Use configured bind_address for HTTPFetch
[oweals/minetest.git] / src / localplayer.cpp
index ee9b41c58eb34f948b2edccdacacb2aed2e63304..1a238cb4787789c0f45d25cecf5abd015765517d 100644 (file)
@@ -35,6 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 LocalPlayer::LocalPlayer(IGameDef *gamedef):
        Player(gamedef),
+       parent(0),
        isAttached(false),
        overridePosition(v3f(0,0,0)),
        last_position(v3f(0,0,0)),
@@ -42,12 +43,18 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef):
        last_pitch(0),
        last_yaw(0),
        last_keyPressed(0),
+       eye_offset_first(v3f(0,0,0)),
+       eye_offset_third(v3f(0,0,0)),
+       last_animation(NO_ANIM),
+       hotbar_image(""),
+       hotbar_selected_image(""),
        m_sneak_node(32767,32767,32767),
        m_sneak_node_exists(false),
        m_old_node_below(32767,32767,32767),
        m_old_node_below_type("air"),
        m_need_to_get_new_sneak_node(true),
-       m_can_jump(false)
+       m_can_jump(false),
+       m_cao(NULL)
 {
        // Initialize hp to 0, so that no hearts will be shown if server
        // doesn't support health points
@@ -58,7 +65,7 @@ LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
                std::list<CollisionInfo> *collision_info)
 {
        Map *map = &env->getMap();
@@ -72,6 +79,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        if(isAttached)
        {
                setPosition(overridePosition);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -84,6 +92,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        {
         position += m_speed * dtime;
                setPosition(position);
+               m_sneak_node_exists = false;
                return;
        }
 
@@ -153,9 +162,6 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        // This should always apply, otherwise there are glitches
        assert(d > pos_max_d);
 
-       float player_radius = BS*0.30;
-       float player_height = BS*1.55;
-       
        // Maximum distance over border for sneaking
        f32 sneak_max = BS*0.4;
 
@@ -163,7 +169,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                If sneaking, keep in range from the last walked node and don't
                fall off from it
        */
-       if(control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid)
+       if(control.sneak && m_sneak_node_exists &&
+                       !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid &&
+                       physics_override_sneak)
        {
                f32 maxd = 0.5*BS + sneak_max;
                v3f lwn_f = intToFloat(m_sneak_node, BS);
@@ -183,24 +191,12 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                }
        }
 
-       /*
-               Calculate player collision box (new and old)
-       */
-       core::aabbox3d<f32> playerbox(
-               -player_radius,
-               0.0,
-               -player_radius,
-               player_radius,
-               player_height,
-               player_radius
-       );
-
        float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
 
        v3f accel_f = v3f(0,0,0);
 
        collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
-                       pos_max_d, playerbox, player_stepheight, dtime,
+                       pos_max_d, m_collisionbox, player_stepheight, dtime,
                        position, m_speed, accel_f);
 
        /*
@@ -235,7 +231,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                // node.
                m_need_to_get_new_sneak_node = true;
        }
-       if(m_need_to_get_new_sneak_node)
+       if(m_need_to_get_new_sneak_node && physics_override_sneak)
        {
                v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
                v2f player_p2df(position.X, position.Z);
@@ -272,8 +268,13 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                                if(nodemgr->get(map->getNode(p)).walkable == false)
                                        continue;
                                // And the node above it has to be nonwalkable
-                               if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
+                               if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true) {
                                        continue;
+                               }
+                               if (!physics_override_sneak_glitch) {
+                                       if (nodemgr->get(map->getNode(p+v3s16(0,2,0))).walkable)
+                                               continue;
+                               }
                        }
                        catch(InvalidPositionException &e)
                        {
@@ -328,6 +329,9 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
        if(!touching_ground_was && touching_ground){
                MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround");
                m_gamedef->event()->put(e);
+
+               // Set camera impact value to be used for view bobbing
+               camera_impact = getSpeed().Y * -1;
        }
 
        {
@@ -357,7 +361,7 @@ void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
                m_can_jump = false;
 }
 
