]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/localplayer.cpp
Move globals from main.cpp to more sane locations
[dragonfireclient.git] / src / localplayer.cpp
index ee4fcd4e50a6016a0082e47af9d360ffe394def8..51d9bdd4b120a54dfc7873fc5ad5bb8fe45be829 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -19,12 +19,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "localplayer.h"
 
-#include "main.h" // For g_settings
 #include "event.h"
 #include "collision.h"
 #include "gamedef.h"
 #include "nodedef.h"
 #include "settings.h"
+#include "environment.h"
 #include "map.h"
 #include "util/numeric.h"
 
@@ -32,13 +32,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer(IGameDef *gamedef):
-       Player(gamedef),
+LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
+       Player(gamedef, name),
+       parent(0),
+       isAttached(false),
+       overridePosition(v3f(0,0,0)),
+       last_position(v3f(0,0,0)),
+       last_speed(v3f(0,0,0)),
+       last_pitch(0),
+       last_yaw(0),
+       last_keyPressed(0),
+       eye_offset_first(v3f(0,0,0)),
+       eye_offset_third(v3f(0,0,0)),
+       last_animation(NO_ANIM),
+       hotbar_image(""),
+       hotbar_selected_image(""),
+       light_color(255,255,255,255),
        m_sneak_node(32767,32767,32767),
        m_sneak_node_exists(false),
        m_old_node_below(32767,32767,32767),
        m_old_node_below_type("air"),
-       m_need_to_get_new_sneak_node(true)
+       m_need_to_get_new_sneak_node(true),
+       m_can_jump(false),
+       m_cao(NULL)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -49,78 +65,103 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
-               core::list<CollisionInfo> *collision_info)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
+               std::vector<CollisionInfo> *collision_info)
 {
+       Map *map = &env->getMap();
        INodeDefManager *nodemgr = m_gamedef->ndef();
 
        v3f position = getPosition();
 
-       v3f old_speed = m_speed;
+       // Copy parent position if local player is attached
+       if(isAttached)
+       {
+               setPosition(overridePosition);
+               m_sneak_node_exists = false;
+               return;
+       }
 
-       // Skip collision detection if a special movement mode is used
+       // Skip collision detection if noclip mode is used
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
-       bool free_move = fly_allowed && g_settings->getBool("free_move");
+       bool noclip = m_gamedef->checkLocalPrivilege("noclip") &&
+               g_settings->getBool("noclip");
+       bool free_move = noclip && fly_allowed && g_settings->getBool("free_move");
        if(free_move)
        {
         position += m_speed * dtime;
                setPosition(position);
+               m_sneak_node_exists = false;
                return;
        }
 
        /*
                Collision detection
        */
-       
+
+       bool is_valid_position;
+       MapNode node;
+       v3s16 pp;
+
        /*
-               Check if player is in water (the oscillating value)
+               Check if player is in liquid (the oscillating value)
        */
-       try{
-               // If in water, the threshold of coming out is at higher y
-               if(in_water)
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
-                       in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
-               }
-               // If not in water, the threshold of going in is at lower y
-               else
-               {
-                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
-                       in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
+
+       // If in liquid, the threshold of coming out is at higher y
+       if (in_liquid)
+       {
+               pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
                }
        }
-       catch(InvalidPositionException &e)
+       // If not in liquid, the threshold of going in is at lower y
+       else
        {
-               in_water = false;
+               pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+               node = map->getNodeNoEx(pp, &is_valid_position);
+               if (is_valid_position) {
+                       in_liquid = nodemgr->get(node.getContent()).isLiquid();
+                       liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity;
+               } else {
+                       in_liquid = false;
+               }
        }
 
+
        /*
-               Check if player is in water (the stable value)
+               Check if player is in liquid (the stable value)
        */
-       try{
-               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
-               in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
-       }
-       catch(InvalidPositionException &e)
-       {
-               in_water_stable = false;
+       pp = floatToInt(position + v3f(0,0,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       if (is_valid_position) {
+               in_liquid_stable = nodemgr->get(node.getContent()).isLiquid();
+       } else {
+               in_liquid_stable = false;
        }
 
        /*
                Check if player is climbing
        */
 
-       try {
-               v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
-               v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
-               is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
-               nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
-       }
-       catch(InvalidPositionException &e)
-       {
+
+       pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+       v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+       node = map->getNodeNoEx(pp, &is_valid_position);
+       bool is_valid_position2;
+       MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2);
+
+       if (!(is_valid_position && is_valid_position2)) {
                is_climbing = false;
+       } else {
+               is_climbing = (nodemgr->get(node.getContent()).climbable
+                               || nodemgr->get(node2.getContent()).climbable) && !free_move;
        }
 
+
        /*
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
@@ -130,11 +171,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       sanity_check(d > pos_max_d);
 
