 0 && lplayer->hp > 0) {
292                                 u16 breath = lplayer->getBreath();
293                                 if (breath > 10) {
294                                         breath = 11;
295                                 }
296                                 if (breath > 0) {
297                                         breath -= 1;
298                                 }
299                                 lplayer->setBreath(breath);
300                                 updateLocalPlayerBreath(breath);
301                         }
302
303                         if (lplayer->getBreath() == 0 && drowning_damage > 0) {
304                                 damageLocalPlayer(drowning_damage, true);
305                         }
306                 }
307                 if (m_breathing_interval.step(dtime, 0.5)) {
308                         v3f pf = lplayer->getPosition();
309
310                         // head
311                         v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
312                         MapNode n = m_map->getNodeNoEx(p);
313                         ContentFeatures c = m_client->ndef()->get(n);
314                         if (!lplayer->hp) {
315                                 lplayer->setBreath(11);
316                         } else if (c.drowning == 0) {
317                                 u16 breath = lplayer->getBreath();
318                                 if (breath <= 10) {
319                                         breath += 1;
320                                         lplayer->setBreath(breath);
321                                         updateLocalPlayerBreath(breath);
322                                 }
323                         }
324                 }
325         }
326
327         // Update lighting on local player (used for wield item)
328         u32 day_night_ratio = getDayNightRatio();
329         {
330                 // Get node at head
331
332                 // On InvalidPositionException, use this as default
333                 // (day: LIGHT_SUN, night: 0)
334                 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
335
336                 v3s16 p = lplayer->getLightPosition();
337                 node_at_lplayer = m_map->getNodeNoEx(p);
338
339                 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
340                 final_color_blend(&lplayer->light_color, light, day_night_ratio);
341         }
342
343         /*
344                 Step active objects and update lighting of them
345         */
346
347         g_profiler->avg("CEnv: num of objects", m_active_objects.size());
348         bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
349         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
350                 i != m_active_objects.end(); ++i) {
351                 ClientActiveObject* obj = i->second;
352                 // Step object
353                 obj->step(dtime, this);
354
355                 if(update_lighting)
356                 {
357                         // Update lighting
358                         u8 light = 0;
359                         bool pos_ok;
360
361                         // Get node at head
362                         v3s16 p = obj->getLightPosition();
363                         MapNode n = m_map->getNodeNoEx(p, &pos_ok);
364                         if (pos_ok)
365                                 light = n.getLightBlend(day_night_ratio, m_client->ndef());
366                         else
367                                 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
368
369                         obj->updateLight(light);
370                 }
371         }
372
373         /*
374                 Step and handle simple objects
375         */
376         g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
377         for(std::vector<ClientSimpleObject*>::iterator
378                 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
379                 std::vector<ClientSimpleObject*>::iterator cur = i;
380                 ClientSimpleObject *simple = *cur;
381
382                 simple->step(dtime);
383                 if(simple->m_to_be_removed) {
384                         delete simple;
385                         i = m_simple_objects.erase(cur);
386                 }
387                 else {
388                         ++i;
389                 }
390         }
391 }
392
393 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
394 {
395         m_simple_objects.push_back(simple);
396 }
397
398 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
399 {
400         ClientActiveObject *obj = getActiveObject(id);
401         if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
402                 return (GenericCAO*) obj;
403         else
404                 return NULL;
405 }
406
407 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
408 {
409         UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
410         if (n == m_active_objects.end())
411                 return NULL;
412         return n->second;
413 }
414
415 bool isFreeClientActiveObjectId(const u16 id,
416         UNORDERED_MAP<u16, ClientActiveObject*> &objects)
417 {
418         if(id == 0)
419                 return false;
420
421         return objects.find(id) == objects.end();
422 }
423
424 u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
425 {
426         //try to reuse id's as late as possible
427         static u16 last_used_id = 0;
428         u16 startid = last_used_id;
429         for(;;) {
430                 last_used_id ++;
431                 if (isFreeClientActiveObjectId(last_used_id, objects))
432                         return last_used_id;
433
434                 if (last_used_id == startid)
435                         return 0;
436         }
437 }
438
439 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
440 {
441         assert(object); // Pre-condition
442         if(object->getId() == 0)
443         {
444                 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
445                 if(new_id == 0)
446                 {
447                         infostream<<"ClientEnvironment::addActiveObject(): "
