1 /*
2 Minetest
3 Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
4 
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9 
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14 
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19 
20 #include "util/serialize.h"
21 #include "util/pointedthing.h"
22 #include "client.h"
23 #include "clientenvironment.h"
24 #include "clientsimpleobject.h"
25 #include "clientmap.h"
26 #include "scripting_client.h"
27 #include "mapblock_mesh.h"
28 #include "mtevent.h"
29 #include "collision.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "raycast.h"
33 #include "voxelalgorithms.h"
34 #include "settings.h"
35 #include "shader.h"
36 #include "content_cao.h"
37 #include <algorithm>
38 #include "client/renderingengine.h"
39 
40 /*
41 	CAOShaderConstantSetter
42 */
43 
44 //! Shader constant setter for passing material emissive color to the CAO object_shader
45 class CAOShaderConstantSetter : public IShaderConstantSetter
46 {
47 public:
CAOShaderConstantSetter()48 	CAOShaderConstantSetter():
49 			m_emissive_color_setting("emissiveColor")
50 	{}
51 
52 	~CAOShaderConstantSetter() override = default;
53 
onSetConstants(video::IMaterialRendererServices * services)54 	void onSetConstants(video::IMaterialRendererServices *services) override
55 	{
56 		// Ambient color
57 		video::SColorf emissive_color(m_emissive_color);
58 
59 		float as_array[4] = {
60 			emissive_color.r,
61 			emissive_color.g,
62 			emissive_color.b,
63 			emissive_color.a,
64 		};
65 		m_emissive_color_setting.set(as_array, services);
66 	}
67 
onSetMaterial(const video::SMaterial & material)68 	void onSetMaterial(const video::SMaterial& material) override
69 	{
70 		m_emissive_color = material.EmissiveColor;
71 	}
72 
73 private:
74 	video::SColor m_emissive_color;
75 	CachedPixelShaderSetting<float, 4> m_emissive_color_setting;
76 };
77 
78 class CAOShaderConstantSetterFactory : public IShaderConstantSetterFactory
79 {
80 public:
CAOShaderConstantSetterFactory()81 	CAOShaderConstantSetterFactory()
82 	{}
83 
create()84 	virtual IShaderConstantSetter* create()
85 	{
86 		return new CAOShaderConstantSetter();
87 	}
88 };
89 
90 /*
91 	ClientEnvironment
92 */
93 
ClientEnvironment(ClientMap * map,ITextureSource * texturesource,Client * client)94 ClientEnvironment::ClientEnvironment(ClientMap *map,
95 	ITextureSource *texturesource, Client *client):
96 	Environment(client),
97 	m_map(map),
98 	m_texturesource(texturesource),
99 	m_client(client)
100 {
101 	auto *shdrsrc = m_client->getShaderSource();
102 	shdrsrc->addShaderConstantSetterFactory(new CAOShaderConstantSetterFactory());
103 }
104 
~ClientEnvironment()105 ClientEnvironment::~ClientEnvironment()
106 {
107 	m_ao_manager.clear();
108 
109 	for (auto &simple_object : m_simple_objects) {
110 		delete simple_object;
111 	}
112 
113 	// Drop/delete map
114 	m_map->drop();
115 
116 	delete m_local_player;
117 }
118 
getMap()119 Map & ClientEnvironment::getMap()
120 {
121 	return *m_map;
122 }
123 
getClientMap()124 ClientMap & ClientEnvironment::getClientMap()
125 {
126 	return *m_map;
127 }
128 
setLocalPlayer(LocalPlayer * player)129 void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
130 {
131 	/*
132 		It is a failure if already is a local player
133 	*/
134 	FATAL_ERROR_IF(m_local_player != NULL,
135 		"Local player already allocated");
136 
137 	m_local_player = player;
138 }
139 
step(float dtime)140 void ClientEnvironment::step(float dtime)
141 {
142 	/* Step time of day */
143 	stepTimeOfDay(dtime);
144 
145 	// Get some settings
146 	bool fly_allowed = m_client->checkLocalPrivilege("fly");
147 	bool free_move = fly_allowed && g_settings->getBool("free_move");
148 
149 	// Get local player
150 	LocalPlayer *lplayer = getLocalPlayer();
151 	assert(lplayer);
152 	// collision info queue
153 	std::vector<CollisionInfo> player_collisions;
154 
155 	/*
156 		Get the speed the player is going
157 	*/
158 	bool is_climbing = lplayer->is_climbing;
159 
160 	f32 player_speed = lplayer->getSpeed().getLength();
161 
162 	/*
163 		Maximum position increment
164 	*/
165 	//f32 position_max_increment = 0.05*BS;
166 	f32 position_max_increment = 0.1*BS;
167 
168 	// Maximum time increment (for collision detection etc)
169 	// time = distance / speed
170 	f32 dtime_max_increment = 1;
171 	if(player_speed > 0.001)
172 		dtime_max_increment = position_max_increment / player_speed;
173 
174 	// Maximum time increment is 10ms or lower
175 	if(dtime_max_increment > 0.01)
176 		dtime_max_increment = 0.01;
177 
178 	// Don't allow overly huge dtime
179 	if(dtime > 0.5)
180 		dtime = 0.5;
181 
182 	/*
183 		Stuff that has a maximum time increment
184 	*/
185 
186 	u32 steps = ceil(dtime / dtime_max_increment);
187 	f32 dtime_part = dtime / steps;
188 	for (; steps > 0; --steps) {
189 		/*
190 			Local player handling
191 		*/
192 
193 		// Control local player
194 		lplayer->applyControl(dtime_part, this);
195 
196 		// Apply physics
197 		if (!free_move && !is_climbing) {
198 			// Gravity
199 			v3f speed = lplayer->getSpeed();
200 			if (!lplayer->in_liquid)
201 				speed.Y -= lplayer->movement_gravity *
202 					lplayer->physics_override_gravity * dtime_part * 2.0f;
203 
204 			// Liquid floating / sinking
205 			if (lplayer->in_liquid && !lplayer->swimming_vertical &&
206 					!lplayer->swimming_pitch)
207 				speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2.0f;
208 
209 			// Liquid resistance
210 			if (lplayer->in_liquid_stable || lplayer->in_liquid) {
211 				// How much the node's viscosity blocks movement, ranges
212 				// between 0 and 1. Should match the scale at which viscosity
213 				// increase affects other liquid attributes.
214 				static const f32 viscosity_factor = 0.3f;
215 
216 				v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
217 				f32 dl = d_wanted.getLength();
218 				if (dl > lplayer->movement_liquid_fluidity_smooth)
219 					dl = lplayer->movement_liquid_fluidity_smooth;
220 
221 				dl *= (lplayer->liquid_viscosity * viscosity_factor) +
222 					(1 - viscosity_factor);
223 				v3f d = d_wanted.normalize() * (dl * dtime_part * 100.0f);
224 				speed += d;
225 			}
226 
227 			lplayer->setSpeed(speed);
