comment update
[oweals/minetest.git] / src / player.cpp
1 /*
2 Minetest-c55
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
26
27 Player::Player():
28         touching_ground(false),
29         in_water(false),
30         in_water_stable(false),
31         swimming_up(false),
32         craftresult_is_preview(true),
33         hp(20),
34         peer_id(PEER_ID_INEXISTENT),
35         m_pitch(0),
36         m_yaw(0),
37         m_speed(0,0,0),
38         m_position(0,0,0)
39 {
40         updateName("<not set>");
41         resetInventory();
42 }
43
44 Player::~Player()
45 {
46 }
47
48 void Player::resetInventory()
49 {
50         inventory.clear();
51         inventory.addList("main", PLAYER_INVENTORY_SIZE);
52         inventory.addList("craft", 9);
53         inventory.addList("craftresult", 1);
54 }
55
56 // Y direction is ignored
57 void Player::accelerate(v3f target_speed, f32 max_increase)
58 {
59         v3f d_wanted = target_speed - m_speed;
60         d_wanted.Y = 0;
61         f32 dl_wanted = d_wanted.getLength();
62         f32 dl = dl_wanted;
63         if(dl > max_increase)
64                 dl = max_increase;
65         
66         v3f d = d_wanted.normalize() * dl;
67
68         m_speed.X += d.X;
69         m_speed.Z += d.Z;
70         //m_speed += d;
71
72 #if 0 // old code
73         if(m_speed.X < target_speed.X - max_increase)
74                 m_speed.X += max_increase;
75         else if(m_speed.X > target_speed.X + max_increase)
76                 m_speed.X -= max_increase;
77         else if(m_speed.X < target_speed.X)
78                 m_speed.X = target_speed.X;
79         else if(m_speed.X > target_speed.X)
80                 m_speed.X = target_speed.X;
81
82         if(m_speed.Z < target_speed.Z - max_increase)
83                 m_speed.Z += max_increase;
84         else if(m_speed.Z > target_speed.Z + max_increase)
85                 m_speed.Z -= max_increase;
86         else if(m_speed.Z < target_speed.Z)
87                 m_speed.Z = target_speed.Z;
88         else if(m_speed.Z > target_speed.Z)
89                 m_speed.Z = target_speed.Z;
90 #endif
91 }
92
93 void Player::serialize(std::ostream &os)
94 {
95         // Utilize a Settings object for storing values
96         Settings args;
97         args.setS32("version", 1);
98         args.set("name", m_name);
99         //args.set("password", m_password);
100         args.setFloat("pitch", m_pitch);
101         args.setFloat("yaw", m_yaw);
102         args.setV3F("position", m_position);
103         args.setBool("craftresult_is_preview", craftresult_is_preview);
104         args.setS32("hp", hp);
105
106         args.writeLines(os);
107
108         os<<"PlayerArgsEnd\n";
109
110         inventory.serialize(os);
111 }
112
113 void Player::deSerialize(std::istream &is)
114 {
115         Settings args;
116         
117         for(;;)
118         {
119                 if(is.eof())
120                         throw SerializationError
121                                         ("Player::deSerialize(): PlayerArgsEnd not found");
122                 std::string line;
123                 std::getline(is, line);
124                 std::string trimmedline = trim(line);
125                 if(trimmedline == "PlayerArgsEnd")
126                         break;
127                 args.parseConfigLine(line);
128         }
129
130         //args.getS32("version");
131         std::string name = args.get("name");
132         updateName(name.c_str());
133         /*std::string password = "";
134         if(args.exists("password"))
135                 password = args.get("password");
136         updatePassword(password.c_str());*/
137         m_pitch = args.getFloat("pitch");
138         m_yaw = args.getFloat("yaw");
139         m_position = args.getV3F("position");
140         try{
141                 craftresult_is_preview = args.getBool("craftresult_is_preview");
142         }catch(SettingNotFoundException &e){
143                 craftresult_is_preview = true;
144         }
145         try{
146                 hp = args.getS32("hp");
147         }catch(SettingNotFoundException &e){
148                 hp = 20;
149         }
150         /*try{
151                 std::string sprivs = args.get("privs");
152                 if(sprivs == "all")
153                 {
154                         privs = PRIV_ALL;
155                 }
156                 else
157                 {
158                         std::istringstream ss(sprivs);
159                         ss>>privs;
160                 }
161         }catch(SettingNotFoundException &e){
162                 privs = PRIV_DEFAULT;
163         }*/
164
165         inventory.deSerialize(is);
166 }
167
168 /*
169         RemotePlayer
170 */
171
172 #ifndef SERVER
173
174 RemotePlayer::RemotePlayer(
175                 scene::ISceneNode* parent,
176                 IrrlichtDevice *device,
177                 s32 id):
178         scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
179         m_text(NULL)
180 {
181         m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
182
183         if(parent != NULL && device != NULL)
184         {
185                 // ISceneNode stores a member called SceneManager
186                 scene::ISceneManager* mgr = SceneManager;
187                 video::IVideoDriver* driver = mgr->getVideoDriver();
188                 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
189
190                 // Add a text node for showing the name
191                 wchar_t wname[1] = {0};
192                 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
193                                 wname, video::SColor(255,255,255,255), this);
194                 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
