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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
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 Lesser General Public License for more details.

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.
*/


#ifndef GUITABLE_HEADER
#define GUITABLE_HEADER

#include <map>
#include <set>
#include <string>
#include <vector>
#include <iostream>

#include "irrlichttypes_extrabloated.h"

class ISimpleTextureSource;

/*
	A table GUI element for GUIFormSpecMenu.

	Sends a EGET_TABLE_CHANGED event to the parent when
	an item is selected or double-clicked.
	Call checkEvent() to get info.

	Credits: The interface and implementation of this class are (very)
	loosely based on the Irrlicht classes CGUITable and CGUIListBox.
	CGUITable and CGUIListBox are licensed under the Irrlicht license;
	they are Copyright (C) 2002-2012 Nikolaus Gebhardt
*/
class GUITable : public gui::IGUIElement
{
public:
	/*
		Stores dynamic data that should be preserved
		when updating a formspec
	*/
	struct DynamicData
	{
		s32 selected;
		s32 scrollpos;
		s32 keynav_time;
		core::stringw keynav_buffer;
		std::set<s32> opened_trees;

		DynamicData()
		{
			selected = 0;
			scrollpos = 0;
			keynav_time = 0;
		}
	};

	/*
		An option of the form <name>=<value>
	*/
	struct Option
	{
		std::string name;
		std::string value;

		Option(const std::string &name_, const std::string &value_)
		{
			name = name_;
			value = value_;
		}
	};

	/*
		A list of options that concern the entire table
	*/
	typedef std::vector<Option> TableOptions;

	/*
		A column with options
	*/
	struct TableColumn
	{
		std::string type;
		std::vector<Option> options;
	};
	typedef std::vector<TableColumn> TableColumns;


	GUITable(gui::IGUIEnvironment *env,
			gui::IGUIElement *parent, s32 id,
			core::rect<s32> rectangle,
			ISimpleTextureSource *tsrc);

	virtual ~GUITable();

	/* Split a string of the form "name=value" into name and value */
	static Option splitOption(const std::string &str);

	/* Set textlist-like options, columns and data */
	void setTextList(const std::vector<std::string> &content,
			bool transparent);

	/* Set generic table options, columns and content */
	// Adds empty strings to end of content if there is an incomplete row
	void setTable(const TableOptions &options,
			const TableColumns &columns,
			std::vector<std::string> &content);

	/* Clear the table */
	void clear();

	/* Get info about last event (string such as "CHG:1:2") */
	// Call this after EGET_TABLE_CHANGED
	std::string checkEvent();

	/* Get index of currently selected row (first=1; 0 if none selected) */
	s32 getSelected() const;

	/* Set currently selected row (first=1; 0 if none selected) */
	// If given index is not visible at the moment, select its parent
	// Autoscroll to make the selected row fully visible
	void setSelected(s32 index);

	/* Get selection, scroll position and opened (sub)trees */
	DynamicData getDynamicData() const;

	/* Set selection, scroll position and opened (sub)trees */
	void setDynamicData(const DynamicData &dyndata);

	/* Returns "GUITable" */
	virtual const c8* getTypeName() const;

	/* Must be called when position or size changes */
	virtual void updateAbsolutePosition();

	/* Irrlicht draw method */
	virtual void draw();

	/* Irrlicht event handler */
	virtual bool OnEvent(const SEvent &event);

protected:
	enum ColumnType {
		COLUMN_TYPE_TEXT,
		COLUMN_TYPE_IMAGE,
		COLUMN_TYPE_COLOR,
		COLUMN_TYPE_INDENT,
		COLUMN_TYPE_TREE,
	};

	struct Cell {
		s32 xmin;
		s32 xmax;
		s32 xpos;
		ColumnType content_type;
		s32 content_index;
		s32 tooltip_index;
		video::SColor color;
		bool color_defined;
		s32 reported_column;
	};

	struct Row {
		Cell *cells;
		s32 cellcount;
		s32 indent;
		// visible_index >= 0: is index of row in m_visible_rows
		// visible_index == -1: parent open but other ancestor closed
		// visible_index == -2: parent closed
		s32 visible_index;
	};