-       float player_radius = BS*0.30;
-       float player_height = BS*1.55;
-       
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
@@ -142,41 +180,39 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists)
+       if(control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak)
        {
                f32 maxd = 0.5*BS + sneak_max;
                v3f lwn_f = intToFloat(m_sneak_node, BS);
                position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
                position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
-               
-               f32 min_y = lwn_f.Y + 0.5*BS;
-               if(position.Y < min_y)
+
+               if(!is_climbing)
                {
-                       position.Y = min_y;
+                       f32 min_y = lwn_f.Y + 0.5*BS;
+                       if(position.Y < min_y)
+                       {
+                               position.Y = min_y;
 
-                       if(m_speed.Y < 0)
-                               m_speed.Y = 0;
+                               if(m_speed.Y < 0)
+                                       m_speed.Y = 0;
+                       }
                }
        }
 
-       /*
-               Calculate player collision box (new and old)
-       */
-       core::aabbox3d<f32> playerbox(
-               -player_radius,
-               0.0,
-               -player_radius,
-               player_radius,
-               player_height,
-               player_radius
-       );
-
+       // this shouldn't be hardcoded but transmitted from server
        float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
 
+#ifdef __ANDROID__
+       player_stepheight += (0.5 * BS);
+#endif
+
        v3f accel_f = v3f(0,0,0);
 
-       collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
-                       pos_max_d, playerbox, player_stepheight, dtime,
+       collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
+                       pos_max_d, m_collisionbox, player_stepheight, dtime,
                        position, m_speed, accel_f);
 
        /*
@@ -187,8 +223,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        */
        bool touching_ground_was = touching_ground;
        touching_ground = result.touching_ground;
-    
-    bool standing_on_unloaded = result.standing_on_unloaded;
+
+    //bool standing_on_unloaded = result.standing_on_unloaded;
 
        /*
                Check the nodes under the player to see from which node the
@@ -197,7 +233,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
        */
        v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
        if(m_sneak_node_exists &&
-          nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" &&
+          nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
           m_old_node_below_type != "air")
        {
                // Old node appears to have been removed; that is,
@@ -205,13 +241,13 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                m_need_to_get_new_sneak_node = false;
                m_sneak_node_exists = false;
        }
-       else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
+       else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
        {
                // We are on something, so make sure to recalculate the sneak
                // node.
                m_need_to_get_new_sneak_node = true;
        }
-       if(m_need_to_get_new_sneak_node)
+       if(m_need_to_get_new_sneak_node && physics_override_sneak)
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
@@ -238,28 +274,31 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                        f32 max_axis_distance_f = MYMAX(
                                        fabs(player_p2df.X-node_p2df.X),
                                        fabs(player_p2df.Y-node_p2df.Y));
-                                       
+
                        if(distance_f > min_distance_f ||
                                        max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
                                continue;
 
-                       try{
-                               // The node to be sneaked on has to be walkable
-                               if(nodemgr->get(map.getNode(p)).walkable == false)
-                                       continue;
-                               // And the node above it has to be nonwalkable
-                               if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
-                                       continue;
-                       }
-                       catch(InvalidPositionException &e)
-                       {
+
+                       // The node to be sneaked on has to be walkable
+                       node = map->getNodeNoEx(p, &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable == false)
                                continue;
+                       // And the node above it has to be nonwalkable
+                       node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position);
+                       if (!is_valid_position || nodemgr->get(node).walkable) {
+                               continue;
+                       }
+                       if (!physics_override_sneak_glitch) {
+                               node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position);
+                               if (!is_valid_position || nodemgr->get(node).walkable)
+                                       continue;
                        }
 
                        min_distance_f = distance_f;
                        new_sneak_node = p;
                }
-               
+
                bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
 
                m_sneak_node = new_sneak_node;
@@ -272,38 +311,48 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                if(sneak_node_found && control.sneak)
                        touching_ground = true;
        }
-       
+
        /*
                Set new position
        */
        setPosition(position);
-       
+
        /*
                Report collisions
        */
-       if(collision_info)
-       {
-               // Report fall collision
-               if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
-               {
-                       CollisionInfo info;
-                       info.t = COLLISION_FALL;
-                       info.speed = m_speed.Y - old_speed.Y;
+       bool bouncy_jump = false;
+       // Dont report if flying
+       if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) {
+               for(size_t i=0; i<result.collisions.size(); i++) {
+                       const CollisionInfo &info = result.collisions[i];
                        collision_info->push_back(info);
+                       if(info.new_speed.Y - info.old_speed.Y > 0.1*BS &&
+                                       info.bouncy)
+                               bouncy_jump = true;
                }
        }
 
