added sneaking/crouching and changelog
[oweals/minetest.git] / src / player.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010 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 /*
21 (c) 2010 Perttu Ahola <celeron55@gmail.com>
22 */
23
24 #include "player.h"
25 #include "map.h"
26 #include "connection.h"
27 #include "constants.h"
28 #include "utility.h"
29
30 Player::Player():
31         touching_ground(false),
32         in_water(false),
33         in_water_stable(false),
34         swimming_up(false),
35         peer_id(PEER_ID_INEXISTENT),
36         m_pitch(0),
37         m_yaw(0),
38         m_speed(0,0,0),
39         m_position(0,0,0)
40 {
41         updateName("<not set>");
42         resetInventory();
43 }
44
45 Player::~Player()
46 {
47 }
48
49 void Player::resetInventory()
50 {
51         inventory.clear();
52         inventory.addList("main", PLAYER_INVENTORY_SIZE);
53         inventory.addList("craft", 9);
54         inventory.addList("craftresult", 1);
55 }
56
57 // Y direction is ignored
58 void Player::accelerate(v3f target_speed, f32 max_increase)
59 {
60         v3f d_wanted = target_speed - m_speed;
61         d_wanted.Y = 0;
62         f32 dl_wanted = d_wanted.getLength();
63         f32 dl = dl_wanted;
64         if(dl > max_increase)
65                 dl = max_increase;
66         
67         v3f d = d_wanted.normalize() * dl;
68
69         m_speed.X += d.X;
70         m_speed.Z += d.Z;
71         //m_speed += d;
72
73 #if 0 // old code
74         if(m_speed.X < target_speed.X - max_increase)
75                 m_speed.X += max_increase;
76         else if(m_speed.X > target_speed.X + max_increase)
77                 m_speed.X -= max_increase;
78         else if(m_speed.X < target_speed.X)
79                 m_speed.X = target_speed.X;
80         else if(m_speed.X > target_speed.X)
81                 m_speed.X = target_speed.X;
82
83         if(m_speed.Z < target_speed.Z - max_increase)
84                 m_speed.Z += max_increase;
85         else if(m_speed.Z > target_speed.Z + max_increase)
86                 m_speed.Z -= max_increase;
87         else if(m_speed.Z < target_speed.Z)
88                 m_speed.Z = target_speed.Z;
89         else if(m_speed.Z > target_speed.Z)
90                 m_speed.Z = target_speed.Z;
91 #endif
92 }
93
94 void Player::serialize(std::ostream &os)
95 {
96         // Utilize a Settings object for storing values
97         Settings args;
98         args.setS32("version", 1);
99         args.set("name", m_name);
100         args.setFloat("pitch", m_pitch);
101         args.setFloat("yaw", m_yaw);
102         args.setV3F("position", m_position);
103
104         args.writeLines(os);
105
106         os<<"PlayerArgsEnd\n";
107
108         inventory.serialize(os);
109 }
110
111 void Player::deSerialize(std::istream &is)
112 {
113         Settings args;
114         
115         for(;;)
116         {
117                 if(is.eof())
118                         throw SerializationError
119                                         ("Player::deSerialize(): PlayerArgsEnd not found");
120                 std::string line;
121                 std::getline(is, line);
122                 std::string trimmedline = trim(line);
123                 if(trimmedline == "PlayerArgsEnd")
124                         break;
125                 args.parseConfigLine(line);
126         }
127
128         //args.getS32("version");
129         std::string name = args.get("name");
130         updateName(name.c_str());
131         m_pitch = args.getFloat("pitch");
132         m_yaw = args.getFloat("yaw");
133         m_position = args.getV3F("position");
134
135         inventory.deSerialize(is);
136 }
137
138 /*
139         RemotePlayer
140 */
141
142 #ifndef SERVER
143
144 RemotePlayer::RemotePlayer(
145                 scene::ISceneNode* parent,
146                 IrrlichtDevice *device,
147                 s32 id):
148         scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
149         m_text(NULL)
150 {
151         m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
152
153         if(parent != NULL && device != NULL)
154         {
155                 // ISceneNode stores a member called SceneManager
156                 scene::ISceneManager* mgr = SceneManager;
157                 video::IVideoDriver* driver = mgr->getVideoDriver();
158                 gui::IGUIEnvironment* gui = device->getGUIEnvironment();
159
160                 // Add a text node for showing the name
161                 wchar_t wname[1] = {0};
162                 m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
163                                 wname, video::SColor(255,255,255,255), this);
164                 m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
165
166                 // Attach a simple mesh to the player for showing an image
167                 scene::SMesh *mesh = new scene::SMesh();
168                 { // Front
169                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
170                 video::SColor c(255,255,255,255);
171                 video::S3DVertex vertices[4] =
172                 {
173                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
174                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
175                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
176                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