	// Texture source
	ISimpleTextureSource *m_tsrc;

	// Table content (including hidden rows)
	std::vector<Row> m_rows;
	// Table content (only visible; indices into m_rows)
	std::vector<s32> m_visible_rows;
	bool m_is_textlist;
	bool m_has_tree_column;

	// Selection status
	s32 m_selected; // index of row (1...n), or 0 if none selected
	s32 m_sel_column;
	bool m_sel_doubleclick;

	// Keyboard navigation stuff
	s32 m_keynav_time;
	core::stringw m_keynav_buffer;

	// Drawing and geometry information
	bool m_border;
	video::SColor m_color;
	video::SColor m_background;
	video::SColor m_highlight;
	video::SColor m_highlight_text;
	s32 m_rowheight;
	gui::IGUIFont *m_font;
	gui::IGUIScrollBar *m_scrollbar;

	// Allocated strings and images
	std::vector<core::stringw> m_strings;
	std::vector<video::ITexture*> m_images;
	std::map<std::string, s32> m_alloc_strings;
	std::map<std::string, s32> m_alloc_images;

	s32 allocString(const std::string &text);
	s32 allocImage(const std::string &imagename);
	void allocationComplete();

	// Helper for draw() that draws a single cell
	void drawCell(const Cell *cell, video::SColor color,
			const core::rect<s32> &rowrect,
			const core::rect<s32> &client_clip);

	// Returns the i-th visible row (NULL if i is invalid)
	const Row *getRow(s32 i) const;

	// Key navigation helper
	bool doesRowStartWith(const Row *row, const core::stringw &str) const;

	// Returns the row at a given screen Y coordinate
	// Returns index i such that m_rows[i] is valid (or -1 on error)
	s32 getRowAt(s32 y, bool &really_hovering) const;

	// Returns the cell at a given screen X coordinate within m_rows[row_i]
	// Returns index j such that m_rows[row_i].cells[j] is valid
	// (or -1 on error)
	s32 getCellAt(s32 x, s32 row_i) const;

	// Make the selected row fully visible
	void autoScroll();

	// Should be called when m_rowcount or m_rowheight changes
	void updateScrollBar();

	// Sends EET_GUI_EVENT / EGET_TABLE_CHANGED to parent
	void sendTableEvent(s32 column, bool doubleclick);

	// Functions that help deal with hidden rows
	// The following functions take raw row indices (hidden rows not skipped)
	void getOpenedTrees(std::set<s32> &opened_trees) const;
	void setOpenedTrees(const std::set<s32> &opened_trees);
	void openTree(s32 to_open);
	void closeTree(s32 to_close);
	// The following function takes a visible row index (hidden rows skipped)
	// dir: -1 = left (close), 0 = auto (toggle), 1 = right (open)
	void toggleVisibleTree(s32 row_i, int dir, bool move_selection);

	// Aligns cell content in column according to alignment specification
	// align = 0: left aligned, 1: centered, 2: right aligned, 3: inline
	static void alignContent(Cell *cell, s32 xmax, s32 content_width,
			s32 align);
};

