3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
29 #include "collision.h"
33 #include "voxelalgorithms.h"
36 #include "client/renderingengine.h"
42 ClientEnvironment::ClientEnvironment(ClientMap *map,
43 ITextureSource *texturesource, Client *client):
46 m_texturesource(texturesource),
50 memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
53 ClientEnvironment::~ClientEnvironment()
55 // delete active objects
56 for (auto &active_object : m_active_objects) {
57 delete active_object.second;
60 for (auto &simple_object : m_simple_objects) {
67 delete m_local_player;
70 Map & ClientEnvironment::getMap()
75 ClientMap & ClientEnvironment::getClientMap()
80 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
83 It is a failure if already is a local player
85 FATAL_ERROR_IF(m_local_player != NULL,
86 "Local player already allocated");
88 m_local_player = player;
91 void ClientEnvironment::step(float dtime)
93 /* Step time of day */
97 bool fly_allowed = m_client->checkLocalPrivilege("fly");
98 bool free_move = fly_allowed && g_settings->getBool("free_move");
101 LocalPlayer *lplayer = getLocalPlayer();
103 // collision info queue
104 std::vector<CollisionInfo> player_collisions;
107 Get the speed the player is going
109 bool is_climbing = lplayer->is_climbing;
111 f32 player_speed = lplayer->getSpeed().getLength();
114 Maximum position increment
116 //f32 position_max_increment = 0.05*BS;
117 f32 position_max_increment = 0.1*BS;
119 // Maximum time increment (for collision detection etc)
120 // time = distance / speed
121 f32 dtime_max_increment = 1;
122 if(player_speed > 0.001)
123 dtime_max_increment = position_max_increment / player_speed;
125 // Maximum time increment is 10ms or lower
126 if(dtime_max_increment > 0.01)
127 dtime_max_increment = 0.01;
129 // Don't allow overly huge dtime
133 f32 dtime_downcount = dtime;
136 Stuff that has a maximum time increment
145 if(dtime_downcount > dtime_max_increment)
147 dtime_part = dtime_max_increment;
148 dtime_downcount -= dtime_part;
152 dtime_part = dtime_downcount;
154 Setting this to 0 (no -=dtime_part) disables an infinite loop
155 when dtime_part is so small that dtime_downcount -= dtime_part
167 if(!free_move && !is_climbing)
170 v3f speed = lplayer->getSpeed();
171 if(!lplayer->in_liquid)
172 speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
174 // Liquid floating / sinking
175 if(lplayer->in_liquid && !lplayer->swimming_vertical)
176 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
179 if(lplayer->in_liquid_stable || lplayer->in_liquid)
181 // How much the node's viscosity blocks movement, ranges between 0 and 1
182 // Should match the scale at which viscosity increase affects other liquid attributes
183 const f32 viscosity_factor = 0.3;
185 v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
186 f32 dl = d_wanted.getLength();
187 if(dl > lplayer->movement_liquid_fluidity_smooth)
188 dl = lplayer->movement_liquid_fluidity_smooth;
189 dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
191 v3f d = d_wanted.normalize() * dl;
195 lplayer->setSpeed(speed);
200 This also does collision detection.
202 lplayer->move(dtime_part, this, position_max_increment,
206 while(dtime_downcount > 0.001);
208 //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
210 for (const CollisionInfo &info : player_collisions) {
211 v3f speed_diff = info.new_speed - info.old_speed;;
212 // Handle only fall damage
213 // (because otherwise walking against something in fast_move kills you)
214 if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
216 // Get rid of other components
219 f32 pre_factor = 1; // 1 hp per node/s
220 f32 tolerance = BS*14; // 5 without damage
221 f32 post_factor = 1; // 1 hp per node/s
222 if (info.type == COLLISION_NODE) {
223 const ContentFeatures &f = m_client->ndef()->
224 get(m_map->getNodeNoEx(info.node_p));
225 // Determine fall damage multiplier
226 int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
227 pre_factor = 1.0 + (float)addp/100.0;
229 float speed = pre_factor * speed_diff.getLength();
230 if (speed > tolerance) {
231 f32 damage_f = (speed - tolerance) / BS * post_factor;
232 u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
234 damageLocalPlayer(damage, true);
235 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
236 m_client->event()->put(e);
241 if (m_client->moddingEnabled()) {
242 m_script->environment_step(dtime);
245 // Update lighting on local player (used for wield item)
246 u32 day_night_ratio = getDayNightRatio();
250 // On InvalidPositionException, use this as default
251 // (day: LIGHT_SUN, night: 0)
252 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
254 v3s16 p = lplayer->getLightPosition();
255 node_at_lplayer = m_map->getNodeNoEx(p);
257 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
258 final_color_blend(&lplayer->light_color, light, day_night_ratio);
262 Step active objects and update lighting of them
265 g_profiler->avg("CEnv: num of objects", m_active_objects.size());
266 bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
267 for (auto &ao_it : m_active_objects) {
268 ClientActiveObject* obj = ao_it.second;
270 obj->step(dtime, this);
272 if (update_lighting) {
278 v3s16 p = obj->getLightPosition();
279 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
281 light = n.getLightBlend(day_night_ratio, m_client->ndef());
283 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
285 obj->updateLight(light);
290 Step and handle simple objects
292 g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
