diff --git a/mods/player_api/README.txt b/mods/player_api/README.txt new file mode 100644 index 0000000..37afadf --- /dev/null +++ b/mods/player_api/README.txt @@ -0,0 +1,27 @@ +Minetest Game mod: player_api +============================= +See license.txt for license information. + +Provides an API to allow multiple mods to set player models and textures. +Also sets the default model, texture, and player flags. +This mod is only for content related to the Player API and the player object. + +Authors of source code +---------------------- +Originally by celeron55, Perttu Ahola (LGPLv2.1+) +Various Minetest developers and contributors (LGPLv2.1+) + +Authors of media (textures, models and sounds) +---------------------------------------------- +Original model by MirceaKitsune (CC BY-SA 3.0). +Various alterations and fixes by kilbith, sofar, xunto, Rogier-5, TeTpaAka, Desour, +stujones11, An0n3m0us (CC BY-SA 3.0): + character.b3d + character.blend + +Jordach (CC BY-SA 3.0): + character.png + +celeron55, Perttu Ahola (CC BY-SA 3.0): + player.png + player_back.png diff --git a/mods/player_api/api.lua b/mods/player_api/api.lua new file mode 100644 index 0000000..e39847d --- /dev/null +++ b/mods/player_api/api.lua @@ -0,0 +1,228 @@ +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 + +local function collisionbox_equals(collisionbox, other_collisionbox) + if collisionbox == other_collisionbox then + return true + end + for index = 1, 6 do + if collisionbox[index] ~= other_collisionbox[index] then + return false + end + end + return true +end + +function player_api.register_model(name, def) + models[name] = def + def.visual_size = def.visual_size or {x = 1, y = 1} + def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3} + def.stepheight = def.stepheight or 0.6 + def.eye_height = def.eye_height or 1.47 + + -- Sort animations into property classes: + -- Animations with same properties have the same _equals value + for animation_name, animation in pairs(def.animations) do + animation.eye_height = animation.eye_height or def.eye_height + animation.collisionbox = animation.collisionbox or def.collisionbox + animation.override_local = animation.override_local or false + + for _, other_animation in pairs(def.animations) do + if other_animation._equals then + if collisionbox_equals(animation.collisionbox, other_animation.collisionbox) + and animation.eye_height == other_animation.eye_height then + animation._equals = other_animation._equals + break + end + end + end + animation._equals = animation._equals or animation_name + end +end + +-- Player stats and animations +-- model, textures, animation +local players = {} +player_api.player_attached = {} + +local function get_player_data(player) + return assert(players[player:get_player_name()]) +end + +function player_api.get_animation(player) + return get_player_data(player) +end + +-- Called when a player's appearance needs to be updated +function player_api.set_model(player, model_name) + local player_data = get_player_data(player) + if player_data.model == model_name then + return + end + player_data.model = model_name + + local model = models[model_name] + if model then + player:set_properties({ + mesh = model_name, + textures = player_data.textures or model.textures, + visual = "mesh", + visual_size = model.visual_size, + stepheight = model.stepheight + }) + -- sets local_animation, collisionbox & eye_height + 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 +end + +function player_api.get_textures(player) + local player_data = get_player_data(player) + local model = models[player_data.model] + return assert(player_data.textures or (model and model.textures)) +end + +function player_api.set_textures(player, textures) + local player_data = get_player_data(player) + local model = models[player_data.model] + local new_textures = assert(textures or (model and model.textures)) + player_data.textures = new_textures + player:set_properties({textures = new_textures}) +end + +function player_api.set_texture(player, index, texture) + local textures = table.copy(player_api.get_textures(player)) + textures[index] = texture + player_api.set_textures(player, textures) +end + +function player_api.set_animation(player, anim_name, speed) + local player_data = get_player_data(player) + local model = models[player_data.model] + if not (model and model.animations[anim_name]) then + return + end + speed = speed or model.animation_speed + if player_data.animation == anim_name and player_data.animation_speed == speed then + return + end + local previous_anim = model.animations[player_data.animation] or {} + local anim = model.animations[anim_name] + player_data.animation = anim_name + player_data.animation_speed = speed + -- If necessary change the local animation (only seen by the client of *that* player) + -- `override_local` <=> suspend local animations while this one is active + -- (this is basically a hack, proper engine feature needed...) + if anim.override_local ~= previous_anim.override_local then + if anim.override_local then + local none = {x=0, y=0} + player:set_local_animation(none, none, none, none, 1) + else + local a = model.animations -- (not specific to the animation being set) + player:set_local_animation( + a.stand, a.walk, a.mine, a.walk_mine, + model.animation_speed or 30 + ) + end + end + -- Set the animation seen by everyone else + player:set_animation(anim, speed, animation_blend) + -- Update related properties if they changed + if anim._equals ~= previous_anim._equals then + player:set_properties({ + collisionbox = anim.collisionbox, + eye_height = anim.eye_height + }) + end +end + +minetest.register_on_joinplayer(function(player) + local name = player:get_player_name() + players[name] = {} + player_api.player_attached[name] = false +end) + +minetest.register_on_leaveplayer(function(player) + local name = player:get_player_name() + players[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 +function player_api.globalstep() + for _, player in ipairs(minetest.get_connected_players()) do + local name = player:get_player_name() + local