#endif

wd">m_sneak_node(32767,32767,32767), m_sneak_node_exists(false), m_need_to_get_new_sneak_node(true), m_sneak_node_bb_ymax(0), m_old_node_below(32767,32767,32767), m_old_node_below_type("air"), m_can_jump(false), m_breath(PLAYER_MAX_BREATH), m_yaw(0), m_pitch(0), camera_barely_in_ceiling(false), m_collisionbox(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30), m_cao(NULL), m_gamedef(gamedef) { // Initialize hp to 0, so that no hearts will be shown if server // doesn't support health points hp = 0; eye_offset_first = v3f(0,0,0); eye_offset_third = v3f(0,0,0); } LocalPlayer::~LocalPlayer() { } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, std::vector<CollisionInfo> *collision_info) { Map *map = &env->getMap(); INodeDefManager *nodemgr = m_gamedef->ndef(); v3f position = getPosition(); // Copy parent position if local player is attached if(isAttached) { setPosition(overridePosition); m_sneak_node_exists = false; return; } // Skip collision detection if noclip mode is used bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); bool free_move = noclip && fly_allowed && g_settings->getBool("free_move"); if (free_move) { position += m_speed * dtime; setPosition(position); m_sneak_node_exists = false; return; } /* Collision detection */ bool is_valid_position; MapNode node; v3s16 pp; /* Check if player is in liquid (the oscillating value) */ // If in liquid, the threshold of coming out is at higher y if (in_liquid) { pp = floatToInt(position + v3f(0,BS*0.1,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } // If not in liquid, the threshold of going in is at lower y else { pp = floatToInt(position + v3f(0,BS*0.5,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid = nodemgr->get(node.getContent()).isLiquid(); liquid_viscosity = nodemgr->get(node.getContent()).liquid_viscosity; } else { in_liquid = false; } } /* Check if player is in liquid (the stable value) */ pp = floatToInt(position + v3f(0,0,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); if (is_valid_position) { in_liquid_stable = nodemgr->get(node.getContent()).isLiquid(); } else { in_liquid_stable = false; } /* Check if player is climbing */ pp = floatToInt(position + v3f(0,0.5*BS,0), BS); v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS); node = map->getNodeNoEx(pp, &is_valid_position); bool is_valid_position2; MapNode node2 = map->getNodeNoEx(pp2, &is_valid_position2); if (!(is_valid_position && is_valid_position2)) { is_climbing = false; } else { is_climbing = (nodemgr->get(node.getContent()).climbable || nodemgr->get(node2.getContent()).climbable) && !free_move; } /* 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 sanity_check(d > pos_max_d); // Maximum distance over border for sneaking f32 sneak_max = BS*0.4; /* If sneaking, keep in range from the last walked node and don't fall off from it */ if (control.sneak && m_sneak_node_exists && !(fly_allowed && g_settings->getBool("free_move")) && !in_liquid && physics_override_sneak && !got_teleported) { 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); if (!is_climbing) { // Move up if necessary f32 new_y = (lwn_f.Y - 0.5 * BS) + m_sneak_node_bb_ymax; if (position.Y < new_y) position.Y = new_y; /* Collision seems broken, since player is sinking when sneaking over the edges of current sneaking_node. TODO (when fixed): Set Y-speed only to 0 when position.Y < new_y. */ if (m_speed.Y < 0) m_speed.Y = 0; } } if (got_teleported) got_teleported = false; // this shouldn't be hardcoded but transmitted from server float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2); #ifdef __ANDROID__ player_stepheight += (0.6 * BS); #endif v3f accel_f = v3f(0,0,0); collisionMoveResult result = collisionMoveSimple(env, m_gamedef, pos_max_d, m_collisionbox, player_stepheight, dtime, &position, &m_speed, accel_f); /* 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. */ bool touching_ground_was = touching_ground; touching_ground = result.touching_ground; //bool standing_on_unloaded = result.standing_on_unloaded; /* Check the nodes under the player to see from which node the player is sneaking from, if any. If the node from under the player has been removed, the player falls. */ f32 position_y_mod = 0.05 * BS; if (m_sneak_node_bb_ymax > 0) position_y_mod = m_sneak_node_bb_ymax - position_y_mod; v3s16 current_node = floatToInt(position - v3f(0, position_y_mod, 0), BS); if (m_sneak_node_exists && nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" && m_old_node_below_type != "air") { // Old node appears to have been removed; that is, // it wasn't air before but now it is m_need_to_get_new_sneak_node = false; m_sneak_node_exists = false; } else if (nodemgr->get(map->getNodeNoEx(current_node)).name != "air") { // We are on something, so make sure to recalculate the sneak // node. m_need_to_get_new_sneak_node = true; } if (m_need_to_get_new_sneak_node && physics_override_sneak) { m_sneak_node_bb_ymax = 0; v3s16 pos_i_bottom = floatToInt(position - v3f(0, position_y_mod, 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; // The node to be sneaked on has to be walkable node = map->getNodeNoEx(p, &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable == false) continue; // And the node above it has to be nonwalkable node = map->getNodeNoEx(p + v3s16(0,1,0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) { continue; } if (!physics_override_sneak_glitch) { node =map->getNodeNoEx(p + v3s16(0,2,0), &is_valid_position); if (!is_valid_position || nodemgr->get(node).walkable) continue; } min_distance_f = distance_f; new_sneak_node = p; } bool sneak_node_found = (min_distance_f < 100000.0 * BS * 0.9); m_sneak_node = new_sneak_node; m_sneak_node_exists = sneak_node_found; if (sneak_node_found) { f32 cb_max = 0; MapNode n = map->getNodeNoEx(m_sneak_node); std::vector<aabb3f> nodeboxes; n.getCollisionBoxes(nodemgr, &nodeboxes); for (std::vector<aabb3f>::iterator it = nodeboxes.begin(); it != nodeboxes.end(); ++it) { aabb3f box = *it; if (box.MaxEdge.Y > cb_max) cb_max = box.MaxEdge.Y; } m_sneak_node_bb_ymax = cb_max; } /* 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 */ // Dont report if flying if(collision_info && !(g_settings->getBool("free_move") && fly_allowed)) { for(size_t i=0; i<result.collisions.size(); i++) { const CollisionInfo &info = result.collisions[i]; collision_info->push_back(info); } } if(!result.standing_on_object && !touching_ground_was && touching_ground) { MtEvent *e = new SimpleTriggerEvent("PlayerRegainGround"); m_gamedef->event()->put(e); // Set camera impact value to be used for view bobbing camera_impact = getSpeed().Y * -1; } { camera_barely_in_ceiling = false; v3s16 camera_np = floatToInt(getEyePosition(), BS); MapNode n = map->getNodeNoEx(camera_np); if(n.getContent() != CONTENT_IGNORE){ if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){ camera_barely_in_ceiling = true; } } } /* Update the node last under the player */ m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS); m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name; /* Check properties of the node on which the player is standing */ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos())); // Determine if jumping is possible m_can_jump = touching_ground && !in_liquid; if(itemgroup_get(f.groups, "disable_jump")) m_can_jump = false; // Jump key pressed while jumping off from a bouncy block if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") && m_speed.Y >= -0.5 * BS) { float jumpspeed = movement_speed_jump * physics_override_jump; if (m_speed.Y > 1) { // Reduce boost when speed already is high m_speed.Y += jumpspeed / (1 + (m_speed.Y / 16 )); } else { m_speed.Y += jumpspeed; } setSpeed(m_speed); m_can_jump = false; } } void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d) { move(dtime, env, pos_max_d, NULL); } void LocalPlayer::applyControl(float dtime) { // Clear stuff swimming_vertical = false; setPitch(control.pitch); setYaw(control.yaw); // Nullify speed and don't run positioning code if the player is attached if(isAttached) { setSpeed(v3f(0,0,0)); return; } v3f move_direction = v3f(0,0,1); move_direction.rotateXZBy(getYaw()); v3f speedH = v3f(0,0,0); // Horizontal (X, Z) v3f speedV = v3f(0,0,0); // Vertical (Y) bool fly_allowed = m_gamedef->checkLocalPrivilege("fly"); bool fast_allowed = m_gamedef->checkLocalPrivilege("fast"); bool free_move = fly_allowed && g_settings->getBool("free_move"); bool fast_move = fast_allowed && g_settings->getBool("fast_move"); // When aux1_descends is enabled the fast key is used to go down, so fast isn't possible bool fast_climb = fast_move && control.aux1 && !g_settings->getBool("aux1_descends"); bool continuous_forward = g_settings->getBool("continuous_forward"); bool always_fly_fast = g_settings->getBool("always_fly_fast"); // Whether superspeed