177                 };
178                 u16 indices[] = {0,1,2,2,3,0};
179                 buf->append(vertices, 4, indices, 6);
180                 // Set material
181                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
182                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
183                 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
184                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
185                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
186                 //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
187                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
188                 // Add to mesh
189                 mesh->addMeshBuffer(buf);
190                 buf->drop();
191                 }
192                 { // Back
193                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
194                 video::SColor c(255,255,255,255);
195                 video::S3DVertex vertices[4] =
196                 {
197                         video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
198                         video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
199                         video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
200                         video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
201                 };
202                 u16 indices[] = {0,1,2,2,3,0};
203                 buf->append(vertices, 4, indices, 6);
204                 // Set material
205                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
206                 //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
207                 buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
208                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
209                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
210                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
211                 // Add to mesh
212                 mesh->addMeshBuffer(buf);
213                 buf->drop();
214                 }
215                 m_node = mgr->addMeshSceneNode(mesh, this);
216                 mesh->drop();
217                 m_node->setPosition(v3f(0,0,0));
218         }
219 }
220
221 RemotePlayer::~RemotePlayer()
222 {
223         if(SceneManager != NULL)
224                 ISceneNode::remove();
225 }
226
227 void RemotePlayer::updateName(const char *name)
228 {
229         Player::updateName(name);
230         if(m_text != NULL)
231         {
232                 wchar_t wname[PLAYERNAME_SIZE];
233                 mbstowcs(wname, m_name, strlen(m_name)+1);
234                 m_text->setText(wname);
235         }
236 }
237
238 void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
239 {
240         m_pos_animation_time_counter += dtime;
241         m_pos_animation_counter += dtime;
242         v3f movevector = m_position - m_oldpos;
243         f32 moveratio;
244         if(m_pos_animation_time < 0.001)
245                 moveratio = 1.0;
246         else
247                 moveratio = m_pos_animation_counter / m_pos_animation_time;
248         if(moveratio > 1.5)
249                 moveratio = 1.5;
250         m_showpos = m_oldpos + movevector * moveratio;
251         
252         ISceneNode::setPosition(m_showpos);
253 }
254
255 #endif
256
257 #ifndef SERVER
258 /*
259         LocalPlayer
260 */
261
262 LocalPlayer::LocalPlayer():
263         m_last_walked_node(32767,32767,32767)
264 {
265 }
266
267 LocalPlayer::~LocalPlayer()
268 {
269 }
270
271 void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
272 {
273         v3f position = getPosition();
274         v3f oldpos = position;
275         v3s16 oldpos_i = floatToInt(oldpos);
276
277         /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
278                         <<oldpos_i.Z<<")"<<std::endl;*/
279
280         /*
281                 Calculate new position
282         */
283         position += m_speed * dtime;
284
285         // Skip collision detection if a special movement mode is used
286         bool free_move = g_settings.getBool("free_move");
287         if(free_move)
288         {
289                 setPosition(position);
290                 return;
291         }
292
293         /*
294                 Collision detection
295         */
296         
297         // Player position in nodes
298         v3s16 pos_i = floatToInt(position);
299         
300         /*
301                 Check if player is in water (the oscillating value)
302         */
303         try{
304                 // If in water, the threshold of coming out is at higher y
305                 if(in_water)
306                 {
307                         v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
308                         in_water = content_liquid(map.getNode(pp).d);
309                 }
310                 // If not in water, the threshold of going in is at lower y
311                 else
312                 {
313                         v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
314                         in_water = content_liquid(map.getNode(pp).d);
315                 }
316         }
317         catch(InvalidPositionException &e)
318         {
319                 in_water = false;
320         }
321
322         /*
323                 Check if player is in water (the stable value)
324         */
325         try{
326                 v3s16 pp = floatToInt(position + v3f(0,0,0));
327                 in_water_stable = content_liquid(map.getNode(pp).d);
328         }
329         catch(InvalidPositionException &e)
330         {
331                 in_water_stable = false;
332         }
333
334         /*
335                 Collision uncertainty radius
336                 Make it a bit larger than the maximum distance of movement
337         */
338         //f32 d = pos_max_d * 1.1;
339         // A fairly large value in here makes moving much smoother
340         f32 d = 0.15*BS;
341
342         // This should always apply, otherwise there are glitches
343         assert(d > pos_max_d);
344
345         float player_radius = BS*0.35;
346         float player_height = BS*1.7;
347         
348         // Maximum distance over border for sneaking
349         f32 sneak_max = BS*0.4;
350
351         /*
352                 If sneaking, player has larger collision radius to keep from
353                 falling
354         */
355         /*if(control.sneak)
356                 player_radius = sneak_max + d*1.1;*/
357         
358         /*
359                 If sneaking, keep in range from the last walked node and don't
360                 fall off from it
361         */
362         if(control.sneak)
363         {
364                 f32 maxd = 0.5*BS + sneak_max;
365                 v3f lwn_f = intToFloat(m_last_walked_node);
366                 position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
367                 position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
368                 
369                 f32 min_y = lwn_f.Y + 0.5*BS;
370                 if(position.Y < min_y)
371                 {
372                         position.Y = min_y;
373                         if(m_speed.Y < 0)
374                                 m_speed.Y = 0;
375                 }
376         }
377
378         /*
379                 Calculate player collision box (new and old)
380         */
381         core::aabbox3d<f32> playerbox(
382                 position.X - player_radius,
383                 position.Y - 0.0,
384                 position.Z - player_radius,
385                 position.X + player_radius,
386                 position.Y + player_height,
387                 position.Z + player_radius
388         );
389         core::aabbox3d<f32> playerbox_old(
390                 oldpos.X - player_radius,
391                 oldpos.Y - 0.0,
392                 oldpos.Z - player_radius,
393                 oldpos.X + player_radius,
394                 oldpos.Y + player_height,
395                 oldpos.Z + player_radius
396         );
397
398         /*
399                 If the player's feet touch the topside of any node, this is
400                 set to true.
401
402                 Player is allowed to jump when this is true.
403         */
404         touching_ground = false;
405         
406         /*std::cout<<"Checking collisions for ("
407                         <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
408                         <<") -> ("
409                         <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
410                         <<"):"<<std::endl;*/
411         
412         /*
413                 Go through every node around the player
414         */
415         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
416         for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
417         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
418         {
419                 try{
420                         if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
421                                 continue;
422                         }
423                 }
424                 catch(InvalidPositionException &e)
425                 {
426                         // Doing nothing here will block the player from
427                         // walking over map borders
428                 }
429
430                 core::aabbox3d<f32> nodebox = Map::getNodeBox(
431                                 v3s16(x,y,z));
432                 
433                 /*
434                         See if the player is touching ground.
435
436                         Player touches ground if player's minimum Y is near node's
437                         maximum Y and player's X-Z-area overlaps with the node's
438                         X-Z-area.
439
440                         Use 0.15*BS so that it is easier to get on a node.
441                 */
442                 if(
443                                 //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
444                                 fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
445                                 && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
446                                 && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
447                                 && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
448                                 && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
449                 ){
450                         touching_ground = true;
451                 }
452                 
453                 // If player doesn't intersect with node, ignore node.
