7cfdfebb69d45ebb739f50c43b51b5bd750b9e5a
[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         inventory_backup(NULL),
33         craftresult_is_preview(true),
34         hp(20),
35         peer_id(PEER_ID_INEXISTENT),
36         m_selected_item(0),
37         m_pitch(0),
38         m_yaw(0),
39         m_speed(0,0,0),
40         m_position(0,0,0)
41 {
42         updateName("<not set>");
43         resetInventory();
44 }
45
46 Player::~Player()
47 {
48         delete inventory_backup;
49 }
50
51 void Player::wieldItem(u16 item)
52 {
53         m_selected_item = item;
54 }
55
56 void Player::resetInventory()
57 {
58         inventory.clear();
59         inventory.addList("main", PLAYER_INVENTORY_SIZE);
60         inventory.addList("craft", 9);
61         inventory.addList("craftresult", 1);
62 }
63
64 // Y direction is ignored
65 void Player::accelerate(v3f target_speed, f32 max_increase)
66 {
67         v3f d_wanted = target_speed - m_speed;
68         d_wanted.Y = 0;
69         f32 dl_wanted = d_wanted.getLength();
70         f32 dl = dl_wanted;
71         if(dl > max_increase)
72                 dl = max_increase;
73         
74         v3f d = d_wanted.normalize() * dl;
75
76         m_speed.X += d.X;
77         m_speed.Z += d.Z;
78         //m_speed += d;
79
80 #if 0 // old code
81         if(m_speed.X < target_speed.X - max_increase)
82                 m_speed.X += max_increase;
83         else if(m_speed.X > target_speed.X + max_increase)
84                 m_speed.X -= max_increase;
85         else if(m_speed.X < target_speed.X)
86                 m_speed.X = target_speed.X;
87         else if(m_speed.X > target_speed.X)
88                 m_speed.X = target_speed.X;
89
90         if(m_speed.Z < target_speed.Z - max_increase)
91                 m_speed.Z += max_increase;
92         else if(m_speed.Z > target_speed.Z + max_increase)
93                 m_speed.Z -= max_increase;
94         else if(m_speed.Z < target_speed.Z)
95                 m_speed.Z = target_speed.Z;
96         else if(m_speed.Z > target_speed.Z)
97                 m_speed.Z = target_speed.Z;
98 #endif
99 }
100
101 void Player::serialize(std::ostream &os)
102 {
103         // Utilize a Settings object for storing values
104         Settings args;
105         args.setS32("version", 1);
106         args.set("name", m_name);
107         //args.set("password", m_password);
108         args.setFloat("pitch", m_pitch);
109         args.setFloat("yaw", m_yaw);
110         args.setV3F("position", m_position);
111         args.setBool("craftresult_is_preview", craftresult_is_preview);
112         args.setS32("hp", hp);
113
114         args.writeLines(os);
115
116         os<<"PlayerArgsEnd\n";
117         
118         // If actual inventory is backed up due to creative mode, save it
119         // instead of the dummy creative mode inventory
120         if(inventory_backup)
121                 inventory_backup->serialize(os);
122         else
123                 inventory.serialize(os);
124 }
125
126 void Player::deSerialize(std::istream &is)
127 {
128         Settings args;
129         
130         for(;;)
131         {
132                 if(is.eof())
133                         throw SerializationError
134                                         ("Player::deSerialize(): PlayerArgsEnd not found");
135                 std::string line;
136                 std::getline(is, line);
137                 std::string trimmedline = trim(line);
138                 if(trimmedline == "PlayerArgsEnd")
139                         break;
140                 args.parseConfigLine(line);
141         }
142
143         //args.getS32("version");
144         std::string name = args.get("name");
145         updateName(name.c_str());
146         /*std::string password = "";
147         if(args.exists("password"))
148                 password = args.get("password");
149         updatePassword(password.c_str());*/
150         m_pitch = args.getFloat("pitch");
151         m_yaw = args.getFloat("yaw");
152         m_position = args.getV3F("position");
153         try{
154                 craftresult_is_preview = args.getBool("craftresult_is_preview");
155         }catch(SettingNotFoundException &e){
156                 craftresult_is_preview = true;
157         }
158         try{
159                 hp = args.getS32("hp");
160         }catch(SettingNotFoundException &e){
161                 hp = 20;
162         }
163         /*try{
164                 std::string sprivs = args.get("privs");
165                 if(sprivs == "all")
166                 {
167                         privs = PRIV_ALL;
168                 }
169                 else
170                 {
171                         std::istringstream ss(sprivs);
172                         ss>>privs;
173                 }
174         }catch(SettingNotFoundException &e){
175                 privs = PRIV_DEFAULT;
176         }*/
177
178         inventory.deSerialize(is);
179 }
180
181 /*
182         RemotePlayer
183 */
184
185 #ifndef SERVER
186
187 RemotePlayer::RemotePlayer(
188                 scene::ISceneNode* parent,
189                 IrrlichtDevice *device,
190                 s32 id):
191         scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
192         m_text(NULL)
193 {
194         m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
195
196         if(parent != NULL && device != NULL)
197         {
198                 // ISceneNode stores a member called SceneManager
199                 scene::ISceneManager* mgr = SceneManager;