228 		}
229 
230 		/*
231 			Move the lplayer.
232 			This also does collision detection.
233 		*/
234 		lplayer->move(dtime_part, this, position_max_increment,
235 			&player_collisions);
236 	}
237 
238 	bool player_immortal = lplayer->getCAO() && lplayer->getCAO()->isImmortal();
239 
240 	for (const CollisionInfo &info : player_collisions) {
241 		v3f speed_diff = info.new_speed - info.old_speed;;
242 		// Handle only fall damage
243 		// (because otherwise walking against something in fast_move kills you)
244 		if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
245 			continue;
246 		// Get rid of other components
247 		speed_diff.X = 0;
248 		speed_diff.Z = 0;
249 		f32 pre_factor = 1; // 1 hp per node/s
250 		f32 tolerance = BS*14; // 5 without damage
251 		f32 post_factor = 1; // 1 hp per node/s
252 		if (info.type == COLLISION_NODE) {
253 			const ContentFeatures &f = m_client->ndef()->
254 				get(m_map->getNode(info.node_p));
255 			// Determine fall damage multiplier
256 			int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
257 			pre_factor = 1.0f + (float)addp / 100.0f;
258 		}
259 		float speed = pre_factor * speed_diff.getLength();
260 		if (speed > tolerance && !player_immortal) {
261 			f32 damage_f = (speed - tolerance) / BS * post_factor;
262 			u16 damage = (u16)MYMIN(damage_f + 0.5, U16_MAX);
263 			if (damage != 0) {
264 				damageLocalPlayer(damage, true);
265 				m_client->getEventManager()->put(
266 					new SimpleTriggerEvent(MtEvent::PLAYER_FALLING_DAMAGE));
267 			}
268 		}
269 	}
270 
271 	if (m_client->modsLoaded())
272 		m_script->environment_step(dtime);
273 
274 	// Update lighting on local player (used for wield item)
275 	u32 day_night_ratio = getDayNightRatio();
276 	{
277 		// Get node at head
278 
279 		// On InvalidPositionException, use this as default
280 		// (day: LIGHT_SUN, night: 0)
281 		MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
282 
283 		v3s16 p = lplayer->getLightPosition();
284 		node_at_lplayer = m_map->getNode(p);
285 
286 		u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
287 		final_color_blend(&lplayer->light_color, light, day_night_ratio);
288 	}
289 
290 	/*
291 		Step active objects and update lighting of them
292 	*/
293 
294 	bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
295 	auto cb_state = [this, dtime, update_lighting, day_night_ratio] (ClientActiveObject *cao) {
296 		// Step object
297 		cao->step(dtime, this);
298 
299 		if (update_lighting)
300 			cao->updateLight(day_night_ratio);
301 	};
302 
303 	m_ao_manager.step(dtime, cb_state);
304 
305 	/*
306 		Step and handle simple objects
307 	*/
308 	g_profiler->avg("ClientEnv: CSO count [#]", m_simple_objects.size());
309 	for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
310 		ClientSimpleObject *simple = *i;
311 
312 		simple->step(dtime);
313 		if(simple->m_to_be_removed) {
314 			delete simple;
315 			i = m_simple_objects.erase(i);
316 		}
317 		else {
318 			++i;
319 		}
320 	}
321 }
322 
addSimpleObject(ClientSimpleObject * simple)323 void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
324 {
325 	m_simple_objects.push_back(simple);
326 }
327 
getGenericCAO(u16 id)328 GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
329 {
330 	ClientActiveObject *obj = getActiveObject(id);
331 	if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
332 		return (GenericCAO*) obj;
333 
334 	return NULL;
335 }
336 
addActiveObject(ClientActiveObject * object)337 u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
338 {
339 	// Register object. If failed return zero id
340 	if (!m_ao_manager.registerObject(object))
341 		return 0;
342 
343 	object->addToScene(m_texturesource);
344 
345 	// Update lighting immediately
346 	object->updateLight(getDayNightRatio());
347 	return object->getId();
348 }
349 
addActiveObject(u16 id,u8 type,const std::string & init_data)350 void ClientEnvironment::addActiveObject(u16 id, u8 type,
351 	const std::string &init_data)
352 {
353 	ClientActiveObject* obj =
354 		ClientActiveObject::create((ActiveObjectType) type, m_client, this);
355 	if(obj == NULL)
356 	{
357 		infostream<<"ClientEnvironment::addActiveObject(): "
358 			<<"id="<<id<<" type="<<type<<": Couldn't create object"
359 			<<std::endl;
360 		return;
361 	}
362 
363 	obj->setId(id);
364 
365 	try
366 	{
367 		obj->initialize(init_data);
368 	}
369 	catch(SerializationError &e)
370 	{
371 		errorstream<<"ClientEnvironment::addActiveObject():"
372 			<<" id="<<id<<" type="<<type
373 			<<": SerializationError in initialize(): "
374 			<<e.what()
375 			<<": init_data="<<serializeJsonString(init_data)
376 			<<std::endl;
377 	}
378 
379 	u16 new_id = addActiveObject(obj);
380 	// Object initialized:
381 	if ((obj = getActiveObject(new_id))) {
382 		// Final step is to update all children which are already known
383 		// Data provided by AO_CMD_SPAWN_INFANT
384 		const auto &children = obj->getAttachmentChildIds();
385 		for (auto c_id : children) {
386 			if (auto *o = getActiveObject(c_id))
387 				o->updateAttachments();
388 		}
389 	}
390 }
391 
392 
removeActiveObject(u16 id)393 void ClientEnvironment::removeActiveObject(u16 id)
394 {
395 	// Get current attachment childs to detach them visually
396 	std::unordered_set<int> attachment_childs;
397 	if (auto *obj = getActiveObject(id))
398 		attachment_childs = obj->getAttachmentChildIds();
399 
400 	m_ao_manager.removeObject(id);
401 
402 	// Perform a proper detach in Irrlicht
403 	for (auto c_id : attachment_childs) {
404 		if (ClientActiveObject *child = getActiveObject(c_id))
405 			child->updateAttachments();
406 	}
407 }
408 
processActiveObjectMessage(u16 id,const std::string & data)409 void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
410 {
411 	ClientActiveObject *obj = getActiveObject(id);
412 	if (obj == NULL) {
413 		infostream << "ClientEnvironment::processActiveObjectMessage():"
414 			<< " got message for id=" << id << ", which doesn't exist."
