330 lines
9.3 KiB
Lua
330 lines
9.3 KiB
Lua
-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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--[[
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API
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---
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default.player_register_model(name, def)
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^ Register a new model to be used by players.
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^ <name> is the model filename such as "character.x", "foo.b3d", etc.
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^ See Model Definition below for format of <def>.
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default.registered_player_models[name]
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^ See Model Definition below for format.
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default.player_set_model(player, model_name)
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^ <player> is a PlayerRef.
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^ <model_name> is a model registered with player_register_model.
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default.player_set_animation(player, anim_name [, speed])
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^ <player> is a PlayerRef.
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^ <anim_name> is the name of the animation.
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^ <speed> is in frames per second. If nil, default from the model is used
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default.player_set_textures(player, textures)
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^ <player> is a PlayerRef.
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^ <textures> is an array of textures
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^ If <textures> is nil, the default textures from the model def are used
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default.player_get_animation(player)
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^ <player> is a PlayerRef.
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^ Returns a table containing fields "model", "textures" and "animation".
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^ Any of the fields of the returned table may be nil.
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Model Definition
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----------------
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model_def = {
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animation_speed = 30, -- Default animation speed, in FPS.
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textures = {"character.png", }, -- Default array of textures.
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visual_size = {x=1, y=1,}, -- Used to scale the model.
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animations = {
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-- <anim_name> = { x=<start_frame>, y=<end_frame>, },
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foo = { x= 0, y=19, },
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bar = { x=20, y=39, },
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-- ...
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},
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}
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]]
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default.player = {}
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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default.registered_player_models = {}
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-- Local for speed.
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local models = default.registered_player_models
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function default.player_register_model(name, def)
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models[name] = def
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end
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-- Default player appearance
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default.player_register_model("character.x", {
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animation_speed = 25,
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textures = {"character.png"},
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animations = {
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-- Standard animations.
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stand = { x= 0, y= 79, },
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lay = { x=162, y=166, },
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walk = { x=168, y=187, },
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mine = { x=189, y=198, },
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walk_mine = { x=200, y=219, },
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-- Extra animations (not currently used by the game).
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sit = { x= 81, y=160, },
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},
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})
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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local player_sprint = {}
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local player_wielded = {}
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function default.player_get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function default.player_set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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})
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default.player_set_animation(player, "stand")
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else
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player:set_properties({
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textures = { "player.png", "player_back.png", },
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visual = "upright_sprite",
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})
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end
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player_model[name] = model_name
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end
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local function get_wielded(player, txtures)
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local name = player:get_player_name()
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local item = player:get_wielded_item()
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local item_name = item:get_name()
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local update = false
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if player_wielded[name] ~= item_name then
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update = true
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player_wielded[name] = item_name
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else
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return txtures, false
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end
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local i_txt = "default_trans.png"
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local b_txt = "default_trans.png"
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if item and item_name then
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local def = minetest.registered_items[item_name]
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if def then
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if def.drawtype and def.drawtype == "normal" or def.drawtype == "allfaces_optional" then-- and not def.drawtype == "torchlike" then
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b_txt = def.tiles[1]
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else
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if def.drawtype then
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i_txt = def.inventory_image.."^[transformR90"
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else
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i_txt = def.inventory_image
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end
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end
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end
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if item_name == "" then
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i_txt = "default_trans.png"
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end
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end
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if not txtures then
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txtures = player_textures[name]
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end
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txtures[3] = i_txt
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txtures[4] = b_txt
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return txtures, update
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end
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function default.player_set_textures(player, textures)
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local name = player:get_player_name()
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if not textures then
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textures = player_textures[name]
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else
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player_wielded[name] = ""
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end
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local new_textures = get_wielded(player, textures)
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player_textures[name] = new_textures
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player:set_properties({textures = new_textures})
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end
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function default.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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function default.player_set_sprint(player, state)
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local name = player:get_player_name()
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if player_sprint[name] == state then
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return
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else
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player_sprint[name] = state
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if state == true then
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player:set_physics_override(1.8, 1, 1)
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else
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player:set_physics_override(1, 1, 1)
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end
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end
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end
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function default.set_player_inventory(player)
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local player_name = player:get_player_name()
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player:set_inventory_formspec(
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"size[8,8.5]"..