195
196                 // Attach a simple mesh to the player for showing an image
197                 scene::SMesh *mesh = new scene::SMesh();
198                 { // Front
199                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200                 video::SColor c(255,255,255,255);
201                 video::S3DVertex vertices[4] =
202                 {
203                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
204                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
205                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
206                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
207                 };
208                 u16 indices[] = {0,1,2,2,3,0};
209                 buf->append(vertices, 4, indices, 6);
210                 // Set material
211                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213                 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
214                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216                 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
217                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
218                 // Add to mesh
219                 mesh->addMeshBuffer(buf);
220                 buf->drop();
221                 }
222                 { // Back
223                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
224                 video::SColor c(255,255,255,255);
225                 video::S3DVertex vertices[4] =
226                 {
227                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
228                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
229                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
230                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
231                 };
232                 u16 indices[] = {0,1,2,2,3,0};
233                 buf->append(vertices, 4, indices, 6);
234                 // Set material
235                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
236                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
237                 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
238                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
239                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
240                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
241                 // Add to mesh
242                 mesh->addMeshBuffer(buf);
243                 buf->drop();
244                 }
245                 m_node = mgr->addMeshSceneNode(mesh, this);
246                 mesh->drop();
247                 m_node->setPosition(v3f(0,0,0));
248         }
249 }
250
251 RemotePlayer::~RemotePlayer()
252 {
253         if(SceneManager != NULL)
254                 ISceneNode::remove();
255 }
256
257 void RemotePlayer::updateName(const char *name)
258 {
259         Player::updateName(name);
260         if(m_text != NULL)
261         {
262                 wchar_t wname[PLAYERNAME_SIZE];
263                 mbstowcs(wname, m_name, strlen(m_name)+1);
264                 m_text->setText(wname);
265         }
266 }
267
268 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
269 {
270         m_pos_animation_time_counter += dtime;
271         m_pos_animation_counter += dtime;
272         v3f movevector = m_position - m_oldpos;
273         f32 moveratio;
274         if(m_pos_animation_time < 0.001)
275                 moveratio = 1.0;
276         else
277                 moveratio = m_pos_animation_counter / m_pos_animation_time;
278         if(moveratio > 1.5)
279                 moveratio = 1.5;
280         m_showpos = m_oldpos + movevector * moveratio;
281         
282         ISceneNode::setPosition(m_showpos);
283 }
284
285 #endif
286
287 #ifndef SERVER
288 /*
289         LocalPlayer
290 */
291
292 LocalPlayer::LocalPlayer():
293         m_sneak_node(32767,32767,32767),
294         m_sneak_node_exists(false)
295 {
296         // Initialize hp to 0, so that no hearts will be shown if server
297         // doesn't support health points
298         hp = 0;
299 }
300
301 LocalPlayer::~LocalPlayer()
302 {
303 }
304
305 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
306                 core::list<CollisionInfo> *collision_info)
307 {
308         v3f position = getPosition();
309         v3f oldpos = position;
310         v3s16 oldpos_i = floatToInt(oldpos, BS);
311
312         /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
313                         <<oldpos_i.Z<<")"<<std::endl;*/
314
315         /*
316                 Calculate new position
317         */
318         position += m_speed * dtime;
319
320         // Skip collision detection if a special movement mode is used
321         bool free_move = g_settings.getBool("free_move");
322         if(free_move)
323         {
324                 setPosition(position);
325                 return;
326         }
327
328         /*
329                 Collision detection
330         */
331         
332         // Player position in nodes
333         v3s16 pos_i = floatToInt(position, BS);
334         
335         /*
336                 Check if player is in water (the oscillating value)
337         */
338         try{
339                 // If in water, the threshold of coming out is at higher y
340                 if(in_water)
341                 {
342                         v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
343                         in_water = content_liquid(map.getNode(pp).d);
344                 }
345                 // If not in water, the threshold of going in is at lower y
346                 else
