shadow_game/mods/default/player.lua

295 lines
8.9 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, },
-- ...
},
}
]]
-- 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("characterm.b3d", {
animation_speed = 30,
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 = {}
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
function default.player_set_textures(player, textures)
local name = player:get_player_name()
player_textures[name] = textures
player:set_properties({textures = 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
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
end)
-- Localize for better performance.
local player_set_animation = default.player_set_animation
-- 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 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 player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif 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")
else
player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end)
local gender = {}
gender.players = {}
gender.file = minetest.get_worldpath() .. "/player_genders"
gender.changed = false
gender.formname = "gender:selection"
gender.formspec = (
"size[8,2]label[2.1,0;Do you want boy or a girl skin?]"..
"button_exit[0,0;4,4;boy;Boy]"..
"button_exit[4,0;4,4;girl;Girl]"
)
function gender.load_data()
local input = io.open(gender.file, "r")
if not input then return end
for line in input:lines() do
if line ~= "" then
local data = line:split(" ")
gender.players[data[1]] = data[2]
end
end
io.close(input)
end
function gender.save_data()
if not gender.changed then return end
local output = io.open(gender.file, "w")
for k,v in pairs(gender.players) do
output:write(k.." "..v.."\n")
end
io.close(output)
gender.changed = false
end
gender.load_data()
minetest.register_on_player_receive_fields(function(player, formname, fields)
if gender.formname ~= formname then return end
local plname = player:get_player_name()
if fields.boy then -- Change skin to boy.
player:set_properties({
visual = "mesh",
mesh = "character.b3d",
textures = {"characterm.png"},
visual_size = {x=1, y=1},
})
minetest.chat_send_player(plname, "Set player skin to boy!")
gender.changed = true
gender.players[plname] = "m"
elseif fields.girl then -- Change skin to girl.
player:set_properties({
visual = "mesh",
mesh = "characterf.b3d",
textures = {"characterf.png"},
visual_size = {x=1, y=1},
})
minetest.chat_send_player(plname, "Set player skin to girl!")
gender.changed = true
gender.players[plname] = "f"
end
gender.save_data()
end)
minetest.register_chatcommand("gender", {
description = "Set your player skin.",
func = function(name)
minetest.show_formspec(name, gender.formname, gender.formspec)
end
})
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
local plname = player:get_player_name()
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
if gender.players[plname] == "m" then
player:set_properties({
visual = "mesh",
mesh = "character.b3d",
textures = {"characterm.png"},
visual_size = {x=1, y=1},
})
minetest.chat_send_player(plname, "Your gender is set to boy, to change type /gender ")
elseif gender.players[plname] == "f" then
player:set_properties({
visual = "mesh",
mesh = "characterf.b3d",
textures = {"characterf.png"},
visual_size = {x=1, y=1},
})
minetest.chat_send_player(plname, "Your gender is set to girl, to change type /gender ")
else
minetest.chat_send_player(plname, "Please set your gender via /boy or /girl, thank you. You can also ignore this message and use the default male model. This message will be shown again when you rejoin.")
minetest.show_formspec(plname, gender.formname, gender.formspec)
end
end)