juanchi/mods/minetest_game/player_api/api.lua

453 lines
13 KiB
Lua

-- 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)