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https://github.com/minetest/minetest.git
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88cdd3a363
Don't set m_removed on dead players (dead players are indicated by hp == 0). Local damage flash is shown whatever the cause was (even from Lua set_hp). PlayerCAO damage flash matches duration of local damage flash. Fall damage is dealt much more consistently (this is done by disallowing jumping when speed.Y is very negative, up to now jumping could sometimes negate fall damage)
764 lines
18 KiB
C++
764 lines
18 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "player.h"
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#include "map.h"
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#include "connection.h"
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#include "constants.h"
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#include "utility.h"
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#ifndef SERVER
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#include <ITextSceneNode.h>
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#endif
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#include "main.h" // For g_settings
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#include "settings.h"
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#include "nodedef.h"
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#include "collision.h"
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#include "environment.h"
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#include "gamedef.h"
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Player::Player(IGameDef *gamedef):
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touching_ground(false),
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in_water(false),
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in_water_stable(false),
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is_climbing(false),
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swimming_up(false),
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inventory(gamedef->idef()),
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inventory_backup(NULL),
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hp(20),
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peer_id(PEER_ID_INEXISTENT),
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// protected
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m_gamedef(gamedef),
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m_pitch(0),
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m_yaw(0),
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m_speed(0,0,0),
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m_position(0,0,0)
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{
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updateName("<not set>");
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resetInventory();
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}
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Player::~Player()
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{
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delete inventory_backup;
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}
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void Player::resetInventory()
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{
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inventory.clear();
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inventory.addList("main", PLAYER_INVENTORY_SIZE);
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inventory.addList("craft", 9);
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inventory.addList("craftpreview", 1);
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inventory.addList("craftresult", 1);
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}
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// Y direction is ignored
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void Player::accelerate(v3f target_speed, f32 max_increase)
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{
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v3f d_wanted = target_speed - m_speed;
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d_wanted.Y = 0;
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f32 dl_wanted = d_wanted.getLength();
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f32 dl = dl_wanted;
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if(dl > max_increase)
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dl = max_increase;
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v3f d = d_wanted.normalize() * dl;
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m_speed.X += d.X;
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m_speed.Z += d.Z;
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//m_speed += d;
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#if 0 // old code
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if(m_speed.X < target_speed.X - max_increase)
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m_speed.X += max_increase;
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else if(m_speed.X > target_speed.X + max_increase)
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m_speed.X -= max_increase;
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else if(m_speed.X < target_speed.X)
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m_speed.X = target_speed.X;
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else if(m_speed.X > target_speed.X)
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m_speed.X = target_speed.X;
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if(m_speed.Z < target_speed.Z - max_increase)
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m_speed.Z += max_increase;
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else if(m_speed.Z > target_speed.Z + max_increase)
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m_speed.Z -= max_increase;
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else if(m_speed.Z < target_speed.Z)
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m_speed.Z = target_speed.Z;
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else if(m_speed.Z > target_speed.Z)
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m_speed.Z = target_speed.Z;
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#endif
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}
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v3s16 Player::getLightPosition() const
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{
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return floatToInt(m_position + v3f(0,BS+BS/2,0), BS);
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}
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void Player::serialize(std::ostream &os)
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{
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// Utilize a Settings object for storing values
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Settings args;
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args.setS32("version", 1);
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args.set("name", m_name);
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//args.set("password", m_password);
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args.setFloat("pitch", m_pitch);
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args.setFloat("yaw", m_yaw);
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args.setV3F("position", m_position);
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args.setS32("hp", hp);
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args.writeLines(os);
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os<<"PlayerArgsEnd\n";
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// If actual inventory is backed up due to creative mode, save it
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// instead of the dummy creative mode inventory
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if(inventory_backup)
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inventory_backup->serialize(os);
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else
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inventory.serialize(os);
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}
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void Player::deSerialize(std::istream &is)
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{
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Settings args;
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for(;;)
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{
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if(is.eof())
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throw SerializationError
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("Player::deSerialize(): PlayerArgsEnd not found");
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std::string line;
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std::getline(is, line);
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std::string trimmedline = trim(line);
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if(trimmedline == "PlayerArgsEnd")
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break;
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args.parseConfigLine(line);
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}
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//args.getS32("version"); // Version field value not used
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std::string name = args.get("name");
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updateName(name.c_str());
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setPitch(args.getFloat("pitch"));
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setYaw(args.getFloat("yaw"));
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setPosition(args.getV3F("position"));
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try{
