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1 /*
2 Minetest-m13
3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
14
15 You should have received a copy of the GNU 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 "player.h"
21 #include "map.h"
22 #include "connection.h"
23 #include "constants.h"
24 #include "utility.h"
25 #ifndef SERVER
26 #include <ITextSceneNode.h>
27 #endif
28 #include "main.h" // For g_settings
29 #include "settings.h"
30 #include "nodedef.h"
31 #include "collision.h"
32 #include "environment.h"
33 #include "gamedef.h"
34
35 Player::Player(IGameDef *gamedef):
36         touching_ground(false),
37         in_water(false),
38         in_water_stable(false),
39         is_climbing(false),
40         swimming_up(false),
41         inventory(gamedef->idef()),
42         inventory_backup(NULL),
43         hp(20),
44         peer_id(PEER_ID_INEXISTENT),
45 // protected
46         m_gamedef(gamedef),
47         m_pitch(0),
48         m_yaw(0),
49         m_speed(0,0,0),
50         m_position(0,0,0)
51 {
52         updateName("<not set>");
53         resetInventory();
54 }
55
56 Player::~Player()
57 {
58         delete inventory_backup;
59 }
60
61 void Player::resetInventory()
62 {
63         inventory.clear();
64         inventory.addList("main", PLAYER_INVENTORY_SIZE);
65         inventory.addList("craft", 9);
66         inventory.addList("craftpreview", 1);
67         inventory.addList("craftresult", 1);
68 }
69
70 // Y direction is ignored
71 void Player::accelerate(v3f target_speed, f32 max_increase)
72 {
73         v3f d_wanted = target_speed - m_speed;
74         d_wanted.Y = 0;
75         f32 dl_wanted = d_wanted.getLength();
76         f32 dl = dl_wanted;
77         if(dl > max_increase)
78                 dl = max_increase;
79         
80         v3f d = d_wanted.normalize() * dl;
81
82         m_speed.X += d.X;
83         m_speed.Z += d.Z;
84         //m_speed += d;
85
86 #if 0 // old code
87         if(m_speed.X < target_speed.X - max_increase)
88                 m_speed.X += max_increase;
89         else if(m_speed.X > target_speed.X + max_increase)
90                 m_speed.X -= max_increase;
91         else if(m_speed.X < target_speed.X)
92                 m_speed.X = target_speed.X;
93         else if(m_speed.X > target_speed.X)
94                 m_speed.X = target_speed.X;
95
96         if(m_speed.Z < target_speed.Z - max_increase)
97                 m_speed.Z += max_increase;
98         else if(m_speed.Z > target_speed.Z + max_increase)
99                 m_speed.Z -= max_increase;
100         else if(m_speed.Z < target_speed.Z)
101                 m_speed.Z = target_speed.Z;
102         else if(m_speed.Z > target_speed.Z)
103                 m_speed.Z = target_speed.Z;
104 #endif
105 }
106
107 v3s16 Player::getLightPosition() const
108 {
109         return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
110 }
111
112 void Player::serialize(std::ostream &os)
113 {
114         // Utilize a Settings object for storing values
115         Settings args;
116         args.setS32("version", 1);
117         args.set("name", m_name);
118         //args.set("password", m_password);
119         args.setFloat("pitch", m_pitch);
120         args.setFloat("yaw", m_yaw);
121         args.setV3F("position", m_position);
122         args.setS32("hp", hp);
123
124         args.writeLines(os);
125
126         os<<"PlayerArgsEnd\n";
127         
128         // If actual inventory is backed up due to creative mode, save it
129         // instead of the dummy creative mode inventory
130         if(inventory_backup)
131                 inventory_backup->serialize(os);
132         else
133                 inventory.serialize(os);
134 }
135
136 void Player::deSerialize(std::istream &is)
137 {
138         Settings args;
139         
140         for(;;)
141         {
142                 if(is.eof())
143                         throw SerializationError
144                                         ("Player::deSerialize(): PlayerArgsEnd not found");
145                 std::string line;
146                 std::getline(is, line);
147                 std::string trimmedline = trim(line);
148                 if(trimmedline == "PlayerArgsEnd")
149                         break;
150                 args.parseConfigLine(line);
151         }
152
153         //args.getS32("version"); // Version field value not used
154         std::string name = args.get("name");
155         updateName(name.c_str());
156         setPitch(args.getFloat("pitch"));
157         setYaw(args.getFloat("yaw"));
158         setPosition(args.getV3F("position"));
159         bool craftresult_is_preview = true;
160         try{
161                 craftresult_is_preview = args.getBool("craftresult_is_preview");
162         }catch(SettingNotFoundException &e){}
163         try{
164                 hp = args.getS32("hp");
165         }catch(SettingNotFoundException &e){
166                 hp = 20;
167         }
168
169         inventory.deSerialize(is);
170
171         if(inventory.getList("craftpreview") == NULL)
172         {
173                 // Convert players without craftpreview
174                 inventory.addList("craftpreview", 1);
175
176                 if(craftresult_is_preview)
177                 {
