3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
22 #include "connection.h"
23 #include "constants.h"
26 #include <ITextSceneNode.h>
28 #include "main.h" // For g_settings
31 #include "environment.h"
34 Player::Player(IGameDef *gamedef):
35 touching_ground(false),
37 in_water_stable(false),
40 inventory_backup(NULL),
41 craftresult_is_preview(true),
43 peer_id(PEER_ID_INEXISTENT),
52 updateName("<not set>");
58 delete inventory_backup;
61 void Player::wieldItem(u16 item)
63 m_selected_item = item;
66 void Player::resetInventory()
69 inventory.addList("main", PLAYER_INVENTORY_SIZE);
70 inventory.addList("craft", 9);
71 inventory.addList("craftresult", 1);
74 // Y direction is ignored
75 void Player::accelerate(v3f target_speed, f32 max_increase)
77 v3f d_wanted = target_speed - m_speed;
79 f32 dl_wanted = d_wanted.getLength();
84 v3f d = d_wanted.normalize() * dl;
91 if(m_speed.X < target_speed.X - max_increase)
92 m_speed.X += max_increase;
93 else if(m_speed.X > target_speed.X + max_increase)
94 m_speed.X -= max_increase;
95 else if(m_speed.X < target_speed.X)
96 m_speed.X = target_speed.X;
97 else if(m_speed.X > target_speed.X)
98 m_speed.X = target_speed.X;
100 if(m_speed.Z < target_speed.Z - max_increase)
101 m_speed.Z += max_increase;
102 else if(m_speed.Z > target_speed.Z + max_increase)
103 m_speed.Z -= max_increase;
104 else if(m_speed.Z < target_speed.Z)
105 m_speed.Z = target_speed.Z;
106 else if(m_speed.Z > target_speed.Z)
107 m_speed.Z = target_speed.Z;
111 v3s16 Player::getLightPosition() const
113 return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
116 void Player::serialize(std::ostream &os)
118 // Utilize a Settings object for storing values
120 args.setS32("version", 1);
121 args.set("name", m_name);
122 //args.set("password", m_password);
123 args.setFloat("pitch", m_pitch);
124 args.setFloat("yaw", m_yaw);
125 args.setV3F("position", m_position);
126 args.setBool("craftresult_is_preview", craftresult_is_preview);
127 args.setS32("hp", hp);
131 os<<"PlayerArgsEnd\n";
133 // If actual inventory is backed up due to creative mode, save it
134 // instead of the dummy creative mode inventory
136 inventory_backup->serialize(os);
138 inventory.serialize(os);
141 void Player::deSerialize(std::istream &is)
148 throw SerializationError
149 ("Player::deSerialize(): PlayerArgsEnd not found");
151 std::getline(is, line);
152 std::string trimmedline = trim(line);
153 if(trimmedline == "PlayerArgsEnd")
155 args.parseConfigLine(line);
158 //args.getS32("version"); // Version field value not used
159 std::string name = args.get("name");
160 updateName(name.c_str());
161 setPitch(args.getFloat("pitch"));
162 setYaw(args.getFloat("yaw"));
163 setPosition(args.getV3F("position"));
165 craftresult_is_preview = args.getBool("craftresult_is_preview");
166 }catch(SettingNotFoundException &e){
167 craftresult_is_preview = true;
170 hp = args.getS32("hp");
171 }catch(SettingNotFoundException &e){
175 inventory.deSerialize(is, m_gamedef);
182 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
183 Player(env->getGameDef()),
184 ServerActiveObject(env, v3f(0,0,0)),
185 m_last_good_position(0,0,0),
186 m_last_good_position_age(0),
190 ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 peer_id_,
192 Player(env->getGameDef()),
193 ServerActiveObject(env, pos_)
199 ServerRemotePlayer::~ServerRemotePlayer()
201 clearAddToInventoryLater();
204 /* ServerActiveObject interface */
206 InventoryItem* ServerRemotePlayer::getWieldedItem()
208 InventoryList *list = inventory.getList("main");
210 return list->getItem(m_selected_item);
213 void ServerRemotePlayer::damageWieldedItem(u16 amount)
215 infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
217 InventoryList *list = inventory.getList("main");
220 InventoryItem *item = list->getItem(m_selected_item);
221 if(item && (std::string)item->getName() == "ToolItem"){
222 ToolItem *titem = (ToolItem*)item;
223 bool weared_out = titem->addWear(amount);
225 list->deleteItem(m_selected_item);
228 bool ServerRemotePlayer::addToInventory(InventoryItem *item)
230 infostream<<"Adding "<<item->getName()<<" into "<<getName()
231 <<"'s inventory"<<std::endl;
233 InventoryList *ilist = inventory.getList("main");
237 // In creative mode, just delete the item
238 if(g_settings->getBool("creative_mode")){
242 // Skip if inventory has no free space
243 if(ilist->roomForItem(item) == false)
245 infostream<<"Player inventory has no free space"<<std::endl;
250 InventoryItem *leftover = ilist->addItem(item);
255 void ServerRemotePlayer::addToInventoryLater(InventoryItem *item)
257 infostream<<"Adding (later) "<<item->getName()<<" into "<<getName()
258 <<"'s inventory"<<std::endl;
259 m_additional_items.push_back(item);
261 void ServerRemotePlayer::clearAddToInventoryLater()
263 for (std::vector<InventoryItem*>::iterator
264 i = m_additional_items.begin();
265 i != m_additional_items.end(); i++)
269 m_additional_items.clear();
271 void ServerRemotePlayer::completeAddToInventoryLater(u16 preferred_index)
273 InventoryList *ilist = inventory.getList("main");
276 clearAddToInventoryLater();
280 // In creative mode, just delete the items
281 if(g_settings->getBool("creative_mode"))
283 clearAddToInventoryLater();
287 for (std::vector<InventoryItem*>::iterator
288 i = m_additional_items.begin();
289 i != m_additional_items.end(); i++)
291 InventoryItem *item = *i;
292 InventoryItem *leftover = item;
293 leftover = ilist->addItem(preferred_index, leftover);
