示例#1
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_client->ndef());
		else
			light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);

		object->updateLight(light);
	}
	return object->getId();
}
void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server)
{
	/*infostream<<"Client::addUpdateMeshTask(): "
			<<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
			<<std::endl;*/

	MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p);
	if(b == NULL)
		return;

	/*
		Create a task to update the mesh of the block
	*/

	MeshMakeData *data = new MeshMakeData;

	{
		//TimeTaker timer("data fill");
		// Release: ~0ms
		// Debug: 1-6ms, avg=2ms
		data->fill(getDayNightRatio(), b);
	}

	// Debug wait
	//while(m_mesh_update_thread.m_queue_in.size() > 0) sleep_ms(10);

	// Add task to queue
	m_mesh_update_thread.m_queue_in.addBlock(p, data, ack_to_server);

	/*infostream<<"Mesh update input queue size is "
			<<m_mesh_update_thread.m_queue_in.size()
			<<std::endl;*/

#if 0
	// Temporary test: make mesh directly in here
	{
		//TimeTaker timer("make mesh");
		// 10ms
		scene::SMesh *mesh_new = NULL;
		mesh_new = makeMapBlockMesh(data);
		b->replaceMesh(mesh_new);
		delete data;
	}
#endif

	/*
		Mark mesh as non-expired at this point so that it can already
		be marked as expired again if the data changes
	*/
	b->setMeshExpired(false);
}
void ServerEnvironment::step(float dtime)
{
	DSTACK(__FUNCTION_NAME);
	
	//TimeTaker timer("ServerEnv step");

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

	/*
		Increment game time
	*/
	{
		m_game_time_fraction_counter += dtime;
		u32 inc_i = (u32)m_game_time_fraction_counter;
		m_game_time += inc_i;
		m_game_time_fraction_counter -= (float)inc_i;
	}
	
	/*
		Handle players
	*/
	for(core::list<Player*>::Iterator i = m_players.begin();
			i != m_players.end(); i++)
	{
		Player *player = *i;
		
		// Ignore disconnected players
		if(player->peer_id == 0)
			continue;

		v3f playerpos = player->getPosition();
		
		// Move
		player->move(dtime, *m_map, 100*BS);
		
		/*
			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);
				}
			}
			catch(InvalidPositionException &e)
			{
			}
		}
	}

	/*
		Manage active block list
	*/
	if(m_active_blocks_management_interval.step(dtime, 2.0))
	{
		/*
			Get player block positions
		*/
		core::list<v3s16> players_blockpos;
		for(core::list<Player*>::Iterator
				i = m_players.begin();
				i != m_players.end(); i++)
		{
			Player *player = *i;
			// Ignore disconnected players
			if(player->peer_id == 0)
				continue;
			v3s16 blockpos = getNodeBlockPos(
					floatToInt(player->getPosition(), BS));
			players_blockpos.push_back(blockpos);
		}
		
		/*
			Update list of active blocks, collecting changes
		*/
		const s16 active_block_range = 5;
		core::map<v3s16, bool> blocks_removed;
		core::map<v3s16, bool> blocks_added;
		m_active_blocks.update(players_blockpos, active_block_range,
				blocks_removed, blocks_added);

		/*
			Handle removed blocks
		*/

		// Convert active objects that are no more in active blocks to static
		deactivateFarObjects(false);
		
		for(core::map<v3s16, bool>::Iterator
				i = blocks_removed.getIterator();
				i.atEnd()==false; i++)
		{
			v3s16 p = i.getNode()->getKey();

			/*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
					<<") became inactive"<<std::endl;*/
			
			MapBlock *block = m_map->getBlockNoCreateNoEx(p);
			if(block==NULL)
				continue;
			
			// Set current time as timestamp (and let it set ChangedFlag)
			block->setTimestamp(m_game_time);
		}