200                 video::IVideoDriver* driver = mgr->getVideoDriver();
201                 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
202
203                 // Add a text node for showing the name
204                 wchar_t wname[1] = {0};
205                 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
206                                 wname, video::SColor(255,255,255,255), this);
207                 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
208
209                 // Attach a simple mesh to the player for showing an image
210                 scene::SMesh *mesh = new scene::SMesh();
211                 { // Front
212                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
213                 video::SColor c(255,255,255,255);
214                 video::S3DVertex vertices[4] =
215                 {
216                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
217                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
218                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
219                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
220                 };
221                 u16 indices[] = {0,1,2,2,3,0};
222                 buf->append(vertices, 4, indices, 6);
223                 // Set material
224                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
225                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
226                 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
227                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
228                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
229                 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
230                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
231                 // Add to mesh
232                 mesh->addMeshBuffer(buf);
233                 buf->drop();
234                 }
235                 { // Back
236                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
237                 video::SColor c(255,255,255,255);
238                 video::S3DVertex vertices[4] =
239                 {
240                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
241                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
242                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
243                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
244                 };
245                 u16 indices[] = {0,1,2,2,3,0};
246                 buf->append(vertices, 4, indices, 6);
247                 // Set material
248                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
249                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
250                 buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
251                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
252                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
253                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
254                 // Add to mesh
255                 mesh->addMeshBuffer(buf);
256                 buf->drop();
257                 }
258                 m_node = mgr->addMeshSceneNode(mesh, this);
259                 mesh->drop();
260                 m_node->setPosition(v3f(0,0,0));
261         }
262 }
263
264 RemotePlayer::~RemotePlayer()
265 {
266         if(SceneManager != NULL)
267                 ISceneNode::remove();
268 }
269
270 void RemotePlayer::updateName(const char *name)
271 {
272         Player::updateName(name);
273         if(m_text != NULL)
274         {
275                 wchar_t wname[PLAYERNAME_SIZE];
276                 mbstowcs(wname, m_name, strlen(m_name)+1);
277                 m_text->setText(wname);
278         }
279 }
280
281 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
282 {
283         m_pos_animation_time_counter += dtime;
284         m_pos_animation_counter += dtime;
285         v3f movevector = m_position - m_oldpos;
286         f32 moveratio;
287         if(m_pos_animation_time < 0.001)
288                 moveratio = 1.0;
289         else
290                 moveratio = m_pos_animation_counter / m_pos_animation_time;
291         if(moveratio > 1.5)
292                 moveratio = 1.5;
293         m_showpos = m_oldpos + movevector * moveratio;
294         
295         ISceneNode::setPosition(m_showpos);
296 }
297
298 #endif
299
300 #ifndef SERVER
301 /*
302         LocalPlayer
303 */
304
305 LocalPlayer::LocalPlayer():
306         m_sneak_node(32767,32767,32767),
307         m_sneak_node_exists(false)
308 {
309         // Initialize hp to 0, so that no hearts will be shown if server
310         // doesn't support health points
311         hp = 0;
312 }
313
314 LocalPlayer::~LocalPlayer()
315 {
316 }
317
318 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
319                 core::list<CollisionInfo> *collision_info)
320 {
321         v3f position = getPosition();
322         v3f oldpos = position;
323         v3s16 oldpos_i = floatToInt(oldpos, BS);
324
325         v3f old_speed = m_speed;
326
327         /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
328                         <<oldpos_i.Z<<")"<<std::endl;*/
329
330         /*
331                 Calculate new position
332         */
333         if(is_frozen) {
334                 // Still move very slowly so as not to feel all completely stuck
335                 position += m_speed * dtime * 0.001;
336         }
337         else {
338                 position += m_speed * dtime;
