utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / player.cpp
index b260e5056063efdb77be45fea7050240ef3610e8..73291182813d3396081d98b98a8f5569e13de525 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 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 General Public License as published by
@@ -17,20 +17,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
 #include "player.h"
 #include "map.h"
 #include "connection.h"
 #include "constants.h"
 #include "utility.h"
+#ifndef SERVER
+#include <ITextSceneNode.h>
+#endif
+#include "settings.h"
 
 Player::Player():
        touching_ground(false),
        in_water(false),
+       in_water_stable(false),
+       is_climbing(false),
+       swimming_up(false),
+       inventory_backup(NULL),
+       craftresult_is_preview(true),
+       hp(20),
        peer_id(PEER_ID_INEXISTENT),
+       m_selected_item(0),
+       m_pitch(0),
+       m_yaw(0),
        m_speed(0,0,0),
        m_position(0,0,0)
 {
@@ -40,6 +49,12 @@ Player::Player():
 
 Player::~Player()
 {
+       delete inventory_backup;
+}
+
+void Player::wieldItem(u16 item)
+{
+       m_selected_item = item;
 }
 
 void Player::resetInventory()
@@ -93,15 +108,23 @@ void Player::serialize(std::ostream &os)
        Settings args;
        args.setS32("version", 1);
        args.set("name", m_name);
+       //args.set("password", m_password);
        args.setFloat("pitch", m_pitch);
        args.setFloat("yaw", m_yaw);
        args.setV3F("position", m_position);
+       args.setBool("craftresult_is_preview", craftresult_is_preview);
+       args.setS32("hp", hp);
 
        args.writeLines(os);
 
        os<<"PlayerArgsEnd\n";
-
-       inventory.serialize(os);
+       
+       // If actual inventory is backed up due to creative mode, save it
+       // instead of the dummy creative mode inventory
+       if(inventory_backup)
+               inventory_backup->serialize(os);
+       else
+               inventory.serialize(os);
 }
 
 void Player::deSerialize(std::istream &is)
@@ -124,9 +147,37 @@ void Player::deSerialize(std::istream &is)
        //args.getS32("version");
        std::string name = args.get("name");
        updateName(name.c_str());
+       /*std::string password = "";
+       if(args.exists("password"))
+               password = args.get("password");
+       updatePassword(password.c_str());*/
        m_pitch = args.getFloat("pitch");
        m_yaw = args.getFloat("yaw");
        m_position = args.getV3F("position");
+       try{
+               craftresult_is_preview = args.getBool("craftresult_is_preview");
+       }catch(SettingNotFoundException &e){
+               craftresult_is_preview = true;
+       }
+       try{
+               hp = args.getS32("hp");
+       }catch(SettingNotFoundException &e){
+               hp = 20;
+       }
+       /*try{
+               std::string sprivs = args.get("privs");
+               if(sprivs == "all")
+               {
+                       privs = PRIV_ALL;
+               }
+               else
+               {
+                       std::istringstream ss(sprivs);
+                       ss>>privs;
+               }
+       }catch(SettingNotFoundException &e){
+               privs = PRIV_DEFAULT;
+       }*/
 
        inventory.deSerialize(is);
 }
@@ -176,7 +227,7 @@ RemotePlayer::RemotePlayer(
                // Set material
                buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player.png").c_str()));
+               buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player.png").c_str()));
                buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
                //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -200,7 +251,7 @@ RemotePlayer::RemotePlayer(
                // Set material
                buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
                //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               buf->getMaterial().setTexture(0, driver->getTexture(porting::getDataPath("player_back.png").c_str()));
+               buf->getMaterial().setTexture(0, driver->getTexture(getTexturePath("player_back.png").c_str()));
                buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
                buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
                buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
@@ -231,7 +282,7 @@ void RemotePlayer::updateName(const char *name)
        }
 }
 
