167 lines
4.7 KiB
Lua
167 lines
4.7 KiB
Lua
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-- Copied from minetest_game and changed a bit
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-- Minetest 0.4 mod: player
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-- See README.txt for licensing and other information.
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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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default.registered_player_models={}
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-- Local for speed.
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local models=default.registered_player_models
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function default.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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default.player_register_model(
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"character.b3d",
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{
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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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-- Extra animations (not currently used by the game).
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sit ={ x =81, y=160},
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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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default.player_attached={}
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function default.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 default.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 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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{
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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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})
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default.player_set_animation(player, "stand")
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player_model[name]=model_name
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end
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function default.player_get_textures(player)
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return player:get_properties().textures
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end
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function default.player_set_textures(player, textures)
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local name=player:get_player_name()
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player_textures[name]=textures
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player:set_properties({textures=textures,})
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end
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function default.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(
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function(player)
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default.player_attached[player:get_player_name()]=false
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default.player_set_model(player, "character.b3d")
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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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end)
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minetest.register_on_leaveplayer(
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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=default.player_set_animation
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local player_attached=default.player_attached
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-- Check each player and apply animations
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minetest.register_globalstep(
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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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local controls=player:get_player_control()
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--[[ if controls.sneak then --- setting makes_footstep_sound apperantly does nothing :(
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player:set_properties({makes_footstep_sound = false})
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else
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player:set_properties({makes_footstep_sound = true})
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end--]]
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if model and not player_attached[name] then
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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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-- 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 walking 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 controls.LMB 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 then
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player_set_animation(player, "mine")
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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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