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"
32 #include "voxelalgorithms.h"
35 #include "client/renderingengine.h"
41 ClientEnvironment::ClientEnvironment(ClientMap *map,
42 ITextureSource *texturesource, Client *client):
45 m_texturesource(texturesource),
49 memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
52 ClientEnvironment::~ClientEnvironment()
54 // delete active objects
55 for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
56 i != m_active_objects.end(); ++i) {
60 for(std::vector<ClientSimpleObject*>::iterator
61 i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
68 delete m_local_player;
71 Map & ClientEnvironment::getMap()
76 ClientMap & ClientEnvironment::getClientMap()
81 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
83 DSTACK(FUNCTION_NAME);
85 It is a failure if already is a local player
87 FATAL_ERROR_IF(m_local_player != NULL,
88 "Local player already allocated");
90 m_local_player = player;
93 void ClientEnvironment::step(float dtime)
95 DSTACK(FUNCTION_NAME);
97 /* Step time of day */
101 bool fly_allowed = m_client->checkLocalPrivilege("fly");
102 bool free_move = fly_allowed && g_settings->getBool("free_move");
105 LocalPlayer *lplayer = getLocalPlayer();
107 // collision info queue
108 std::vector<CollisionInfo> player_collisions;
111 Get the speed the player is going
113 bool is_climbing = lplayer->is_climbing;
115 f32 player_speed = lplayer->getSpeed().getLength();
118 Maximum position increment
120 //f32 position_max_increment = 0.05*BS;
121 f32 position_max_increment = 0.1*BS;
123 // Maximum time increment (for collision detection etc)
124 // time = distance / speed
125 f32 dtime_max_increment = 1;
126 if(player_speed > 0.001)
127 dtime_max_increment = position_max_increment / player_speed;
129 // Maximum time increment is 10ms or lower
130 if(dtime_max_increment > 0.01)
131 dtime_max_increment = 0.01;
133 // Don't allow overly huge dtime
137 f32 dtime_downcount = dtime;
140 Stuff that has a maximum time increment
149 if(dtime_downcount > dtime_max_increment)
151 dtime_part = dtime_max_increment;
152 dtime_downcount -= dtime_part;
156 dtime_part = dtime_downcount;
158 Setting this to 0 (no -=dtime_part) disables an infinite loop
159 when dtime_part is so small that dtime_downcount -= dtime_part
171 if(!free_move && !is_climbing)
174 v3f speed = lplayer->getSpeed();
175 if(!lplayer->in_liquid)
176 speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
178 // Liquid floating / sinking
179 if(lplayer->in_liquid && !lplayer->swimming_vertical)
180 speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
183 if(lplayer->in_liquid_stable || lplayer->in_liquid)
185 // How much the node's viscosity blocks movement, ranges between 0 and 1
186 // Should match the scale at which viscosity increase affects other liquid attributes
187 const f32 viscosity_factor = 0.3;
189 v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
190 f32 dl = d_wanted.getLength();
191 if(dl > lplayer->movement_liquid_fluidity_smooth)
192 dl = lplayer->movement_liquid_fluidity_smooth;
193 dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
195 v3f d = d_wanted.normalize() * dl;
199 lplayer->setSpeed(speed);