-void RemotePlayer::move(f32 dtime, Map &map)
+void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
 {
        m_pos_animation_time_counter += dtime;
        m_pos_animation_counter += dtime;
@@ -255,29 +306,39 @@ void RemotePlayer::move(f32 dtime, Map &map)
        LocalPlayer
 */
 
-LocalPlayer::LocalPlayer()
+LocalPlayer::LocalPlayer():
+       m_sneak_node(32767,32767,32767),
+       m_sneak_node_exists(false)
 {
+       // Initialize hp to 0, so that no hearts will be shown if server
+       // doesn't support health points
+       hp = 0;
 }
 
 LocalPlayer::~LocalPlayer()
 {
 }
 
-void LocalPlayer::move(f32 dtime, Map &map)
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
+               core::list<CollisionInfo> *collision_info)
 {
        v3f position = getPosition();
        v3f oldpos = position;
-       v3s16 oldpos_i = floatToInt(oldpos);
+       v3s16 oldpos_i = floatToInt(oldpos, BS);
+
+       v3f old_speed = m_speed;
 
        /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
                        <<oldpos_i.Z<<")"<<std::endl;*/
 
+       /*
+               Calculate new position
+       */
        position += m_speed * dtime;
-
-       bool haxmode = g_settings.getBool("haxmode");
        
-       // Skip collision detection if player is non-local
-       if(isLocal() == false || haxmode)
+       // Skip collision detection if a special movement mode is used
+       bool free_move = g_settings->getBool("free_move");
+       if(free_move)
        {
                setPosition(position);
                return;
@@ -286,22 +347,25 @@ void LocalPlayer::move(f32 dtime, Map &map)
        /*
                Collision detection
        */
-
-       v3s16 pos_i = floatToInt(position);
+       
+       // Player position in nodes
+       v3s16 pos_i = floatToInt(position, BS);
        
        /*
-               Check if player is in water
+               Check if player is in water (the oscillating value)
        */
        try{
+               // If in water, the threshold of coming out is at higher y
                if(in_water)
                {
-                       v3s16 pp = floatToInt(position + v3f(0,0,0));
-                       in_water = content_liquid(map.getNode(pp).d);
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+                       in_water = content_liquid(map.getNode(pp).getContent());
                }
+               // If not in water, the threshold of going in is at lower y
                else
                {
-                       v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
-                       in_water = content_liquid(map.getNode(pp).d);
+                       v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+                       in_water = content_liquid(map.getNode(pp).getContent());
                }
        }
        catch(InvalidPositionException &e)
@@ -309,130 +373,374 @@ void LocalPlayer::move(f32 dtime, Map &map)
                in_water = false;
        }
 
-       // The frame length is limited to the player going 0.1*BS per call
-       f32 d = (float)BS * 0.15;
+       /*
+               Check if player is in water (the stable value)
+       */
+       try{
+               v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
+               in_water_stable = content_liquid(map.getNode(pp).getContent());
+       }
+       catch(InvalidPositionException &e)
+       {
+               in_water_stable = false;
+       }
 
-#define PLAYER_RADIUS (BS*0.3)
-#define PLAYER_HEIGHT (BS*1.7)
+       /*
+               Check if player is climbing
+       */
 
