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