294 leftover = ilist->addItem(leftover);
297 m_additional_items.clear();
299 void ServerRemotePlayer::setHP(s16 hp_)
303 // FIXME: don't hardcode maximum HP, make configurable per object
309 s16 ServerRemotePlayer::getHP()
320 RemotePlayer::RemotePlayer(
322 scene::ISceneNode* parent,
323 IrrlichtDevice *device,
326 scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
329 m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
331 if(parent != NULL && device != NULL)
333 // ISceneNode stores a member called SceneManager
334 scene::ISceneManager* mgr = SceneManager;
335 video::IVideoDriver* driver = mgr->getVideoDriver();
336 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
338 // Add a text node for showing the name
339 wchar_t wname[1] = {0};
340 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
341 wname, video::SColor(255,255,255,255), this);
342 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
344 // Attach a simple mesh to the player for showing an image
345 scene::SMesh *mesh = new scene::SMesh();
347 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
348 video::SColor c(255,255,255,255);
349 video::S3DVertex vertices[4] =
351 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
352 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
353 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
354 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
356 u16 indices[] = {0,1,2,2,3,0};
357 buf->append(vertices, 4, indices, 6);
359 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
360 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
361 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
362 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
363 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
364 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
365 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
367 mesh->addMeshBuffer(buf);
371 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
372 video::SColor c(255,255,255,255);
373 video::S3DVertex vertices[4] =
375 video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
376 video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
377 video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
378 video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
380 u16 indices[] = {0,1,2,2,3,0};
381 buf->append(vertices, 4, indices, 6);
383 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
384 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
385 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
386 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
387 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
388 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
390 mesh->addMeshBuffer(buf);
393 m_node = mgr->addMeshSceneNode(mesh, this);
395 m_node->setPosition(v3f(0,0,0));
399 RemotePlayer::~RemotePlayer()
401 if(SceneManager != NULL)
402 ISceneNode::remove();
405 void RemotePlayer::updateName(const char *name)
407 Player::updateName(name);
410 wchar_t wname[PLAYERNAME_SIZE];
411 mbstowcs(wname, m_name, strlen(m_name)+1);
412 m_text->setText(wname);
416 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
418 m_pos_animation_time_counter += dtime;
419 m_pos_animation_counter += dtime;
420 v3f movevector = m_position - m_oldpos;
422 if(m_pos_animation_time < 0.001)
425 moveratio = m_pos_animation_counter / m_pos_animation_time;
428 m_showpos = m_oldpos + movevector * moveratio;
430 ISceneNode::setPosition(m_showpos);
440 LocalPlayer::LocalPlayer(IGameDef *gamedef):
442 m_sneak_node(32767,32767,32767),
443 m_sneak_node_exists(false)
445 // Initialize hp to 0, so that no hearts will be shown if server
446 // doesn't support health points
450 LocalPlayer::~LocalPlayer()
454 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
455 core::list<CollisionInfo> *collision_info)
457 INodeDefManager *nodemgr = m_gamedef->ndef();
459 v3f position = getPosition();
460 v3f oldpos = position;
461 v3s16 oldpos_i = floatToInt(oldpos, BS);
463 v3f old_speed = m_speed;
465 /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
466 <<oldpos_i.Z<<")"<<std::endl;*/
469 Calculate new position
471 position += m_speed * dtime;
473 // Skip collision detection if a special movement mode is used
474 bool free_move = g_settings->getBool("free_move");
477 setPosition(position);
485 // Player position in nodes
486 v3s16 pos_i = floatToInt(position, BS);
489 Check if player is in water (the oscillating value)
492 // If in water, the threshold of coming out is at higher y
495 v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
496 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
498 // If not in water, the threshold of going in is at lower y
501 v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
502 in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
505 catch(InvalidPositionException &e)
511 Check if player is in water (the stable value)
514 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
515 in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
517 catch(InvalidPositionException &e)
519 in_water_stable = false;
523 Check if player is climbing
527 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
528 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
529 is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
530 nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
532 catch(InvalidPositionException &e)
538 Collision uncertainty radius
