-- Minetest 0.4 mod: player -- See README.txt for licensing and other information. -- Load support for MT game translation. local S = minetest.get_translator("player_api") player_api = {} -- Player animation blending -- Note: This is currently broken due to a bug in Irrlicht, leave at 0 local animation_blend = 0 player_api.registered_models = { } -- Local for speed. local models = player_api.registered_models function player_api.register_model(name, def) models[name] = def end -- Player stats and animations local player_model = {} local player_textures = {} local player_anim = {} local player_sneak = {} player_api.player_attached = {} function player_api.get_animation(player) local name = player:get_player_name() return { model = player_model[name], textures = player_textures[name], animation = player_anim[name], } end function player_api.set_gender(player, gender) if not(gender) or gender == "random" then if math.random(2) == 1 then gender = "male" else gender = "female" end end player:get_meta():set_string("gender", gender) return gender end function player_api.get_gender(player) return player:get_meta():get_string("gender") end function player_api.get_gender_model(gender) local model if gender == "male" then if minetest.get_modpath("3d_armor")~=nil then model = "3d_armor_character.b3d" else model = "character.b3d" end else if minetest.get_modpath("3d_armor")~=nil then model = "3d_armor_female.b3d" else model = "female.b3d" end end return model end function player_api.set_base_texture(player, gender) local meta = player:get_meta() meta:set_string("base_texture", gender) end minetest.register_chatcommand("toggle_gender", { description = S("Change the gender, from male to female or viceversa"), func = function(name, param) local player = minetest.get_player_by_name(name) local meta = player:get_meta() local old_gender = player_api.get_gender(player) if old_gender then local new_gender if old_gender == "male" then new_gender = "female" else new_gender = "male" end meta:set_string("gender", new_gender) player_api.set_model(player, player_api.get_gender_model(new_gender)) local gender_model = player_api.get_gender_model(new_gender) local cloth = player_api.compose_cloth(player) player_api.registered_models[gender_model].textures[1] = cloth player_api.set_textures(player, models[gender_model].textures) local new_gender_cap = new_gender:gsub("^%l", string.upper) minetest.chat_send_player(name, S("Your gender is changed to").." "..S(new_gender_cap)..".") end end, }) --converts yaw to degrees local function yaw_to_degrees(yaw) return(yaw * 180.0 / math.pi) end local last_look = {} local function move_head(player, on_water) local pname = player:get_player_name() local look_at_dir = player:get_look_dir() local lastlook = last_look[pname] local anim = player_anim[pname] or "" local anim_base = string.sub(anim, 1, 4) --apply change only if the pitch changed if lastlook and look_at_dir.y == lastlook.dir.y and anim_base == lastlook.anim then return else last_look[pname] = {} last_look[pname].dir = look_at_dir last_look[pname].anim = anim_base end local pitch = yaw_to_degrees(math.asin(look_at_dir.y)) if pitch > 70 then pitch = 70 end if pitch < -50 then pitch = -50 end if anim_base == "swin" or on_water then pitch = pitch + 70 end local head_rotation = {x= pitch, y= 0, z= 0} --the head movement {pitch, yaw, roll} local head_offset if minetest.get_modpath("3d_armor")~=nil then head_offset = 6.75 else head_offset = 6.3 end local head_position = {x=0, y=head_offset, z=0} player:set_bone_position("Head", head_position, head_rotation) --set the head movement end -- Called when a player's appearance needs to be updated function player_api.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 1.47, }) player_api.set_animation(player, "stand") else player:set_properties({ textures = {"player.png", "player_back.png"}, visual = "upright_sprite", visual_size = {x = 1, y = 2}, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3}, stepheight = 0.6, eye_height = 1.625, }) end player_model[name] = model_name end function player_api.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}) end function player_api.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 player_sneak[name] = nil player_api.player_attached[name] = nil end) -- Localize for better performance. local player_set_animation = player_api.set_animation local player_attached = player_api.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 local timer = 0 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 animation_speed_mod = model.animation_speed or 30 -- Determine if the player is sneaking, and reduce animation speed if so if controls.sneak then animation_speed_mod = animation_speed_mod / 2 end local on_water --Determine if the player is in a water node local player_pos = player:get_pos() local node_name = minetest.get_node(player_pos).name if minetest.registered_nodes[node_name] then if minetest.registered_nodes[node_name]["liquidtype"] == "source" or minetest.registered_nodes[node_name]["liquidtype"] == "flowing" then local player_pos_below = {x= player_pos.x, y= player_pos.y-1, z= player_pos.z} local node_name_below = minetest.get_node(player_pos_below).name local player_pos_above = {x= player_pos.x, y= player_pos.y+1, z= player_pos.z} local node_name_above = minetest.get_node(player_pos_above).name if minetest.registered_nodes[node_name_below] and