diff options
Diffstat (limited to 'src/player.cpp')
-rw-r--r-- | src/player.cpp | 58 |
1 files changed, 50 insertions, 8 deletions
diff --git a/src/player.cpp b/src/player.cpp index 36f12c77b..86d3ae184 100644 --- a/src/player.cpp +++ b/src/player.cpp @@ -27,10 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc., Player::Player(IGameDef *gamedef): touching_ground(false), - in_water(false), - in_water_stable(false), + in_liquid(false), + in_liquid_stable(false), + liquid_viscosity(0), is_climbing(false), - swimming_up(false), + swimming_vertical(false), camera_barely_in_ceiling(false), inventory(gamedef->idef()), hp(PLAYER_MAX_HP), @@ -56,19 +57,35 @@ Player::Player(IGameDef *gamedef): "list[current_player;main;0,3.5;8,4;]" "list[current_player;craft;3,0;3,3;]" "list[current_player;craftpreview;7,1;1,1;]"; + + // Initialize movement settings at default values, so movement can work if the server fails to send them + movement_acceleration_default = 3 * BS; + movement_acceleration_air = 2 * BS; + movement_acceleration_fast = 10 * BS; + movement_speed_walk = 4 * BS; + movement_speed_crouch = 1.35 * BS; + movement_speed_fast = 20 * BS; + movement_speed_climb = 2 * BS; + movement_speed_jump = 6.5 * BS; + movement_liquid_fluidity = 1 * BS; + movement_liquid_fluidity_smooth = 0.5 * BS; + movement_liquid_sink = 10 * BS; + movement_gravity = 9.81 * BS; } Player::~Player() { } -// Y direction is ignored -void Player::accelerate(v3f target_speed, f32 max_increase) +// Horizontal acceleration (X and Z), Y direction is ignored +void Player::accelerateHorizontal(v3f target_speed, f32 max_increase) { + if(max_increase == 0) + return; + v3f d_wanted = target_speed - m_speed; d_wanted.Y = 0; - f32 dl_wanted = d_wanted.getLength(); - f32 dl = dl_wanted; + f32 dl = d_wanted.getLength(); if(dl > max_increase) dl = max_increase; @@ -76,7 +93,6 @@ void Player::accelerate(v3f target_speed, f32 max_increase) m_speed.X += d.X; m_speed.Z += d.Z; - //m_speed += d; #if 0 // old code if(m_speed.X < target_speed.X - max_increase) @@ -99,6 +115,32 @@ void Player::accelerate(v3f target_speed, f32 max_increase) #endif } +// Vertical acceleration (Y), X and Z directions are ignored +void Player::accelerateVertical(v3f target_speed, f32 max_increase) +{ + if(max_increase == 0) + return; + + f32 d_wanted = target_speed.Y - m_speed.Y; + if(d_wanted > max_increase) + d_wanted = max_increase; + else if(d_wanted < -max_increase) + d_wanted = -max_increase; + + m_speed.Y += d_wanted; + +#if 0 // old code + if(m_speed.Y < target_speed.Y - max_increase) + m_speed.Y += max_increase; + else if(m_speed.Y > target_speed.Y + max_increase) + m_speed.Y -= max_increase; + else if(m_speed.Y < target_speed.Y) + m_speed.Y = target_speed.Y; + else if(m_speed.Y > target_speed.Y) + m_speed.Y = target_speed.Y; +#endif +} + v3s16 Player::getLightPosition() const { return floatToInt(m_position + v3f(0,BS+BS/2,0), BS); |