448                                 <<"no free ids available"<<std::endl;
449                         delete object;
450                         return 0;
451                 }
452                 object->setId(new_id);
453         }
454         if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
455                 infostream<<"ClientEnvironment::addActiveObject(): "
456                         <<"id is not free ("<<object->getId()<<")"<<std::endl;
457                 delete object;
458                 return 0;
459         }
460         infostream<<"ClientEnvironment::addActiveObject(): "
461                 <<"added (id="<<object->getId()<<")"<<std::endl;
462         m_active_objects[object->getId()] = object;
463         object->addToScene(m_smgr, m_texturesource, m_irr);
464         { // Update lighting immediately
465                 u8 light = 0;
466                 bool pos_ok;
467
468                 // Get node at head
469                 v3s16 p = object->getLightPosition();
470                 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
471                 if (pos_ok)
472                         light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
473                 else
474                         light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
475
476                 object->updateLight(light);
477         }
478         return object->getId();
479 }
480
481 void ClientEnvironment::addActiveObject(u16 id, u8 type,
482         const std::string &init_data)
483 {
484         ClientActiveObject* obj =
485                 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
486         if(obj == NULL)
487         {
488                 infostream<<"ClientEnvironment::addActiveObject(): "
489                         <<"id="<<id<<" type="<<type<<": Couldn't create object"
490                         <<std::endl;
491                 return;
492         }
493
494         obj->setId(id);
495
496         try
497         {
498                 obj->initialize(init_data);
499         }
500         catch(SerializationError &e)
501         {
502                 errorstream<<"ClientEnvironment::addActiveObject():"
503                         <<" id="<<id<<" type="<<type
504                         <<": SerializationError in initialize(): "
505                         <<e.what()
506                         <<": init_data="<<serializeJsonString(init_data)
507                         <<std::endl;
508         }
509
510         addActiveObject(obj);
511 }
512
513 void ClientEnvironment::removeActiveObject(u16 id)
514 {
515         verbosestream<<"ClientEnvironment::removeActiveObject(): "
516                 <<"id="<<id<<std::endl;
517         ClientActiveObject* obj = getActiveObject(id);
518         if (obj == NULL) {
519                 infostream<<"ClientEnvironment::removeActiveObject(): "
520                         <<"id="<<id<<" not found"<<std::endl;
521                 return;
522         }
523         obj->removeFromScene(true);
524         delete obj;
525         m_active_objects.erase(id);
526 }
527
528 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
529 {
530         ClientActiveObject *obj = getActiveObject(id);
531         if (obj == NULL) {
532                 infostream << "ClientEnvironment::processActiveObjectMessage():"
533                         << " got message for id=" << id << ", which doesn't exist."
534                         << std::endl;
535                 return;
536         }
537
538         try {
539                 obj->processMessage(data);
540         } catch (SerializationError &e) {
541                 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
542                         << " id=" << id << " type=" << obj->getType()
543                         << " SerializationError in processMessage(): " << e.what()
544                         << std::endl;
545         }
546 }
547
548 /*
549         Callbacks for activeobjects
550 */
551
552 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
553 {
554         LocalPlayer *lplayer = getLocalPlayer();
555         assert(lplayer);
556
557         if (handle_hp) {
558                 if (lplayer->hp > damage)
559                         lplayer->hp -= damage;
560                 else
561                         lplayer->hp = 0;
562         }
563
564         ClientEnvEvent event;
565         event.type = CEE_PLAYER_DAMAGE;
566         event.player_damage.amount = damage;
567         event.player_damage.send_to_server = handle_hp;
568         m_client_event_queue.push(event);
569 }
570
571 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
572 {
573         ClientEnvEvent event;
574         event.type = CEE_PLAYER_BREATH;
575         event.player_breath.amount = breath;
576         m_client_event_queue.push(event);
577 }
578
579 /*
580         Client likes to call these
581 */
582
583 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
584         std::vector<DistanceSortedActiveObject> &dest)
585 {
586         for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
587                 i != m_active_objects.end(); ++i) {
588                 ClientActiveObject* obj = i->second;
589
590                 f32 d = (obj->getPosition() - origin).getLength();
591
592                 if(d > max_d)
593                         continue;
594
595                 DistanceSortedActiveObject dso(obj, d);
596
597                 dest.push_back(dso);
598         }
599 }
600
601 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
602 {
603         FATAL_ERROR_IF(m_client_event_queue.empty(),
604                         "ClientEnvironment::getClientEnvEvent(): queue is empty");
605
606         ClientEnvEvent event = m_client_event_queue.front();
607         m_client_event_queue.pop();
608         return event;
609 }
610
611 ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
612         const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
613         v3s16 *intersection_normal)
614 {
615         std::vector<DistanceSortedActiveObject> objects;
616         getActiveObjects(shootline_on_map.start,
617                 shootline_on_map.getLength() + 3, objects);
618         const v3f line_vector = shootline_on_map.getVector();
619
620         // Sort them.