178                         // Clear craftresult
179                         inventory.getList("craftresult")->changeItem(0, ItemStack());
180                 }
181         }
182 }
183
184 #ifndef SERVER
185 /*
186         LocalPlayer
187 */
188
189 LocalPlayer::LocalPlayer(IGameDef *gamedef):
190         Player(gamedef),
191         m_sneak_node(32767,32767,32767),
192         m_sneak_node_exists(false)
193 {
194         // Initialize hp to 0, so that no hearts will be shown if server
195         // doesn't support health points
196         hp = 0;
197 }
198
199 LocalPlayer::~LocalPlayer()
200 {
201 }
202
203 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
204                 core::list<CollisionInfo> *collision_info)
205 {
206         INodeDefManager *nodemgr = m_gamedef->ndef();
207
208         v3f position = getPosition();
209         v3f oldpos = position;
210         v3s16 oldpos_i = floatToInt(oldpos, BS);
211
212         v3f old_speed = m_speed;
213
214         /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
215                         <<oldpos_i.Z<<")"<<std::endl;*/
216
217         /*
218                 Calculate new position
219         */
220         position += m_speed * dtime;
221         
222         // Skip collision detection if a special movement mode is used
223         bool free_move = g_settings->getBool("free_move");
224         if(free_move)
225         {
226                 setPosition(position);
227                 return;
228         }
229
230         /*
231                 Collision detection
232         */
233         
234         // Player position in nodes
235         v3s16 pos_i = floatToInt(position, BS);
236         
237         /*
238                 Check if player is in water (the oscillating value)
239         */
240         try{
241                 // If in water, the threshold of coming out is at higher y
242                 if(in_water)
243                 {
244                         v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
245                         in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
246                 }
247                 // If not in water, the threshold of going in is at lower y
248                 else
249                 {
250                         v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
251                         in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
252                 }
253         }
254         catch(InvalidPositionException &e)
255         {
256                 in_water = false;
257         }
258
259         /*
260                 Check if player is in water (the stable value)
261         */
262         try{
263                 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
264                 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
265         }
266         catch(InvalidPositionException &e)
267         {
268                 in_water_stable = false;
269         }
270
271         /*
272                 Check if player is climbing
273         */
274
275         try {
276                 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
277                 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
278                 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
279                 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
280         }
281         catch(InvalidPositionException &e)
282         {
283                 is_climbing = false;
284         }
285
286         /*
287                 Collision uncertainty radius
288                 Make it a bit larger than the maximum distance of movement
289         */
290         //f32 d = pos_max_d * 1.1;
291         // A fairly large value in here makes moving smoother
292         f32 d = 0.15*BS;
293
294         // This should always apply, otherwise there are glitches
295         assert(d > pos_max_d);
296
297         float player_radius = BS*0.35;
298         float player_height = BS*1.7;
299         
300         // Maximum distance over border for sneaking
301         f32 sneak_max = BS*0.4;
302
303         /*
304                 If sneaking, player has larger collision radius to keep from
305                 falling
306         */
307         /*if(control.sneak)
308                 player_radius = sneak_max + d*1.1;*/
309         
310         /*
311                 If sneaking, keep in range from the last walked node and don't
312                 fall off from it
313         */
314         if(control.sneak && m_sneak_node_exists)
315         {
316                 f32 maxd = 0.5*BS + sneak_max;
317                 v3f lwn_f = intToFloat(m_sneak_node, BS);
318                 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
319                 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
320                 
321                 f32 min_y = lwn_f.Y + 0.5*BS;
322                 if(position.Y < min_y)
323                 {
324                         position.Y = min_y;
325
326                         //v3f old_speed = m_speed;
327
328                         if(m_speed.Y < 0)
329                                 m_speed.Y = 0;
330
331                         /*if(collision_info)
332                         {
333                                 // Report fall collision