415 			<< std::endl;
416 		return;
417 	}
418 
419 	try {
420 		obj->processMessage(data);
421 	} catch (SerializationError &e) {
422 		errorstream<<"ClientEnvironment::processActiveObjectMessage():"
423 			<< " id=" << id << " type=" << obj->getType()
424 			<< " SerializationError in processMessage(): " << e.what()
425 			<< std::endl;
426 	}
427 }
428 
429 /*
430 	Callbacks for activeobjects
431 */
432 
damageLocalPlayer(u16 damage,bool handle_hp)433 void ClientEnvironment::damageLocalPlayer(u16 damage, bool handle_hp)
434 {
435 	LocalPlayer *lplayer = getLocalPlayer();
436 	assert(lplayer);
437 
438 	if (handle_hp) {
439 		if (lplayer->hp > damage)
440 			lplayer->hp -= damage;
441 		else
442 			lplayer->hp = 0;
443 	}
444 
445 	ClientEnvEvent event;
446 	event.type = CEE_PLAYER_DAMAGE;
447 	event.player_damage.amount = damage;
448 	event.player_damage.send_to_server = handle_hp;
449 	m_client_event_queue.push(event);
450 }
451 
452 /*
453 	Client likes to call these
454 */
455 
getClientEnvEvent()456 ClientEnvEvent ClientEnvironment::getClientEnvEvent()
457 {
458 	FATAL_ERROR_IF(m_client_event_queue.empty(),
459 			"ClientEnvironment::getClientEnvEvent(): queue is empty");
460 
461 	ClientEnvEvent event = m_client_event_queue.front();
462 	m_client_event_queue.pop();
463 	return event;
464 }
465 
getSelectedActiveObjects(const core::line3d<f32> & shootline_on_map,std::vector<PointedThing> & objects)466 void ClientEnvironment::getSelectedActiveObjects(
467 	const core::line3d<f32> &shootline_on_map,
468 	std::vector<PointedThing> &objects)
469 {
470 	std::vector<DistanceSortedActiveObject> allObjects;
471 	getActiveObjects(shootline_on_map.start,
472 		shootline_on_map.getLength() + 10.0f, allObjects);
473 	const v3f line_vector = shootline_on_map.getVector();
474 
475 	for (const auto &allObject : allObjects) {
476 		ClientActiveObject *obj = allObject.obj;
477 		aabb3f selection_box;
478 		if (!obj->getSelectionBox(&selection_box))
479 			continue;
480 
481 		const v3f &pos = obj->getPosition();
482 		aabb3f offsetted_box(selection_box.MinEdge + pos,
483 			selection_box.MaxEdge + pos);
484 
485 		v3f current_intersection;
486 		v3s16 current_normal;
487 		if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
488 				&current_intersection, &current_normal)) {
489 			objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
490 				(current_intersection - shootline_on_map.start).getLengthSQ());
491 		}
492 	}
493 }
494