347                 {
348                         v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
349                         in_water = content_liquid(map.getNode(pp).d);
350                 }
351         }
352         catch(InvalidPositionException &e)
353         {
354                 in_water = false;
355         }
356
357         /*
358                 Check if player is in water (the stable value)
359         */
360         try{
361                 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
362                 in_water_stable = content_liquid(map.getNode(pp).d);
363         }
364         catch(InvalidPositionException &e)
365         {
366                 in_water_stable = false;
367         }
368
369         /*
370                 Collision uncertainty radius
371                 Make it a bit larger than the maximum distance of movement
372         */
373         //f32 d = pos_max_d * 1.1;
374         // A fairly large value in here makes moving smoother
375         f32 d = 0.15*BS;
376
377         // This should always apply, otherwise there are glitches
378         assert(d > pos_max_d);
379
380         float player_radius = BS*0.35;
381         float player_height = BS*1.7;
382         
383         // Maximum distance over border for sneaking
384         f32 sneak_max = BS*0.4;
385
386         /*
387                 If sneaking, player has larger collision radius to keep from
388                 falling
389         */
390         /*if(control.sneak)
391                 player_radius = sneak_max + d*1.1;*/
392         
393         /*
394                 If sneaking, keep in range from the last walked node and don't
395                 fall off from it
396         */
397         if(control.sneak && m_sneak_node_exists)
398         {
399                 f32 maxd = 0.5*BS + sneak_max;
400                 v3f lwn_f = intToFloat(m_sneak_node, BS);
401                 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
402                 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
403                 
404                 f32 min_y = lwn_f.Y + 0.5*BS;
405                 if(position.Y < min_y)
406                 {
407                         position.Y = min_y;
408                         if(m_speed.Y < 0)
409                                 m_speed.Y = 0;
410                 }
411         }
412
413         /*
414                 Calculate player collision box (new and old)
415         */
416         core::aabbox3d<f32> playerbox(
417                 position.X - player_radius,
418                 position.Y - 0.0,
419                 position.Z - player_radius,
420                 position.X + player_radius,
421                 position.Y + player_height,
422                 position.Z + player_radius
423         );
424         core::aabbox3d<f32> playerbox_old(
425                 oldpos.X - player_radius,
426                 oldpos.Y - 0.0,
427                 oldpos.Z - player_radius,
428                 oldpos.X + player_radius,
429                 oldpos.Y + player_height,
430                 oldpos.Z + player_radius
431         );
432
433         /*
434                 If the player's feet touch the topside of any node, this is
435                 set to true.
436
437                 Player is allowed to jump when this is true.
438         */
439         touching_ground = false;
440         
441         /*std::cout<<"Checking collisions for ("
442                         <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
443                         <<") -> ("
444                         <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
445                         <<"):"<<std::endl;*/
446         
447         /*
448                 Go through every node around the player
449         */
450         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
451         for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
452         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
453         {
454                 try{
455                         // Player collides into walkable nodes
456                         if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
457                                 continue;
458                 }
459                 catch(InvalidPositionException &e)
460                 {
461                         // Doing nothing here will block the player from
462                         // walking over map borders
463                 }
464
465                 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
466                 
467                 /*
468                         See if the player is touching ground.
469
470                         Player touches ground if player's minimum Y is near node's
471                         maximum Y and player's X-Z-area overlaps with the node's
472                         X-Z-area.
473
474                         Use 0.15*BS so that it is easier to get on a node.
475                 */
476                 if(
477                                 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
478                                 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
479                                 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
480                                 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
481                                 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
482                                 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
483                 ){
484                         touching_ground = true;
485                 }
486                 
487                 // If player doesn't intersect with node, ignore node.