293 for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
295 ClientSimpleObject *simple = *cur;
298 if(simple->m_to_be_removed) {
300 i = m_simple_objects.erase(cur);
308 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
310 m_simple_objects.push_back(simple);
313 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
315 ClientActiveObject *obj = getActiveObject(id);
316 if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
317 return (GenericCAO*) obj;
322 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
324 auto n = m_active_objects.find(id);
325 if (n == m_active_objects.end())
330 bool isFreeClientActiveObjectId(const u16 id,
331 ClientActiveObjectMap &objects)
333 return id != 0 && objects.find(id) == objects.end();
337 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
339 //try to reuse id's as late as possible
340 static u16 last_used_id = 0;
341 u16 startid = last_used_id;
344 if (isFreeClientActiveObjectId(last_used_id, objects))
347 if (last_used_id == startid)
352 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
354 assert(object); // Pre-condition
355 if(object->getId() == 0)
357 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
360 infostream<<"ClientEnvironment::addActiveObject(): "
361 <<"no free ids available"<<std::endl;
365 object->setId(new_id);
367 if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
368 infostream<<"ClientEnvironment::addActiveObject(): "
369 <<"id is not free ("<<object->getId()<<")"<<std::endl;
373 infostream<<"ClientEnvironment::addActiveObject(): "
374 <<"added (id="<<object->getId()<<")"<<std::endl;
375 m_active_objects[object->getId()] = object;
376 object->addToScene(m_texturesource);
377 { // Update lighting immediately
382 v3s16 p = object->getLightPosition();
383 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
385 light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
387 light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
389 object->updateLight(light);
391 return object->getId();
394 void ClientEnvironment::addActiveObject(u16 id, u8 type,
395 const std::string &init_data)
397 ClientActiveObject* obj =
398 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
401 infostream<<"ClientEnvironment::addActiveObject(): "
402 <<"id="<<id<<" type="<<type<<": Couldn't create object"
411 obj->initialize(init_data);
413 catch(SerializationError &e)
415 errorstream<<"ClientEnvironment::addActiveObject():"
416 <<" id="<<id<<" type="<<type
417 <<": SerializationError in initialize(): "
419 <<": init_data="<<serializeJsonString(init_data)
423 addActiveObject(obj);
426 void ClientEnvironment::removeActiveObject(u16 id)
428 verbosestream<<"ClientEnvironment::removeActiveObject(): "
429 <<"id="<<id<<std::endl;
430 ClientActiveObject* obj = getActiveObject(id);
432 infostream<<"ClientEnvironment::removeActiveObject(): "
433 <<"id="<<id<<" not found"<<std::endl;
436 obj->removeFromScene(true);
438 m_active_objects.erase(id);
441 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
443 ClientActiveObject *obj = getActiveObject(id);
445 infostream << "ClientEnvironment::processActiveObjectMessage():"
446 << " got message for id=" << id << ", which doesn't exist."
452 obj->processMessage(data);
453 } catch (SerializationError &e) {
454 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
455 << " id=" << id << " type=" << obj->getType()
456 << " SerializationError in processMessage(): " << e.what()
462 Callbacks for activeobjects
465 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
467 LocalPlayer *lplayer = getLocalPlayer();
471 if (lplayer->hp > damage)
472 lplayer->hp -= damage;
477 ClientEnvEvent event;
478 event.type = CEE_PLAYER_DAMAGE;
479 event.player_damage.amount = damage;
480 event.player_damage.send_to_server = handle_hp;
481 m_client_event_queue.push(event);
484 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
486 ClientEnvEvent event;
487 event.type = CEE_PLAYER_BREATH;
488 event.player_breath.amount = breath;
489 m_client_event_queue.push(event);
493 Client likes to call these
496 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
497 std::vector<DistanceSortedActiveObject> &dest)
499 for (auto &ao_it : m_active_objects) {
500 ClientActiveObject* obj = ao_it.second;
502 f32 d = (obj->getPosition() - origin).getLength();
507 dest.emplace_back(obj, d);
511 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
513 FATAL_ERROR_IF(m_client_event_queue.empty(),
514 "ClientEnvironment::getClientEnvEvent(): queue is empty");
516 ClientEnvEvent event = m_client_event_queue.front();
517 m_client_event_queue.pop();
521 void ClientEnvironment::getSelectedActiveObjects(
522 const core::line3d<f32> &shootline_on_map,
523 std::vector<PointedThing> &objects)
525 std::vector<DistanceSortedActiveObject> allObjects;
526 getActiveObjects(shootline_on_map.start,
527 shootline_on_map.getLength() + 10.0f, allObjects);
528 const v3f line_vector = shootline_on_map.getVector();
530 for (const auto &allObject : allObjects) {
531 ClientActiveObject *obj = allObject.obj;
532 aabb3f selection_box;
533 if (!obj->getSelectionBox(&selection_box))
536 const v3f &pos = obj->getPosition();
537 aabb3f offsetted_box(selection_box.MinEdge + pos,
538 selection_box.MaxEdge + pos);
540 v3f current_intersection;
541 v3s16 current_normal;
542 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
543 ¤t_intersection, ¤t_normal)) {
544 objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
545 (current_intersection - shootline_on_map.start).getLengthSQ());