204 This also does collision detection.
206 lplayer->move(dtime_part, this, position_max_increment,
210 while(dtime_downcount > 0.001);
212 //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
214 for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
215 i != player_collisions.end(); ++i) {
216 CollisionInfo &info = *i;
217 v3f speed_diff = info.new_speed - info.old_speed;;
218 // Handle only fall damage
219 // (because otherwise walking against something in fast_move kills you)
220 if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
222 // Get rid of other components
225 f32 pre_factor = 1; // 1 hp per node/s
226 f32 tolerance = BS*14; // 5 without damage
227 f32 post_factor = 1; // 1 hp per node/s
228 if(info.type == COLLISION_NODE)
230 const ContentFeatures &f = m_client->ndef()->
231 get(m_map->getNodeNoEx(info.node_p));
232 // Determine fall damage multiplier
233 int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
234 pre_factor = 1.0 + (float)addp/100.0;
236 float speed = pre_factor * speed_diff.getLength();
237 if (speed > tolerance) {
238 f32 damage_f = (speed - tolerance) / BS * post_factor;
239 u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
241 damageLocalPlayer(damage, true);
242 MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
243 m_client->event()->put(e);
248 if (m_client->moddingEnabled()) {
249 m_script->environment_step(dtime);
252 // Protocol v29 make this behaviour obsolete
253 if (getGameDef()->getProtoVersion() < 29) {
254 if (m_lava_hurt_interval.step(dtime, 1.0)) {
255 v3f pf = lplayer->getPosition();
257 // Feet, middle and head
258 v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
259 MapNode n1 = m_map->getNodeNoEx(p1);
260 v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
261 MapNode n2 = m_map->getNodeNoEx(p2);
262 v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
263 MapNode n3 = m_map->getNodeNoEx(p3);
265 u32 damage_per_second = 0;
266 damage_per_second = MYMAX(damage_per_second,
267 m_client->ndef()->get(n1).damage_per_second);
268 damage_per_second = MYMAX(damage_per_second,
269 m_client->ndef()->get(n2).damage_per_second);
270 damage_per_second = MYMAX(damage_per_second,
271 m_client->ndef()->get(n3).damage_per_second);
273 if (damage_per_second != 0)
274 damageLocalPlayer(damage_per_second, true);
280 if (m_drowning_interval.step(dtime, 2.0)) {
281 v3f pf = lplayer->getPosition();
284 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
285 MapNode n = m_map->getNodeNoEx(p);
286 ContentFeatures c = m_client->ndef()->get(n);
287 u8 drowning_damage = c.drowning;
288 if (drowning_damage > 0 && lplayer->hp > 0) {
289 u16 breath = lplayer->getBreath();
296 lplayer->setBreath(breath);
297 updateLocalPlayerBreath(breath);
300 if (lplayer->getBreath() == 0 && drowning_damage > 0) {
301 damageLocalPlayer(drowning_damage, true);
304 if (m_breathing_interval.step(dtime, 0.5)) {
305 v3f pf = lplayer->getPosition();
308 v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
309 MapNode n = m_map->getNodeNoEx(p);
310 ContentFeatures c = m_client->ndef()->get(n);
312 lplayer->setBreath(11);
313 } else if (c.drowning == 0) {
314 u16 breath = lplayer->getBreath();
317 lplayer->setBreath(breath);
318 updateLocalPlayerBreath(breath);
324 // Update lighting on local player (used for wield item)
325 u32 day_night_ratio = getDayNightRatio();
329 // On InvalidPositionException, use this as default
330 // (day: LIGHT_SUN, night: 0)
331 MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
333 v3s16 p = lplayer->getLightPosition();
334 node_at_lplayer = m_map->getNodeNoEx(p);
336 u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
337 final_color_blend(&lplayer->light_color, light, day_night_ratio);
341 Step active objects and update lighting of them
344 g_profiler->avg("CEnv: num of objects", m_active_objects.size());
345 bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
346 for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
347 i != m_active_objects.end(); ++i) {
348 ClientActiveObject* obj = i->second;
350 obj->step(dtime, this);
359 v3s16 p = obj->getLightPosition();
360 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
362 light = n.getLightBlend(day_night_ratio, m_client->ndef());
364 light = blend_light(day_night_ratio, LIGHT_SUN, 0);
366 obj->updateLight(light);
371 Step and handle simple objects
373 g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
374 for(std::vector<ClientSimpleObject*>::iterator
375 i = m_simple_objects.begin(); i != m_simple_objects.end();) {
376 std::vector<ClientSimpleObject*>::iterator cur = i;
377 ClientSimpleObject *simple = *cur;
380 if(simple->m_to_be_removed) {
382 i = m_simple_objects.erase(cur);
390 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
392 m_simple_objects.push_back(simple);
395 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
397 ClientActiveObject *obj = getActiveObject(id);
398 if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
399 return (GenericCAO*) obj;
404 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
406 ClientActiveObjectMap::iterator n = m_active_objects.find(id);
