244 lines
8.5 KiB
Lua
244 lines
8.5 KiB
Lua
-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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mcl_player = {}
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-- Player animation blending
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-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
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local animation_blend = 0
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mcl_player.registered_player_models = { }
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-- Local for speed.
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local models = mcl_player.registered_player_models
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function mcl_player.player_register_model(name, def)
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models[name] = def
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end
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-- Default player appearance
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mcl_player.player_register_model("character.b3d", {
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animation_speed = 30,
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textures = {"character.png", },
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animations = {
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-- Standard animations.
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stand = {x= 0, y= 79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x= 81, y=160},
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sneak_stand = {x=222, y=302},
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sneak_mine = {x=346, y=366},
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sneak_walk = {x=304, y=323},
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sneak_walk_mine = {x=325, y=344},
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run_walk = {x=440, y=460},
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run_walk_mine = {x=461, y=481},
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},
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})
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-- Player stats and animations
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local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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mcl_player.player_attached = {}
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function mcl_player.player_get_animation(player)
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local name = player:get_player_name()
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return {
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model = player_model[name],
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textures = player_textures[name],
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animation = player_anim[name],
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}
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end
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-- Called when a player's appearance needs to be updated
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function mcl_player.player_set_model(player, model_name)
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local name = player:get_player_name()
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local model = models[model_name]
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if model then
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if player_model[name] == model_name then
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return
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end
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player:set_properties({
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mesh = model_name,
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textures = player_textures[name] or model.textures,
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visual = "mesh",
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visual_size = model.visual_size or {x=1, y=1},
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damage_texture_modifier = "^[colorize:red:130",
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})
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mcl_player.player_set_animation(player, "stand")
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else
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player:set_properties({
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textures = { "player.png", "player_back.png", },
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visual = "upright_sprite",
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})
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end
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player_model[name] = model_name
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end
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function mcl_player.player_set_textures(player, textures, preview)
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local name = player:get_player_name()
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player_textures[name] = textures
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player:set_properties({textures = textures,})
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if preview then
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player:get_meta():set_string("mcl_player:preview", preview)
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end
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end
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function mcl_player.player_get_preview(player)
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local preview = player:get_meta():get_string("mcl_player:preview")
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if preview == nil or preview == "" then
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return "player.png"
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else
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return preview
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end
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end
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function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
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local name = player:get_player_name()
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local model = player_model[name]
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local anim = models[model].animations[player_anim[name]]
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return "model[" .. x .. "," .. y .. ";" .. w .. "," .. h .. ";" .. fsname .. ";" .. model .. ";" .. table.concat(player_textures[name], ",") .. ";0," .. 180 .. ";false;false;" .. anim.x .. "," .. anim.y .. "]"
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end
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function mcl_player.player_set_animation(player, anim_name, speed)
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local name = player:get_player_name()
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if player_anim[name] == anim_name then
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return
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end
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local model = player_model[name] and models[player_model[name]]
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if not (model and model.animations[anim_name]) then
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return
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end
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local anim = model.animations[anim_name]
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player_anim[name] = anim_name
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player:set_animation(anim, speed or model.animation_speed, animation_blend)
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end
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-- Update appearance when the player joins
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minetest.register_on_joinplayer(function(player)
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mcl_player.player_attached[player:get_player_name()] = false
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mcl_player.player_set_model(player, "character.b3d")
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--player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
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player:set_fov(86.1) -- see <https://minecraft.gamepedia.com/Options#Video_settings>>>>
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end)
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minetest.register_on_leaveplayer(function(player)
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local name = player:get_player_name()
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player_model[name] = nil
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player_anim[name] = nil
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player_textures[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation = mcl_player.player_set_animation
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local player_attached = mcl_player.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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local name = player:get_player_name()
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local model_name = player_model[name]
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local model = model_name and models[model_name]
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if model and not player_attached[name] then
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local controls = player:get_player_control()
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local walking = false
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local animation_speed_mod = model.animation_speed or 30
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-- Determine if the player is walking
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if controls.up or controls.down or controls.left or controls.right then
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walking = true
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end
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-- Determine if the player is sneaking, and reduce animation speed if so
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if controls.sneak then
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animation_speed_mod = animation_speed_mod / 2
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end
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-- ask if player is swiming
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local head_in_water = minetest.get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0
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-- ask if player is sprinting
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local is_sprinting = mcl_sprint.is_sprinting(name)
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local velocity = player:get_velocity() or player:get_player_velocity()
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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elseif walking and velocity.x > 0.35 or walking and velocity.x < -0.35 or walking and velocity.z > 0.35 or walking and velocity.z < -0.35 then
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if player_sneak[name] ~= controls.sneak then
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk_mine", animation_speed_mod)
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_walk", animation_speed_mod)
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elseif is_sprinting == true and controls.LMB and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk_mine", animation_speed_mod)
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif controls.LMB and controls.sneak and is_sprinting ~= true then
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player_set_animation(player, "sneak_walk_mine", animation_speed_mod)
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elseif is_sprinting == true and not controls.sneak and not head_in_water then
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player_set_animation(player, "run_walk", animation_speed_mod)
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elseif controls.sneak and not controls.LMB then
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player_set_animation(player, "sneak_walk", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_mine")
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elseif not controls.LMB and not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand")
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elseif controls.LMB and not controls.sneak then
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player_set_animation(player, "mine")
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elseif controls.LMB and controls.sneak then
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player_set_animation(player, "sneak_mine")
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elseif not controls.sneak and head_in_water and is_sprinting == true then
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player_set_animation(player, "swim_stand", animation_speed_mod)
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elseif not controls.sneak then
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player_set_animation(player, "stand", animation_speed_mod)
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else
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player_set_animation(player, "sneak_stand", animation_speed_mod)
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end
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end
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end
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end)
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-- Don't change HP if the player falls in the water or through End Portal:
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minetest.register_on_player_hpchange(function(player, hp_change, reason)
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if reason and reason.type == "fall" and player then
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local pos = player:get_pos()
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local node = minetest.get_node(pos)
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local velocity = player:get_velocity() or player:get_player_velocity() or {x=0,y=-10,z=0}
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local v_axis_max = math.max(math.abs(velocity.x), math.abs(velocity.y), math.abs(velocity.z))
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local step = {x = velocity.x / v_axis_max, y = velocity.y / v_axis_max, z = velocity.z / v_axis_max}
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for i = 1, math.ceil(v_axis_max/5)+1 do -- trace at least 1/5 of the way per second
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if not node or node.name == "ignore" then
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minetest.get_voxel_manip():read_from_map(pos, pos)
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node = minetest.get_node(pos)
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end
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if node then
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if minetest.registered_nodes[node.name].walkable then
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return hp_change
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end
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if minetest.get_item_group(node.name, "water") ~= 0 then
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return 0
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end
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if node.name == "mcl_portals:portal_end" then
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if mcl_portals and mcl_portals.end_teleport then
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mcl_portals.end_teleport(player)
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end
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return 0
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end
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end
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pos = vector.add(pos, step)
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node = minetest.get_node(pos)
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end
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end
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return hp_change
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end, true)
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