forked from VoxeLibre/VoxeLibre
250 lines
9.0 KiB
Lua
250 lines
9.0 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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local function get_mouse_button(player)
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local controls = player:get_player_control()
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local get_wielded_item_name = player:get_wielded_item():get_name()
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if controls.RMB and not string.find(get_wielded_item_name, "mcl_bows:bow") and not string.find(get_wielded_item_name, "mcl_bows:crossbow") or controls.LMB then
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return true
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else
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return false
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end
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end
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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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sit_mount = {x=484, y=484},
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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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local function set_texture(player, index, texture)
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local textures = player_textures[player:get_player_name()]
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textures[index] = texture
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player:set_properties({textures = textures})
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end
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local function set_preview(player, field, preview)
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player:get_meta():set_string("mcl_player:" .. field .. "_preview", preview)
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end
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function mcl_player.player_set_skin(player, texture, preview)
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set_texture(player, 1, texture)
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set_preview(player, "skin", preview)
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end
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function mcl_player.player_set_armor(player, texture, preview)
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set_texture(player, 2, texture)
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set_preview(player, "armor", preview)
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end
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function mcl_player.player_set_wielditem(player, texture)
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set_texture(player, 3, texture)
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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:skin_preview")
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if preview == "" then
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preview = "player.png"
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end
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local armor_preview = player:get_meta():set_string("mcl_player:armor_preview")
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if armor_preview ~= "" then
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preview = preview .. "^" .. armor_preview
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end
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return preview
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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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local name = player:get_player_name()
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mcl_player.player_attached[name] = false
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mcl_player.player_set_model(player, "character.b3d")
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player_textures[name] = {"blank.png", "blank.png", "blank.png"}
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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 pairs(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, "die")
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elseif walking and velocity.x > 0.35
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or walking and velocity.x < -0.35
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or walking and velocity.z > 0.35
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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 get_mouse_button(player) == true 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 string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB and controls.sneak or string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow_") and controls.sneak then
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player_set_animation(player, "bow_sneak", animation_speed_mod)
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elseif string.find(player:get_wielded_item():get_name(), "mcl_bows:bow") and controls.RMB or string.find(player:get_wielded_item():get_name(), "mcl_bows:crossbow_") then
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player_set_animation(player, "bow_walk", animation_speed_mod)
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elseif is_sprinting == true and get_mouse_button(player) == true 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 get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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elseif get_mouse_button(player) == true 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 get_mouse_button(player) == true 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 get_mouse_button(player) == true 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 get_mouse_button(player) == true 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 get_mouse_button(player) == true and not controls.sneak then
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player_set_animation(player, "mine")
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elseif get_mouse_button(player) == true 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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