Move player out of mcl_core into mcl_player

This commit is contained in:
Wuzzy 2017-02-11 18:05:50 +01:00
parent 180ea8f60f
commit 0106b1441b
13 changed files with 54 additions and 31 deletions

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@ -20,7 +20,6 @@ dofile(minetest.get_modpath("mcl_core").."/tools.lua")
dofile(minetest.get_modpath("mcl_core").."/craftitems.lua")
dofile(minetest.get_modpath("mcl_core").."/crafting.lua")
dofile(minetest.get_modpath("mcl_core").."/mapgen.lua")
dofile(minetest.get_modpath("mcl_core").."/player.lua")
-- Aliases
minetest.register_alias("default:desert_sand", "mcl_core:sand")

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@ -1,2 +1,3 @@
mcl_core
mcl_player
mesecons?

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@ -40,7 +40,7 @@ function mcl_minecarts.cart:on_rightclick(clicker)
clicker:set_detach()
elseif not self._driver then
self._driver = player_name
mcl_core.player_attached[player_name] = true
mcl_player.player_attached[player_name] = true
clicker:set_attach(self.object, "", {x=0, y=3, z=0}, {x=0, y=0, z=0})
end
end
@ -72,7 +72,7 @@ function mcl_minecarts.cart:on_punch(puncher, time_from_last_punch, tool_capabil
if self._old_pos then
self.object:setpos(self._old_pos)
end
mcl_core.player_attached[self._driver] = nil
mcl_player.player_attached[self._driver] = nil
local player = minetest.get_player_by_name(self._driver)
if player then
player:set_detach()

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@ -0,0 +1,20 @@
MineClone 2 mod: mcl_player
==========================
License of source code:
-----------------------
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/lgpl-2.1.html
Authors of media files
-----------------------
MirceaKitsune (WTFPL):
character.x
Textures from Faithful 1.11 resource pack (see main readme file)

