Move ClientEnvironment to dedicated cpp/header files
This commit is contained in:
parent
b0746834cc
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eb2c19bbed
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@ -508,6 +508,7 @@ set(client_SRCS
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${client_irrlicht_changes_SRCS}
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camera.cpp
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client.cpp
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clientenvironment.cpp
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clientmap.cpp
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clientmedia.cpp
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clientobject.cpp
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@ -21,7 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define CLIENT_HEADER
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#include "network/connection.h"
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#include "environment.h"
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#include "clientenvironment.h"
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#include "irrlichttypes_extrabloated.h"
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#include "threading/mutex.h"
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#include <ostream>
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@ -0,0 +1,847 @@
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/*
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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 "clientenvironment.h"
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#include "clientsimpleobject.h"
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#include "clientmap.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 "profiler.h"
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#include "raycast.h"
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#include "voxelalgorithms.h"
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/*
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ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ITextureSource *texturesource, IGameDef *gamedef,
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IrrlichtDevice *irr):
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m_map(map),
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m_local_player(NULL),
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m_smgr(smgr),
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m_texturesource(texturesource),
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m_gamedef(gamedef),
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m_irr(irr)
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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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
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i != m_active_objects.end(); ++i) {
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delete i->second;
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}
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for(std::vector<ClientSimpleObject*>::iterator
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i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
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delete *i;
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}
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// Drop/delete map
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m_map->drop();
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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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DSTACK(FUNCTION_NAME);
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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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DSTACK(FUNCTION_NAME);
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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_gamedef->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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for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
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i != player_collisions.end(); ++i) {
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CollisionInfo &info = *i;
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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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{
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const ContentFeatures &f = m_gamedef->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)
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{
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f32 damage_f = (speed - tolerance)/BS * post_factor;
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u16 damage = (u16)(damage_f+0.5);
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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_gamedef->event()->put(e);
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}
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}
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}
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/*
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A quick draft of lava damage
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*/
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if(m_lava_hurt_interval.step(dtime, 1.0))
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{
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v3f pf = lplayer->getPosition();
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// Feet, middle and head
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v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
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MapNode n1 = m_map->getNodeNoEx(p1);
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v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
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MapNode n2 = m_map->getNodeNoEx(p2);
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v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
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MapNode n3 = m_map->getNodeNoEx(p3);
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u32 damage_per_second = 0;
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damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n1).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n2).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_gamedef->ndef()->get(n3).damage_per_second);
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if(damage_per_second != 0)
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{
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damageLocalPlayer(damage_per_second, true);
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}
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}
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// Protocol v29 make this behaviour obsolete
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if (((Client*) getGameDef())->getProtoVersion() < 29) {
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/*
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Drowning
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*/
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if (m_drowning_interval.step(dtime, 2.0)) {
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_gamedef->ndef()->get(n);
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u8 drowning_damage = c.drowning;
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if (drowning_damage > 0 && lplayer->hp > 0) {
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u16 breath = lplayer->getBreath();
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if (breath > 10) {
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breath = 11;
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}
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if (breath > 0) {
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breath -= 1;
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}
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lplayer->setBreath(breath);
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updateLocalPlayerBreath(breath);
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}
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if (lplayer->getBreath() == 0 && drowning_damage > 0) {
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damageLocalPlayer(drowning_damage, true);
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}
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}
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if (m_breathing_interval.step(dtime, 0.5)) {
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_gamedef->ndef()->get(n);
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if (!lplayer->hp) {
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lplayer->setBreath(11);
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} else if (c.drowning == 0) {
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u16 breath = lplayer->getBreath();
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if (breath <= 10) {
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breath += 1;
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lplayer->setBreath(breath);
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updateLocalPlayerBreath(breath);
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}
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}
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}
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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_gamedef->ndef());
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u8 day = light & 0xff;
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u8 night = (light >> 8) & 0xff;
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finalColorBlend(lplayer->light_color, day, night, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
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i != m_active_objects.end(); ++i) {
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ClientActiveObject* obj = i->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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{
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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_gamedef->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(std::vector<ClientSimpleObject*>::iterator
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i = m_simple_objects.begin(); i != m_simple_objects.end();) {
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std::vector<ClientSimpleObject*>::iterator 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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else
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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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UNORDERED_MAP<u16, ClientActiveObject*>::iterator 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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UNORDERED_MAP<u16, ClientActiveObject*> &objects)
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{
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if(id == 0)
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return false;
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return objects.find(id) == objects.end();
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}
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u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &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_smgr, m_texturesource, m_irr);
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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)
|
||||
light = n.getLightBlend(getDayNightRatio(), m_gamedef->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_gamedef, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
|
||||
i != m_active_objects.end(); ++i) {
|
||||
ClientActiveObject* obj = i->second;
|
||||
|
||||
f32 d = (obj->getPosition() - origin).getLength();
|
||||
|
||||
if(d > max_d)
|
||||
continue;
|
||||
|
||||
DistanceSortedActiveObject dso(obj, d);
|
||||
|
||||
dest.push_back(dso);
|
||||
}
|
||||
}
|
||||
|
||||
ClientEnvEvent ClientEnvironment::getClientEvent()
|
||||
{
|
||||
ClientEnvEvent event;
|
||||
if(m_client_event_queue.empty())
|
||||
event.type = CEE_NONE;
|
||||
else {
|
||||
event = m_client_event_queue.front();
|
||||
m_client_event_queue.pop();
|
||||
}
|
||||
return event;
|
||||
}
|
||||
|
||||
ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
|
||||
const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
|
||||
v3s16 *intersection_normal)
|
||||
{
|
||||
std::vector<DistanceSortedActiveObject> objects;
|
||||
getActiveObjects(shootline_on_map.start,
|
||||
shootline_on_map.getLength() + 3, objects);
|
||||
const v3f line_vector = shootline_on_map.getVector();
|
||||
|
||||
// Sort them.
