Re-add jungles, apple trees
[oweals/minetest.git] / src / player.cpp
index 6dd90e9577b37e12c03c4f197c4a6b6c5997114f..4c81887bedeaab151adb7ad9ca1743829cb05594 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 Player::Player(IGameDef *gamedef):
        touching_ground(false),
-       in_water(false),
-       in_water_stable(false),
+       in_liquid(false),
+       in_liquid_stable(false),
+       liquid_viscosity(0),
        is_climbing(false),
-       swimming_up(false),
+       swimming_vertical(false),
        camera_barely_in_ceiling(false),
        inventory(gamedef->idef()),
        hp(PLAYER_MAX_HP),
@@ -45,29 +46,46 @@ Player::Player(IGameDef *gamedef):
        updateName("<not set>");
        inventory.clear();
        inventory.addList("main", PLAYER_INVENTORY_SIZE);
-       inventory.addList("craft", 9);
+       InventoryList *craft = inventory.addList("craft", 9);
+       craft->setWidth(3);
        inventory.addList("craftpreview", 1);
        inventory.addList("craftresult", 1);
 
        // Can be redefined via Lua
-       inventory_formspec =  "invsize[8,7.5;]"
+       inventory_formspec =  "size[8,7.5]"
                //"image[1,0.6;1,2;player.png]"
                "list[current_player;main;0,3.5;8,4;]"
                "list[current_player;craft;3,0;3,3;]"
                "list[current_player;craftpreview;7,1;1,1;]";
+
+       // Initialize movement settings at default values, so movement can work if the server fails to send them
+       movement_acceleration_default = 3 * BS;
+       movement_acceleration_air = 2 * BS;
+       movement_acceleration_fast = 10 * BS;
+       movement_speed_walk = 4 * BS;
+       movement_speed_crouch = 1.35 * BS;
+       movement_speed_fast = 20 * BS;
+       movement_speed_climb = 2 * BS;
+       movement_speed_jump = 6.5 * BS;
+       movement_liquid_fluidity = 1 * BS;
+       movement_liquid_fluidity_smooth = 0.5 * BS;
+       movement_liquid_sink = 10 * BS;
+       movement_gravity = 9.81 * BS;
 }
 
 Player::~Player()
 {
 }
 
-// Y direction is ignored
-void Player::accelerate(v3f target_speed, f32 max_increase)
+// Horizontal acceleration (X and Z), Y direction is ignored
+void Player::accelerateHorizontal(v3f target_speed, f32 max_increase)
 {
+       if(max_increase == 0)
+               return;
+
        v3f d_wanted = target_speed - m_speed;
        d_wanted.Y = 0;
-       f32 dl_wanted = d_wanted.getLength();
-       f32 dl = dl_wanted;
+       f32 dl = d_wanted.getLength();
        if(dl > max_increase)
                dl = max_increase;
        
@@ -75,7 +93,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
 
        m_speed.X += d.X;
        m_speed.Z += d.Z;
-       //m_speed += d;
 
 #if 0 // old code
        if(m_speed.X < target_speed.X - max_increase)
@@ -98,6 +115,32 @@ void Player::accelerate(v3f target_speed, f32 max_increase)
 #endif
 }
 
+// Vertical acceleration (Y), X and Z directions are ignored
+void Player::accelerateVertical(v3f target_speed, f32 max_increase)
+{
+       if(max_increase == 0)
+               return;
+
+       f32 d_wanted = target_speed.Y - m_speed.Y;
+       if(d_wanted > max_increase)
+               d_wanted = max_increase;
+       else if(d_wanted < -max_increase)
+               d_wanted = -max_increase;
+
+       m_speed.Y += d_wanted;
+
+#if 0 // old code
+       if(m_speed.Y < target_speed.Y - max_increase)
+               m_speed.Y += max_increase;
+       else if(m_speed.Y > target_speed.Y + max_increase)
+               m_speed.Y -= max_increase;
+       else if(m_speed.Y < target_speed.Y)
+               m_speed.Y = target_speed.Y;
+       else if(m_speed.Y > target_speed.Y)
+               m_speed.Y = target_speed.Y;
+#endif
+}
+
 v3s16 Player::getLightPosition() const
 {
        return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);