-void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
+void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
 {
        move(dtime, env, pos_max_d, NULL);
 }
@@ -388,7 +392,8 @@ void LocalPlayer::applyControl(float dtime)
 
        bool free_move = fly_allowed && g_settings->getBool("free_move");
        bool fast_move = fast_allowed && g_settings->getBool("fast_move");
-       bool fast_or_aux1_descends = (fast_move && control.aux1) || (fast_move && g_settings->getBool("aux1_descends"));
+       // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible
+       bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends");
        bool continuous_forward = g_settings->getBool("continuous_forward");
 
        // Whether superspeed mode is used or not
@@ -417,14 +422,12 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_walk;
                                swimming_vertical = true;
                        }
                        else if(is_climbing)
                        {
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
-                               speedV.Y = -movement_speed_fast;
+                               speedV.Y = -movement_speed_climb;
                        }
                        else
                        {
@@ -461,8 +464,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(in_liquid || in_liquid_stable)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_walk;
@@ -470,8 +472,7 @@ void LocalPlayer::applyControl(float dtime)
                        }
                        else if(is_climbing)
                        {
-                               if(fast_or_aux1_descends)
-                                       // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                               if(fast_climb)
                                        speedV.Y = -movement_speed_fast;
                                else
                                        speedV.Y = -movement_speed_climb;
@@ -504,7 +505,7 @@ void LocalPlayer::applyControl(float dtime)
        if(control.jump)
        {
                if(free_move)
-               {                       
+               {
                        if(g_settings->getBool("aux1_descends") || g_settings->getBool("always_fly_fast"))
                        {
                                if(fast_move)
@@ -528,7 +529,7 @@ void LocalPlayer::applyControl(float dtime)
                        v3f speedJ = getSpeed();
                        if(speedJ.Y >= -0.5 * BS)
                        {
-                               speedJ.Y = movement_speed_jump;
+                               speedJ.Y = movement_speed_jump * physics_override_jump;
                                setSpeed(speedJ);
                                
                                MtEvent *e = new SimpleTriggerEvent("PlayerJump");
@@ -537,8 +538,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(in_liquid)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_walk;
@@ -546,8 +546,7 @@ void LocalPlayer::applyControl(float dtime)
                }
                else if(is_climbing)
                {
-                       if(fast_or_aux1_descends)
-                               // Always use fast when aux1_descends & fast_move are enabled when climbing, since the aux1 button would mean both turbo and "descend" causing a conflict
+                       if(fast_climb)
                                speedV.Y = movement_speed_fast;
                        else
                                speedV.Y = movement_speed_climb;
@@ -555,7 +554,7 @@ void LocalPlayer::applyControl(float dtime)
        }
 
        // The speed of the player (Y is ignored)
-       if(superspeed || (is_climbing && fast_or_aux1_descends) || ((in_liquid || in_liquid_stable) && fast_or_aux1_descends))
+       if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                speedH = speedH.normalize() * movement_speed_fast;
        else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable)
                speedH = speedH.normalize() * movement_speed_crouch;
@@ -574,23 +573,20 @@ void LocalPlayer::applyControl(float dtime)
                        incH = movement_acceleration_air * BS * dtime;
                incV = 0; // No vertical acceleration in air
        }
-       else if(superspeed || (fast_move && control.aux1))
-               incH = incV = movement_acceleration_fast * BS * dtime;
-       else if ((in_liquid || in_liquid_stable) && fast_or_aux1_descends)
-               // Always use fast when aux1_descends & fast_move are enabled in liquid, since the aux1 button would mean both turbo and "swim down" causing a conflict
+       else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb))
                incH = incV = movement_acceleration_fast * BS * dtime;
        else
                incH = incV = movement_acceleration_default * BS * dtime;
 
        // Accelerate to target speed with maximum increment
-       accelerateHorizontal(speedH, incH);
-       accelerateVertical(speedV, incV);
+       accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed);
+       accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed);
 }
 
 v3s16 LocalPlayer::getStandingNodePos()
 {
        if(m_sneak_node_exists)
                return m_sneak_node;
-       return floatToInt(getPosition(), BS);
+       return floatToInt(getPosition() - v3f(0, BS, 0), BS);
 }