|
||||
// After this, the closest object is the first in the array.
|
||||
std::sort(objects.begin(), objects.end());
|
||||
|
||||
/* Because objects can have different nodebox sizes,
|
||||
* the object whose center is the nearest isn't necessarily
|
||||
* the closest one. If an object is found, don't stop
|
||||
* immediately. */
|
||||
|
||||
f32 d_min = shootline_on_map.getLength();
|
||||
ClientActiveObject *nearest_obj = NULL;
|
||||
for (u32 i = 0; i < objects.size(); i++) {
|
||||
ClientActiveObject *obj = objects[i].obj;
|
||||
|
||||
aabb3f *selection_box = obj->getSelectionBox();
|
||||
if (selection_box == NULL)
|
||||
continue;
|
||||
|
||||
v3f pos = obj->getPosition();
|
||||
|
||||
aabb3f offsetted_box(selection_box->MinEdge + pos,
|
||||
selection_box->MaxEdge + pos);
|
||||
|
||||
if (offsetted_box.getCenter().getDistanceFrom(
|
||||
shootline_on_map.start) > d_min + 9.6f*BS) {
|
||||
// Probably there is no active object that has bigger nodebox than
|
||||
// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
|
||||
// 9.6 > 5.5*sqrt(3)
|
||||
break;
|
||||
}
|
||||
|
||||
v3f current_intersection;
|
||||
v3s16 current_normal;
|
||||
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
|
||||
¤t_intersection, ¤t_normal)) {
|
||||
f32 d_current = current_intersection.getDistanceFrom(
|
||||
shootline_on_map.start);
|
||||
if (d_current <= d_min) {
|
||||
d_min = d_current;
|
||||
nearest_obj = obj;
|
||||
*intersection_point = current_intersection;
|
||||
*intersection_normal = current_normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nearest_obj;
|
||||
}
|
||||
|
||||
/*
|
||||
Check if a node is pointable
|
||||
*/
|
||||
static inline bool isPointableNode(const MapNode &n,
|
||||
INodeDefManager *ndef, bool liquids_pointable)
|
||||
{
|
||||
const ContentFeatures &features = ndef->get(n);
|
||||
return features.pointable ||
|
||||
(liquids_pointable && features.isLiquid());
|
||||
}
|
||||
|
||||
PointedThing ClientEnvironment::getPointedThing(
|
||||
core::line3d<f32> shootline,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object)
|
||||
{
|
||||
PointedThing result;
|
||||
|
||||
INodeDefManager *nodedef = m_map->getNodeDefManager();
|
||||
|
||||
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
|
||||
// The code needs to search these nodes
|
||||
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
|
||||
-maximal_exceed.MinEdge);
|
||||
// If a node is found, there might be a larger node behind.
|
||||
// To find it, we have to go further.
|
||||
s16 maximal_overcheck =
|
||||
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
|
||||
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
|
||||
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
|
||||
|
||||
const v3f original_vector = shootline.getVector();
|
||||
const f32 original_length = original_vector.getLength();
|
||||
|
||||
f32 min_distance = original_length;
|
||||
|
||||
// First try to find an active object
|
||||
if (look_for_object) {
|
||||
ClientActiveObject *selected_object = getSelectedActiveObject(
|
||||
shootline, &result.intersection_point,
|
||||
&result.intersection_normal);
|
||||
|
||||
if (selected_object != NULL) {
|
||||
min_distance =
|
||||
(result.intersection_point - shootline.start).getLength();
|
||||
|
||||
result.type = POINTEDTHING_OBJECT;
|
||||
result.object_id = selected_object->getId();
|
||||
}
|
||||
}
|
||||
|
||||
// Reduce shootline
|
||||
if (original_length > 0) {
|
||||
shootline.end = shootline.start
|
||||
+ shootline.getVector() / original_length * min_distance;
|
||||
}
|
||||
|
||||
// Try to find a node that is closer than the selected active
|
||||
// object (if it exists).
|
||||
|
||||
voxalgo::VoxelLineIterator iterator(shootline.start / BS,
|
||||
shootline.getVector() / BS);
|
||||
v3s16 oldnode = iterator.m_current_node_pos;
|
||||
// Indicates that a node was found.
|
||||
bool is_node_found = false;
|
||||
// If a node is found, it is possible that there's a node
|
||||
// behind it with a large nodebox, so continue the search.
|
||||
u16 node_foundcounter = 0;
|
||||
// If a node is found, this is the center of the
|
||||
// first nodebox the shootline meets.
|
||||
v3f found_boxcenter(0, 0, 0);
|
||||
// The untested nodes are in this range.
|
||||
core::aabbox3d<s16> new_nodes;
|
||||
while (true) {
|
||||
// Test the nodes around the current node in search_range.
