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-rw-r--r--games/devtest/mods/player_api/api.lua144
1 files changed, 144 insertions, 0 deletions
diff --git a/games/devtest/mods/player_api/api.lua b/games/devtest/mods/player_api/api.lua
new file mode 100644
index 000000000..5803e954b
--- /dev/null
+++ b/games/devtest/mods/player_api/api.lua
@@ -0,0 +1,144 @@
+-- Minetest 0.4 mod: player
+-- See README.txt for licensing and other information.
+
+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
+
+function player_api.register_model(name, def)
+ models[name] = def
+end
+
+-- Player stats and animations
+local player_model = {}
+local player_textures = {}
+local player_anim = {}
+local player_sneak = {}
+player_api.player_attached = {}
+
+function player_api.get_animation(player)
+ local name = player:get_player_name()
+ return {
+ model = player_model[name],
+ textures = player_textures[name],
+ animation = player_anim[name],
+ }
+end
+
+-- Called when a player's appearance needs to be updated
+function player_api.set_model(player, model_name)
+ local name = player:get_player_name()
+ local model = models[model_name]
+ if model then
+ if player_model[name] == model_name then
+ return
+ end
+ player:set_properties({
+ mesh = model_name,
+ textures = player_textures[name] or model.textures,
+ visual = "mesh",
+ visual_size = model.visual_size or {x = 1, y = 1},
+ collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
+ stepheight = model.stepheight or 0.6,
+ eye_height = model.eye_height or 1.47,
+ })
+ 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
+ player_model[name] = model_name
+end
+
+function player_api.set_textures(player, textures)
+ local name = player:get_player_name()
+ local model = models[player_model[name]]
+ local model_textures = model and model.textures or nil
+ player_textures[name] = textures or model_textures
+ player:set_properties({textures = textures or model_textures,})
+end
+
+function player_api.set_animation(player, anim_name, speed)
+ local name = player:get_player_name()
+ if player_anim[name] == anim_name then
+ return
+ end
+ local model = player_model[name] and models[player_model[name]]
+ if not (model and model.animations[anim_name]) then
+ return
+ end
+ local anim = model.animations[anim_name]
+ player_anim[name] = anim_name
+ player:set_animation(anim, speed or model.animation_speed, animation_blend)
+end
+
+minetest.register_on_leaveplayer(function(player)
+ local name = player:get_player_name()
+ player_model[name] = nil
+ player_anim[name] = nil
+ player_textures[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 model_name = player_model[name]
+ local model = model_name and models[model_name]
+ 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")
+ -- Determine if the player is walking
+ elseif controls.up or controls.down or controls.left or controls.right then
+ if player_sneak[name] ~= controls.sneak then
+ player_anim[name] = nil
+ player_sneak[name] = controls.sneak
+ end
+ 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)