621         // After this, the closest object is the first in the array.
622         std::sort(objects.begin(), objects.end());
623
624         /* Because objects can have different nodebox sizes,
625          * the object whose center is the nearest isn't necessarily
626          * the closest one. If an object is found, don't stop
627          * immediately. */
628
629         f32 d_min = shootline_on_map.getLength();
630         ClientActiveObject *nearest_obj = NULL;
631         for (u32 i = 0; i < objects.size(); i++) {
632                 ClientActiveObject *obj = objects[i].obj;
633
634                 aabb3f *selection_box = obj->getSelectionBox();
635                 if (selection_box == NULL)
636                         continue;
637
638                 v3f pos = obj->getPosition();
639
640                 aabb3f offsetted_box(selection_box->MinEdge + pos,
641                         selection_box->MaxEdge + pos);
642
643                 if (offsetted_box.getCenter().getDistanceFrom(
644                         shootline_on_map.start) > d_min + 9.6f*BS) {
645                         // Probably there is no active object that has bigger nodebox than
646                         // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
647                         // 9.6 > 5.5*sqrt(3)
648                         break;
649                 }
650
651                 v3f current_intersection;
652                 v3s16 current_normal;
653                 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
654                         &current_intersection, &current_normal)) {
655                         f32 d_current = current_intersection.getDistanceFrom(
656                                 shootline_on_map.start);
657                         if (d_current <= d_min) {
658                                 d_min = d_current;
659                                 nearest_obj = obj;
660                                 *intersection_point = current_intersection;
661                                 *intersection_normal = current_normal;
662                         }
663                 }
664         }
665
666         return nearest_obj;
667 }
668
669 /*
670         Check if a node is pointable
671 */
672 static inline bool isPointableNode(const MapNode &n,
673         INodeDefManager *ndef, bool liquids_pointable)
674 {
675         const ContentFeatures &features = ndef->get(n);
676         return features.pointable ||
677                 (liquids_pointable && features.isLiquid());
678 }
679
680 PointedThing ClientEnvironment::getPointedThing(
681         core::line3d<f32> shootline,
682         bool liquids_pointable,
683         bool look_for_object)
684 {
685         PointedThing result;
686
687         INodeDefManager *nodedef = m_map->getNodeDefManager();
688
689         core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
690         // The code needs to search these nodes
691         core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
692                 -maximal_exceed.MinEdge);
693         // If a node is found, there might be a larger node behind.
694         // To find it, we have to go further.
695         s16 maximal_overcheck =
696                 std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
697                         + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
698                         + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
699
700         const v3f original_vector = shootline.getVector();
701         const f32 original_length = original_vector.getLength();
702
703         f32 min_distance = original_length;
704
705         // First try to find an active object
706         if (look_for_object) {
707                 ClientActiveObject *selected_object = getSelectedActiveObject(
708                         shootline, &result.intersection_point,
709                         &result.intersection_normal);
710
711                 if (selected_object != NULL) {
712                         min_distance =
713                                 (result.intersection_point - shootline.start).getLength();
714
715                         result.type = POINTEDTHING_OBJECT;
716                         result.object_id = selected_object->getId();
717                 }
718         }
719
720         // Reduce shootline
721         if (original_length > 0) {
722                 shootline.end = shootline.start
723                         + shootline.getVector() / original_length * min_distance;
724         }
725
726         // Try to find a node that is closer than the selected active
727         // object (if it exists).