|
||||
new_nodes = search_range;
|
||||
new_nodes.MinEdge += iterator.m_current_node_pos;
|
||||
new_nodes.MaxEdge += iterator.m_current_node_pos;
|
||||
|
||||
// Only check new nodes
|
||||
v3s16 delta = iterator.m_current_node_pos - oldnode;
|
||||
if (delta.X > 0)
|
||||
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
|
||||
else if (delta.X < 0)
|
||||
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
|
||||
else if (delta.Y > 0)
|
||||
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
|
||||
else if (delta.Y < 0)
|
||||
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
|
||||
else if (delta.Z > 0)
|
||||
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
|
||||
else if (delta.Z < 0)
|
||||
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
|
||||
|
||||
// For each untested node
|
||||
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
|
||||
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
|
||||
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
|
||||
MapNode n;
|
||||
v3s16 np(x, y, z);
|
||||
bool is_valid_position;
|
||||
|
||||
n = m_map->getNodeNoEx(np, &is_valid_position);
|
||||
if (!(is_valid_position &&
|
||||
isPointableNode(n, nodedef, liquids_pointable))) {
|
||||
continue;
|
||||
}
|
||||
std::vector<aabb3f> boxes;
|
||||
n.getSelectionBoxes(nodedef, &boxes,
|
||||
n.getNeighbors(np, m_map));
|
||||
|
||||
v3f npf = intToFloat(np, BS);
|
||||
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
|
||||
i != boxes.end(); ++i) {
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
v3f intersection_point;
|
||||
v3s16 intersection_normal;
|
||||
if (!boxLineCollision(box, shootline.start, shootline.getVector(),
|
||||
&intersection_point, &intersection_normal)) {
|
||||
continue;
|
||||
}
|
||||
f32 distance = (intersection_point - shootline.start).getLength();
|
||||
if (distance >= min_distance) {
|
||||
continue;
|
||||
}
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.intersection_point = intersection_point;
|
||||
result.intersection_normal = intersection_normal;
|
||||
found_boxcenter = box.getCenter();
|
||||
min_distance = distance;
|
||||
is_node_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (is_node_found) {
|
||||
node_foundcounter++;
|
||||
if (node_foundcounter > maximal_overcheck) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Next node
|
||||
if (iterator.hasNext()) {
|
||||
oldnode = iterator.m_current_node_pos;
|
||||
iterator.next();
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (is_node_found) {
|
||||
// Set undersurface and abovesurface nodes
|
||||
f32 d = 0.002 * BS;
|
||||
v3f fake_intersection = result.intersection_point;
|
||||
// Move intersection towards its source block.
|
||||
if (fake_intersection.X < found_boxcenter.X)
|
||||
fake_intersection.X += d;
|
||||
else
|
||||
fake_intersection.X -= d;
|
||||
|
||||
if (fake_intersection.Y < found_boxcenter.Y)
|
||||
fake_intersection.Y += d;
|
||||
else
|
||||
fake_intersection.Y -= d;
|
||||
|
||||
if (fake_intersection.Z < found_boxcenter.Z)
|
||||
fake_intersection.Z += d;
|
||||
else
|
||||
fake_intersection.Z -= d;
|
||||
|
||||
result.node_real_undersurface = floatToInt(fake_intersection, BS);
|
||||
result.node_abovesurface = result.node_real_undersurface
|
||||
+ result.intersection_normal;
|
||||
}
|
||||
return result;
|
||||
}
|
|
@ -0,0 +1,191 @@
|
|||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
#ifndef CLIENT_ENVIRONMENT_HEADER
|
||||
#define CLIENT_ENVIRONMENT_HEADER
|
||||
|
||||
#include <IrrlichtDevice.h>
|
||||
#include <ISceneManager.h>
|
||||
#include "environment.h"
|
||||
#include "clientobject.h"
|
||||
|
||||
class ClientSimpleObject;
|
||||
class ClientMap;
|
||||
class ClientActiveObject;
|
||||
class GenericCAO;
|
||||
class LocalPlayer;
|
||||
|
||||
/*
|
||||
The client-side environment.
|
||||
|
||||
This is not thread-safe.
|
||||
Must be called from main (irrlicht) thread (uses the SceneManager)
|
||||
Client uses an environment mutex.
|
||||
*/
|
||||
|
||||
enum ClientEnvEventType
|
||||
{
|
||||
CEE_NONE,
|
||||
CEE_PLAYER_DAMAGE,
|
||||
CEE_PLAYER_BREATH
|
||||
};
|
||||
|
||||
struct ClientEnvEvent
|
||||
{
|
||||
ClientEnvEventType type;
|
||||
union {
|
||||
//struct{
|
||||
//} none;
|
||||
struct{
|
||||
u8 amount;
|
||||
bool send_to_server;
|
||||
} player_damage;
|
||||
struct{
|
||||
u16 amount;
|
||||
} player_breath;
|
||||
};
|
||||
};
|
||||
|
||||
class ClientEnvironment : public Environment
|
||||
{
|
||||
public:
|
||||
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
|
||||
ITextureSource *texturesource, IGameDef *gamedef,
|
||||
IrrlichtDevice *device);
|
||||
~ClientEnvironment();
|
||||
|
||||
Map & getMap();
|
||||
ClientMap & getClientMap();
|
||||
|
||||
IGameDef *getGameDef()
|
||||
{ return m_gamedef; }
|
||||
|
||||
void step(f32 dtime);
|
||||
|
||||
virtual void setLocalPlayer(LocalPlayer *player);
|
||||
LocalPlayer *getLocalPlayer() { return m_local_player; }
|
||||
|
||||
/*
|
||||
ClientSimpleObjects
|
||||
*/
|
||||
|
||||
void addSimpleObject(ClientSimpleObject *simple);
|
||||
|
||||
/*
|
||||
ActiveObjects
|
||||
*/
|
||||
|
||||
GenericCAO* getGenericCAO(u16 id);
|
||||
ClientActiveObject* getActiveObject(u16 id);
|
||||
|
||||
/*
|
||||
Adds an active object to the environment.
|
||||
Environment handles deletion of object.
|
||||
Object may be deleted by environment immediately.
