minetest/src/clientenvironment.cpp

552 lines
14 KiB
C++

/*
Minetest
Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "util/serialize.h"
#include "util/pointedthing.h"
#include "client.h"
#include "clientenvironment.h"
#include "clientsimpleobject.h"
#include "clientmap.h"
#include "scripting_client.h"
#include "mapblock_mesh.h"
#include "event.h"
#include "collision.h"
#include "nodedef.h"
#include "profiler.h"
#include "raycast.h"
#include "voxelalgorithms.h"
#include "settings.h"
#include "content_cao.h"
#include <algorithm>
#include "client/renderingengine.h"
/*
ClientEnvironment
*/
ClientEnvironment::ClientEnvironment(ClientMap *map,
ITextureSource *texturesource, Client *client):
Environment(client),
m_map(map),
m_texturesource(texturesource),
m_client(client)
{
char zero = 0;
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
}
ClientEnvironment::~ClientEnvironment()
{
// delete active objects
for (auto &active_object : m_active_objects) {
delete active_object.second;
}
for (auto &simple_object : m_simple_objects) {
delete simple_object;
}
// Drop/delete map
m_map->drop();
delete m_local_player;
}
Map & ClientEnvironment::getMap()
{
return *m_map;
}
ClientMap & ClientEnvironment::getClientMap()
{
return *m_map;
}
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
{
/*
It is a failure if already is a local player
*/
FATAL_ERROR_IF(m_local_player != NULL,
"Local player already allocated");
m_local_player = player;
}
void ClientEnvironment::step(float dtime)
{
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool fly_allowed = m_client->checkLocalPrivilege("fly");
bool free_move = fly_allowed && g_settings->getBool("free_move");
// Get local player
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
// collision info queue
std::vector<CollisionInfo> player_collisions;
/*
Get the speed the player is going
*/
bool is_climbing = lplayer->is_climbing;
f32 player_speed = lplayer->getSpeed().getLength();
/*
Maximum position increment
*/
//f32 position_max_increment = 0.05*BS;
f32 position_max_increment = 0.1*BS;
// Maximum time increment (for collision detection etc)
// time = distance / speed
f32 dtime_max_increment = 1;
if(player_speed > 0.001)
dtime_max_increment = position_max_increment / player_speed;
// Maximum time increment is 10ms or lower
if(dtime_max_increment > 0.01)
dtime_max_increment = 0.01;
// Don't allow overly huge dtime
if(dtime > 0.5)
dtime = 0.5;
f32 dtime_downcount = dtime;
/*
Stuff that has a maximum time increment
*/
u32 loopcount = 0;
do
{
loopcount++;
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
dtime_part = dtime_max_increment;
dtime_downcount -= dtime_part;
}
else
{
dtime_part = dtime_downcount;
/*
Setting this to 0 (no -=dtime_part) disables an infinite loop
when dtime_part is so small that dtime_downcount -= dtime_part
does nothing
*/
dtime_downcount = 0;
}
/*
Handle local player
*/
{
// Apply physics
if(!free_move && !is_climbing)
{
// Gravity
v3f speed = lplayer->getSpeed();
if(!lplayer->in_liquid)
speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
// Liquid floating / sinking
if(lplayer->in_liquid && !lplayer->swimming_vertical)
speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
// Liquid resistance
if(lplayer->in_liquid_stable || lplayer->in_liquid)
{
// How much the node's viscosity blocks movement, ranges between 0 and 1
// Should match the scale at which viscosity increase affects other liquid attributes
const f32 viscosity_factor = 0.3;
v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
f32 dl = d_wanted.getLength();
if(dl > lplayer->movement_liquid_fluidity_smooth)
dl = lplayer->movement_liquid_fluidity_smooth;
dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
v3f d = d_wanted.normalize() * dl;
speed += d;
}
lplayer->setSpeed(speed);
}
/*
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}
while(dtime_downcount > 0.001);
//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
for (const CollisionInfo &info : player_collisions) {
v3f speed_diff = info.new_speed - info.old_speed;;
// Handle only fall damage
// (because otherwise walking against something in fast_move kills you)
if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
continue;
// Get rid of other components
speed_diff.X = 0;
speed_diff.Z = 0;
f32 pre_factor = 1; // 1 hp per node/s
f32 tolerance = BS*14; // 5 without damage
f32 post_factor = 1; // 1 hp per node/s
if (info.type == COLLISION_NODE) {
const ContentFeatures &f = m_client->ndef()->
get(m_map->getNodeNoEx(info.node_p));
// Determine fall damage multiplier
int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
pre_factor = 1.0 + (float)addp/100.0;
}
float speed = pre_factor * speed_diff.getLength();
if (speed > tolerance && !player_immortal) {
f32 damage_f = (speed - tolerance) / BS * post_factor;
u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
if (damage != 0) {
damageLocalPlayer(damage, true);
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
m_client->event()->put(e);
}
}
}
if (m_client->moddingEnabled()) {
m_script->environment_step(dtime);
}
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
// Get node at head
// On InvalidPositionException, use this as default
// (day: LIGHT_SUN, night: 0)
MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
v3s16 p = lplayer->getLightPosition();
node_at_lplayer = m_map->getNodeNoEx(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
final_color_blend(&lplayer->light_color, light, day_night_ratio);
}
/*
Step active objects and update lighting of them
*/
g_profiler->avg("CEnv: num of objects", m_active_objects.size());
bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
for (auto &ao_it : m_active_objects) {
ClientActiveObject* obj = ao_it.second;