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"bgcolor[#000A;true]"..
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"background[-0.19,-0.25;8.41,9.25;default_formspec_bg.png^default_formspec_player.png]"..
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"list[current_player;main;0,4.25;8,1;]"..
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"list[current_player;main;0,5.5;8,3;8]"..
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"list[current_player;craft;0.5,0.5;3,3;]"..
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"list[current_player;craftpreview;4.5,1.5;1,1;]"..
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--armor
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"list[detached:"..player_name.."_armor;armor_head;7,0;1,1;]"..
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"list[detached:"..player_name.."_armor;armor_torso;7,1;1,1;]"..
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"list[detached:"..player_name.."_armor;armor_legs;7,2;1,1;]"..
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"list[detached:"..player_name.."_armor;armor_feet;7,3;1,1;]"..
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"listcolors[#AAA0;#FFF5]"
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)
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end
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-- Update appearance and formspec when the player joins
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minetest.register_on_joinplayer(function(player)
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default.player[player:get_player_name()] = {}--player
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default.player_set_model(player, "character.x")
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player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 22)--18 for sneaking perfect
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if minetest.setting_getbool("creative_mode") then
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creative.set_creative_formspec(player, 0, 1)
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else
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default.set_player_inventory(player)
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end
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-- sometimes the model get not applied correct, so do it again
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minetest.after(0, default.player_set_model, player, "character.x")
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end)
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-- Localize for better performance.
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local player_set_animation = default.player_set_animation
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local player_set_sprint = default.player_set_sprint
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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for _, player in pairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model then
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local txt, update = get_wielded(player)
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if update then
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default.player_set_textures(player)
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end
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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end
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-- Apply animations based on what the player is doing
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if walking then
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then
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player_set_animation(player, "mine")
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elseif default.hud.health[name] > 0 then
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player_set_animation(player, "stand", animation_speed_mod)
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end
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-- sprint
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if controls.up and controls.left and controls.right then
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player_set_sprint(player, true)
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else
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player_set_sprint(player, false)
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end
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end
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end
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end)
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--
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-- the hand
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--
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local tool_cap = {
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full_punch_interval = 1.0,
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max_drop_level = 0,
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groupcaps = {
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fleshy = {times={[2]=2.00, [3]=1.00}, uses=0, maxlevel=1},
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crumbly = {times={[2]=3.00, [3]=0.70}, uses=0, maxlevel=1},
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snappy = {times={[3]=0.40}, uses=0, maxlevel=1},
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oddly_breakable_by_hand = {times={[1]=7.00,[2]=4.00,[3]=1.40}, uses=0, maxlevel=3},
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}
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}
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if minetest.setting_getbool("creative_mode") then
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tool_cap = {
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full_punch_interval = 0.5,
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max_drop_level = 3,
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groupcaps = {
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crumbly = {times={[1]=0.3, [2]=0.3, [3]=0.3}, uses=0, maxlevel=3},
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cracky = {times={[1]=0.3, [2]=0.3, [3]=0.3}, uses=0, maxlevel=3},
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snappy = {times={[1]=0.3, [2]=0.3, [3]=0.3}, uses=0, maxlevel=3},
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choppy = {times={[1]=0.3, [2]=0.3, [3]=0.3}, uses=0, maxlevel=3},
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oddly_breakable_by_hand = {times={[1]=0.3, [2]=0.3, [3]=0.3}, uses=0, maxlevel=3},
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},
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damage_groups = {fleshy = 10},
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}
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end
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minetest.register_item(":", {
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type = "none",
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wield_image = "wieldhand.png",
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wield_scale = {x=0.9,y=1,z=3.2},
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tool_capabilities = tool_cap,
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})
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