|
||||
If id of object is 0, assigns a free id to it.
|
||||
Returns the id of the object.
|
||||
Returns 0 if not added and thus deleted.
|
||||
*/
|
||||
u16 addActiveObject(ClientActiveObject *object);
|
||||
|
||||
void addActiveObject(u16 id, u8 type, const std::string &init_data);
|
||||
void removeActiveObject(u16 id);
|
||||
|
||||
void processActiveObjectMessage(u16 id, const std::string &data);
|
||||
|
||||
/*
|
||||
Callbacks for activeobjects
|
||||
*/
|
||||
|
||||
void damageLocalPlayer(u8 damage, bool handle_hp=true);
|
||||
void updateLocalPlayerBreath(u16 breath);
|
||||
|
||||
/*
|
||||
Client likes to call these
|
||||
*/
|
||||
|
||||
// Get all nearby objects
|
||||
void getActiveObjects(v3f origin, f32 max_d,
|
||||
std::vector<DistanceSortedActiveObject> &dest);
|
||||
|
||||
// Get event from queue. CEE_NONE is returned if queue is empty.
|
||||
ClientEnvEvent getClientEvent();
|
||||
|
||||
/*!
|
||||
* Gets closest object pointed by the shootline.
|
||||
* Returns NULL if not found.
|
||||
*
|
||||
* \param[in] shootline_on_map the shootline for
|
||||
* the test in world coordinates
|
||||
* \param[out] intersection_point the first point where
|
||||
* the shootline meets the object. Valid only if
|
||||
* not NULL is returned.
|
||||
* \param[out] intersection_normal the normal vector of
|
||||
* the intersection, pointing outwards. Zero vector if
|
||||
* the shootline starts in an active object.
|
||||
* Valid only if not NULL is returned.
|
||||
*/
|
||||
ClientActiveObject * getSelectedActiveObject(
|
||||
const core::line3d<f32> &shootline_on_map,
|
||||
v3f *intersection_point,
|
||||
v3s16 *intersection_normal
|
||||
);
|
||||
|
||||
/*!
|
||||
* Performs a raycast on the world.
|
||||
* Returns the first thing the shootline meets.
|
||||
*
|
||||
* @param[in] shootline the shootline, starting from
|
||||
* the camera position. This also gives the maximal distance
|
||||
* of the search.
|
||||
* @param[in] liquids_pointable if false, liquids are ignored
|
||||
* @param[in] look_for_object if false, objects are ignored
|
||||
*/
|
||||
PointedThing getPointedThing(
|
||||
core::line3d<f32> shootline,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object);
|
||||
|
||||
u16 attachement_parent_ids[USHRT_MAX + 1];
|
||||
|
||||
const std::list<std::string> &getPlayerNames() { return m_player_names; }
|
||||
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
|
||||
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
|
||||
void updateCameraOffset(v3s16 camera_offset)
|
||||
{ m_camera_offset = camera_offset; }
|
||||
v3s16 getCameraOffset() const { return m_camera_offset; }
|
||||
private:
|
||||
ClientMap *m_map;
|
||||
LocalPlayer *m_local_player;
|
||||
scene::ISceneManager *m_smgr;
|
||||
ITextureSource *m_texturesource;
|
||||
IGameDef *m_gamedef;
|
||||
IrrlichtDevice *m_irr;
|
||||
UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
|
||||
std::vector<ClientSimpleObject*> m_simple_objects;
|
||||
std::queue<ClientEnvEvent> m_client_event_queue;
|
||||
IntervalLimiter m_active_object_light_update_interval;
|
||||
IntervalLimiter m_lava_hurt_interval;
|
||||
IntervalLimiter m_drowning_interval;
|
||||
IntervalLimiter m_breathing_interval;
|
||||
std::list<std::string> m_player_names;
|
||||
v3s16 m_camera_offset;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -22,12 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "map.h"
|
||||
#include "nodedef.h"
|
||||
#include "gamedef.h"
|
||||
#include "log.h"
|
||||
#include "environment.h"
|
||||
#include "clientenvironment.h"
|
||||
#include "serverobject.h"
|
||||
#include <vector>
|
||||
#include <set>
|
||||
#include "util/timetaker.h"
|
||||
#include "profiler.h"
|
||||
|
||||
// float error is 10 - 9.96875 = 0.03125
|
||||
|
|
|
@ -20,9 +20,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "content_cso.h"
|
||||
#include <IBillboardSceneNode.h>
|
||||
#include "client/tile.h"
|
||||
#include "environment.h"
|
||||
#include "clientenvironment.h"
|
||||
#include "gamedef.h"
|
||||
#include "log.h"
|
||||
#include "map.h"
|
||||
|
||||
/*
|
||||
|
|
|
@ -33,12 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "nodedef.h"
|
||||
#include "nodemetadata.h"
|
||||
#include "gamedef.h"
|
||||
#ifndef SERVER
|
||||
#include "clientmap.h"
|
||||
#include "localplayer.h"
|
||||
#include "mapblock_mesh.h"
|
||||
#include "event.h"
|
||||
#endif
|
||||
#include "server.h"
|
||||
#include "daynightratio.h"
|
||||
#include "map.h"
|
||||
|
@ -2279,825 +2273,3 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
|
|||
}
|
||||
}
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
#include "clientsimpleobject.h"
|
||||
|
||||
/*
|
||||
ClientEnvironment
|
||||
*/
|
||||
|
||||
ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
|
||||
ITextureSource *texturesource, IGameDef *gamedef,
|
||||
IrrlichtDevice *irr):
|
||||
m_map(map),
|
||||
m_local_player(NULL),
|
||||
m_smgr(smgr),
|
||||
m_texturesource(texturesource),
|
||||
m_gamedef(gamedef),
|
||||
m_irr(irr)
|
||||
{
|
||||
char zero = 0;
|
||||
memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
|
||||
}
|
||||
|
||||