player_data = players[name] + local model = player_data and models[player_data.model] + 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 + + -- Apply animations based on what the player is doing + if player:get_hp() == 0 then + player_set_animation(player, "lay") + elseif controls.up or controls.down or controls.left or controls.right then + if controls.LMB or controls.RMB then + player_set_animation(player, "walk_mine", animation_speed_mod) + else + player_set_animation(player, "walk", animation_speed_mod) + end + elseif controls.LMB or controls.RMB then + player_set_animation(player, "mine", animation_speed_mod) + else + player_set_animation(player, "stand", animation_speed_mod) + end + end + end +end + +-- Mods can modify the globalstep by overriding player_api.globalstep +minetest.register_globalstep(function(...) + player_api.globalstep(...) +end) + +for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do + local original_function = player_api[api_function] + player_api[api_function] = function(player, ...) + if not players[player:get_player_name()] then + -- HACK for keeping backwards compatibility + minetest.log("warning", api_function .. " called on offline player") + return + end + return original_function(player, ...) + end +end diff --git a/mods/player_api/init.lua b/mods/player_api/init.lua new file mode 100644 index 0000000..f258aea --- /dev/null +++ b/mods/player_api/init.lua @@ -0,0 +1,26 @@ +dofile(minetest.get_modpath("player_api") .. "/api.lua") + +-- Default player appearance +player_api.register_model("character.b3d", { + animation_speed = 30, + textures = {"character.png"}, + animations = { + -- Standard animations. + stand = {x = 0, y = 79}, + lay = {x = 162, y = 166, eye_height = 0.3, override_local = true, + collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}}, + walk = {x = 168, y = 187}, + mine = {x = 189, y = 198}, + walk_mine = {x = 200, y = 219}, + sit = {x = 81, y = 160, eye_height = 0.8, override_local = true, + collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}} + }, + collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, + stepheight = 0.6, + eye_height = 1.47, +}) + +-- Update appearance when the player joins +minetest.register_on_joinplayer(function(player) + player_api.set_model(player, "character.b3d") +end) diff --git a/mods/player_api/license.txt b/mods/player_api/license.txt new file mode 100644 index 0000000..bdc4315 --- /dev/null +++ b/mods/player_api/license.txt @@ -0,0 +1,60 @@ +License of source code +---------------------- + +GNU Lesser General Public License, version 2.1 +Copyright (C) 2011 celeron55, Perttu Ahola +Copyright (C) 2011 Various Minetest developers and contributors + +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. + +This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; +without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +See the GNU Lesser General Public License for more details: +https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html + + +Licenses of media (textures, models and sounds) +----------------------------------------------- + +Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) +Copyright (C) 2011 celeron55, Perttu Ahola +Copyright (C) 2012 MirceaKitsune +Copyright (C) 2012 Jordach +Copyright (C) 2015 kilbith +Copyright (C) 2016 sofar +Copyright (C) 2016 xunto +Copyright (C) 2016 Rogier-5 +Copyright (C) 2017 TeTpaAka +Copyright (C) 2017 Desour +Copyright (C) 2018 stujones11 +Copyright (C) 2019 An0n3m0us + +You are free to: +Share — copy and redistribute the material in any medium or format. +Adapt — remix, transform, and build upon the material for any purpose, even commercially. +The licensor cannot revoke these freedoms as long as you follow the license terms. + +Under the following terms: + +Attribution — You must give appropriate credit, provide a link to the license, and +indicate if changes were made. You may do so in any reasonable manner, but not in any way +that suggests the licensor endorses you or your use. + +ShareAlike — If you remix, transform, or build upon the material, you must distribute +your contributions under the same license as the original. + +No additional restrictions — You may not apply legal terms or technological measures that +legally restrict others from doing anything the license permits. + +Notices: + +You do not have to comply with the license for elements of the material in the public +domain or where your use is permitted by an applicable exception or limitation. +No warranties are given. The license may not give you all of the permissions necessary +for your intended use. For example, other rights such as publicity, privacy, or moral +rights may limit how you use the material. + +For more details: +http://creativecommons.org/licenses/by-sa/3.0/ diff --git a/mods/player_api/mod.conf b/mods/player_api/mod.conf new file mode 100644 index 0000000..bf62327 --- /dev/null +++ b/mods/player_api/mod.conf @@ -0,0 +1,2 @@ +name = player_api +description = Minetest Game mod: Manages player visuals diff --git a/mods/player_api/models/character.b3d b/mods/player_api/models/character.b3d new file mode 100644 index 0000000..3e0827e Binary files /dev/null and b/mods/player_api/models/character.b3d differ diff --git a/mods/player_api/models/character.blend b/mods/player_api/models/character.blend new file mode 100644 index 0000000..a32c343 Binary files /dev/null and b/mods/player_api/models/character.blend differ diff --git a/mods/player_api/models/character.png b/mods/player_api/models/character.png new file mode 100644 index 0000000..0502178 Binary files /dev/null and b/mods/player_api/models/character.png differ diff --git a/mods/player_api/textures/player.png b/mods/player_api/textures/player.png new file mode 100644 index 0000000..6d61c43 Binary files /dev/null and b/mods/player_api/textures/player.png differ diff --git a/mods/player_api/textures/player_back.png b/mods/player_api/textures/player_back.png new file mode 100644 index 0000000..5e9ef05 Binary files /dev/null and b/mods/player_api/textures/player_back.png differ