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@ -1,4 +1,4 @@
-- Minetest 0.4 mod: player
-- MineClone 2 mod: mcl_player
-- See README.txt for licensing and other information.
--[[
@ -6,29 +6,29 @@
API
---
mcl_core.player_register_model(name, def)
mcl_player.player_register_model(name, def)
^ Register a new model to be used by players.
^ <name> is the model filename such as "character.x", "foo.b3d", etc.
^ See Model Definition below for format of <def>.
mcl_core.registered_player_models[name]
mcl_player.registered_player_models[name]
^ See Model Definition below for format.
mcl_core.player_set_model(player, model_name)
mcl_player.player_set_model(player, model_name)
^ <player> is a PlayerRef.
^ <model_name> is a model registered with player_register_model.
mcl_core.player_set_animation(player, anim_name [, speed])
mcl_player.player_set_animation(player, anim_name [, speed])
^ <player> is a PlayerRef.
^ <anim_name> is the name of the animation.
^ <speed> is in frames per second. If nil, default from the model is used
mcl_core.player_set_textures(player, textures)
mcl_player.player_set_textures(player, textures)
^ <player> is a PlayerRef.
^ <textures> is an array of textures
^ If <textures> is nil, the default textures from the model def are used
mcl_core.player_get_animation(player)
mcl_player.player_get_animation(player)
^ <player> is a PlayerRef.
^ Returns a table containing fields "model", "textures" and "animation".
^ Any of the fields of the returned table may be nil.
@ -50,21 +50,23 @@ model_def = {
]]
mcl_player = {}
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
mcl_core.registered_player_models = { }
mcl_player.registered_player_models = { }
-- Local for speed.
local models = mcl_core.registered_player_models
local models = mcl_player.registered_player_models
function mcl_core.player_register_model(name, def)
function mcl_player.player_register_model(name, def)
models[name] = def
end
-- Default player appearance
mcl_core.player_register_model("character.x", {
mcl_player.player_register_model("character.x", {
animation_speed = 30,
textures = {"character.png", },
animations = {
@ -84,9 +86,9 @@ local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
mcl_core.player_attached = {}
mcl_player.player_attached = {}
function mcl_core.player_get_animation(player)
function mcl_player.player_get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
@ -96,7 +98,7 @@ function mcl_core.player_get_animation(player)
end
-- Called when a player's appearance needs to be updated
function mcl_core.player_set_model(player, model_name)
function mcl_player.player_set_model(player, model_name)
local name = player:get_player_name()
local model = models[model_name]
if model then
@ -109,7 +111,7 @@ function mcl_core.player_set_model(player, model_name)
visual = "mesh",
visual_size = model.visual_size or {x=1, y=1},
})
mcl_core.player_set_animation(player, "stand")
mcl_player.player_set_animation(player, "stand")
else
player:set_properties({
textures = { "player.png", "player_back.png", },
@ -119,13 +121,13 @@ function mcl_core.player_set_model(player, model_name)
player_model[name] = model_name
end
function mcl_core.player_set_textures(player, textures)
function mcl_player.player_set_textures(player, textures)
local name = player:get_player_name()
player_textures[name] = textures
player:set_properties({textures = textures,})
end
function mcl_core.player_set_animation(player, anim_name, speed)
function mcl_player.player_set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
@ -141,8 +143,8 @@ end
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
mcl_core.player_attached[player:get_player_name()] = false
mcl_core.player_set_model(player, "character.x")
mcl_player.player_attached[player:get_player_name()] = false
mcl_player.player_set_model(player, "character.x")
-- Minecraft has no sneak glitch
-- sneak is also disabled because it is buggy in Minetest (can be used to negate fall damage)
player:set_physics_override({sneak_glitch=false})
@ -159,7 +161,7 @@ minetest.register_on_leaveplayer(function(player)
end)
-- Localize for better performance.
local player_set_animation = mcl_core.player_set_animation
local player_set_animation = mcl_player.player_set_animation
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
@ -167,7 +169,7 @@ minetest.register_globalstep(function(dtime)
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not mcl_core.player_attached[name] then
if model and not mcl_player.player_attached[name] then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30

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@ -128,7 +128,7 @@ armor.update_player_visuals = function(self, player)
end
local name = player:get_player_name()
if self.textures[name] then
mcl_core.player_set_textures(player, {
mcl_player.player_set_textures(player, {
self.textures[name].skin,
self.textures[name].armor,
self.textures[name].wielditem,
@ -325,7 +325,7 @@ end
-- Register Player Model
mcl_core.player_register_model("3d_armor_character.b3d", {
mcl_player.player_register_model("3d_armor_character.b3d", {
animation_speed = 30,
textures = {
armor.default_skin..".png",
@ -366,7 +366,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end)
minetest.register_on_joinplayer(function(player)
mcl_core.player_set_model(player, "3d_armor_character.b3d")
mcl_player.player_set_model(player, "3d_armor_character.b3d")
local name = player:get_player_name()
local player_inv = player:get_inventory()
local armor_inv = minetest.create_detached_inventory(name.."_armor", {

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@ -1,4 +1,5 @@
mcl_core
mcl_player
inventory_plus?
unified_inventory?
fire?

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@ -89,14 +89,14 @@ mobs:register_mob("mobs_mc:pig", {
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
mcl_core.player_attached[name] = false
mcl_core.player_set_animation(clicker, "stand" , 30)
mcl_player.player_attached[name] = false
mcl_player.player_set_animation(clicker, "stand" , 30)
elseif not self.driver and self.saddle == "yes" then
self.driver = clicker
clicker:set_attach(self.object, "", {x = 0, y = 19, z = 0}, {x = 0, y = 0, z = 0})
mcl_core.player_attached[name] = true
mcl_player.player_attached[name] = true
minetest.after(0.2, function()
mcl_core.player_set_animation(clicker, "sit" , 30)
mcl_player.player_set_animation(clicker, "sit" , 30)
end)
----[[
-- ridable pigs