ClientEnvironment::~ClientEnvironment()
|
||||
{
|
||||
// delete active objects
|
||||
for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
|
||||
i != m_active_objects.end(); ++i) {
|
||||
delete i->second;
|
||||
}
|
||||
|
||||
for(std::vector<ClientSimpleObject*>::iterator
|
||||
i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
|
||||
delete *i;
|
||||
}
|
||||
|
||||
// Drop/delete map
|
||||
m_map->drop();
|
||||
}
|
||||
|
||||
Map & ClientEnvironment::getMap()
|
||||
{
|
||||
return *m_map;
|
||||
}
|
||||
|
||||
ClientMap & ClientEnvironment::getClientMap()
|
||||
{
|
||||
return *m_map;
|
||||
}
|
||||
|
||||
void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
|
||||
{
|
||||
DSTACK(FUNCTION_NAME);
|
||||
/*
|
||||
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)
|
||||
{
|
||||
DSTACK(FUNCTION_NAME);
|
||||
|
||||
/* Step time of day */
|
||||
stepTimeOfDay(dtime);
|
||||
|
||||
// Get some settings
|
||||
bool fly_allowed = m_gamedef->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;
|
||||
|
||||
for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
|
||||
i != player_collisions.end(); ++i) {
|
||||
CollisionInfo &info = *i;
|
||||
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_gamedef->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)
|
||||
{
|
||||
f32 damage_f = (speed - tolerance)/BS * post_factor;
|
||||
u16 damage = (u16)(damage_f+0.5);
|
||||
if(damage != 0){
|
||||
damageLocalPlayer(damage, true);
|
||||
MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
|
||||
m_gamedef->event()->put(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A quick draft of lava damage
|
||||
*/
|
||||
if(m_lava_hurt_interval.step(dtime, 1.0))
|
||||
{
|
||||
v3f pf = lplayer->getPosition();
|
||||
|
||||
// Feet, middle and head
|
||||
v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
|
||||
MapNode n1 = m_map->getNodeNoEx(p1);
|
||||
v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
|
||||
MapNode n2 = m_map->getNodeNoEx(p2);
|
||||
v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
|
||||
MapNode n3 = m_map->getNodeNoEx(p3);
|
||||
|
||||
u32 damage_per_second = 0;
|
||||
damage_per_second = MYMAX(damage_per_second,
|
||||
m_gamedef->ndef()->get(n1).damage_per_second);
|
||||
damage_per_second = MYMAX(damage_per_second,
|
||||
m_gamedef->ndef()->get(n2).damage_per_second);
|
||||
damage_per_second = MYMAX(damage_per_second,
|
||||
m_gamedef->ndef()->get(n3).damage_per_second);
|
||||
|
||||
if(damage_per_second != 0)
|
||||
{
|
||||
damageLocalPlayer(damage_per_second, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Protocol v29 make this behaviour obsolete
|
||||
if (((Client*) getGameDef())->getProtoVersion() < 29) {
|
||||
/*
|
||||
Drowning
|
||||
*/
|
||||
if (m_drowning_interval.step(dtime, 2.0)) {
|
||||
v3f pf = lplayer->getPosition();
|
||||
|
||||
// head
|
||||
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
|
||||
MapNode n = m_map->getNodeNoEx(p);
|
||||
ContentFeatures c = m_gamedef->ndef()->get(n);
|
||||
u8 drowning_damage = c.drowning;
|
||||
if (drowning_damage > 0 && lplayer->hp > 0) {
|
||||
u16 breath = lplayer->getBreath();
|
||||
if (breath > 10) {
|
||||
breath = 11;
|
||||
}
|
||||
if (breath > 0) {
|
||||
breath -= 1;
|
||||
}
|
||||
lplayer->setBreath(breath);
|
||||
updateLocalPlayerBreath(breath);
|
||||
}
|
||||
|
||||
if (lplayer->getBreath() == 0 && drowning_damage > 0) {
|
||||
damageLocalPlayer(drowning_damage, true);
|
||||
}
|
||||
}
|
||||
if (m_breathing_interval.step(dtime, 0.5)) {
|
||||
v3f pf = lplayer->getPosition();
|
||||
|
||||
// head
|
||||
v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
|
||||
MapNode n = m_map->getNodeNoEx(p);
|
||||
ContentFeatures c = m_gamedef->ndef()->get(n);
|
||||
if (!lplayer->hp) {
|
||||
lplayer->setBreath(11);
|
||||
} else if (c.drowning == 0) {
|
||||
u16 breath = lplayer->getBreath();
|
||||
if (breath <= 10) {
|
||||
breath += 1;
|
||||
lplayer->setBreath(breath);
|
||||
updateLocalPlayerBreath(breath);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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_gamedef->ndef());
|
||||
u8 day = light & 0xff;
|
||||
u8 night = (light >> 8) & 0xff;
|
||||
finalColorBlend(lplayer->light_color, day, night, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
|
||||
i != m_active_objects.end(); ++i) {
|
||||
ClientActiveObject* obj = i->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_gamedef->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(std::vector<ClientSimpleObject*>::iterator
|
||||
i = m_simple_objects.begin(); i != m_simple_objects.end();) {
|
||||
std::vector<ClientSimpleObject*>::iterator 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;
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
|
||||
{
|
||||
UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
|
||||
if (n == m_active_objects.end())
|
||||
return NULL;
|
||||
return n->second;
|
||||
}
|
||||
|
||||
bool isFreeClientActiveObjectId(const u16 id,
|
||||
UNORDERED_MAP<u16, ClientActiveObject*> &objects)
|
||||
{
|
||||
if(id == 0)
|
||||
return false;
|
||||
|
||||
