Translated using Weblate (Italian)
[oweals/minetest.git] / src / player.cpp
index 03ae24f45b07de8734441a43be5c045082d16d98..d3ba5c2c20e9944e531f14506e289d81fd0f7dde 100644 (file)
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "player.h"
-#include "map.h"
-#include "connection.h"
+
+#include "threading/mutex_auto_lock.h"
+#include "util/numeric.h"
+#include "hud.h"
 #include "constants.h"
-#include "utility.h"
-
-
-Player::Player():
-       touching_ground(false),
-       in_water(false),
-       in_water_stable(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)
-{
-       updateName("<not set>");
-       resetInventory();
-}
+#include "gamedef.h"
+#include "settings.h"
+#include "log.h"
+#include "porting.h"  // strlcpy
 
-Player::~Player()
-{
-       delete inventory_backup;
-}
 
-void Player::wieldItem(u16 item)
+Player::Player(const char *name, IItemDefManager *idef):
+       inventory(idef)
 {
-       m_selected_item = item;
-}
+       strlcpy(m_name, name, PLAYERNAME_SIZE);
 
-void Player::resetInventory()
-{
        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);
+       inventory.setModified(false);
+
+       // Can be redefined via Lua
+       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;]"
+               "listring[]"
+               "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;
+       local_animation_speed           = 0.0;
+
+       hud_flags =
+               HUD_FLAG_HOTBAR_VISIBLE    | HUD_FLAG_HEALTHBAR_VISIBLE |
+               HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
+               HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE   |
+               HUD_FLAG_MINIMAP_RADAR_VISIBLE;
+
+       hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
+
+       m_player_settings.readGlobalSettings();
+       // Register player setting callbacks
+       for (const std::string &name : m_player_settings.setting_names)
+               g_settings->registerChangedCallback(name,
+                       &Player::settingsChangedCallback, &m_player_settings);
 }
 
-// Y direction is ignored
-void Player::accelerate(v3f target_speed, f32 max_increase)
+Player::~Player()
 {
-       v3f d_wanted = target_speed - m_speed;
-       d_wanted.Y = 0;
-       f32 dl_wanted = d_wanted.getLength();
-       f32 dl = dl_wanted;
-       if(dl > max_increase)
-               dl = max_increase;
-       
-       v3f d = d_wanted.normalize() * dl;
-
-       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)
-               m_speed.X += max_increase;
-       else if(m_speed.X > target_speed.X + max_increase)
-               m_speed.X -= max_increase;
-       else if(m_speed.X < target_speed.X)
-               m_speed.X = target_speed.X;
-       else if(m_speed.X > target_speed.X)
-               m_speed.X = target_speed.X;
-
-       if(m_speed.Z < target_speed.Z - max_increase)
-               m_speed.Z += max_increase;
-       else if(m_speed.Z > target_speed.Z + max_increase)
-               m_speed.Z -= max_increase;
-       else if(m_speed.Z < target_speed.Z)
-               m_speed.Z = target_speed.Z;
-       else if(m_speed.Z > target_speed.Z)
-               m_speed.Z = target_speed.Z;
-#endif
+       // m_player_settings becomes invalid, remove callbacks
+       for (const std::string &name : m_player_settings.setting_names)
+               g_settings->deregisterChangedCallback(name,
+                       &Player::settingsChangedCallback, &m_player_settings);
+       clearHud();
 }
 
-void Player::serialize(std::ostream &os)
+void Player::setWieldIndex(u16 index)
 {
-       // Utilize a Settings object for storing values
-       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";
-       
-       // 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);
+       const InventoryList *mlist = inventory.getList("main");
+       m_wield_index = MYMIN(index, mlist ? mlist->getSize() : 0);
 }
 
-void Player::deSerialize(std::istream &is)
+ItemStack &Player::getWieldedItem(ItemStack *selected, ItemStack *hand) const
 {
-       Settings args;
-       
-       for(;;)
-       {
-               if(is.eof())
-                       throw SerializationError
-                                       ("Player::deSerialize(): PlayerArgsEnd not found");
-               std::string line;
-               std::getline(is, line);
-               std::string trimmedline = trim(line);
-               if(trimmedline == "PlayerArgsEnd")
-                       break;
-               args.parseConfigLine(line);
-       }
+       assert(selected);
 
-       //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);
-}
+       const InventoryList *mlist = inventory.getList("main"); // TODO: Make this generic
+       const InventoryList *hlist = inventory.getList("hand");
 
-/*
-       RemotePlayer
-*/
+       if (mlist && m_wield_index < mlist->getSize())
+               *selected = mlist->getItem(m_wield_index);
 
-#ifndef SERVER
+       if (hand && hlist)
+               *hand = hlist->getItem(0);
 