539 Make it a bit larger than the maximum distance of movement
541 //f32 d = pos_max_d * 1.1;
542 // A fairly large value in here makes moving smoother
545 // This should always apply, otherwise there are glitches
546 assert(d > pos_max_d);
548 float player_radius = BS*0.35;
549 float player_height = BS*1.7;
551 // Maximum distance over border for sneaking
552 f32 sneak_max = BS*0.4;
555 If sneaking, player has larger collision radius to keep from
559 player_radius = sneak_max + d*1.1;*/
562 If sneaking, keep in range from the last walked node and don't
565 if(control.sneak && m_sneak_node_exists)
567 f32 maxd = 0.5*BS + sneak_max;
568 v3f lwn_f = intToFloat(m_sneak_node, BS);
569 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
570 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
572 f32 min_y = lwn_f.Y + 0.5*BS;
573 if(position.Y < min_y)
577 //v3f old_speed = m_speed;
584 // Report fall collision
585 if(old_speed.Y < m_speed.Y - 0.1)
588 info.t = COLLISION_FALL;
589 info.speed = m_speed.Y - old_speed.Y;
590 collision_info->push_back(info);
597 Calculate player collision box (new and old)
599 core::aabbox3d<f32> playerbox(
600 position.X - player_radius,
602 position.Z - player_radius,
603 position.X + player_radius,
604 position.Y + player_height,
605 position.Z + player_radius
607 core::aabbox3d<f32> playerbox_old(
608 oldpos.X - player_radius,
610 oldpos.Z - player_radius,
611 oldpos.X + player_radius,
612 oldpos.Y + player_height,
613 oldpos.Z + player_radius
617 If the player's feet touch the topside of any node, this is
620 Player is allowed to jump when this is true.
622 touching_ground = false;
624 /*std::cout<<"Checking collisions for ("
625 <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
627 <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
630 bool standing_on_unloaded = false;
633 Go through every node around the player
635 for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
636 for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
637 for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
639 bool is_unloaded = false;
641 // Player collides into walkable nodes
642 if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
645 catch(InvalidPositionException &e)
648 // Doing nothing here will block the player from
649 // walking over map borders
652 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
655 See if the player is touching ground.
657 Player touches ground if player's minimum Y is near node's
658 maximum Y and player's X-Z-area overlaps with the node's
661 Use 0.15*BS so that it is easier to get on a node.
664 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
665 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
666 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
667 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
668 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
669 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
671 touching_ground = true;
673 standing_on_unloaded = true;
676 // If player doesn't intersect with node, ignore node.
677 if(playerbox.intersectsWithBox(nodebox) == false)
681 Go through every axis
684 v3f(0,0,1), // back-front
685 v3f(0,1,0), // top-bottom
686 v3f(1,0,0), // right-left
688 for(u16 i=0; i<3; i++)
691 Calculate values along the axis
693 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
694 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
695 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
696 f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
697 f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
698 f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
701 Check collision for the axis.
702 Collision happens when player is going through a surface.
706 // Make it easier to get on top of a node
709 bool negative_axis_collides =
710 (nodemax > playermin && nodemax <= playermin_old + neg_d
711 && m_speed.dotProduct(dirs[i]) < 0);
712 bool positive_axis_collides =
713 (nodemin < playermax && nodemin >= playermax_old - pos_d
714 && m_speed.dotProduct(dirs[i]) > 0);*/
715 bool negative_axis_collides =
716 (nodemax > playermin && nodemax <= playermin_old + d
717 && m_speed.dotProduct(dirs[i]) < 0);
718 bool positive_axis_collides =
719 (nodemin < playermax && nodemin >= playermax_old - d
720 && m_speed.dotProduct(dirs[i]) > 0);
721 bool main_axis_collides =
722 negative_axis_collides || positive_axis_collides;
725 Check overlap of player and node in other axes
727 bool other_axes_overlap = true;
728 for(u16 j=0; j<3; j++)
732 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
733 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
734 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
735 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
736 if(!(nodemax - d > playermin && nodemin + d < playermax))
738 other_axes_overlap = false;
744 If this is a collision, revert the position in the main
747 if(other_axes_overlap && main_axis_collides)
749 //v3f old_speed = m_speed;
751 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
752 position -= position.dotProduct(dirs[i]) * dirs[i];
753 position += oldpos.dotProduct(dirs[i]) * dirs[i];
757 // Report fall collision
758 if(old_speed.Y < m_speed.Y - 0.1)
761 info.t = COLLISION_FALL;
762 info.speed = m_speed.Y - old_speed.Y;
763 collision_info->push_back(info);
772 Check the nodes under the player to see from which node the
773 player is sneaking from, if any.