return objects.find(id) == objects.end();
|
||||
}
|
||||
|
||||
u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &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_smgr, m_texturesource, m_irr);
|
||||
{ // 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_gamedef->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_gamedef, 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 (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
|
||||
i != m_active_objects.end(); ++i) {
|
||||
ClientActiveObject* obj = i->second;
|
||||
|
||||
f32 d = (obj->getPosition() - origin).getLength();
|
||||
|
||||
if(d > max_d)
|
||||
continue;
|
||||
|
||||
DistanceSortedActiveObject dso(obj, d);
|
||||
|
||||
dest.push_back(dso);
|
||||
}
|
||||
}
|
||||
|
||||
ClientEnvEvent ClientEnvironment::getClientEvent()
|
||||
{
|
||||
ClientEnvEvent event;
|
||||
if(m_client_event_queue.empty())
|
||||
event.type = CEE_NONE;
|
||||
else {
|
||||
event = m_client_event_queue.front();
|
||||
m_client_event_queue.pop();
|
||||
}
|
||||
return event;
|
||||
}
|
||||
|
||||
ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
|
||||
const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
|
||||
v3s16 *intersection_normal)
|
||||
{
|
||||
std::vector<DistanceSortedActiveObject> objects;
|
||||
getActiveObjects(shootline_on_map.start,
|
||||
shootline_on_map.getLength() + 3, objects);
|
||||
const v3f line_vector = shootline_on_map.getVector();
|
||||
|
||||
// Sort them.
|
||||
// After this, the closest object is the first in the array.
|
||||
std::sort(objects.begin(), objects.end());
|
||||
|
||||
/* Because objects can have different nodebox sizes,
|
||||
* the object whose center is the nearest isn't necessarily
|
||||
* the closest one. If an object is found, don't stop
|
||||
* immediately. */
|
||||
|
||||
f32 d_min = shootline_on_map.getLength();
|
||||
ClientActiveObject *nearest_obj = NULL;
|
||||
for (u32 i = 0; i < objects.size(); i++) {
|
||||
ClientActiveObject *obj = objects[i].obj;
|
||||
|
||||
aabb3f *selection_box = obj->getSelectionBox();
|
||||
if (selection_box == NULL)
|
||||
continue;
|
||||
|
||||
v3f pos = obj->getPosition();
|
||||
|
||||
aabb3f offsetted_box(selection_box->MinEdge + pos,
|
||||
selection_box->MaxEdge + pos);
|
||||
|
||||
if (offsetted_box.getCenter().getDistanceFrom(
|
||||
shootline_on_map.start) > d_min + 9.6f*BS) {
|
||||
// Probably there is no active object that has bigger nodebox than
|
||||
// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
|
||||
// 9.6 > 5.5*sqrt(3)
|
||||
break;
|
||||
}
|
||||
|
||||
v3f current_intersection;
|
||||
v3s16 current_normal;
|
||||
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
|
||||
¤t_intersection, ¤t_normal)) {
|
||||
f32 d_current = current_intersection.getDistanceFrom(
|
||||
shootline_on_map.start);
|
||||
if (d_current <= d_min) {
|
||||
d_min = d_current;
|
||||
nearest_obj = obj;
|
||||
*intersection_point = current_intersection;
|
||||
*intersection_normal = current_normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nearest_obj;
|
||||
}
|
||||
|
||||
/*
|
||||
Check if a node is pointable
|
||||
*/
|
||||
static inline bool isPointableNode(const MapNode &n,
|
||||
INodeDefManager *ndef, bool liquids_pointable)
|
||||
{
|
||||
const ContentFeatures &features = ndef->get(n);
|
||||
return features.pointable ||
|
||||
(liquids_pointable && features.isLiquid());
|
||||
}
|
||||
|
||||
PointedThing ClientEnvironment::getPointedThing(
|
||||
core::line3d<f32> shootline,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object)
|
||||
{
|
||||
PointedThing result;
|
||||
|
||||
INodeDefManager *nodedef = m_map->getNodeDefManager();
|
||||
|
||||
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
|
||||
// The code needs to search these nodes
|
||||
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
|
||||
-maximal_exceed.MinEdge);
|
||||
// If a node is found, there might be a larger node behind.
|
||||
// To find it, we have to go further.
|
||||
s16 maximal_overcheck =
|
||||
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
|
||||
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
|
||||
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
|
||||
|
||||
const v3f original_vector = shootline.getVector();
|
||||
const f32 original_length = original_vector.getLength();
|
||||
|
||||
f32 min_distance = original_length;
|
||||
|
||||
// First try to find an active object
|
||||
if (look_for_object) {
|
||||
ClientActiveObject *selected_object = getSelectedActiveObject(
|
||||
shootline, &result.intersection_point,
|
||||
&result.intersection_normal);
|
||||
|
||||
if (selected_object != NULL) {
|
||||
min_distance =
|
||||
(result.intersection_point - shootline.start).getLength();
|
||||
|
||||
result.type = POINTEDTHING_OBJECT;
|
||||
result.object_id = selected_object->getId();
|
||||
}
|
||||
}
|
||||
|
||||
// Reduce shootline
|
||||
if (original_length > 0) {
|
||||
shootline.end = shootline.start
|
||||
+ shootline.getVector() / original_length * min_distance;
|
||||
}
|
||||
|
||||
// Try to find a node that is closer than the selected active
|
||||
// object (if it exists).