407 if (n == m_active_objects.end())
412 bool isFreeClientActiveObjectId(const u16 id,
413 ClientActiveObjectMap &objects)
418 return objects.find(id) == objects.end();
421 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
423 //try to reuse id's as late as possible
424 static u16 last_used_id = 0;
425 u16 startid = last_used_id;
428 if (isFreeClientActiveObjectId(last_used_id, objects))
431 if (last_used_id == startid)
436 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
438 assert(object); // Pre-condition
439 if(object->getId() == 0)
441 u16 new_id = getFreeClientActiveObjectId(m_active_objects);
444 infostream<<"ClientEnvironment::addActiveObject(): "
445 <<"no free ids available"<<std::endl;
449 object->setId(new_id);
451 if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
452 infostream<<"ClientEnvironment::addActiveObject(): "
453 <<"id is not free ("<<object->getId()<<")"<<std::endl;
457 infostream<<"ClientEnvironment::addActiveObject(): "
458 <<"added (id="<<object->getId()<<")"<<std::endl;
459 m_active_objects[object->getId()] = object;
460 object->addToScene(m_texturesource);
461 { // Update lighting immediately
466 v3s16 p = object->getLightPosition();
467 MapNode n = m_map->getNodeNoEx(p, &pos_ok);
469 light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
471 light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
473 object->updateLight(light);
475 return object->getId();
478 void ClientEnvironment::addActiveObject(u16 id, u8 type,
479 const std::string &init_data)
481 ClientActiveObject* obj =
482 ClientActiveObject::create((ActiveObjectType) type, m_client, this);
485 infostream<<"ClientEnvironment::addActiveObject(): "
486 <<"id="<<id<<" type="<<type<<": Couldn't create object"
495 obj->initialize(init_data);
497 catch(SerializationError &e)
499 errorstream<<"ClientEnvironment::addActiveObject():"
500 <<" id="<<id<<" type="<<type
501 <<": SerializationError in initialize(): "
503 <<": init_data="<<serializeJsonString(init_data)
507 addActiveObject(obj);
510 void ClientEnvironment::removeActiveObject(u16 id)
512 verbosestream<<"ClientEnvironment::removeActiveObject(): "
513 <<"id="<<id<<std::endl;
514 ClientActiveObject* obj = getActiveObject(id);
516 infostream<<"ClientEnvironment::removeActiveObject(): "
517 <<"id="<<id<<" not found"<<std::endl;
520 obj->removeFromScene(true);
522 m_active_objects.erase(id);
525 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
527 ClientActiveObject *obj = getActiveObject(id);
529 infostream << "ClientEnvironment::processActiveObjectMessage():"
530 << " got message for id=" << id << ", which doesn't exist."
536 obj->processMessage(data);
537 } catch (SerializationError &e) {
538 errorstream<<"ClientEnvironment::processActiveObjectMessage():"
539 << " id=" << id << " type=" << obj->getType()
540 << " SerializationError in processMessage(): " << e.what()
546 Callbacks for activeobjects
549 void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
551 LocalPlayer *lplayer = getLocalPlayer();
555 if (lplayer->hp > damage)
556 lplayer->hp -= damage;
561 ClientEnvEvent event;
562 event.type = CEE_PLAYER_DAMAGE;
563 event.player_damage.amount = damage;
564 event.player_damage.send_to_server = handle_hp;
565 m_client_event_queue.push(event);
568 void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
570 ClientEnvEvent event;
571 event.type = CEE_PLAYER_BREATH;
572 event.player_breath.amount = breath;
573 m_client_event_queue.push(event);
577 Client likes to call these
580 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
581 std::vector<DistanceSortedActiveObject> &dest)
583 for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
584 i != m_active_objects.end(); ++i) {
585 ClientActiveObject* obj = i->second;
587 f32 d = (obj->getPosition() - origin).getLength();
592 DistanceSortedActiveObject dso(obj, d);
598 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
600 FATAL_ERROR_IF(m_client_event_queue.empty(),
601 "ClientEnvironment::getClientEnvEvent(): queue is empty");
603 ClientEnvEvent event = m_client_event_queue.front();
604 m_client_event_queue.pop();
608 void ClientEnvironment::getSelectedActiveObjects(
609 const core::line3d<f32> &shootline_on_map,
610 std::vector<PointedThing> &objects)
612 std::vector<DistanceSortedActiveObject> allObjects;
613 getActiveObjects(shootline_on_map.start,
614 shootline_on_map.getLength() + 10.0f, allObjects);
615 const v3f line_vector = shootline_on_map.getVector();
617 for (u32 i = 0; i < allObjects.size(); i++) {
618 ClientActiveObject *obj = allObjects[i].obj;
619 aabb3f selection_box;
620 if (!obj->getSelectionBox(&selection_box))
622 v3f pos = obj->getPosition();
623 aabb3f offsetted_box(selection_box.MinEdge + pos,
624 selection_box.MaxEdge + pos);
626 v3f current_intersection;
627 v3s16 current_normal;
628 if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
629 ¤t_intersection, ¤t_normal)) {
630 objects.push_back(PointedThing(
631 (s16) obj->getId(), current_intersection, current_normal,
632 (current_intersection - shootline_on_map.start).getLengthSQ()));