334                                 if(old_speed.Y < m_speed.Y - 0.1)
335                                 {
336                                         CollisionInfo info;
337                                         info.t = COLLISION_FALL;
338                                         info.speed = m_speed.Y - old_speed.Y;
339                                         collision_info->push_back(info);
340                                 }
341                         }*/
342                 }
343         }
344
345         /*
346                 Calculate player collision box (new and old)
347         */
348         core::aabbox3d<f32> playerbox(
349                 position.X - player_radius,
350                 position.Y - 0.0,
351                 position.Z - player_radius,
352                 position.X + player_radius,
353                 position.Y + player_height,
354                 position.Z + player_radius
355         );
356         core::aabbox3d<f32> playerbox_old(
357                 oldpos.X - player_radius,
358                 oldpos.Y - 0.0,
359                 oldpos.Z - player_radius,
360                 oldpos.X + player_radius,
361                 oldpos.Y + player_height,
362                 oldpos.Z + player_radius
363         );
364
365         /*
366                 If the player's feet touch the topside of any node, this is
367                 set to true.
368
369                 Player is allowed to jump when this is true.
370         */
371         touching_ground = false;
372
373         /*std::cout<<"Checking collisions for ("
374                         <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
375                         <<") -> ("
376                         <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
377                         <<"):"<<std::endl;*/
378         
379         bool standing_on_unloaded = false;
380         
381         /*
382                 Go through every node around the player
383         */
384         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
385         for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
386         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
387         {
388                 bool is_unloaded = false;
389                 try{
390                         // Player collides into walkable nodes
391                         if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
392                                 continue;
393                 }
394                 catch(InvalidPositionException &e)
395                 {
396                         is_unloaded = true;
397                         // Doing nothing here will block the player from
398                         // walking over map borders
399                 }
400
401                 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
402                 
403                 /*
404                         See if the player is touching ground.
405
406                         Player touches ground if player's minimum Y is near node's
407                         maximum Y and player's X-Z-area overlaps with the node's
408                         X-Z-area.
409
410                         Use 0.15*BS so that it is easier to get on a node.
411                 */
412                 if(
413                                 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
414                                 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
415                                 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
416                                 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
417                                 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
418                                 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
419                 ){
420                         touching_ground = true;
421                         if(is_unloaded)
422                                 standing_on_unloaded = true;
423                 }
424                 
425                 // If player doesn't intersect with node, ignore node.
426                 if(playerbox.intersectsWithBox(nodebox) == false)
427                         continue;
428                 
429                 /*
430                         Go through every axis
431                 */
432                 v3f dirs[3] = {
433                         v3f(0,0,1), // back-front
434                         v3f(0,1,0), // top-bottom
435                         v3f(1,0,0), // right-left
436                 };
437                 for(u16 i=0; i<3; i++)
438                 {
439                         /*
440                                 Calculate values along the axis
441                         */
442                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
443                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
444                         f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
445                         f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
446                         f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
447                         f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