minetest.registered_nodes[node_name_above] then local node_below_is_liquid if minetest.registered_nodes[node_name_below]["liquidtype"] == "source" or minetest.registered_nodes[node_name_below]["liquidtype"] == "flowing" then node_below_is_liquid = true else node_below_is_liquid = false end local node_above_is_liquid if minetest.registered_nodes[node_name_above]["liquidtype"] == "source" or minetest.registered_nodes[node_name_above]["liquidtype"] == "flowing" then node_above_is_liquid = true else node_above_is_liquid = false end local node_above_is_air if minetest.registered_nodes[node_name_above] == "air" then node_above_is_air = true else node_above_is_air = false end if ((node_below_is_liquid) and not(node_above_is_air)) or (not(node_below_is_liquid) and node_above_is_liquid) then on_water = true else on_water = false end else on_water = true end else on_water = false end end --Set head pitch if not on singleplayer and first person view --minetest.chat_send_all(tostring(player:get_fov())) --if not(minetest.is_singleplayer() and (player:get_fov() == 0)) then --minetest.chat_send_all("test") move_head(player, on_water) --end -- Apply animations based on what the player is doing if player:get_hp() == 0 then player_set_animation(player, "lay") -- Determine if the player is walking elseif controls.up or controls.down or controls.left or controls.right then if player_sneak[name] ~= controls.sneak then player_anim[name] = nil player_sneak[name] = controls.sneak end if controls.LMB or controls.RMB then if not(on_water) then player_set_animation(player, "walk_mine", animation_speed_mod) else player_set_animation(player, "swin_and_mine", animation_speed_mod) end else if not(on_water) then player_set_animation(player, "walk", animation_speed_mod) else player_set_animation(player, "swin", animation_speed_mod) end end elseif controls.LMB or controls.RMB then if not(on_water) then player_set_animation(player, "mine", animation_speed_mod) else player_set_animation(player, "swin_mine", animation_speed_mod) end else if not(on_water) then player_set_animation(player, "stand", animation_speed_mod) else player_set_animation(player, "swin_stand", animation_speed_mod) end end if on_water and player_pos.y < 0 then timer = timer + dtime if timer > 1 then player_pos.y = player_pos.y + 1 minetest.add_particlespawner({ amount = 6, time = 1, minpos = player_pos, maxpos = player_pos, minvel = {x=0, y=0, z=0}, maxvel = {x=1, y=5, z=1}, minacc = {x=0, y=0, z=0}, maxacc = {x=1, y=1, z=1}, minexptime = 0.2, maxexptime = 1.0, minsize = 1, maxsize = 1.5, collisiondetection = false, vertical = false, texture = "bubble.png", }) timer = 0 end end end end end) function player_api.get_gender_formspec(name) local text = S("Select your gender") local formspec = { "formspec_version[3]", "size[3.2,2.476]", "label[0.375,0.5;", minetest.formspec_escape(text), "]", "image_button_exit[0.375,1;1,1;player_male_face.png;btn_male;"..S("Male").."]", "image_button_exit[1.7,1;1,1;player_female_face.png;btn_female;"..S("Female").."]" } -- table.concat is faster than string concatenation - `..` return table.concat(formspec, "") end function player_api.select_gender(player_name) minetest.show_formspec(player_name, "player_api:gender", player_api.get_gender_formspec(player_name)) end function player_api.set_texture(player) local cloth = player_api.compose_cloth(player) local gender = player_api.get_gender(player) local gender_model = player_api.get_gender_model(gender) player_api.registered_models[gender_model].textures[1] = cloth player_api.set_model(player, gender_model) if minetest.get_modpath("3d_armor")~=nil then --armor.default_skin = cloth local player_name = player:get_player_name() armor.textures[player_name].skin = cloth end player_api.set_textures(player, models[gender_model].textures) end function player_api.get_face(base_texture, scale, escape) if not scale then scale = 1.0 end local face = player_api.compose_face(base_texture, scale) if escape then face = minetest.formspec_escape(face) end return face end function player_api.compose_face(base_texture, scale) return player_api.compose_base_texture(base_texture, { canvas_size = "16x16", scale = scale, skin_texture = "player_face_skin.png", eyebrowns_pos = "0,0", eye_right_pos = "2,8", eye_left_pos = "10,8", mouth_pos = "0,12", hair_preview = true, hair_pos = "0,0", }) end --Level functions function player_api.lvl_up(player) local meta = player:get_meta() local level = meta:get_int("level") meta:set_int("level", (level + 1)) end function player_api.lvl_down(player) local meta = player:get_meta() local level = meta:get_int("level") if level == 0 then return end meta:set_int("level", (level - 1)) end function player_api.set_lvl(player, level) if level <= 0 then return else player:get_meta():set_int("level", level) end end function player_api.reset_lvl(player, level) player:get_meta():set_int("level", 0) end minetest.register_on_player_receive_fields(function(player, formname, fields) if formname ~= "player_api:gender" then return end local gender if fields.btn_male or fields.btn_female then if fields.btn_male then gender = "male" else gender = "female" end player_api.set_gender(player, gender) else player_api.set_gender(player, "random") end player_api.set_base_textures(player) --set the default base_texture player_api.set_cloths(player) --set the default clothes player_api.set_texture(player) end)