339         }
340         
341         /*
342                 If the player enters an unloaded chunk this is set to true.
343         */
344         is_frozen = false;
345
346         // Skip collision detection if a special movement mode is used
347         bool free_move = g_settings.getBool("free_move");
348         if(free_move)
349         {
350                 setPosition(position);
351                 return;
352         }
353
354         /*
355                 Collision detection
356         */
357         
358         // Player position in nodes
359         v3s16 pos_i = floatToInt(position, BS);
360         
361         /*
362                 Check if player is in water (the oscillating value)
363         */
364         try{
365                 // If in water, the threshold of coming out is at higher y
366                 if(in_water)
367                 {
368                         v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
369                         in_water = content_liquid(map.getNode(pp).getContent());
370                 }
371                 // If not in water, the threshold of going in is at lower y
372                 else
373                 {
374                         v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
375                         in_water = content_liquid(map.getNode(pp).getContent());
376                 }
377         }
378         catch(InvalidPositionException &e)
379         {
380                 in_water = false;
381         }
382
383         /*
384                 Check if player is in water (the stable value)
385         */
386         try{
387                 v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
388                 in_water_stable = content_liquid(map.getNode(pp).getContent());
389         }
390         catch(InvalidPositionException &e)
391         {
392                 in_water_stable = false;
393         }
394
395         /*
396                 Check if player is climbing
397         */
398
399         try {
400                 v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
401                 v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
402                 is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
403                                 content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
404         }
405         catch(InvalidPositionException &e)
406         {
407                 is_climbing = false;
408         }
409
410         /*
411                 Collision uncertainty radius
412                 Make it a bit larger than the maximum distance of movement
413         */
414         //f32 d = pos_max_d * 1.1;
415         // A fairly large value in here makes moving smoother
416         f32 d = 0.15*BS;
417
418         // This should always apply, otherwise there are glitches
419         assert(d > pos_max_d);
420
421         float player_radius = BS*0.35;
422         float player_height = BS*1.7;
423         
424         // Maximum distance over border for sneaking
425         f32 sneak_max = BS*0.4;
426
427         /*
428                 If sneaking, player has larger collision radius to keep from
429                 falling
430         */
431         /*if(control.sneak)
432                 player_radius = sneak_max + d*1.1;*/
433         
434         /*
435                 If sneaking, keep in range from the last walked node and don't
436                 fall off from it
437         */
438         if(control.sneak && m_sneak_node_exists)
439         {
440                 f32 maxd = 0.5*BS + sneak_max;
441                 v3f lwn_f = intToFloat(m_sneak_node, BS);
442                 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
443                 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
444                 
445                 f32 min_y = lwn_f.Y + 0.5*BS;
446                 if(position.Y < min_y)
447                 {
448                         position.Y = min_y;
449
450                         //v3f old_speed = m_speed;
451
452                         if(m_speed.Y < 0)
453                                 m_speed.Y = 0;
454
455                         /*if(collision_info)
456                         {
457                                 // Report fall collision
458                                 if(old_speed.Y < m_speed.Y - 0.1)
459                                 {
460                                         CollisionInfo info;
461                                         info.t = COLLISION_FALL;
462                                         info.speed = m_speed.Y - old_speed.Y;
463                                         collision_info->push_back(info);
464                                 }
465                         }*/
466                 }
467         }
468
469         /*
470                 Calculate player collision box (new and old)
471         */
472         core::aabbox3d<f32> playerbox(
473                 position.X - player_radius,
474                 position.Y - 0.0,
475                 position.Z - player_radius,
476                 position.X + player_radius,
477                 position.Y + player_height,
478                 position.Z + player_radius
479         );
480         core::aabbox3d<f32> playerbox_old(
481                 oldpos.X - player_radius,
482                 oldpos.Y - 0.0,
483                 oldpos.Z - player_radius,
484                 oldpos.X + player_radius,
485                 oldpos.Y + player_height,
486                 oldpos.Z + player_radius
487         );
488
489         /*
490                 If the player's feet touch the topside of any node, this is
491                 set to true.