+       if(bouncy_jump && control.jump){
+               m_speed.Y += movement_speed_jump*BS;
+               touching_ground = false;
+               MtEvent *e = new SimpleTriggerEvent("PlayerJump");
+               m_gamedef->event()->put(e);
+       }
+
        if(!touching_ground_was && touching_ground){
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
+
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
        }
 
        {
                camera_barely_in_ceiling = false;
                v3s16 camera_np = floatToInt(getEyePosition(), BS);
-               MapNode n = map.getNodeNoEx(camera_np);
+               MapNode n = map->getNodeNoEx(camera_np);
                if(n.getContent() != CONTENT_IGNORE){
-                       if(nodemgr->get(n).walkable){
+                       if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
                                camera_barely_in_ceiling = true;
                        }
                }
@@ -313,73 +362,85 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
                Update the node last under the player
        */
        m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
-       m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
+       m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
+
+       /*
+               Check properties of the node on which the player is standing
+       */
+       const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+       // Determine if jumping is possible
+       m_can_jump = touching_ground && !in_liquid;
+       if(itemgroup_get(f.groups, "disable_jump"))
+               m_can_jump = false;
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
 {
-       move(dtime, map, pos_max_d, NULL);
+       move(dtime, env, pos_max_d, NULL);
 }
 
 void LocalPlayer::applyControl(float dtime)
 {
        // Clear stuff
-       swimming_up = false;
+       swimming_vertical = false;
 
-       // Random constants
-       f32 walk_acceleration = 4.0 * BS;
-       f32 walkspeed_max = 4.0 * BS;
-       
        setPitch(control.pitch);
        setYaw(control.yaw);
-       
+
+       // Nullify speed and don't run positioning code if the player is attached
+       if(isAttached)
+       {
+               setSpeed(v3f(0,0,0));
+               return;
+       }
+
        v3f move_direction = v3f(0,0,1);
        move_direction.rotateXZBy(getYaw());
-       
-       v3f speed = v3f(0,0,0);
-       
+
+       v3f speedH = v3f(0,0,0); // Horizontal (X, Z)
+       v3f speedV = v3f(0,0,0); // Vertical (Y)
+
        bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
        bool fast_allowed = m_gamedef->checkLocalPrivilege("fast");
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
+       // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
+       bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
        bool continuous_forward = g_settings->getBool("continuous_forward");
 
-       if(free_move || is_climbing)
-       {
-               v3f speed = getSpeed();
-               speed.Y = 0;
-               setSpeed(speed);
-       }
-
        // Whether superspeed mode is used or not
        bool superspeed = false;
-       
-       // If free movement and fast movement, always move fast
-       if(free_move && fast_move)
+
+       if(g_settings->getBool("always_fly_fast") && free_move && fast_move)
                superspeed = true;
-       
+
        // Old descend control
        if(g_settings->getBool("aux1_descends"))
        {
+               // If free movement and fast movement, always move fast
+               if(free_move && fast_move)
+                       superspeed = true;
+
                // Auxiliary button 1 (E)
                if(control.aux1)
                {
                        if(free_move)
                        {
                                // In free movement mode, aux1 descends
-                               v3f speed = getSpeed();
                                if(fast_move)
-                                       speed.Y = -20*BS;
+                                       speedV.Y = -movement_speed_fast;
                                else
-                                       speed.Y = -walkspeed_max;
-                               setSpeed(speed);
+                                       speedV.Y = -movement_speed_walk;
+                       }
+                       else if(in_liquid || in_liquid_stable)
+                       {
+                               speedV.Y = -movement_speed_walk;
+                               swimming_vertical = true;
                        }
                        else if(is_climbing)
                        {
-                                       v3f speed = getSpeed();
-                               speed.Y = -3*BS;
-                               setSpeed(speed);
+                               speedV.Y = -movement_speed_climb;
                        }
                        else
                        {
@@ -396,10 +457,9 @@ void LocalPlayer::applyControl(float dtime)
                // Auxiliary button 1 (E)
                if(control.aux1)
                {
-                       if(!free_move && !is_climbing)
+                       if(!is_climbing)
                        {
-                               // If not free movement but fast is allowed, aux1 is
-                               // "Turbo button"
+                               // aux1 is "Turbo button"
                                if(fast_move)
                                        superspeed = true;
                        }
@@ -410,111 +470,136 @@ void LocalPlayer::applyControl(float dtime)
                        if(free_move)
                        {
                                // In free movement mode, sneak descends
-                               v3f speed = getSpeed();
-                               if(fast_move)
-                                       speed.Y = -20*BS;
+                               if(fast_move && (control.aux1 || g_settings->getBool("always_fly_fast")))
+                                       speedV.Y = -movement_speed_fast;
+                               else
+                                       speedV.Y = -movement_speed_walk;
+                       }
+                       else if(in_liquid || in_liquid_stable)
+                       {
+                               if(fast_climb)
+                                       speedV.Y = -movement_speed_fast;
                                else
-                                       speed.Y = -walkspeed_max;
-                                       setSpeed(speed);
+                                       speedV.Y = -movement_speed_walk;
+                               swimming_vertical = true;
                        }
                        else if(is_climbing)
                        {
-                               v3f speed = getSpeed();
-                               speed.Y = -3*BS;
-                               setSpeed(speed);
+                               if(fast_climb)
+                                       speedV.Y = -movement_speed_fast;
+                               else
+                                       speedV.Y = -movement_speed_climb;
                        }
                }
        }
 