728
729         voxalgo::VoxelLineIterator iterator(shootline.start / BS,
730                 shootline.getVector() / BS);
731         v3s16 oldnode = iterator.m_current_node_pos;
732         // Indicates that a node was found.
733         bool is_node_found = false;
734         // If a node is found, it is possible that there's a node
735         // behind it with a large nodebox, so continue the search.
736         u16 node_foundcounter = 0;
737         // If a node is found, this is the center of the
738         // first nodebox the shootline meets.
739         v3f found_boxcenter(0, 0, 0);
740         // The untested nodes are in this range.
741         core::aabbox3d<s16> new_nodes;
742         while (true) {
743                 // Test the nodes around the current node in search_range.
744                 new_nodes = search_range;
745                 new_nodes.MinEdge += iterator.m_current_node_pos;
746                 new_nodes.MaxEdge += iterator.m_current_node_pos;
747
748                 // Only check new nodes
749                 v3s16 delta = iterator.m_current_node_pos - oldnode;
750                 if (delta.X > 0)
751                         new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
752                 else if (delta.X < 0)
753                         new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
754                 else if (delta.Y > 0)
755                         new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
756                 else if (delta.Y < 0)
757                         new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
758                 else if (delta.Z > 0)
759                         new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
760                 else if (delta.Z < 0)
761                         new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
762
763                 // For each untested node
764                 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
765                         for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
766                                 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
767                                         MapNode n;
768                                         v3s16 np(x, y, z);
769                                         bool is_valid_position;
770
771                                         n = m_map->getNodeNoEx(np, &is_valid_position);
772                                         if (!(is_valid_position &&
773                                                 isPointableNode(n, nodedef, liquids_pointable))) {
774                                                 continue;
775                                         }
776                                         std::vector<aabb3f> boxes;
777                                         n.getSelectionBoxes(nodedef, &boxes,
778                                                 n.getNeighbors(np, m_map));
779
780                                         v3f npf = intToFloat(np, BS);
781                                         for (std::vector<aabb3f>::const_iterator i = boxes.begin();
782                                                 i != boxes.end(); ++i) {
783                                                 aabb3f box = *i;
784                                                 box.MinEdge += npf;
785                                                 box.MaxEdge += npf;
786                                                 v3f intersection_point;
787                                                 v3s16 intersection_normal;
788                                                 if (!boxLineCollision(box, shootline.start, shootline.getVector(),
789                                                         &intersection_point, &intersection_normal)) {
790                                                         continue;
791                                                 }
792                                                 f32 distance = (intersection_point - shootline.start).getLength();
793                                                 if (distance >= min_distance) {
794                                                         continue;
795                                                 }
796                                                 result.type = POINTEDTHING_NODE;
797                                                 result.node_undersurface = np;
798                                                 result.intersection_point = intersection_point;
799                                                 result.intersection_normal = intersection_normal;
800                                                 found_boxcenter = box.getCenter();
801                                                 min_distance = distance;
802                                                 is_node_found = true;
803                                         }
804                                 }
805                         }
806                 }
807                 if (is_node_found) {
808                         node_foundcounter++;
809                         if (node_foundcounter > maximal_overcheck) {
810                                 break;
811                         }
812                 }
813                 // Next node
814                 if (iterator.hasNext()) {
815                         oldnode = iterator.m_current_node_pos;
816                         iterator.next();
817                 } else {
818                         break;
819                 }
820         }
821
822         if (is_node_found) {
823                 // Set undersurface and abovesurface nodes
824                 f32 d = 0.002 * BS;
825                 v3f fake_intersection = result.intersection_point;
826                 // Move intersection towards its source block.
827                 if (fake_intersection.X < found_boxcenter.X)
828                         fake_intersection.X += d;
829                 else
830                         fake_intersection.X -= d;
831
832                 if (fake_intersection.Y < found_boxcenter.Y)
833                         fake_intersection.Y += d;
834                 else
835                         fake_intersection.Y -= d;
836
837                 if (fake_intersection.Z < found_boxcenter.Z)
838                         fake_intersection.Z += d;
839                 else
840                         fake_intersection.Z -= d;
841
842                 result.node_real_undersurface = floatToInt(fake_intersection, BS);
843                 result.node_abovesurface = result.node_real_undersurface
844                         + result.intersection_normal;
845         }
846         return result;
847 }