minetest_plus/mods/default/player.lua

330 lines
9.3 KiB
Lua

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