		/*
			Handle added blocks
		*/

		for(core::map<v3s16, bool>::Iterator
				i = blocks_added.getIterator();
				i.atEnd()==false; i++)
		{
			v3s16 p = i.getNode()->getKey();
			
			/*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
					<<") became active"<<std::endl;*/

			MapBlock *block = m_map->getBlockNoCreateNoEx(p);
			if(block==NULL)
				continue;

			activateBlock(block);
		}
	}

	/*
		Mess around in active blocks
	*/
	if(m_active_blocks_nodemetadata_interval.step(dtime, 1.0))
	{
		float dtime = 1.0;

		for(core::map<v3s16, bool>::Iterator
				i = m_active_blocks.m_list.getIterator();
				i.atEnd()==false; i++)
		{
			v3s16 p = i.getNode()->getKey();
			
			/*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
					<<") being handled"<<std::endl;*/

			MapBlock *block = m_map->getBlockNoCreateNoEx(p);
			if(block==NULL)
				continue;

			// Reset block usage timer
			block->resetUsageTimer();
			
			// Set current time as timestamp
			block->setTimestampNoChangedFlag(m_game_time);

			// Run node metadata
			bool changed = block->m_node_metadata.step(dtime);
			if(changed)
			{
				MapEditEvent event;
				event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
				event.p = p;
				m_map->dispatchEvent(&event);

				block->setChangedFlag();
			}
		}
	}
	if(m_active_blocks_test_interval.step(dtime, 10.0))
	{
		//float dtime = 10.0;
		
		for(core::map<v3s16, bool>::Iterator
				i = m_active_blocks.m_list.getIterator();
				i.atEnd()==false; i++)
		{
			v3s16 p = i.getNode()->getKey();
			
			/*dstream<<"Server: Block ("<<p.X<<","<<p.Y<<","<<p.Z
					<<") being handled"<<std::endl;*/

			MapBlock *block = m_map->getBlockNoCreateNoEx(p);
			if(block==NULL)
				continue;
			
			// Set current time as timestamp
			block->setTimestampNoChangedFlag(m_game_time);

			/*
				Do stuff!

				Note that map modifications should be done using the event-
				making map methods so that the server gets information
				about them.

				Reading can be done quickly directly from the block.

				Everything should bind to inside this single content
				searching loop to keep things fast.
			*/
			// TODO: Implement usage of ActiveBlockModifier
			
			// Find out how many objects the block contains
			u32 active_object_count = block->m_static_objects.m_active.size();
			// Find out how many objects this and all the neighbors contain
			u32 active_object_count_wider = 0;
			for(s16 x=-1; x<=1; x++)
			for(s16 y=-1; y<=1; y++)
			for(s16 z=-1; z<=1; z++)
			{
				MapBlock *block = m_map->getBlockNoCreateNoEx(p+v3s16(x,y,z));
				if(block==NULL)
					continue;
				active_object_count_wider +=
						block->m_static_objects.m_active.size();
			}

			v3s16 p0;
			for(p0.X=0; p0.X<MAP_BLOCKSIZE; p0.X++)
			for(p0.Y=0; p0.Y<MAP_BLOCKSIZE; p0.Y++)
			for(p0.Z=0; p0.Z<MAP_BLOCKSIZE; p0.Z++)
			{
				v3s16 p = p0 + block->getPosRelative();
				MapNode n = block->getNodeNoEx(p0);