448                         
449                         /*
450                                 Check collision for the axis.
451                                 Collision happens when player is going through a surface.
452                         */
453                         /*f32 neg_d = d;
454                         f32 pos_d = d;
455                         // Make it easier to get on top of a node
456                         if(i == 1)
457                                 neg_d = 0.15*BS;
458                         bool negative_axis_collides =
459                                 (nodemax > playermin && nodemax <= playermin_old + neg_d
460                                         && m_speed.dotProduct(dirs[i]) < 0);
461                         bool positive_axis_collides =
462                                 (nodemin < playermax && nodemin >= playermax_old - pos_d
463                                         && m_speed.dotProduct(dirs[i]) > 0);*/
464                         bool negative_axis_collides =
465                                 (nodemax > playermin && nodemax <= playermin_old + d
466                                         && m_speed.dotProduct(dirs[i]) < 0);
467                         bool positive_axis_collides =
468                                 (nodemin < playermax && nodemin >= playermax_old - d
469                                         && m_speed.dotProduct(dirs[i]) > 0);
470                         bool main_axis_collides =
471                                         negative_axis_collides || positive_axis_collides;
472                         
473                         /*
474                                 Check overlap of player and node in other axes
475                         */
476                         bool other_axes_overlap = true;
477                         for(u16 j=0; j<3; j++)
478                         {
479                                 if(j == i)
480                                         continue;
481                                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
482                                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
483                                 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
484                                 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
485                                 if(!(nodemax - d > playermin && nodemin + d < playermax))
486                                 {
487                                         other_axes_overlap = false;
488                                         break;
489                                 }
490                         }
491                         
492                         /*
493                                 If this is a collision, revert the position in the main
494                                 direction.
495                         */
496                         if(other_axes_overlap && main_axis_collides)
497                         {
498                                 //v3f old_speed = m_speed;
499
500                                 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
501                                 position -= position.dotProduct(dirs[i]) * dirs[i];
502                                 position += oldpos.dotProduct(dirs[i]) * dirs[i];
503                                 
504                                 /*if(collision_info)
505                                 {
506                                         // Report fall collision
507                                         if(old_speed.Y < m_speed.Y - 0.1)
508                                         {
509                                                 CollisionInfo info;
510                                                 info.t = COLLISION_FALL;
511                                                 info.speed = m_speed.Y - old_speed.Y;
512                                                 collision_info->push_back(info);
513                                         }
514                                 }*/
515                         }
516                 
517                 }
518         } // xyz
519
520         /*
521                 Check the nodes under the player to see from which node the
522                 player is sneaking from, if any.
523         */
524         {
525                 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
526                 v2f player_p2df(position.X, position.Z);
527                 f32 min_distance_f = 100000.0*BS;
528                 // If already seeking from some node, compare to it.
529                 /*if(m_sneak_node_exists)
530                 {
531                         v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
532                         v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
533                         f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
534                         f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
535                         // Ignore if player is not on the same level (likely dropped)
536                         if(d_vert_f < 0.15*BS)
537                                 min_distance_f = d_horiz_f;
538                 }*/
539                 v3s16 new_sneak_node = m_sneak_node;
540                 for(s16 x=-1; x<=1; x++)
541                 for(s16 z=-1; z<=1; z++)
542                 {
543                         v3s16 p = pos_i_bottom + v3s16(x,0,z);
544                         v3f pf = intToFloat(p, BS);
545                         v2f node_p2df(pf.X, pf.Z);
546                         f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
547                         f32 max_axis_distance_f = MYMAX(
548                                         fabs(player_p2df.X-node_p2df.X),
549                                         fabs(player_p2df.Y-node_p2df.Y));
550                                         
551                         if(distance_f > min_distance_f ||
552                                         max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
553                                 continue;
554
555                         try{
556                                 // The node to be sneaked on has to be walkable
557                                 if(nodemgr->get(map.getNode(p)).walkable == false)
558                                         continue;
559                                 // And the node above it has to be nonwalkable
560                                 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
561                                         continue;
562                         }
563                         catch(InvalidPositionException &e)
564                         {
565                                 continue;
566                         }
567
568                         min_distance_f = distance_f;