|
||||
|
||||
voxalgo::VoxelLineIterator iterator(shootline.start / BS,
|
||||
shootline.getVector() / BS);
|
||||
v3s16 oldnode = iterator.m_current_node_pos;
|
||||
// Indicates that a node was found.
|
||||
bool is_node_found = false;
|
||||
// If a node is found, it is possible that there's a node
|
||||
// behind it with a large nodebox, so continue the search.
|
||||
u16 node_foundcounter = 0;
|
||||
// If a node is found, this is the center of the
|
||||
// first nodebox the shootline meets.
|
||||
v3f found_boxcenter(0, 0, 0);
|
||||
// The untested nodes are in this range.
|
||||
core::aabbox3d<s16> new_nodes;
|
||||
while (true) {
|
||||
// Test the nodes around the current node in search_range.
|
||||
new_nodes = search_range;
|
||||
new_nodes.MinEdge += iterator.m_current_node_pos;
|
||||
new_nodes.MaxEdge += iterator.m_current_node_pos;
|
||||
|
||||
// Only check new nodes
|
||||
v3s16 delta = iterator.m_current_node_pos - oldnode;
|
||||
if (delta.X > 0)
|
||||
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
|
||||
else if (delta.X < 0)
|
||||
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
|
||||
else if (delta.Y > 0)
|
||||
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
|
||||
else if (delta.Y < 0)
|
||||
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
|
||||
else if (delta.Z > 0)
|
||||
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
|
||||
else if (delta.Z < 0)
|
||||
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
|
||||
|
||||
// For each untested node
|
||||
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
|
||||
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
|
||||
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
|
||||
MapNode n;
|
||||
v3s16 np(x, y, z);
|
||||
bool is_valid_position;
|
||||
|
||||
n = m_map->getNodeNoEx(np, &is_valid_position);
|
||||
if (!(is_valid_position &&
|
||||
isPointableNode(n, nodedef, liquids_pointable))) {
|
||||
continue;
|
||||
}
|
||||
std::vector<aabb3f> boxes;
|
||||
n.getSelectionBoxes(nodedef, &boxes,
|
||||
n.getNeighbors(np, m_map));
|
||||
|
||||
v3f npf = intToFloat(np, BS);
|
||||
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
|
||||
i != boxes.end(); ++i) {
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
v3f intersection_point;
|
||||
v3s16 intersection_normal;
|
||||
if (!boxLineCollision(box, shootline.start, shootline.getVector(),
|
||||
&intersection_point, &intersection_normal)) {
|
||||
continue;
|
||||
}
|
||||
f32 distance = (intersection_point - shootline.start).getLength();
|
||||
if (distance >= min_distance) {
|
||||
continue;
|
||||
}
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.intersection_point = intersection_point;
|
||||
result.intersection_normal = intersection_normal;
|
||||
found_boxcenter = box.getCenter();
|
||||
min_distance = distance;
|
||||
is_node_found = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (is_node_found) {
|
||||
node_foundcounter++;
|
||||
if (node_foundcounter > maximal_overcheck) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Next node
|
||||
if (iterator.hasNext()) {
|
||||
oldnode = iterator.m_current_node_pos;
|
||||
iterator.next();
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (is_node_found) {
|
||||
// Set undersurface and abovesurface nodes
|
||||
f32 d = 0.002 * BS;
|
||||
v3f fake_intersection = result.intersection_point;
|
||||
// Move intersection towards its source block.
|
||||
if (fake_intersection.X < found_boxcenter.X)
|
||||
fake_intersection.X += d;
|
||||
else
|
||||
fake_intersection.X -= d;
|
||||
|
||||
if (fake_intersection.Y < found_boxcenter.Y)
|
||||
fake_intersection.Y += d;
|
||||
else
|
||||
fake_intersection.Y -= d;
|
||||
|
||||
if (fake_intersection.Z < found_boxcenter.Z)
|
||||
fake_intersection.Z += d;
|
||||
else
|
||||
fake_intersection.Z -= d;
|
||||
|
||||
result.node_real_undersurface = floatToInt(fake_intersection, BS);
|
||||
result.node_abovesurface = result.node_real_undersurface
|
||||
+ result.intersection_normal;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif // #ifndef SERVER
|
||||
|
|
|
@ -50,7 +50,6 @@ class ITextureSource;
|
|||
class IGameDef;
|
||||
class Map;
|
||||
class ServerMap;
|
||||
class ClientMap;
|
||||
class GameScripting;
|
||||
class Player;
|
||||
class RemotePlayer;
|
||||
|
@ -525,171 +524,5 @@ private:
|
|||
UNORDERED_MAP<u32, u16> m_particle_spawner_attachments;
|
||||
};
|
||||
|
||||
#ifndef SERVER
|
||||
|
||||
#include "clientobject.h"
|
||||
#include "content_cao.h"
|
||||
|
||||
class ClientSimpleObject;
|
||||
|
||||
/*
|
||||
The client-side environment.
|
||||
|
||||
This is not thread-safe.
|
||||
Must be called from main (irrlicht) thread (uses the SceneManager)
|
||||
Client uses an environment mutex.