        if(continuous_forward)
-               speed += move_direction;
+               speedH += move_direction;
 
        if(control.up)
        {
                if(continuous_forward)
                        superspeed = true;
                else
-                       speed += move_direction;
+                       speedH += move_direction;
        }
        if(control.down)
        {
-               speed -= move_direction;
+               speedH -= move_direction;
        }
        if(control.left)
        {
-               speed += move_direction.crossProduct(v3f(0,1,0));
+               speedH += move_direction.crossProduct(v3f(0,1,0));
        }
        if(control.right)
        {
-               speed += move_direction.crossProduct(v3f(0,-1,0));
+               speedH += move_direction.crossProduct(v3f(0,-1,0));
        }
        if(control.jump)
        {
                if(free_move)
                {
-                       v3f speed = getSpeed();
-                       if(fast_move)
-                               speed.Y = 20*BS;
-                       else
-                               speed.Y = walkspeed_max;
-                       setSpeed(speed);
+                       if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
+                       {
+                               if(fast_move)
+                                       speedV.Y = movement_speed_fast;
+                               else
+                                       speedV.Y = movement_speed_walk;
+                       } else {
+                               if(fast_move && control.aux1)
+                                       speedV.Y = movement_speed_fast;
+                               else
+                                       speedV.Y = movement_speed_walk;
+                       }
                }
-               else if(touching_ground)
+               else if(m_can_jump)
                {
                        /*
                                NOTE: The d value in move() affects jump height by
                                raising the height at which the jump speed is kept
                                at its starting value
                        */
-                       v3f speed = getSpeed();
-                       if(speed.Y >= -0.5*BS)
+                       v3f speedJ = getSpeed();
+                       if(speedJ.Y >= -0.5 * BS)
                        {
-                               speed.Y = 6.5*BS;
-                               setSpeed(speed);
-                               
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
+                               setSpeed(speedJ);
+
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
                                m_gamedef->event()->put(e);
                        }
                }
-               // Use the oscillating value for getting out of water
-               // (so that the player doesn't fly on the surface)
-               else if(in_water)
+               else if(in_liquid)
                {
-                       v3f speed = getSpeed();
-                       speed.Y = 1.5*BS;
-                       setSpeed(speed);
-                       swimming_up = true;
+                       if(fast_climb)
+                               speedV.Y = movement_speed_fast;
+                       else
+                               speedV.Y = movement_speed_walk;
+                       swimming_vertical = true;
                }
                else if(is_climbing)
                {
-                       v3f speed = getSpeed();
-                       speed.Y = 3*BS;
-                       setSpeed(speed);
+                       if(fast_climb)
+                               speedV.Y = movement_speed_fast;
+                       else
+                               speedV.Y = movement_speed_climb;
                }
        }
 
        // The speed of the player (Y is ignored)
-       if(superspeed)
-               speed = speed.normalize() * walkspeed_max * 5.0;
-       else if(control.sneak)
-               speed = speed.normalize() * walkspeed_max / 3.0;
+       if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+               speedH = speedH.normalize() * movement_speed_fast;
+       else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
+               speedH = speedH.normalize() * movement_speed_crouch;
        else
-               speed = speed.normalize() * walkspeed_max;
-       
-       f32 inc = walk_acceleration * BS * dtime;
-       
-       // Faster acceleration if fast and free movement
-       if(free_move && fast_move)
-               inc = walk_acceleration * BS * dtime * 10;
-       
+               speedH = speedH.normalize() * movement_speed_walk;
+
+       // Acceleration increase
+       f32 incH = 0; // Horizontal (X, Z)
+       f32 incV = 0; // Vertical (Y)
+       if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump))
+       {
+               // Jumping and falling
+               if(superspeed || (fast_move && control.aux1))
+                       incH = movement_acceleration_fast * BS * dtime;
+               else
+                       incH = movement_acceleration_air * BS * dtime;
+               incV = 0; // No vertical acceleration in air
+       }
+       else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
+               incH = incV = movement_acceleration_fast * BS * dtime;
+       else
+               incH = incV = movement_acceleration_default * BS * dtime;
+
        // Accelerate to target speed with maximum increment
-       accelerate(speed, inc);
+       accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
+       accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition(), BS);
+       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }