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