-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local animation_blend = 0 local hp_player_maximun = tonumber(minetest.settings:get('default_hp_player_maximun')) or 40 local modelchar local eyeheithg = 1.5 -- must be autodetected at client connection due different protocols local collsibox = {-0.3, 0.5, -0.3, 0.3, 1.7, 0.3} local is_50 = minetest.has_feature("object_use_texture_alpha") or nil function dynamicmodel(player_name) if not player_name then if is_50 then core.PLAYER_MAX_HP_DEFAULT = hp_player_maximun modelchar = "character50.b3d" eyeheithg = 1.625 collsibox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3} else modelchar = "character40.b3d" eyeheithg = 1.47 core.PLAYER_MAX_HP = hp_player_maximun collsibox = {-0.3, -1, -0.3, 0.3, 0.75, 0.3} end return end local engineold = is_50 local info = minetest.get_player_information(player_name) -- ugly hack due mixed protocols: if info then local test = info.version_string or "5.0" if test:find("0.4") or test:find("4.0") or test:find("4.1") then engineold = true modelchar = "character40.b3d" eyeheithg = 1.47 collsibox = {-0.3, -1, -0.3, 0.3, 0.75, 0.3} else engineold = false modelchar = "character50.b3d" eyeheithg = 1.625 collsibox = {-0.3, 0.0, -0.3, 0.3, 1.5, 0.3} end -- only refix register model when protocols are mixed, will slow down server if engineold == true and is_50 == true then minetest.log("warning", "[default/player_api] performance impact: mixed protocols DETECTED on player .. "..player_name.." doin re-register model hack") default.player_register_model( modelchar, { 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}, sit = {x = 81, y = 160}, }, collisionbox = collsibox, stepheight = 0.6, eye_height = eyeheithg, }) end end end default.registered_player_models = { } dynamicmodel(nil) -- Local for speed. local models = default.registered_player_models function default.player_register_model(name, def) models[name] = def end -- Player stats and animations local player_model = {} local player_textures = {} local player_anim = {} local player_sneak = {} default.player_attached = {} 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}, collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, stepheight = model.stepheight or 0.6, eye_height = model.eye_height or eyeheithg, }) default.player_set_animation(player, "stand") else player:set_properties({ textures = {"player.png", "player_back.png"}, visual = "upright_sprite", visual_size = {x = 1, y = 2}, collisionbox = collsibox, stepheight = 0.6, eye_height = eyeheithg, }) end player_model[name] = model_name end function default.player_set_textures(player, textures) local name = player:get_player_name() local model = models[player_model[name]] local model_textures = model and model.textures or nil player_textures[name] = textures or model_textures player:set_properties({textures = textures or model_textures,}) player:set_properties({hp_max = hp_player_maximun}) 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 -- Default player appearance default.player_register_model( modelchar, { 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}, sit = {x = 81, y = 160}, }, collisionbox = collsibox, stepheight = 0.6, eye_height = eyeheithg, }) -- Update appearance when the player joins minetest.register_on_joinplayer(function(player) local player_name = player:get_player_name() dynamicmodel(player_name) default.player_attached[player_name] = false default.player_set_model(player, modelchar) player:set_local_animation( {x = 0, y = 79}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, 30 ) player:set_properties({hp_max = hp_player_maximun, eye_height = eyeheithg, collisionbox = collsibox}) 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 local player_attached = default.player_attached -- Prevent knockback for attached players local old_calculate_knockback = minetest.calculate_knockback function minetest.calculate_knockback(player, ...) if player_attached[player:get_player_name()] then return 0 end return old_calculate_knockback(player, ...) end -- 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 and not player_attached[name] 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)