492
493                 Player is allowed to jump when this is true.
494         */
495         touching_ground = false;
496
497         /*std::cout<<"Checking collisions for ("
498                         <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
499                         <<") -> ("
500                         <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
501                         <<"):"<<std::endl;*/
502         
503         /*
504                 Go through every node around the player
505         */
506         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
507         for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
508         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
509         {
510                 try{
511                         // Player collides into walkable nodes
512                         if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
513                                 continue;
514                 }
515                 catch(InvalidPositionException &e)
516                 {
517                         if(!is_frozen) {
518                                 // freeze when entering unloaded areas
519                                 is_frozen = true;
520                         }
521                         continue;
522                 }
523
524                 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
525                 
526                 /*
527                         See if the player is touching ground.
528
529                         Player touches ground if player's minimum Y is near node's
530                         maximum Y and player's X-Z-area overlaps with the node's
531                         X-Z-area.
532
533                         Use 0.15*BS so that it is easier to get on a node.
534                 */
535                 if(
536                                 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
537                                 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
538                                 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
539                                 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
540                                 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
541                                 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
542                 ){
543                         touching_ground = true;
544                 }
545                 
546                 // If player doesn't intersect with node, ignore node.
547                 if(playerbox.intersectsWithBox(nodebox) == false)
548                         continue;
549                 
550                 /*
551                         Go through every axis
552                 */
553                 v3f dirs[3] = {
554                         v3f(0,0,1), // back-front
555                         v3f(0,1,0), // top-bottom
556                         v3f(1,0,0), // right-left
557                 };
558                 for(u16 i=0; i<3; i++)
559                 {
560                         /*
561                                 Calculate values along the axis
562                         */
563                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
564                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
565                         f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
566                         f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
567                         f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
568                         f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
569                         
570                         /*
571                                 Check collision for the axis.
572                                 Collision happens when player is going through a surface.
573                         */
574                         /*f32 neg_d = d;
575                         f32 pos_d = d;
576                         // Make it easier to get on top of a node
577                         if(i == 1)
578                                 neg_d = 0.15*BS;
579                         bool negative_axis_collides =
580                                 (nodemax > playermin && nodemax <= playermin_old + neg_d
581                                         && m_speed.dotProduct(dirs[i]) < 0);
582                         bool positive_axis_collides =
583                                 (nodemin < playermax && nodemin >= playermax_old - pos_d
584                                         && m_speed.dotProduct(dirs[i]) > 0);*/
585                         bool negative_axis_collides =
586                                 (nodemax > playermin && nodemax <= playermin_old + d
587                                         && m_speed.dotProduct(dirs[i]) < 0);
588                         bool positive_axis_collides =
589                                 (nodemin < playermax && nodemin >= playermax_old - d
590                                         && m_speed.dotProduct(dirs[i]) > 0);
591                         bool main_axis_collides =
592                                         negative_axis_collides || positive_axis_collides;
593                         
594                         /*
595                                 Check overlap of player and node in other axes
596                         */
597                         bool other_axes_overlap = true;
598                         for(u16 j=0; j<3; j++)
599                         {
600                                 if(j == i)
601                                         continue;
602                                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
603                                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
604                                 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
605                                 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
606                                 if(!(nodemax - d > playermin && nodemin + d < playermax))
607                                 {
608                                         other_axes_overlap = false;
609                                         break;
610                                 }
611                         }
612                         
613                         /*
614                                 If this is a collision, revert the position in the main
615                                 direction.