454                 if(playerbox.intersectsWithBox(nodebox) == false)
455                         continue;
456                 
457                 /*
458                         Go through every axis
459                 */
460                 v3f dirs[3] = {
461                         v3f(0,0,1), // back-front
462                         v3f(0,1,0), // top-bottom
463                         v3f(1,0,0), // right-left
464                 };
465                 for(u16 i=0; i<3; i++)
466                 {
467                         /*
468                                 Calculate values along the axis
469                         */
470                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
471                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
472                         f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
473                         f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
474                         f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
475                         f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
476                         
477                         /*
478                                 Check collision for the axis.
479                                 Collision happens when player is going through a surface.
480                         */
481                         /*f32 neg_d = d;
482                         f32 pos_d = d;
483                         // Make it easier to get on top of a node
484                         if(i == 1)
485                                 neg_d = 0.15*BS;
486                         bool negative_axis_collides =
487                                 (nodemax > playermin && nodemax <= playermin_old + neg_d
488                                         && m_speed.dotProduct(dirs[i]) < 0);
489                         bool positive_axis_collides =
490                                 (nodemin < playermax && nodemin >= playermax_old - pos_d
491                                         && m_speed.dotProduct(dirs[i]) > 0);*/
492                         bool negative_axis_collides =
493                                 (nodemax > playermin && nodemax <= playermin_old + d
494                                         && m_speed.dotProduct(dirs[i]) < 0);
495                         bool positive_axis_collides =
496                                 (nodemin < playermax && nodemin >= playermax_old - d
497                                         && m_speed.dotProduct(dirs[i]) > 0);
498                         bool main_axis_collides =
499                                         negative_axis_collides || positive_axis_collides;
500                         
501                         /*
502                                 Check overlap of player and node in other axes
503                         */
504                         bool other_axes_overlap = true;
505                         for(u16 j=0; j<3; j++)
506                         {
507                                 if(j == i)
508                                         continue;
509                                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
510                                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
511                                 f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
512                                 f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
513                                 if(!(nodemax - d > playermin && nodemin + d < playermax))
514                                 {
515                                         other_axes_overlap = false;
516                                         break;
517                                 }
518                         }
519                         
520                         /*
521                                 If this is a collision, revert the position in the main
522                                 direction.
523                         */
524                         if(other_axes_overlap && main_axis_collides)
525                         {
526                                 m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
527                                 position -= position.dotProduct(dirs[i]) * dirs[i];
528                                 position += oldpos.dotProduct(dirs[i]) * dirs[i];
529                         }
530                 
531                 }
532         } // xyz
533
534         /*
535                 If there is a walkable node directly under the player, save
536                 the position of it.
537         */
538         try{
539                 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
540                 if(content_walkable(map.getNode(pos_i_bottom).d))
541                 {
542                         m_last_walked_node = pos_i_bottom;
543                 }
544         }
545         catch(InvalidPositionException &e)
546         {
547         }
548         
549         /*
550                 Check the neighbors of m_last_walked_node that are closer to
551                 the player. If walkable, set m_last_walked_node to such.
