minetest-game-adventuretest/mods/default/player.lua

250 lines
7.4 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("character.x", {
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 = {}
default.player_attached = {}
default.player_attached_to = {}
default.attached_to_player = {}
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
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
default.player_set_model(player, "character.x")
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
function default.player_globalstep(player,name,dtime)
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 ) and pd.get(name,"frozen") ~= true 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 and default.player_attached[name] ~= true then
if player_anim[name] == "lay" or player_anim[name] == "sit" then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")
if sleep_hud ~= nil then
player:hud_remove(sleep_hud)
pd.unset(name,"sleep_hud")
end
end
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
if player_anim[name] == "lay" or player_anim[name] == "sit" and pd.get(name,"frozen") ~= true then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")
if sleep_hud ~= nil then
player:hud_remove(sleep_hud)
pd.unset(name,"sleep_hud")
end
end
player_set_animation(player, "mine")
else
if player_anim[name] ~= "lay" and player_anim[name] ~= "sit" then
player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end
adventuretest.register_pl_hook(default.player_globalstep,0)
if minetest.register_on_punchplayer ~= nil then
local enable_blood = adventuretest.blood
local texture_blood_cry = "mobs_blood_blue.png"
if enable_blood then texture_blood_cry = "mobs_blood.png" end
minetest.register_on_punchplayer( function(player, hitter, time_from_last_punch, tool_capabilities, dir)
local name = player:get_player_name()
process_weapon(hitter,time_from_last_punch,tool_capabilities)
blood_particles(player:getpos(),0.5,27,texture_blood_cry)
if player_anim[name] == "lay" or player_anim[name] == "sit" then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")
if sleep_hud ~= nil then
player:hud_remove(sleep_hud)
pd.unset(name,"sleep_hud")
physics.unfreeze_player(name)
end
end
if math.random(0,3) == 3 then
local snum = math.random(1,4)
minetest.sound_play("default_hurt"..tostring(snum),{object = player})
end
end)
end
minetest.register_on_player_hpchange(function(player,hp_change)
if hp_change < 0 then
if math.random(0,3) == 3 then
local snum = math.random(1,4)
minetest.sound_play("default_hurt"..tostring(snum),{object = player})
end
end
end
,false)