				/*
					Test something:
					Convert mud under proper lighting to grass
				*/
				if(n.getContent() == CONTENT_MUD)
				{
					if(myrand()%20 == 0)
					{
						MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0));
						if(content_features(n_top).air_equivalent &&
								n_top.getLightBlend(getDayNightRatio()) >= 13)
						{
							n.setContent(CONTENT_GRASS);
							m_map->addNodeWithEvent(p, n);
						}
					}
				}
				/*
					Convert grass into mud if under something else than air
				*/
				if(n.getContent() == CONTENT_GRASS)
				{
					//if(myrand()%20 == 0)
					{
						MapNode n_top = m_map->getNodeNoEx(p+v3s16(0,1,0));
						if(content_features(n_top).air_equivalent == false)
						{
							n.setContent(CONTENT_MUD);
							m_map->addNodeWithEvent(p, n);
						}
					}
				}
				/*
					Rats spawn around regular trees
				*/
				if(n.getContent() == CONTENT_TREE ||
						n.getContent() == CONTENT_JUNGLETREE)
				{
   					if(myrand()%200 == 0 && active_object_count_wider == 0)
					{
						v3s16 p1 = p + v3s16(myrand_range(-2, 2),
								0, myrand_range(-2, 2));
						MapNode n1 = m_map->getNodeNoEx(p1);
						MapNode n1b = m_map->getNodeNoEx(p1+v3s16(0,-1,0));
						if(n1b.getContent() == CONTENT_GRASS &&
								n1.getContent() == CONTENT_AIR)
						{
							v3f pos = intToFloat(p1, BS);
							ServerActiveObject *obj = new RatSAO(this, 0, pos);
							addActiveObject(obj);
						}
					}
			 }
			}
		}
	}
	
	/*
		Step active objects
	*/
	{
		//TimeTaker timer("Step active objects");
		
		// This helps the objects to send data at the same time
		bool send_recommended = false;
		m_send_recommended_timer += dtime;
		if(m_send_recommended_timer > 0.15)
		{
			m_send_recommended_timer = 0;
			send_recommended = true;
		}

		for(core::map<u16, ServerActiveObject*>::Iterator
				i = m_active_objects.getIterator();
				i.atEnd()==false; i++)
		{
			ServerActiveObject* obj = i.getNode()->getValue();
			// Don't step if is to be removed or stored statically
			if(obj->m_removed || obj->m_pending_deactivation)
				continue;
			// Step object
			obj->step(dtime, send_recommended);
			// Read messages from object
			while(obj->m_messages_out.size() > 0)
			{
				m_active_object_messages.push_back(
						obj->m_messages_out.pop_front());
			}
		}
	}
	
	/*
		Manage active objects
	*/
	if(m_object_management_interval.step(dtime, 0.5))
	{
		/*
			Remove objects that satisfy (m_removed && m_known_by_count==0)
		*/
		removeRemovedObjects();
	}

	if(g_settings.getBool("enable_experimental"))
	{

	/*
		TEST CODE
	*/
#if 1
	m_random_spawn_timer -= dtime;
	if(m_random_spawn_timer < 0)
	{
		//m_random_spawn_timer += myrand_range(2.0, 20.0);
		//m_random_spawn_timer += 2.0;
		m_random_spawn_timer += 200.0;

		/*
			Find some position
		*/

		/*v2s16 p2d(myrand_range(-5,5), myrand_range(-5,5));
		s16 y = 1 + getServerMap().findGroundLevel(p2d);
		v3f pos(p2d.X*BS,y*BS,p2d.Y*BS);*/
		
		Player *player = getRandomConnectedPlayer();
		v3f pos(0,0,0);
		if(player)
			pos = player->getPosition();
		pos += v3f(
			myrand_range(-3,3)*BS,
			0,
			myrand_range(-3,3)*BS
		);

		/*
			Create a ServerActiveObject
		*/

		//TestSAO *obj = new TestSAO(this, 0, pos);
		//ServerActiveObject *obj = new ItemSAO(this, 0, pos, "CraftItem Stick 1");
		//ServerActiveObject *obj = new RatSAO(this, 0, pos);
		//ServerActiveObject *obj = new Oerkki1SAO(this, 0, pos);
		ServerActiveObject *obj = new FireflySAO(this, 0, pos);
		addActiveObject(obj);
	}
#endif

	} // enable_experimental
}
void ClientEnvironment::updateMeshes(v3s16 blockpos)
{
	m_map->updateMeshes(blockpos, getDayNightRatio());
}
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);
		}
	}
}
示例#6
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;
		}
	}
}