616                         */
617                         if(other_axes_overlap && main_axis_collides)
618                         {
619                                 //v3f old_speed = m_speed;
620
621                                 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
622                                 position -= position.dotProduct(dirs[i]) * dirs[i];
623                                 position += oldpos.dotProduct(dirs[i]) * dirs[i];
624                                 
625                                 /*if(collision_info)
626                                 {
627                                         // Report fall collision
628                                         if(old_speed.Y < m_speed.Y - 0.1)
629                                         {
630                                                 CollisionInfo info;
631                                                 info.t = COLLISION_FALL;
632                                                 info.speed = m_speed.Y - old_speed.Y;
633                                                 collision_info->push_back(info);
634                                         }
635                                 }*/
636                         }
637                 
638                 }
639         } // xyz
640
641         /*
642                 Check the nodes under the player to see from which node the
643                 player is sneaking from, if any.
644         */
645         {
646                 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
647                 v2f player_p2df(position.X, position.Z);
648                 f32 min_distance_f = 100000.0*BS;
649                 // If already seeking from some node, compare to it.
650                 /*if(m_sneak_node_exists)
651                 {
652                         v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
653                         v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
654                         f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
655                         f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
656                         // Ignore if player is not on the same level (likely dropped)
657                         if(d_vert_f < 0.15*BS)
658                                 min_distance_f = d_horiz_f;
659                 }*/
660                 v3s16 new_sneak_node = m_sneak_node;
661                 for(s16 x=-1; x<=1; x++)
662                 for(s16 z=-1; z<=1; z++)
663                 {
664                         v3s16 p = pos_i_bottom + v3s16(x,0,z);
665                         v3f pf = intToFloat(p, BS);
666                         v2f node_p2df(pf.X, pf.Z);
667                         f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
668                         f32 max_axis_distance_f = MYMAX(
669                                         fabs(player_p2df.X-node_p2df.X),
670                                         fabs(player_p2df.Y-node_p2df.Y));
671                                         
672                         if(distance_f > min_distance_f ||
673                                         max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
674                                 continue;
675
676                         try{
677                                 // The node to be sneaked on has to be walkable
678                                 if(content_walkable(map.getNode(p).getContent()) == false)
679                                         continue;
680                                 // And the node above it has to be nonwalkable
681                                 if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
682                                         continue;
683                         }
684                         catch(InvalidPositionException &e)
685                         {
686                                 continue;
687                         }
688
689                         min_distance_f = distance_f;
690                         new_sneak_node = p;
691                 }
692                 
693                 bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
694                 
695                 if(control.sneak && m_sneak_node_exists)
696                 {
697                         if(sneak_node_found)
698                                 m_sneak_node = new_sneak_node;
699                 }
700                 else
701                 {
702                         m_sneak_node = new_sneak_node;
703                         m_sneak_node_exists = sneak_node_found;
704                 }
705
706                 /*
707                         If sneaking, the player's collision box can be in air, so
708                         this has to be set explicitly
709                 */
710                 if(sneak_node_found && control.sneak)
711                         touching_ground = true;
712         }
713         
714         /*
715                 Set new position
716         */
717         setPosition(position);
718         
719         /*
720                 Report collisions
721         */
722         if(collision_info)
723         {
724                 // Report fall collision
725                 if(old_speed.Y < m_speed.Y - 0.1)
726                 {
727                         CollisionInfo info;
728                         info.t = COLLISION_FALL;