552         */
553         {
554                 v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
555                 v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
556                 v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
557                 v2f player_p2df(position.X, position.Z);
558                 f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
559                 v3s16 new_last_walked_node = m_last_walked_node;
560                 for(s16 x=-1; x<=1; x++)
561                 for(s16 z=-1; z<=1; z++)
562                 {
563                         v3s16 p = m_last_walked_node + v3s16(x,0,z);
564                         v3f pf = intToFloat(p);
565                         v2f node_p2df(pf.X, pf.Z);
566                         f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
567                         if(distance_f > min_distance_f)
568                                 continue;
569                         try{
570                                 if(content_walkable(map.getNode(p).d) == false)
571                                         continue;
572                         }
573                         catch(InvalidPositionException &e)
574                         {
575                                 continue;
576                         }
577
578                         min_distance_f = distance_f;
579                         new_last_walked_node = p;
580                 }
581                 
582                 m_last_walked_node = new_last_walked_node;
583         }
584         
585         /*
586                 Set new position
587         */
588         setPosition(position);
589 }
590
591 void LocalPlayer::applyControl(float dtime)
592 {
593         // Clear stuff
594         swimming_up = false;
595
596         // Random constants
597         f32 walk_acceleration = 4.0 * BS;
598         f32 walkspeed_max = 4.0 * BS;
599         
600         setPitch(control.pitch);
601         setYaw(control.yaw);
602         
603         v3f move_direction = v3f(0,0,1);
604         move_direction.rotateXZBy(getYaw());
605         
606         v3f speed = v3f(0,0,0);
607
608         bool free_move = g_settings.getBool("free_move");
609         bool fast_move = g_settings.getBool("fast_move");
610         bool continuous_forward = g_settings.getBool("continuous_forward");
611
612         if(free_move)
613         {
614                 v3f speed = getSpeed();
615                 speed.Y = 0;
616                 setSpeed(speed);
617         }
618
619         // Whether superspeed mode is used or not
620         bool superspeed = false;
621         
622         // If free movement and fast movement, always move fast
623         if(free_move && fast_move)
624                 superspeed = true;
625         
626         // Auxiliary button 1 (E)
627         if(control.aux1)
628         {
629                 if(free_move)
630                 {
631                         // In free movement mode, aux1 descends
632                         v3f speed = getSpeed();
633                         if(fast_move)
634                                 speed.Y = -20*BS;
635                         else
636                                 speed.Y = -walkspeed_max;
637                         setSpeed(speed);
638                 }
639                 else
640                 {
641                         // If not free movement but fast is allowed, aux1 is
642                         // "Turbo button"
643                         if(fast_move)
644                                 superspeed = true;
645                 }
646         }
647
648         if(continuous_forward)
649                 speed += move_direction;
650
651         if(control.up)
652         {
653                 if(continuous_forward)
654                         superspeed = true;
655                 else
656                         speed += move_direction;
657         }
658         if(control.down)
659         {
660                 speed -= move_direction;
661         }
662         if(control.left)
663         {
664                 speed += move_direction.crossProduct(v3f(0,1,0));
665         }
666         if(control.right)
667         {
668                 speed += move_direction.crossProduct(v3f(0,-1,0));
669         }
670         if(control.jump)
671         {
672                 if(free_move)
673                 {
674                         v3f speed = getSpeed();
675                         if(fast_move)
676                                 speed.Y = 20*BS;
677                         else
678                                 speed.Y = walkspeed_max;
679                         setSpeed(speed);
680                 }
681                 else if(touching_ground)
682                 {
683                         v3f speed = getSpeed();
684                         /*
685                                 NOTE: The d value in move() affects jump height by
686                                 raising the height at which the jump speed is kept
687                                 at its starting value
688                         */
689                         speed.Y = 6.5*BS;
690                         setSpeed(speed);
691                 }
692                 // Use the oscillating value for getting out of water
693                 // (so that the player doesn't fly on the surface)
694                 else if(in_water)
695                 {
696                         v3f speed = getSpeed();
697                         speed.Y = 1.5*BS;
698                         setSpeed(speed);
699                         swimming_up = true;
700                 }
701         }
702
703         // The speed of the player (Y is ignored)
704         if(superspeed)
705                 speed = speed.normalize() * walkspeed_max * 5.0;
706         else if(control.sneak)
707                 speed = speed.normalize() * walkspeed_max / 3.0;
708         else
709                 speed = speed.normalize() * walkspeed_max;
710         
711         f32 inc = walk_acceleration * BS * dtime;
712         
713         // Faster acceleration if fast and free movement
714         if(free_move && fast_move)
715                 inc = walk_acceleration * BS * dtime * 10;
716         
717         // Accelerate to target speed with maximum increment
718         accelerate(speed, inc);
719 }
720 #endif
721