+       try {
+               v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
+               v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
+               is_climbing = ((content_features(map.getNode(pp).getContent()).climbable ||
+                               content_features(map.getNode(pp2).getContent()).climbable) && !free_move);
+       }
+       catch(InvalidPositionException &e)
+       {
+               is_climbing = false;
+       }
+
+       /*
+               Collision uncertainty radius
+               Make it a bit larger than the maximum distance of movement
+       */
+       //f32 d = pos_max_d * 1.1;
+       // A fairly large value in here makes moving smoother
+       f32 d = 0.15*BS;
+
+       // This should always apply, otherwise there are glitches
+       assert(d > pos_max_d);
+
+       float player_radius = BS*0.35;
+       float player_height = BS*1.7;
+       
+       // Maximum distance over border for sneaking
+       f32 sneak_max = BS*0.4;
+
+       /*
+               If sneaking, player has larger collision radius to keep from
+               falling
+       */
+       /*if(control.sneak)
+               player_radius = sneak_max + d*1.1;*/
+       
+       /*
+               If sneaking, keep in range from the last walked node and don't
+               fall off from it
+       */
+       if(control.sneak && m_sneak_node_exists)
+       {
+               f32 maxd = 0.5*BS + sneak_max;
+               v3f lwn_f = intToFloat(m_sneak_node, BS);
+               position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
+               position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
+               
+               f32 min_y = lwn_f.Y + 0.5*BS;
+               if(position.Y < min_y)
+               {
+                       position.Y = min_y;
+
+                       //v3f old_speed = m_speed;
+
+                       if(m_speed.Y < 0)
+                               m_speed.Y = 0;
+
+                       /*if(collision_info)
+                       {
+                               // Report fall collision
+                               if(old_speed.Y < m_speed.Y - 0.1)
+                               {
+                                       CollisionInfo info;
+                                       info.t = COLLISION_FALL;
+                                       info.speed = m_speed.Y - old_speed.Y;
+                                       collision_info->push_back(info);
+                               }
+                       }*/
+               }
+       }
+
+       /*
+               Calculate player collision box (new and old)
+       */
        core::aabbox3d<f32> playerbox(
-               position.X - PLAYER_RADIUS,
+               position.X - player_radius,
                position.Y - 0.0,
-               position.Z - PLAYER_RADIUS,
-               position.X + PLAYER_RADIUS,
-               position.Y + PLAYER_HEIGHT,
-               position.Z + PLAYER_RADIUS
+               position.Z - player_radius,
+               position.X + player_radius,
+               position.Y + player_height,
+               position.Z + player_radius
        );
        core::aabbox3d<f32> playerbox_old(
-               oldpos.X - PLAYER_RADIUS,
+               oldpos.X - player_radius,
                oldpos.Y - 0.0,
-               oldpos.Z - PLAYER_RADIUS,
-               oldpos.X + PLAYER_RADIUS,
-               oldpos.Y + PLAYER_HEIGHT,
-               oldpos.Z + PLAYER_RADIUS
+               oldpos.Z - player_radius,
+               oldpos.X + player_radius,
+               oldpos.Y + player_height,
+               oldpos.Z + player_radius
        );
 
-       //hilightboxes.push_back(playerbox);
+       /*
+               If the player's feet touch the topside of any node, this is
+               set to true.
 
+               Player is allowed to jump when this is true.
+       */
        touching_ground = false;
-       
+
        /*std::cout<<"Checking collisions for ("
                        <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
                        <<") -> ("
                        <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
                        <<"):"<<std::endl;*/
+       
+       bool standing_on_unloaded = false;
+       
+       /*
+               Go through every node around the player
+       */
+       for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
+       for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
+       for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
+       {
+               bool is_unloaded = false;
+               try{
+                       // Player collides into walkable nodes
+                       if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
+                               continue;
+               }
+               catch(InvalidPositionException &e)
+               {
+                       is_unloaded = true;
+                       // Doing nothing here will block the player from
+                       // walking over map borders
+               }
 