488                 if(playerbox.intersectsWithBox(nodebox) == false)
489                         continue;
490                 
491                 /*
492                         Go through every axis
493                 */
494                 v3f dirs[3] = {
495                         v3f(0,0,1), // back-front
496                         v3f(0,1,0), // top-bottom
497                         v3f(1,0,0), // right-left
498                 };
499                 for(u16 i=0; i<3; i++)
500                 {
501                         /*
502                                 Calculate values along the axis
503                         */
504                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
505                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
506                         f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
507                         f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
508                         f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
509                         f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
510                         
511                         /*
512                                 Check collision for the axis.
513                                 Collision happens when player is going through a surface.
514                         */
515                         /*f32 neg_d = d;
516                         f32 pos_d = d;
517                         // Make it easier to get on top of a node
518                         if(i == 1)
519                                 neg_d = 0.15*BS;
520                         bool negative_axis_collides =
521                                 (nodemax > playermin && nodemax <= playermin_old + neg_d
522                                         && m_speed.dotProduct(dirs[i]) < 0);
523                         bool positive_axis_collides =
524                                 (nodemin < playermax && nodemin >= playermax_old - pos_d
525                                         && m_speed.dotProduct(dirs[i]) > 0);*/
526                         bool negative_axis_collides =
527                                 (nodemax > playermin && nodemax <= playermin_old + d
528                                         && m_speed.dotProduct(dirs[i]) < 0);
529                         bool positive_axis_collides =
530                                 (nodemin < playermax && nodemin >= playermax_old - d
531                                         && m_speed.dotProduct(dirs[i]) > 0);
532                         bool main_axis_collides =
533                                         negative_axis_collides || positive_axis_collides;
534                         
535                         /*
536                                 Check overlap of player and node in other axes
537                         */
538                         bool other_axes_overlap = true;
539                         for(u16 j=0; j<3; j++)
540                         {
541                                 if(j == i)
542                                         continue;
543                                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
544                                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
545                                 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
546                                 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
547                                 if(!(nodemax - d > playermin && nodemin + d < playermax))
548                                 {
549                                         other_axes_overlap = false;
550                                         break;
551                                 }
552                         }
553                         
554                         /*
555                                 If this is a collision, revert the position in the main
556                                 direction.
557                         */
558                         if(other_axes_overlap && main_axis_collides)
559                         {
560                                 v3f old_speed = m_speed;
561
562                                 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
563                                 position -= position.dotProduct(dirs[i]) * dirs[i];
564                                 position += oldpos.dotProduct(dirs[i]) * dirs[i];
565                                 
566                                 if(collision_info)
567                                 {
568                                         // Report fall collision
569                                         if(old_speed.Y < m_speed.Y - 0.1)
570                                         {
571                                                 CollisionInfo info;
572                                                 info.t = COLLISION_FALL;
573                                                 info.speed = m_speed.Y - old_speed.Y;
574                                                 collision_info->push_back(info);
575                                         }
576                                 }
577                         }
578                 
579                 }
580         } // xyz
581
582         /*
583                 Check the nodes under the player to see from which node the
584                 player is sneaking from, if any.
585         */
586         {
587                 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
588                 v2f player_p2df(position.X, position.Z);
589                 f32 min_distance_f = 100000.0*BS;
590                 // If already seeking from some node, compare to it.
591                 /*if(m_sneak_node_exists)
592                 {
593                         v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
594                         v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
595                         f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
596                         f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
597                         // Ignore if player is not on the same level (likely dropped)
598                         if(d_vert_f < 0.15*BS)
599                                 min_distance_f = d_horiz_f;
600                 }*/
601                 v3s16 new_sneak_node = m_sneak_node;
602                 for(s16 x=-1; x<=1; x++)
603                 for(s16 z=-1; z<=1; z++)
604                 {
605                         v3s16 p = pos_i_bottom + v3s16(x,0,z);
606                         v3f pf = intToFloat(p, BS);
607                         v2f node_p2df(pf.X, pf.Z);
608                         f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
609                         f32 max_axis_distance_f = MYMAX(
610                                         fabs(player_p2df.X-node_p2df.X),