|
||||
*/
|
||||
|
||||
enum ClientEnvEventType
|
||||
{
|
||||
CEE_NONE,
|
||||
CEE_PLAYER_DAMAGE,
|
||||
CEE_PLAYER_BREATH
|
||||
};
|
||||
|
||||
struct ClientEnvEvent
|
||||
{
|
||||
ClientEnvEventType type;
|
||||
union {
|
||||
//struct{
|
||||
//} none;
|
||||
struct{
|
||||
u8 amount;
|
||||
bool send_to_server;
|
||||
} player_damage;
|
||||
struct{
|
||||
u16 amount;
|
||||
} player_breath;
|
||||
};
|
||||
};
|
||||
|
||||
class ClientEnvironment : public Environment
|
||||
{
|
||||
public:
|
||||
ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
|
||||
ITextureSource *texturesource, IGameDef *gamedef,
|
||||
IrrlichtDevice *device);
|
||||
~ClientEnvironment();
|
||||
|
||||
Map & getMap();
|
||||
ClientMap & getClientMap();
|
||||
|
||||
IGameDef *getGameDef()
|
||||
{ return m_gamedef; }
|
||||
|
||||
void step(f32 dtime);
|
||||
|
||||
virtual void setLocalPlayer(LocalPlayer *player);
|
||||
LocalPlayer *getLocalPlayer() { return m_local_player; }
|
||||
|
||||
/*
|
||||
ClientSimpleObjects
|
||||
*/
|
||||
|
||||
void addSimpleObject(ClientSimpleObject *simple);
|
||||
|
||||
/*
|
||||
ActiveObjects
|
||||
*/
|
||||
|
||||
GenericCAO* getGenericCAO(u16 id);
|
||||
ClientActiveObject* getActiveObject(u16 id);
|
||||
|
||||
/*
|
||||
Adds an active object to the environment.
|
||||
Environment handles deletion of object.
|
||||
Object may be deleted by environment immediately.
|
||||
If id of object is 0, assigns a free id to it.
|
||||
Returns the id of the object.
|
||||
Returns 0 if not added and thus deleted.
|
||||
*/
|
||||
u16 addActiveObject(ClientActiveObject *object);
|
||||
|
||||
void addActiveObject(u16 id, u8 type, const std::string &init_data);
|
||||
void removeActiveObject(u16 id);
|
||||
|
||||
void processActiveObjectMessage(u16 id, const std::string &data);
|
||||
|
||||
/*
|
||||
Callbacks for activeobjects
|
||||
*/
|
||||
|
||||
void damageLocalPlayer(u8 damage, bool handle_hp=true);
|
||||
void updateLocalPlayerBreath(u16 breath);
|
||||
|
||||
/*
|
||||
Client likes to call these
|
||||
*/
|
||||
|
||||
// Get all nearby objects
|
||||
void getActiveObjects(v3f origin, f32 max_d,
|
||||
std::vector<DistanceSortedActiveObject> &dest);
|
||||
|
||||
// Get event from queue. CEE_NONE is returned if queue is empty.
|
||||
ClientEnvEvent getClientEvent();
|
||||
|
||||
/*!
|
||||
* Gets closest object pointed by the shootline.
|
||||
* Returns NULL if not found.
|
||||
*
|
||||
* \param[in] shootline_on_map the shootline for
|
||||
* the test in world coordinates
|
||||
* \param[out] intersection_point the first point where
|
||||
* the shootline meets the object. Valid only if
|
||||
* not NULL is returned.
|
||||
* \param[out] intersection_normal the normal vector of
|
||||
* the intersection, pointing outwards. Zero vector if
|
||||
* the shootline starts in an active object.
|
||||
* Valid only if not NULL is returned.
|
||||
*/
|
||||
ClientActiveObject * getSelectedActiveObject(
|
||||
const core::line3d<f32> &shootline_on_map,
|
||||
v3f *intersection_point,
|
||||
v3s16 *intersection_normal
|
||||
);
|
||||
|
||||
/*!
|
||||
* Performs a raycast on the world.
|
||||
* Returns the first thing the shootline meets.
|
||||
*
|
||||
* @param[in] shootline the shootline, starting from
|
||||
* the camera position. This also gives the maximal distance
|
||||
* of the search.
|
||||
* @param[in] liquids_pointable if false, liquids are ignored
|
||||
* @param[in] look_for_object if false, objects are ignored
|
||||
*/
|
||||
PointedThing getPointedThing(
|
||||
core::line3d<f32> shootline,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object);
|
||||
|
||||
u16 attachement_parent_ids[USHRT_MAX + 1];
|
||||
|
||||
const std::list<std::string> &getPlayerNames() { return m_player_names; }
|
||||
void addPlayerName(const std::string &name) { m_player_names.push_back(name); }
|
||||
void removePlayerName(const std::string &name) { m_player_names.remove(name); }
|
||||
void updateCameraOffset(v3s16 camera_offset)
|
||||
{ m_camera_offset = camera_offset; }
|
||||
v3s16 getCameraOffset() const { return m_camera_offset; }
|
||||
private:
|
||||
ClientMap *m_map;
|
||||
LocalPlayer *m_local_player;
|
||||
scene::ISceneManager *m_smgr;
|
||||
ITextureSource *m_texturesource;
|
||||
IGameDef *m_gamedef;
|
||||
IrrlichtDevice *m_irr;
|
||||
UNORDERED_MAP<u16, ClientActiveObject*> m_active_objects;
|
||||
std::vector<ClientSimpleObject*> m_simple_objects;
|
||||
std::queue<ClientEnvEvent> m_client_event_queue;
|
||||
IntervalLimiter m_active_object_light_update_interval;
|
||||
IntervalLimiter m_lava_hurt_interval;
|
||||
IntervalLimiter m_drowning_interval;
|
||||
IntervalLimiter m_breathing_interval;
|
||||
std::list<std::string> m_player_names;
|
||||
v3s16 m_camera_offset;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
|
|
Loading…
Reference in New Issue