-       for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
-               for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
-                       for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
-                               try{
-                                       if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
-                                               continue;
-                                       }
-                               }
-                               catch(InvalidPositionException &e)
+               core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
+               
+               /*
+                       See if the player is touching ground.
+
+                       Player touches ground if player's minimum Y is near node's
+                       maximum Y and player's X-Z-area overlaps with the node's
+                       X-Z-area.
+
+                       Use 0.15*BS so that it is easier to get on a node.
+               */
+               if(
+                               //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
+                               fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
+                               && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
+                               && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
+                               && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
+                               && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
+               ){
+                       touching_ground = true;
+                       if(is_unloaded)
+                               standing_on_unloaded = true;
+               }
+               
+               // If player doesn't intersect with node, ignore node.
+               if(playerbox.intersectsWithBox(nodebox) == false)
+                       continue;
+               
+               /*
+                       Go through every axis
+               */
+               v3f dirs[3] = {
+                       v3f(0,0,1), // back-front
+                       v3f(0,1,0), // top-bottom
+                       v3f(1,0,0), // right-left
+               };
+               for(u16 i=0; i<3; i++)
+               {
+                       /*
+                               Calculate values along the axis
+                       */
+                       f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
+                       f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
+                       f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
+                       f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
+                       f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
+                       f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
+                       
+                       /*
+                               Check collision for the axis.
+                               Collision happens when player is going through a surface.
+                       */
+                       /*f32 neg_d = d;
+                       f32 pos_d = d;
+                       // Make it easier to get on top of a node
+                       if(i == 1)
+                               neg_d = 0.15*BS;
+                       bool negative_axis_collides =
+                               (nodemax > playermin && nodemax <= playermin_old + neg_d
+                                       && m_speed.dotProduct(dirs[i]) < 0);
+                       bool positive_axis_collides =
+                               (nodemin < playermax && nodemin >= playermax_old - pos_d
+                                       && m_speed.dotProduct(dirs[i]) > 0);*/
+                       bool negative_axis_collides =
+                               (nodemax > playermin && nodemax <= playermin_old + d
+                                       && m_speed.dotProduct(dirs[i]) < 0);
+                       bool positive_axis_collides =
+                               (nodemin < playermax && nodemin >= playermax_old - d
+                                       && m_speed.dotProduct(dirs[i]) > 0);
+                       bool main_axis_collides =
+                                       negative_axis_collides || positive_axis_collides;
+                       
+                       /*
+                               Check overlap of player and node in other axes
+                       */
+                       bool other_axes_overlap = true;
+                       for(u16 j=0; j<3; j++)
+                       {
+                               if(j == i)
+                                       continue;
+                               f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
+                               f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
+                               f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
+                               f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
+                               if(!(nodemax - d > playermin && nodemin + d < playermax))
                                {
-                                       // Doing nothing here will block the player from
-                                       // walking over map borders
+                                       other_axes_overlap = false;
+                                       break;
                                }
+                       }
+                       
+                       /*
+                               If this is a collision, revert the position in the main
+                               direction.
+                       */
+                       if(other_axes_overlap && main_axis_collides)
+                       {
+                               //v3f old_speed = m_speed;
 
-                               core::aabbox3d<f32> nodebox = Map::getNodeBox(
-                                               v3s16(x,y,z));
+                               m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
+                               position -= position.dotProduct(dirs[i]) * dirs[i];
+                               position += oldpos.dotProduct(dirs[i]) * dirs[i];
                                