mode is used or not bool superspeed = false; if (always_fly_fast && free_move && fast_move) superspeed = true; // Old descend control if(g_settings->getBool("aux1_descends")) { // 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 if(fast_move) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; } else if(in_liquid || in_liquid_stable) { speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { speedV.Y = -movement_speed_climb; } else { // If not free movement but fast is allowed, aux1 is // "Turbo button" if(fast_move) superspeed = true; } } } // New minecraft-like descend control else { // Auxiliary button 1 (E) if(control.aux1) { if(!is_climbing) { // aux1 is "Turbo button" if(fast_move) superspeed = true; } } if(control.sneak) { if(free_move) { // In free movement mode, sneak descends if (fast_move && (control.aux1 || always_fly_fast)) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; } else if(in_liquid || in_liquid_stable) { if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { if(fast_climb) speedV.Y = -movement_speed_fast; else speedV.Y = -movement_speed_climb; } } } if (continuous_forward) speedH += move_direction; if (control.up) { if (continuous_forward) { if (fast_move) superspeed = true; } else { speedH += move_direction; } } if (control.down) { speedH -= move_direction; } if (!control.up && !control.down) { speedH -= move_direction * (control.forw_move_joystick_axis / 32767.f); } if (control.left) { speedH += move_direction.crossProduct(v3f(0,1,0)); } if (control.right) { speedH += move_direction.crossProduct(v3f(0,-1,0)); } if (!control.left && !control.right) { speedH -= move_direction.crossProduct(v3f(0,1,0)) * (control.sidew_move_joystick_axis / 32767.f); } if(control.jump) { if (free_move) { if (g_settings->getBool("aux1_descends") || always_fly_fast) { if (fast_move) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; } else { if(fast_move && control.aux1) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; } } else if(m_can_jump) { /* 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 speedJ = getSpeed(); if(speedJ.Y >= -0.5 * BS) { speedJ.Y = movement_speed_jump * physics_override_jump; setSpeed(speedJ); MtEvent *e = new SimpleTriggerEvent("PlayerJump"); m_gamedef->event()->put(e); } } else if(in_liquid) { if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_walk; swimming_vertical = true; } else if(is_climbing) { if(fast_climb) speedV.Y = movement_speed_fast; else speedV.Y = movement_speed_climb; } } // The speed of the player (Y is ignored) if(superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) speedH = speedH.normalize() * movement_speed_fast; else if(control.sneak && !free_move && !in_liquid && !in_liquid_stable) speedH = speedH.normalize() * movement_speed_crouch; else speedH = speedH.normalize() * movement_speed_walk; // Acceleration increase f32 incH = 0; // Horizontal (X, Z) f32 incV = 0; // Vertical (Y) if((!touching_ground && !free_move && !is_climbing && !in_liquid) || (!free_move && m_can_jump && control.jump)) { // Jumping and falling if(superspeed || (fast_move && control.aux1)) incH = movement_acceleration_fast * BS * dtime; else incH = movement_acceleration_air * BS * dtime; incV = 0; // No vertical acceleration in air } else if (superspeed || (is_climbing && fast_climb) || ((in_liquid || in_liquid_stable) && fast_climb)) incH = incV = movement_acceleration_fast * BS * dtime; else incH = incV = movement_acceleration_default * BS * dtime; // Accelerate to target speed with maximum increment accelerateHorizontal(speedH * physics_override_speed, incH * physics_override_speed); accelerateVertical(speedV * physics_override_speed, incV * physics_override_speed); } v3s16 LocalPlayer::getStandingNodePos() { if(m_sneak_node_exists) return m_sneak_node; return floatToInt(getPosition() - v3f(0, BS, 0), BS); } // Horizontal acceleration (X and Z), Y direction is ignored void LocalPlayer::accelerateHorizontal(const v3f &target_speed, const f32 max_increase) { if (max_increase == 0) return; v3f d_wanted = target_speed - m_speed; d_wanted.Y = 0; f32 dl = d_wanted.getLength(); if (dl > max_increase) dl = max_increase; v3f d = d_wanted.normalize() * dl; m_speed.X += d.X; m_speed.Z += d.Z; } // Vertical acceleration (Y), X and Z directions are ignored void LocalPlayer::accelerateVertical(const v3f &target_speed, const 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; }