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- 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
- minetest.register_globalstep(function()
- for _, player in pairs(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)
- 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
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