예제 #1
0
void ClientEnvironment::step(float dtime)
{
	DSTACK(__FUNCTION_NAME);

	// Get some settings
	bool free_move = g_settings.getBool("free_move");
	bool footprints = g_settings.getBool("footprints");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	core::list<CollisionInfo> player_collisions;
	
	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = 0.001; // just some small value
	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 = 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
		*/
		
		{
			v3f lplayerpos = lplayer->getPosition();
			
			// Apply physics
			if(free_move == false && is_climbing == false)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(lplayer->swimming_up == false)
					speed.Y -= 9.81 * BS * dtime_part * 2;

				// Water resistance
				if(lplayer->in_water_stable || lplayer->in_water)
				{
					f32 max_down = 2.0*BS;
					if(speed.Y < -max_down) speed.Y = -max_down;

					f32 max = 2.5*BS;
					if(speed.getLength() > max)
					{
						speed = speed / speed.getLength() * max;
					}
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, *m_map, position_max_increment,
					&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);
		
	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(core::list<CollisionInfo>::Iterator
			i = player_collisions.begin();
			i != player_collisions.end(); i++)
	{
		CollisionInfo &info = *i;
		if(info.t == COLLISION_FALL)
		{
			//f32 tolerance = BS*10; // 2 without damage
			f32 tolerance = BS*12; // 3 without damage
			f32 factor = 1;
			if(info.speed > tolerance)
			{
				f32 damage_f = (info.speed - tolerance)/BS*factor;
				u16 damage = (u16)(damage_f+0.5);
				if(lplayer->hp > damage)
					lplayer->hp -= damage;
				else
					lplayer->hp = 0;

				ClientEnvEvent event;
				event.type = CEE_PLAYER_DAMAGE;
				event.player_damage.amount = damage;
				m_client_event_queue.push_back(event);
			}
		}
	}
	
	/*
		Stuff that can be done in an arbitarily large dtime
	*/
	for(core::list<Player*>::Iterator i = m_players.begin();
			i != m_players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		
		/*
			Handle non-local players
		*/
		if(player->isLocal() == false)
		{
			// Move
			player->move(dtime, *m_map, 100*BS);

			// Update lighting on remote players on client
			u8 light = LIGHT_MAX;
			try{
				// Get node at head
				v3s16 p = floatToInt(playerpos + v3f(0,BS+BS/2,0), BS);
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			player->updateLight(light);
		}
		
		/*
			Add footsteps to grass
		*/
		if(footprints)
		{
			// Get node that is at BS/4 under player
			v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS);
			try{
				MapNode n = m_map->getNode(bottompos);
				if(n.getContent() == CONTENT_GRASS)
				{
					n.setContent(CONTENT_GRASS_FOOTSTEPS);
					m_map->setNode(bottompos, n);
					// Update mesh on client
					if(m_map->mapType() == MAPTYPE_CLIENT)
					{
						v3s16 p_blocks = getNodeBlockPos(bottompos);
						MapBlock *b = m_map->getBlockNoCreate(p_blocks);
						//b->updateMesh(getDayNightRatio());
						b->setMeshExpired(true);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
			}
		}
	}
	
	/*
		Step active objects and update lighting of them
	*/
	
	for(core::map<u16, ClientActiveObject*>::Iterator
			i = m_active_objects.getIterator();
			i.atEnd()==false; i++)
	{
		ClientActiveObject* obj = i.getNode()->getValue();
		// Step object
		obj->step(dtime, this);

		if(m_active_object_light_update_interval.step(dtime, 0.21))
		{
			// Update lighting
			//u8 light = LIGHT_MAX;
			u8 light = 0;
			try{
				// Get node at head
				v3s16 p = obj->getLightPosition();
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			obj->updateLight(light);
		}
	}
}
예제 #2
0
void ClientEnvironment::step(float dtime)
{
	DSTACK(FUNCTION_NAME);

	/* Step time of day */
	stepTimeOfDay(dtime);

	// Get some settings
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool free_move = fly_allowed && g_settings->getBool("free_move");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	std::vector<CollisionInfo> player_collisions;

	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = lplayer->getSpeed().getLength();

	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = 1;
	if(player_speed > 0.001)
		dtime_max_increment = position_max_increment / player_speed;

	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;

	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;

	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		/*
			Handle local player
		*/

		{
			// Apply physics
			if(!free_move && !is_climbing)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(!lplayer->in_liquid)
					speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;

				// Liquid floating / sinking
				if(lplayer->in_liquid && !lplayer->swimming_vertical)
					speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;

				// Liquid resistance
				if(lplayer->in_liquid_stable || lplayer->in_liquid)
				{
					// How much the node's viscosity blocks movement, ranges between 0 and 1
					// Should match the scale at which viscosity increase affects other liquid attributes
					const f32 viscosity_factor = 0.3;

					v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
					f32 dl = d_wanted.getLength();
					if(dl > lplayer->movement_liquid_fluidity_smooth)
						dl = lplayer->movement_liquid_fluidity_smooth;
					dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);

					v3f d = d_wanted.normalize() * dl;
					speed += d;
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, this, position_max_increment,
				&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);

	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	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_client->ndef()->
				get(m_map->getNodeNoEx(info.node_p));
			// Determine fall damage multiplier
			int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
			pre_factor = 1.0 + (float)addp/100.0;
		}
		float speed = pre_factor * speed_diff.getLength();
		if(speed > tolerance)
		{
			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_client->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_client->ndef()->get(n1).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n2).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n3).damage_per_second);

		if(damage_per_second != 0)
		{
			damageLocalPlayer(damage_per_second, true);
		}
	}

	// Protocol v29 make this behaviour obsolete
	if (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_client->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_client->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_client->ndef());
		final_color_blend(&lplayer->light_color, light, day_night_ratio);
	}

	/*
		Step active objects and update lighting of them
	*/

	g_profiler->avg("CEnv: num of objects", m_active_objects.size());
	bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
	for (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_client->ndef());
			else
				light = blend_light(day_night_ratio, LIGHT_SUN, 0);

			obj->updateLight(light);
		}
	}

	/*
		Step and handle simple objects
	*/
	g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
	for(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;
		}
	}
}