729                         info.speed = m_speed.Y - old_speed.Y;
730                         collision_info->push_back(info);
731                 }
732         }
733 }
734
735 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
736 {
737         move(dtime, map, pos_max_d, NULL);
738 }
739
740 void LocalPlayer::applyControl(float dtime)
741 {
742         // Clear stuff
743         swimming_up = false;
744
745         // Random constants
746         f32 walk_acceleration = 4.0 * BS;
747         f32 walkspeed_max = 4.0 * BS;
748         
749         setPitch(control.pitch);
750         setYaw(control.yaw);
751         
752         v3f move_direction = v3f(0,0,1);
753         move_direction.rotateXZBy(getYaw());
754         
755         v3f speed = v3f(0,0,0);
756
757         bool free_move = g_settings.getBool("free_move");
758         bool fast_move = g_settings.getBool("fast_move");
759         bool continuous_forward = g_settings.getBool("continuous_forward");
760
761         if(free_move || is_climbing)
762         {
763                 v3f speed = getSpeed();
764                 speed.Y = 0;
765                 setSpeed(speed);
766         }
767
768         // Whether superspeed mode is used or not
769         bool superspeed = false;
770         
771         // If free movement and fast movement, always move fast
772         if(free_move && fast_move)
773                 superspeed = true;
774         
775         // Auxiliary button 1 (E)
776         if(control.aux1)
777         {
778                 if(free_move)
779                 {
780                         // In free movement mode, aux1 descends
781                         v3f speed = getSpeed();
782                         if(fast_move)
783                                 speed.Y = -20*BS;
784                         else
785                                 speed.Y = -walkspeed_max;
786                         setSpeed(speed);
787                 }
788                 else if(is_climbing)
789                 {
790                         v3f speed = getSpeed();
791                         speed.Y = -3*BS;
792                         setSpeed(speed);
793                 }
794                 else
795                 {
796                         // If not free movement but fast is allowed, aux1 is
797                         // "Turbo button"
798                         if(fast_move)
799                                 superspeed = true;
800                 }
801         }
802
803         if(continuous_forward)
804                 speed += move_direction;
805
806         if(control.up)
807         {
808                 if(continuous_forward)
809                         superspeed = true;
810                 else
811                         speed += move_direction;
812         }
813         if(control.down)
814         {
815                 speed -= move_direction;
816         }
817         if(control.left)
818         {
819                 speed += move_direction.crossProduct(v3f(0,1,0));
820         }
821         if(control.right)
822         {
823                 speed += move_direction.crossProduct(v3f(0,-1,0));
824         }
825         if(control.jump)
826         {
827                 if(free_move)
828                 {
829                         v3f speed = getSpeed();
830                         if(fast_move)
831                                 speed.Y = 20*BS;
832                         else
833                                 speed.Y = walkspeed_max;
834                         setSpeed(speed);
835                 }
836                 else if(touching_ground)
837                 {
838                         v3f speed = getSpeed();
839                         /*
840                                 NOTE: The d value in move() affects jump height by
841                                 raising the height at which the jump speed is kept
842                                 at its starting value
843                         */
844                         speed.Y = 6.5*BS;
845                         setSpeed(speed);
846                 }
847                 // Use the oscillating value for getting out of water
848                 // (so that the player doesn't fly on the surface)
849                 else if(in_water)
850                 {
851                         v3f speed = getSpeed();
852                         speed.Y = 1.5*BS;
853                         setSpeed(speed);
854                         swimming_up = true;
855                 }
856                 else if(is_climbing)
857                 {
858                         v3f speed = getSpeed();
859                         speed.Y = 3*BS;
860                         setSpeed(speed);
861                 }
862         }
863
864         // The speed of the player (Y is ignored)
865         if(superspeed)
866                 speed = speed.normalize() * walkspeed_max * 5.0;
867         else if(control.sneak)
868                 speed = speed.normalize() * walkspeed_max / 3.0;
869         else
870                 speed = speed.normalize() * walkspeed_max;
871         
872         f32 inc = walk_acceleration * BS * dtime;
873         
874         // Faster acceleration if fast and free movement
875         if(free_move && fast_move)
876                 inc = walk_acceleration * BS * dtime * 10;
877         
878         // Accelerate to target speed with maximum increment
879         accelerate(speed, inc);
880 }
881 #endif
882