776 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
777 v2f player_p2df(position.X, position.Z);
778 f32 min_distance_f = 100000.0*BS;
779 // If already seeking from some node, compare to it.
780 /*if(m_sneak_node_exists)
782 v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
783 v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
784 f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
785 f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
786 // Ignore if player is not on the same level (likely dropped)
787 if(d_vert_f < 0.15*BS)
788 min_distance_f = d_horiz_f;
790 v3s16 new_sneak_node = m_sneak_node;
791 for(s16 x=-1; x<=1; x++)
792 for(s16 z=-1; z<=1; z++)
794 v3s16 p = pos_i_bottom + v3s16(x,0,z);
795 v3f pf = intToFloat(p, BS);
796 v2f node_p2df(pf.X, pf.Z);
797 f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
798 f32 max_axis_distance_f = MYMAX(
799 fabs(player_p2df.X-node_p2df.X),
800 fabs(player_p2df.Y-node_p2df.Y));
802 if(distance_f > min_distance_f ||
803 max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
807 // The node to be sneaked on has to be walkable
808 if(nodemgr->get(map.getNode(p)).walkable == false)
810 // And the node above it has to be nonwalkable
811 if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
814 catch(InvalidPositionException &e)
819 min_distance_f = distance_f;
823 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
825 if(control.sneak && m_sneak_node_exists)
828 m_sneak_node = new_sneak_node;
832 m_sneak_node = new_sneak_node;
833 m_sneak_node_exists = sneak_node_found;
837 If sneaking, the player's collision box can be in air, so
838 this has to be set explicitly
840 if(sneak_node_found && control.sneak)
841 touching_ground = true;
847 setPosition(position);
854 // Report fall collision
855 if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
858 info.t = COLLISION_FALL;
859 info.speed = m_speed.Y - old_speed.Y;
860 collision_info->push_back(info);
865 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
867 move(dtime, map, pos_max_d, NULL);
870 void LocalPlayer::applyControl(float dtime)
876 f32 walk_acceleration = 4.0 * BS;
877 f32 walkspeed_max = 4.0 * BS;
879 setPitch(control.pitch);
882 v3f move_direction = v3f(0,0,1);
883 move_direction.rotateXZBy(getYaw());
885 v3f speed = v3f(0,0,0);
887 bool free_move = g_settings->getBool("free_move");
888 bool fast_move = g_settings->getBool("fast_move");
889 bool continuous_forward = g_settings->getBool("continuous_forward");
891 if(free_move || is_climbing)
893 v3f speed = getSpeed();
898 // Whether superspeed mode is used or not
899 bool superspeed = false;
901 // If free movement and fast movement, always move fast
902 if(free_move && fast_move)
905 // Auxiliary button 1 (E)
910 // In free movement mode, aux1 descends
911 v3f speed = getSpeed();
915 speed.Y = -walkspeed_max;
920 v3f speed = getSpeed();
926 // If not free movement but fast is allowed, aux1 is
933 if(continuous_forward)
934 speed += move_direction;
938 if(continuous_forward)
941 speed += move_direction;
945 speed -= move_direction;
949 speed += move_direction.crossProduct(v3f(0,1,0));
953 speed += move_direction.crossProduct(v3f(0,-1,0));
959 v3f speed = getSpeed();
963 speed.Y = walkspeed_max;
966 else if(touching_ground)
968 v3f speed = getSpeed();
970 NOTE: The d value in move() affects jump height by
971 raising the height at which the jump speed is kept
972 at its starting value
977 // Use the oscillating value for getting out of water
978 // (so that the player doesn't fly on the surface)
981 v3f speed = getSpeed();
988 v3f speed = getSpeed();
994 // The speed of the player (Y is ignored)
996 speed = speed.normalize() * walkspeed_max * 5.0;
997 else if(control.sneak)
998 speed = speed.normalize() * walkspeed_max / 3.0;
1000 speed = speed.normalize() * walkspeed_max;
1002 f32 inc = walk_acceleration * BS * dtime;
1004 // Faster acceleration if fast and free movement
1005 if(free_move && fast_move)
1006 inc = walk_acceleration * BS * dtime * 10;
1008 // Accelerate to target speed with maximum increment
1009 accelerate(speed, inc);