-                               // See if the player is touching ground
-                               if(
-                                               fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
-                                               && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
-                                               && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
-                                               && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
-                                               && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
-                               ){
-                                       touching_ground = true;
-                               }
-                               
-                               if(playerbox.intersectsWithBox(nodebox))
+                               /*if(collision_info)
                                {
-                               
-       v3f dirs[3] = {
-               v3f(0,0,1), // back
-               v3f(0,1,0), // top
-               v3f(1,0,0), // right
-       };
-       for(u16 i=0; i<3; i++)
+                                       // Report fall collision
+                                       if(old_speed.Y < m_speed.Y - 0.1)
+                                       {
+                                               CollisionInfo info;
+                                               info.t = COLLISION_FALL;
+                                               info.speed = m_speed.Y - old_speed.Y;
+                                               collision_info->push_back(info);
+                                       }
+                               }*/
+                       }
+               
+               }
+       } // xyz
+
+       /*
+               Check the nodes under the player to see from which node the
+               player is sneaking from, if any.
+       */
        {
-               f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
-               f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
-               f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
-               f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
-               f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
-               f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
-               bool main_edge_collides = 
-                       ((nodemax > playermin && nodemax <= playermin_old + d
-                               && m_speed.dotProduct(dirs[i]) < 0)
-                       ||
-                       (nodemin < playermax && nodemin >= playermax_old - d
-                               && m_speed.dotProduct(dirs[i]) > 0));
-
-               bool other_edges_collide = true;
-               for(u16 j=0; j<3; j++)
+               v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+               v2f player_p2df(position.X, position.Z);
+               f32 min_distance_f = 100000.0*BS;
+               // If already seeking from some node, compare to it.
+               /*if(m_sneak_node_exists)
+               {
+                       v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
+                       v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
+                       f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
+                       f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+                       // Ignore if player is not on the same level (likely dropped)
+                       if(d_vert_f < 0.15*BS)
+                               min_distance_f = d_horiz_f;
+               }*/
+               v3s16 new_sneak_node = m_sneak_node;
+               for(s16 x=-1; x<=1; x++)
+               for(s16 z=-1; z<=1; z++)
                {
-                       if(j == i)
+                       v3s16 p = pos_i_bottom + v3s16(x,0,z);
+                       v3f pf = intToFloat(p, BS);
+                       v2f node_p2df(pf.X, pf.Z);
+                       f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+                       f32 max_axis_distance_f = MYMAX(
+                                       fabs(player_p2df.X-node_p2df.X),
+                                       fabs(player_p2df.Y-node_p2df.Y));
+                                       
+                       if(distance_f > min_distance_f ||
+                                       max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
                                continue;
-                       f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
-                       f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
-                       f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
-                       f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
-                       if(!(nodemax - d > playermin && nodemin + d < playermax))
+
+                       try{
+                               // The node to be sneaked on has to be walkable
+                               if(content_walkable(map.getNode(p).getContent()) == false)
+                                       continue;
+                               // And the node above it has to be nonwalkable
+                               if(content_walkable(map.getNode(p+v3s16(0,1,0)).getContent()) == true)
+                                       continue;
+                       }
+                       catch(InvalidPositionException &e)
                        {
-                               other_edges_collide = false;
-                               break;
+                               continue;
                        }
+
+                       min_distance_f = distance_f;
+                       new_sneak_node = p;
                }
                
-               if(main_edge_collides && other_edges_collide)
+               bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+               
+               if(control.sneak && m_sneak_node_exists)
                {
-                       m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
-                       position -= position.dotProduct(dirs[i]) * dirs[i];
-                       position += oldpos.dotProduct(dirs[i]) * dirs[i];
+                       if(sneak_node_found)
+                               m_sneak_node = new_sneak_node;
                }
+               else
+               {
+                       m_sneak_node = new_sneak_node;
+                       m_sneak_node_exists = sneak_node_found;
+               }
+
+               /*
+                       If sneaking, the player's collision box can be in air, so
+                       this has to be set explicitly
+               */
+               if(sneak_node_found && control.sneak)
+                       touching_ground = true;
+       }
        
+       /*
+               Set new position
+       */
+       setPosition(position);
+       
+       /*
+               Report collisions
+       */
+       if(collision_info)
+       {
+               // Report fall collision
+               if(old_speed.Y < m_speed.Y - 0.1 && !standing_on_unloaded)
+               {
+                       CollisionInfo info;
+                       info.t = COLLISION_FALL;
+                       info.speed = m_speed.Y - old_speed.Y;
+                       collision_info->push_back(info);
+               }
        }
-                               } // if(playerbox.intersectsWithBox(nodebox))
-                       } // for x
-               } // for z
-       } // for y
+}
 
-       setPosition(position);
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+{
+       move(dtime, map, pos_max_d, NULL);
 }
 
 void LocalPlayer::applyControl(float dtime)
 {
+       // Clear stuff
+       swimming_up = false;
+
        // Random constants
-#define WALK_ACCELERATION (4.0 * BS)
-#define WALKSPEED_MAX (4.0 * BS)
-       f32 walk_acceleration = WALK_ACCELERATION;
-       f32 walkspeed_max = WALKSPEED_MAX;
+       f32 walk_acceleration = 4.0 * BS;
+       f32 walkspeed_max = 4.0 * BS;
        
        setPitch(control.pitch);
        setYaw(control.yaw);
@@ -442,39 +750,61 @@ void LocalPlayer::applyControl(float dtime)
        
        v3f speed = v3f(0,0,0);
 