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hp = args.getS32("hp");
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}catch(SettingNotFoundException &e){
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hp = 20;
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}
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inventory.deSerialize(is);
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if(inventory.getList("craftpreview") == NULL)
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{
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// Convert players without craftpreview
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inventory.addList("craftpreview", 1);
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bool craftresult_is_preview = true;
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if(args.exists("craftresult_is_preview"))
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craftresult_is_preview = args.getBool("craftresult_is_preview");
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if(craftresult_is_preview)
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{
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// Clear craftresult
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inventory.getList("craftresult")->changeItem(0, ItemStack());
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}
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}
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}
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#ifndef SERVER
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/*
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LocalPlayer
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*/
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LocalPlayer::LocalPlayer(IGameDef *gamedef):
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Player(gamedef),
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m_sneak_node(32767,32767,32767),
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m_sneak_node_exists(false)
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{
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// Initialize hp to 0, so that no hearts will be shown if server
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// doesn't support health points
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hp = 0;
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}
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LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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core::list<CollisionInfo> *collision_info)
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{
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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v3f old_speed = m_speed;
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool free_move = g_settings->getBool("free_move");
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if(free_move)
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{
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setPosition(position);
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return;
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}
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/*
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Collision detection
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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*/
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try{
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// If in water, the threshold of coming out is at higher y
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if(in_water)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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// If not in water, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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}
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catch(InvalidPositionException &e)
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{
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in_water = false;
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}
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/*
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Check if player is in water (the stable value)
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_water_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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in_water_stable = false;
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}
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/*
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Check if player is climbing
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*/
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
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nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
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}
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catch(InvalidPositionException &e)
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{
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is_climbing = false;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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float player_radius = BS*0.35;
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float player_height = BS*1.7;
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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*/
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if(control.sneak && m_sneak_node_exists)
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{
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f32 maxd = 0.5*BS + sneak_max;
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v3f lwn_f = intToFloat(m_sneak_node, BS);
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position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
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position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
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f32 min_y = lwn_f.Y + 0.5*BS;
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if(position.Y < min_y)
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{
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position.Y = min_y;
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//v3f old_speed = m_speed;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}*/
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}
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}
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/*
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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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Player is allowed to jump when this is true.
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*/
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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bool standing_on_unloaded = false;
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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bool is_unloaded = false;
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try{
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// Player collides into walkable nodes
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if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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is_unloaded = true;
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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/*
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See if the player is touching ground.
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Player touches ground if player's minimum Y is near node's
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maximum Y and player's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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if(is_unloaded)
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standing_on_unloaded = true;
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}
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// If player doesn't intersect with node, ignore node.
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if(playerbox.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when player is going through a surface.
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*/
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/*f32 neg_d = d;
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f32 pos_d = d;
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// Make it easier to get on top of a node
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if(i == 1)
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neg_d = 0.15*BS;
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + neg_d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - pos_d
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&& m_speed.dotProduct(dirs[i]) > 0);*/
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of player and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the position in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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//v3f old_speed = m_speed;
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
|
|
}*/
|
|
}
|
|
|
|
}
|
|
} // 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(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)
|
|
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 && !standing_on_unloaded)
|
|
{
|
|
CollisionInfo info;
|
|
info.t = COLLISION_FALL;
|
|
info.speed = m_speed.Y - old_speed.Y;
|
|
collision_info->push_back(info);
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
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)
|
|
{
|
|
/*
|
|
NOTE: The d value in move() affects jump height by
|
|
raising the height at which the jump speed is kept
|
|
at its starting value
|
|
*/
|
|
v3f speed = getSpeed();
|
|
if(speed.Y >= -0.5*BS)
|
|
{
|
|
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);
|
|
}
|
|
#endif
|
|
|