-RemotePlayer::RemotePlayer(
-               scene::ISceneNode* parent,
-               IrrlichtDevice *device,
-               s32 id):
-       scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
-       m_text(NULL)
-{
-       m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
-
-       if(parent != NULL && device != NULL)
-       {
-               // ISceneNode stores a member called SceneManager
-               scene::ISceneManager* mgr = SceneManager;
-               video::IVideoDriver* driver = mgr->getVideoDriver();
-               gui::IGUIEnvironment* gui = device->getGUIEnvironment();
-
-               // Add a text node for showing the name
-               wchar_t wname[1] = {0};
-               m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname, video::SColor(255,255,255,255), this);
-               m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-
-               // Attach a simple mesh to the player for showing an image
-               scene::SMesh *mesh = new scene::SMesh();
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               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;
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               //buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-               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;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               m_node = mgr->addMeshSceneNode(mesh, this);
-               mesh->drop();
-               m_node->setPosition(v3f(0,0,0));
-       }
+       // Return effective tool item
+       return (hand && selected->name.empty()) ? *hand : *selected;
 }
 
-RemotePlayer::~RemotePlayer()
+u32 Player::addHud(HudElement *toadd)
 {
-       if(SceneManager != NULL)
-               ISceneNode::remove();
-}
+       MutexAutoLock lock(m_mutex);
 
-void RemotePlayer::updateName(const char *name)
-{
-       Player::updateName(name);
-       if(m_text != NULL)
-       {
-               wchar_t wname[PLAYERNAME_SIZE];
-               mbstowcs(wname, m_name, strlen(m_name)+1);
-               m_text->setText(wname);
-       }
-}
+       u32 id = getFreeHudID();
 
-void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
-{
-       m_pos_animation_time_counter += dtime;
-       m_pos_animation_counter += dtime;
-       v3f movevector = m_position - m_oldpos;
-       f32 moveratio;
-       if(m_pos_animation_time < 0.001)
-               moveratio = 1.0;
+       if (id < hud.size())
+               hud[id] = toadd;
        else
-               moveratio = m_pos_animation_counter / m_pos_animation_time;
-       if(moveratio > 1.5)
-               moveratio = 1.5;
-       m_showpos = m_oldpos + movevector * moveratio;
-       
-       ISceneNode::setPosition(m_showpos);
+               hud.push_back(toadd);
+
+       return id;
 }
 
-#endif
+HudElement* Player::getHud(u32 id)
+{
+       MutexAutoLock lock(m_mutex);
 
-#ifndef SERVER
-/*
-       LocalPlayer
-*/
+       if (id < hud.size())
+               return hud[id];
 
-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;
-       
-       // No tool wielded initially
-       wield = NULL;
+       return NULL;
 }
 
-LocalPlayer::~LocalPlayer()
+HudElement* Player::removeHud(u32 id)
 {
-}
+       MutexAutoLock lock(m_mutex);
 
-void LocalPlayer::wieldItem(u16 item)
-{
-       m_selected_item = item;
-       
-       if(wield) {
-               InventoryItem* i = inventory.getList("main")->getItem(m_selected_item);
-       
-               if(i && strcmp(i->getName(), "ToolItem") == 0) {
-                       wield->getMaterial(0).setTexture(0, i->getImageRaw());
-                       wield->setVisible(true);
-               }
-               else
-                       wield->setVisible(false);
+       HudElement* retval = NULL;
+       if (id < hud.size()) {
+               retval = hud[id];
+               hud[id] = NULL;
        }
+       return retval;
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
-               core::list<CollisionInfo> *collision_info)
+void Player::clearHud()
 {
-       v3f position = getPosition();
-       v3f oldpos = position;
-       v3s16 oldpos_i = floatToInt(oldpos, BS);
-
-       v3f old_speed = m_speed;
+       MutexAutoLock lock(m_mutex);
 