-       bool haxmode = g_settings.getBool("haxmode");
-       
-       if(haxmode)
+       bool free_move = g_settings->getBool("free_move");
+       bool fast_move = g_settings->getBool("fast_move");
+       bool continuous_forward = g_settings->getBool("continuous_forward");
+
+       if(free_move || is_climbing)
        {
                v3f speed = getSpeed();
                speed.Y = 0;
                setSpeed(speed);
        }
 
-       // Superspeed mode
+       // Whether superspeed mode is used or not
        bool superspeed = false;
-       if(control.superspeed)
+       
+       // If free movement and fast movement, always move fast
+       if(free_move && fast_move)
+               superspeed = true;
+       
+       // Auxiliary button 1 (E)
+       if(control.aux1)
        {
-               if(haxmode)
+               if(free_move)
                {
+                       // In free movement mode, aux1 descends
                        v3f speed = getSpeed();
-                       speed.Y = -20*BS;
+                       if(fast_move)
+                               speed.Y = -20*BS;
+                       else
+                               speed.Y = -walkspeed_max;
+                       setSpeed(speed);
+               }
+               else if(is_climbing)
+               {
+                       v3f speed = getSpeed();
+                       speed.Y = -3*BS;
                        setSpeed(speed);
                }
                else
                {
+                       // If not free movement but fast is allowed, aux1 is
                        // "Turbo button"
-                       /*speed += move_direction;
-                       superspeed = true;*/
+                       if(fast_move)
+                               superspeed = true;
                }
        }
 
-       if(haxmode)
-               superspeed = true;
+       if(continuous_forward)
+               speed += move_direction;
 
        if(control.up)
        {
-               speed += move_direction;
+               if(continuous_forward)
+                       superspeed = true;
+               else
+                       speed += move_direction;
        }
        if(control.down)
        {
@@ -490,40 +820,57 @@ void LocalPlayer::applyControl(float dtime)
        }
        if(control.jump)
        {
-               if(haxmode)
+               if(free_move)
                {
                        v3f speed = getSpeed();
-                       /*speed.Y += 20.*BS * dtime * 2;
-                       if(speed.Y < 0)
-                               speed.Y = 0;*/
-                       speed.Y = 20*BS;
+                       if(fast_move)
+                               speed.Y = 20*BS;
+                       else
+                               speed.Y = walkspeed_max;
                        setSpeed(speed);
                }
                else if(touching_ground)
                {
                        v3f speed = getSpeed();
+                       /*
+                               NOTE: The d value in move() affects jump height by
+                               raising the height at which the jump speed is kept
+                               at its starting value
+                       */
                        speed.Y = 6.5*BS;
                        setSpeed(speed);
                }
+               // Use the oscillating value for getting out of water
+               // (so that the player doesn't fly on the surface)
                else if(in_water)
                {
                        v3f speed = getSpeed();
-                       speed.Y = 2.0*BS;
+                       speed.Y = 1.5*BS;
+                       setSpeed(speed);
+                       swimming_up = true;
+               }
+               else if(is_climbing)
+               {
+                       v3f speed = getSpeed();
+                       speed.Y = 3*BS;
                        setSpeed(speed);
                }
        }
 
        // The speed of the player (Y is ignored)
        if(superspeed)
-               speed = speed.normalize() * walkspeed_max * 5;
+               speed = speed.normalize() * walkspeed_max * 5.0;
+       else if(control.sneak)
+               speed = speed.normalize() * walkspeed_max / 3.0;
        else
                speed = speed.normalize() * walkspeed_max;
        
        f32 inc = walk_acceleration * BS * dtime;
-
-       if(haxmode)
+       
+       // Faster acceleration if fast and free movement
+       if(free_move && fast_move)
                inc = walk_acceleration * BS * dtime * 10;
-
+       
        // Accelerate to target speed with maximum increment
        accelerate(speed, inc);
 }