// Step object
obj->step(dtime, this);
if (update_lighting) {
// Update lighting
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = obj->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(day_night_ratio, m_client->ndef());
else
light = blend_light(day_night_ratio, LIGHT_SUN, 0);
obj->updateLight(light);
}
}
/*
Step and handle simple objects
*/
g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
auto cur = i;
ClientSimpleObject *simple = *cur;
simple->step(dtime);
if(simple->m_to_be_removed) {
delete simple;
i = m_simple_objects.erase(cur);
}
else {
++i;
}
}
}
void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
{
m_simple_objects.push_back(simple);
}
GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
return (GenericCAO*) obj;
return NULL;
}
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
{
auto n = m_active_objects.find(id);
if (n == m_active_objects.end())
return NULL;
return n->second;
}
bool isFreeClientActiveObjectId(const u16 id,
ClientActiveObjectMap &objects)
{
return id != 0 && objects.find(id) == objects.end();
}
u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
{
//try to reuse id's as late as possible
static u16 last_used_id = 0;
u16 startid = last_used_id;
for(;;) {
last_used_id ++;
if (isFreeClientActiveObjectId(last_used_id, objects))
return last_used_id;
if (last_used_id == startid)
return 0;
}
}
u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
{
assert(object); // Pre-condition
if(object->getId() == 0)
{
u16 new_id = getFreeClientActiveObjectId(m_active_objects);
if(new_id == 0)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"no free ids available"<<std::endl;
delete object;
return 0;
}
object->setId(new_id);
}
if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id is not free ("<<object->getId()<<")"<<std::endl;
delete object;
return 0;
}
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects[object->getId()] = object;
object->addToScene(m_texturesource);
{ // Update lighting immediately
u8 light = 0;
bool pos_ok;
// Get node at head
v3s16 p = object->getLightPosition();
MapNode n = m_map->getNodeNoEx(p, &pos_ok);
if (pos_ok)
light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
else
light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
object->updateLight(light);
}
return object->getId();
}
void ClientEnvironment::addActiveObject(u16 id, u8 type,
const std::string &init_data)
{
ClientActiveObject* obj =
ClientActiveObject::create((ActiveObjectType) type, m_client, this);
if(obj == NULL)
{
infostream<<"ClientEnvironment::addActiveObject(): "
<<"id="<<id<<" type="<<type<<": Couldn't create object"
<<std::endl;
return;
}
obj->setId(id);
try
{
obj->initialize(init_data);
}
catch(SerializationError &e)
{
errorstream<<"ClientEnvironment::addActiveObject():"
<<" id="<<id<<" type="<<type
<<": SerializationError in initialize(): "
<<e.what()
<<": init_data="<<serializeJsonString(init_data)
<<std::endl;
}
addActiveObject(obj);
}
void ClientEnvironment::removeActiveObject(u16 id)
{
verbosestream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<std::endl;
ClientActiveObject* obj = getActiveObject(id);
if (obj == NULL) {
infostream<<"ClientEnvironment::removeActiveObject(): "
<<"id="<<id<<" not found"<<std::endl;
return;
}
obj->removeFromScene(true);
delete obj;
m_active_objects.erase(id);
}
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
{
ClientActiveObject *obj = getActiveObject(id);
if (obj == NULL) {
infostream << "ClientEnvironment::processActiveObjectMessage():"
<< " got message for id=" << id << ", which doesn't exist."
<< std::endl;
return;
}
try {
obj->processMessage(data);
} catch (SerializationError &e) {
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
<< " id=" << id << " type=" << obj->getType()
<< " SerializationError in processMessage(): " << e.what()
<< std::endl;
}
}
/*
Callbacks for activeobjects
*/
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
{
LocalPlayer *lplayer = getLocalPlayer();
assert(lplayer);
if (handle_hp) {
if (lplayer->hp > damage)
lplayer->hp -= damage;
else
lplayer->hp = 0;
}
ClientEnvEvent event;
event.type = CEE_PLAYER_DAMAGE;
event.player_damage.amount = damage;
event.player_damage.send_to_server = handle_hp;
m_client_event_queue.push(event);
}
void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
{
ClientEnvEvent event;
event.type = CEE_PLAYER_BREATH;
event.player_breath.amount = breath;
m_client_event_queue.push(event);
}
/*
Client likes to call these
*/
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
std::vector<DistanceSortedActiveObject> &dest)
{
for (auto &ao_it : m_active_objects) {
ClientActiveObject* obj = ao_it.second;
f32 d = (obj->getPosition() - origin).getLength();
if (d > max_d)
continue;
dest.emplace_back(obj, d);
}
}
ClientEnvEvent ClientEnvironment::getClientEnvEvent()
{
FATAL_ERROR_IF(m_client_event_queue.empty(),
"ClientEnvironment::getClientEnvEvent(): queue is empty");
ClientEnvEvent event = m_client_event_queue.front();
m_client_event_queue.pop();
return event;
}
void ClientEnvironment::getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects)
{
std::vector<DistanceSortedActiveObject> allObjects;
getActiveObjects(shootline_on_map.start,
shootline_on_map.getLength() + 10.0f, allObjects);
const v3f line_vector = shootline_on_map.getVector();
for (const auto &allObject : allObjects) {
ClientActiveObject *obj = allObject.obj;
aabb3f selection_box;
if (!obj->getSelectionBox(&selection_box))
continue;
const v3f &pos = obj->getPosition();
aabb3f offsetted_box(selection_box.MinEdge + pos,
selection_box.MaxEdge + pos);
v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
(current_intersection - shootline_on_map.start).getLengthSQ());
}
}
}