611                                         fabs(player_p2df.Y-node_p2df.Y));
612                                         
613                         if(distance_f > min_distance_f ||
614                                         max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
615                                 continue;
616
617                         try{
618                                 // The node to be sneaked on has to be walkable
619                                 if(content_walkable(map.getNode(p).d) == false)
620                                         continue;
621                                 // And the node above it has to be nonwalkable
622                                 if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
623                                         continue;
624                         }
625                         catch(InvalidPositionException &e)
626                         {
627                                 continue;
628                         }
629
630                         min_distance_f = distance_f;
631                         new_sneak_node = p;
632                 }
633                 
634                 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
635                 
636                 if(control.sneak && m_sneak_node_exists)
637                 {
638                         if(sneak_node_found)
639                                 m_sneak_node = new_sneak_node;
640                 }
641                 else
642                 {
643                         m_sneak_node = new_sneak_node;
644                         m_sneak_node_exists = sneak_node_found;
645                 }
646
647                 /*
648                         If sneaking, the player's collision box can be in air, so
649                         this has to be set explicitly
650                 */
651                 if(sneak_node_found && control.sneak)
652                         touching_ground = true;
653         }
654         
655         /*
656                 Set new position
657         */
658         setPosition(position);
659 }
660
661 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
662 {
663         move(dtime, map, pos_max_d, NULL);
664 }
665
666 void LocalPlayer::applyControl(float dtime)
667 {
668         // Clear stuff
669         swimming_up = false;
670
671         // Random constants
672         f32 walk_acceleration = 4.0 * BS;
673         f32 walkspeed_max = 4.0 * BS;
674         
675         setPitch(control.pitch);
676         setYaw(control.yaw);
677         
678         v3f move_direction = v3f(0,0,1);
679         move_direction.rotateXZBy(getYaw());
680         
681         v3f speed = v3f(0,0,0);
682
683         bool free_move = g_settings.getBool("free_move");
684         bool fast_move = g_settings.getBool("fast_move");
685         bool continuous_forward = g_settings.getBool("continuous_forward");
686
687         if(free_move)
688         {
689                 v3f speed = getSpeed();
690                 speed.Y = 0;
691                 setSpeed(speed);
692         }
693
694         // Whether superspeed mode is used or not
695         bool superspeed = false;
696         
697         // If free movement and fast movement, always move fast
698         if(free_move && fast_move)
699                 superspeed = true;
700         
701         // Auxiliary button 1 (E)
702         if(control.aux1)
703         {
704                 if(free_move)
705                 {
706                         // In free movement mode, aux1 descends
707                         v3f speed = getSpeed();
708                         if(fast_move)
709                                 speed.Y = -20*BS;
710                         else
711                                 speed.Y = -walkspeed_max;
712                         setSpeed(speed);
713                 }
714                 else
715                 {
716                         // If not free movement but fast is allowed, aux1 is
717                         // "Turbo button"
718                         if(fast_move)
719                                 superspeed = true;
720                 }
721         }
722
723         if(continuous_forward)
724                 speed += move_direction;
725
726         if(control.up)
727         {
728                 if(continuous_forward)
729                         superspeed = true;
730                 else
731                         speed += move_direction;
732         }
733         if(control.down)
734         {
735                 speed -= move_direction;
736         }
737         if(control.left)
738         {
739                 speed += move_direction.crossProduct(v3f(0,1,0));
740         }
741         if(control.right)
742         {
743                 speed += move_direction.crossProduct(v3f(0,-1,0));
744         }
745         if(control.jump)
746         {
747                 if(free_move)
748                 {
749                         v3f speed = getSpeed();
750                         if(fast_move)
751                                 speed.Y = 20*BS;
752                         else
753                                 speed.Y = walkspeed_max;
754                         setSpeed(speed);
755                 }
756                 else if(touching_ground)
757                 {
758                         v3f speed = getSpeed();
759                         /*
760                                 NOTE: The d value in move() affects jump height by
761                                 raising the height at which the jump speed is kept
762                                 at its starting value
763                         */
764                         speed.Y = 6.5*BS;
765                         setSpeed(speed);
766                 }
767                 // Use the oscillating value for getting out of water
768                 // (so that the player doesn't fly on the surface)
769                 else if(in_water)
770                 {
771                         v3f speed = getSpeed();
772                         speed.Y = 1.5*BS;
773                         setSpeed(speed);
774                         swimming_up = true;
775                 }
776         }
777
778         // The speed of the player (Y is ignored)
779         if(superspeed)
780                 speed = speed.normalize() * walkspeed_max * 5.0;
781         else if(control.sneak)
782                 speed = speed.normalize() * walkspeed_max / 3.0;
783         else
784                 speed = speed.normalize() * walkspeed_max;
785         
786         f32 inc = walk_acceleration * BS * dtime;
787         
788         // Faster acceleration if fast and free movement
789         if(free_move && fast_move)
790                 inc = walk_acceleration * BS * dtime * 10;
791         
792         // Accelerate to target speed with maximum increment
793         accelerate(speed, inc);
794 }
795 #endif
796