-       /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
-                       <<oldpos_i.Z<<")"<<std::endl;*/
-
-       /*
-               Calculate new position
-       */
-       if(is_frozen) {
-               // Still move very slowly so as not to feel all completely stuck
-               position += m_speed * dtime * 0.001;
-       }
-       else {
-               position += m_speed * dtime;
-       }
-       
-       /*
-               If the player enters an unloaded chunk this is set to true.
-       */
-       is_frozen = false;
-
-       // Skip collision detection if a special movement mode is used
-       bool free_move = g_settings.getBool("free_move");
-       if(free_move)
-       {
-               setPosition(position);
-               return;
-       }
-
-       /*
-               Collision detection
-       */
-       
-       // Player position in nodes
-       v3s16 pos_i = floatToInt(position, BS);
-       
-       /*
-               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,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*0.5,0), BS);
-                       in_water = content_liquid(map.getNode(pp).getContent());
-               }
-       }
-       catch(InvalidPositionException &e)
-       {
-               in_water = false;
-       }
-
-       /*
-               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;
-       }
-
-       /*
-               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.Y - 0.0,
-               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.Y - 0.0,
-               oldpos.Z - player_radius,
-               oldpos.X + player_radius,
-               oldpos.Y + player_height,
-               oldpos.Z + player_radius
-       );
-
-       /*
-               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;*/
-       
-       /*
-               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++)
-       {
-               try{
-                       // Player collides into walkable nodes
-                       if(content_walkable(map.getNode(v3s16(x,y,z)).getContent()) == false)
-                               continue;
-               }
-               catch(InvalidPositionException &e)
-               {
-                       if(!is_frozen) {
-                               // freeze when entering unloaded areas
-                               is_frozen = true;
-                       }
-                       continue;
-               }
-
-               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 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))
-                               {
-                                       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;
-
-                               m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
-                               position -= position.dotProduct(dirs[i]) * dirs[i];
-                               position += oldpos.dotProduct(dirs[i]) * dirs[i];
-                               
-                               /*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);
-                                       }
-                               }*/
-                       }
-               
-               }
-       } // xyz
-
-       /*
-               Check the nodes under the player to see from which node the
-               player is sneaking from, if any.
-       */
-       {
-               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++)
-               {
-                       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;
-
-                       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)
-                       {
-                               continue;
-                       }
-
-                       min_distance_f = distance_f;
-                       new_sneak_node = p;
-               }
-               
-               bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
-               
-               if(control.sneak && m_sneak_node_exists)
-               {
-                       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)
-               {
-                       CollisionInfo info;
-                       info.t = COLLISION_FALL;
-                       info.speed = m_speed.Y - old_speed.Y;
-                       collision_info->push_back(info);
-               }
+       while(!hud.empty()) {
+               delete hud.back();
+               hud.pop_back();
        }
 }
 
-void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+void PlayerSettings::readGlobalSettings()
 {
-       move(dtime, map, pos_max_d, NULL);
+       free_move = g_settings->getBool("free_move");
+       pitch_move = g_settings->getBool("pitch_move");
+       fast_move = g_settings->getBool("fast_move");
+       continuous_forward = g_settings->getBool("continuous_forward");
+       always_fly_fast = g_settings->getBool("always_fly_fast");
+       aux1_descends = g_settings->getBool("aux1_descends");
+       noclip = g_settings->getBool("noclip");
+       autojump = g_settings->getBool("autojump");
 }
 
-void LocalPlayer::applyControl(float dtime)
+void Player::settingsChangedCallback(const std::string &name, void *data)
 {
-       // Clear stuff
-       swimming_up = false;
-
-       // Random constants
-       f32 walk_acceleration = 4.0 * BS;
-       f32 walkspeed_max = 4.0 * BS;
-       
-       setPitch(control.pitch);
-       setYaw(control.yaw);
-       
-       v3f move_direction = v3f(0,0,1);
-       move_direction.rotateXZBy(getYaw());
-       
-       v3f speed = v3f(0,0,0);
-
-       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);
-       }
-
-       // Whether superspeed mode is used or not
-       bool superspeed = false;
-       
-       // If free movement and fast movement, always move fast
-       if(free_move && fast_move)
-               superspeed = true;
-       
-       // Auxiliary button 1 (E)
-       if(control.aux1)
-       {
-               if(free_move)
-               {
-                       // In free movement mode, aux1 descends
-                       v3f speed = getSpeed();
-                       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"
-                       if(fast_move)
-                               superspeed = true;
-               }
-       }
-
-       if(continuous_forward)
-               speed += move_direction;
-
-       if(control.up)
-       {
-               if(continuous_forward)
-                       superspeed = true;
-               else
-                       speed += move_direction;
-       }
-       if(control.down)
-       {
-               speed -= move_direction;
-       }
-       if(control.left)
-       {
-               speed += move_direction.crossProduct(v3f(0,1,0));
-       }
-       if(control.right)
-       {
-               speed += move_direction.crossProduct(v3f(0,-1,0));
-       }
-       if(control.jump)
-       {
-               if(free_move)
-               {
-                       v3f speed = getSpeed();
-                       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 = 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 * 5.0;
-       else if(control.sneak)
-               speed = speed.normalize() * walkspeed_max / 3.0;
-       else
-               speed = speed.normalize() * walkspeed_max;
-       
-       f32 inc = walk_acceleration * BS * dtime;
-       
-       // 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);
+       ((PlayerSettings *)data)->readGlobalSettings();
 }
-#endif
-