229 lines
7.1 KiB
Lua
229 lines
7.1 KiB
Lua
player_api = {}
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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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player_api.registered_models = {}
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-- Local for speed.
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local models = player_api.registered_models
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local function collisionbox_equals(collisionbox, other_collisionbox)
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if collisionbox == other_collisionbox then
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return true
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end
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for index = 1, 6 do
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if collisionbox[index] ~= other_collisionbox[index] then
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return false
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end
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end
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return true
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end
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function player_api.register_model(name, def)
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models[name] = def
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def.visual_size = def.visual_size or {x = 1, y = 1}
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def.collisionbox = def.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}
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def.stepheight = def.stepheight or 0.6
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def.eye_height = def.eye_height or 1.47
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-- Sort animations into property classes:
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-- Animations with same properties have the same _equals value
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for animation_name, animation in pairs(def.animations) do
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animation.eye_height = animation.eye_height or def.eye_height
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animation.collisionbox = animation.collisionbox or def.collisionbox
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animation.override_local = animation.override_local or false
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for _, other_animation in pairs(def.animations) do
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if other_animation._equals then
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if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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and animation.eye_height == other_animation.eye_height then
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animation._equals = other_animation._equals
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break
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end
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end
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end
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animation._equals = animation._equals or animation_name
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end
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end
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-- Player stats and animations
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-- model, textures, animation
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local players = {}
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player_api.player_attached = {}
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local function get_player_data(player)
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return assert(players[player:get_player_name()])
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end
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function player_api.get_animation(player)
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return get_player_data(player)
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end
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-- Called when a player's appearance needs to be updated
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function player_api.set_model(player, model_name)
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local player_data = get_player_data(player)
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if player_data.model == model_name then
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return
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end
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player_data.model = model_name
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local model = models[model_name]
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if model then
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player:set_properties({
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mesh = model_name,
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textures = player_data.textures or model.textures,
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visual = "mesh",
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visual_size = model.visual_size,
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stepheight = model.stepheight
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})
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-- sets local_animation, collisionbox & eye_height
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player_api.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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visual_size = {x = 1, y = 2},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
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stepheight = 0.6,
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eye_height = 1.625,
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})
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end
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end
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function player_api.get_textures(player)
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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return assert(player_data.textures or (model and model.textures))
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end
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function player_api.set_textures(player, textures)
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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local new_textures = assert(textures or (model and model.textures))
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player_data.textures = new_textures
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player:set_properties({textures = new_textures})
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end
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function player_api.set_texture(player, index, texture)
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local textures = table.copy(player_api.get_textures(player))
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textures[index] = texture
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player_api.set_textures(player, textures)
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end
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function player_api.set_animation(player, anim_name, speed)
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local player_data = get_player_data(player)
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local model = models[player_data.model]
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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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speed = speed or model.animation_speed
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if player_data.animation == anim_name and player_data.animation_speed == speed then
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return
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end
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local previous_anim = model.animations[player_data.animation] or {}
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local anim = model.animations[anim_name]
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player_data.animation = anim_name
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player_data.animation_speed = speed
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-- If necessary change the local animation (only seen by the client of *that* player)
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-- `override_local` <=> suspend local animations while this one is active
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-- (this is basically a hack, proper engine feature needed...)
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if anim.override_local ~= previous_anim.override_local then
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if anim.override_local then
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local none = {x=0, y=0}
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player:set_local_animation(none, none, none, none, 1)
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else
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local a = model.animations -- (not specific to the animation being set)
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player:set_local_animation(
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a.stand, a.walk, a.mine, a.walk_mine,
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model.animation_speed or 30
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)
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end
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end
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-- Set the animation seen by everyone else
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player:set_animation(anim, speed, animation_blend)
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-- Update related properties if they changed
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if anim._equals ~= previous_anim._equals then
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player:set_properties({
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collisionbox = anim.collisionbox,
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eye_height = anim.eye_height
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})
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end
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end
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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players[name] = {}
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player_api.player_attached[name] = false
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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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players[name] = nil
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player_api.player_attached[name] = nil
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end)
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-- Localize for better performance.
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local player_set_animation = player_api.set_animation
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local player_attached = player_api.player_attached
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-- Prevent knockback for attached players
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local old_calculate_knockback = minetest.calculate_knockback
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function minetest.calculate_knockback(player, ...)
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if player_attached[player:get_player_name()] then
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return 0
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end
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return old_calculate_knockback(player, ...)
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end
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-- Check each player and apply animations
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function player_api.globalstep()
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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 player_data = players[name]
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local model = player_data and models[player_data.model]
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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 animation_speed_mod = model.animation_speed or 30
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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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-- 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 controls.up or controls.down or controls.left or controls.right then
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if controls.LMB or controls.RMB then
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player_set_animation(player, "walk_mine", 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 or controls.RMB then
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player_set_animation(player, "mine", animation_speed_mod)
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else
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player_set_animation(player, "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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-- Mods can modify the globalstep by overriding player_api.globalstep
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minetest.register_globalstep(function(...)
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player_api.globalstep(...)
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end)
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for _, api_function in pairs({"get_animation", "set_animation", "set_model", "set_textures"}) do
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local original_function = player_api[api_function]
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player_api[api_function] = function(player, ...)
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if not players[player:get_player_name()] then
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-- HACK for keeping backwards compatibility
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minetest.log("warning", api_function .. " called on offline player")
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return
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end
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return original_function(player, ...)
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end
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end
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