569                         new_sneak_node = p;
570                 }
571                 
572                 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
573                 
574                 if(control.sneak && m_sneak_node_exists)
575                 {
576                         if(sneak_node_found)
577                                 m_sneak_node = new_sneak_node;
578                 }
579                 else
580                 {
581                         m_sneak_node = new_sneak_node;
582                         m_sneak_node_exists = sneak_node_found;
583                 }
584
585                 /*
586                         If sneaking, the player's collision box can be in air, so
587                         this has to be set explicitly
588                 */
589                 if(sneak_node_found && control.sneak)
590                         touching_ground = true;
591         }
592         
593         /*
594                 Set new position
595         */
596         setPosition(position);
597         
598         /*
599                 Report collisions
600         */
601         if(collision_info)
602         {
603                 // Report fall collision
604                 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
605                 {
606                         CollisionInfo info;
607                         info.t = COLLISION_FALL;
608                         info.speed = m_speed.Y - old_speed.Y;
609                         collision_info->push_back(info);
610                 }
611         }
612 }
613
614 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
615 {
616         move(dtime, map, pos_max_d, NULL);
617 }
618
619 void LocalPlayer::applyControl(float dtime)
620 {
621         // Clear stuff
622         swimming_up = false;
623
624         // Random constants
625         f32 walk_acceleration = 4.0 * BS;
626         f32 walkspeed_max = 4.0 * BS;
627         
628         setPitch(control.pitch);
629         setYaw(control.yaw);
630         
631         v3f move_direction = v3f(0,0,1);
632         move_direction.rotateXZBy(getYaw());
633         
634         v3f speed = v3f(0,0,0);
635
636         bool free_move = g_settings->getBool("free_move");
637         bool fast_move = g_settings->getBool("fast_move");
638         bool continuous_forward = g_settings->getBool("continuous_forward");
639
640         if(free_move || is_climbing)
641         {
642                 v3f speed = getSpeed();
643                 speed.Y = 0;
644                 setSpeed(speed);
645         }
646
647         // Whether superspeed mode is used or not
648         bool superspeed = false;
649         
650         // If free movement and fast movement, always move fast
651         if(free_move && fast_move)
652                 superspeed = true;
653         
654         // Auxiliary button 1 (E)
655         if(control.aux1)
656         {
657                 if(free_move)
658                 {
659                         // In free movement mode, aux1 descends
660                         v3f speed = getSpeed();
661                         if(fast_move)
662                                 speed.Y = -20*BS;
663                         else
664                                 speed.Y = -walkspeed_max;
665                         setSpeed(speed);
666                 }
667                 else if(is_climbing)
668                 {
669                         v3f speed = getSpeed();
670                         speed.Y = -3*BS;
671                         setSpeed(speed);
672                 }
673                 else
674                 {
675                         // If not free movement but fast is allowed, aux1 is
676                         // "Turbo button"
677                         if(fast_move)
678                                 superspeed = true;
679                 }
680         }
681
682         if(continuous_forward)
683                 speed += move_direction;
684
685         if(control.up)
686         {
687                 if(continuous_forward)
688                         superspeed = true;
689                 else
690                         speed += move_direction;
691         }
692         if(control.down)
693         {
694                 speed -= move_direction;
695         }
696         if(control.left)
697         {
698                 speed += move_direction.crossProduct(v3f(0,1,0));
699         }
700         if(control.right)
701         {
702                 speed += move_direction.crossProduct(v3f(0,-1,0));
703         }
704         if(control.jump)
705         {
706                 if(free_move)
707                 {
708                         v3f speed = getSpeed();
709                         if(fast_move)
710                                 speed.Y = 20*BS;
711                         else
712                                 speed.Y = walkspeed_max;
713                         setSpeed(speed);
714                 }
715                 else if(touching_ground)
716                 {
717                         v3f speed = getSpeed();
718                         /*
719                                 NOTE: The d value in move() affects jump height by
720                                 raising the height at which the jump speed is kept
721                                 at its starting value
722                         */
723                         speed.Y = 6.5*BS;
724                         setSpeed(speed);
725                 }
726                 // Use the oscillating value for getting out of water
727                 // (so that the player doesn't fly on the surface)
728                 else if(in_water)
729                 {
730                         v3f speed = getSpeed();
731                         speed.Y = 1.5*BS;
732                         setSpeed(speed);
733                         swimming_up = true;
734                 }
735                 else if(is_climbing)
736                 {
737                         v3f speed = getSpeed();
738                         speed.Y = 3*BS;
739                         setSpeed(speed);
740                 }
741         }
742
743         // The speed of the player (Y is ignored)
744         if(superspeed)
745                 speed = speed.normalize() * walkspeed_max * 5.0;
746         else if(control.sneak)
747                 speed = speed.normalize() * walkspeed_max / 3.0;
748         else
749                 speed = speed.normalize() * walkspeed_max;
750         
751         f32 inc = walk_acceleration * BS * dtime;
752         
753         // Faster acceleration if fast and free movement
754         if(free_move && fast_move)
755                 inc = walk_acceleration * BS * dtime * 10;
756         
757         // Accelerate to target speed with maximum increment
758         accelerate(speed, inc);
759 }
760 #endif
761