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- -- Minetest 0.4 mod: player
- -- See README.txt for licensing and other information.
- if not minetest.global_exists("player") then player = {} end
- player.modpath = minetest.get_modpath("player")
- -- Player animation blending
- -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
- local animation_blend = 0
- player.registered_player_models = { }
- -- Local for speed.
- local models = player.registered_player_models
- function default.player_register_model(name, def)
- models[name] = def
- end
- -- Player stats and animations
- local player_model = {}
- local player_textures = {}
- local player_anim = {}
- local player_sneak = {}
- local player_velocity = {}
- default.player_attached = {}
- function default.player_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 default.player_set_model(player, model_name)
- local name = player:get_player_name()
- local model = models[model_name]
- if player_model[name] == model_name then
- return
- end
- pova.set_override(player, "properties", {
- mesh = model_name,
- textures = player_textures[name] or model.textures,
- visual = "mesh",
- visual_size = model.visual_size or {x=1, y=1, z=1},
- })
- default.player_set_animation(player, "stand")
- player_model[name] = model_name
- end
- function default.player_set_textures(player, textures)
- local name = player:get_player_name()
- player_textures[name] = textures
- pova.set_override(player, "properties", {textures = textures})
- end
- function default.player_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
- -- Update appearance when the player joins
- minetest.register_on_joinplayer(function(player)
- local pname = player:get_player_name()
- default.player_attached[pname] = false
- player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
- -- Big hot-bar is revoked for cheaters.
- if minetest.check_player_privs(player, {big_hotbar=true}) and not sheriff.is_cheater(pname) then
- player:hud_set_hotbar_image("gui_hotbar2.png")
- player:hud_set_hotbar_itemcount(16)
- else
- player:hud_set_hotbar_image("gui_hotbar.png")
- player:hud_set_hotbar_itemcount(8)
- end
-
- player:hud_set_hotbar_selected_image("hud_hotbar_selected.png")
- -- Update player velocity if available.
- if player_velocity[pname] then
- player:add_velocity(player_velocity[pname])
- player_velocity[pname] = nil
- end
- 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
- -- Save player velocity. If they login again, I will be able to restore it.
- player_velocity[name] = player:get_velocity()
- end)
- -- Localize for better performance.
- local player_set_animation = default.player_set_animation
- local player_attached = default.player_attached
- -- Check each player and apply animations
- minetest.register_globalstep(function(dtime)
- for _, player in pairs(minetest.get_connected_players()) do
- local pname = player:get_player_name()
- local model_name = player_model[pname]
- local model = model_name and models[model_name]
- if model and not player_attached[pname] then
- local controls = player:get_player_control()
- local walking = false
- local animation_speed_mod = model.animation_speed or 30
- -- Determine if the player is walking
- if controls.up or controls.down or controls.left or controls.right then
- walking = true
- end
- -- Determine if the player is sneaking, and reduce animation speed if so
- if controls.sneak then
- animation_speed_mod = animation_speed_mod / 2
- pova.set_modifier(player, "properties",
- {makes_footstep_sound = false}, "footstep_sneaking")
- else
- pova.remove_modifier(player, "properties", "footstep_sneaking")
- end
- -- Apply animations based on what the player is doing
- if player:get_hp() == 0 then
- player_set_animation(player, "lay")
- elseif walking then
- if player_sneak[pname] ~= controls.sneak then
- player_anim[pname] = nil
- player_sneak[pname] = controls.sneak
- end
- if controls.LMB then
- player_set_animation(player, "walk_mine", animation_speed_mod)
- else
- player_set_animation(player, "walk", animation_speed_mod)
- end
- elseif controls.LMB then
- player_set_animation(player, "mine")
- else
- player_set_animation(player, "stand", animation_speed_mod)
- end
- end
- end
- end)
- -- Each player gets assigned a unique random seed. Once set, this seed number
- -- shall never change.
- local function set_prng(pref)
- local pmeta = pref:get_meta()
- local s = "random_seed"
- local rand = pmeta:get_int(s)
- -- I would have liked to use SecureRandom() but I don't feel like doing the
- -- skunkwork to convert a byte string into a random seed. I've done it before,
- -- in C++. It wasn't fun.
- if rand == 0 then
- pmeta:set_int(s, math.random(1000, 10000))
- end
- end
- -- Disable the "sneak glitch" for all players.
- -- Note: 'sneak=false' interferes with footstep sounds when walking on snow.
- minetest.register_on_joinplayer(function(player)
- set_prng(player)
- pova.set_override(player, "properties", {
- infotext = rename.gpn(player:get_player_name()),
- })
- pova.set_override(player, "nametag", {
- color = {a=255, r=0, g=255, b=255},
- text = rename.gpn(player:get_player_name()),
- bgcolor = false,
- })
- local pmeta = player:get_meta()
- local random_seed = pmeta:get_int("random_seed")
- local prng = PseudoRandom(random_seed)
- -- The max diff in either direction should be 0.1, otherwise players will
- -- be too oversized or undersized.
- local nsize = 1+(prng:next(-10, 10)/100)
- -- Adjust base speed. Max range diff is 0.05 either direction.
- local nspeed = 1+(prng:next(-10, 10)/200)
- -- Adjust base jump. Max range diff is 0.05 either direction.
- local njump = 1+(prng:next(-10, 10)/100)
- pova.set_modifier(player, "properties",
- {visual_size={x=nsize, y=nsize}},
- "notbornequal", {priority=-999})
- pova.set_modifier(player, "physics",
- {speed=nspeed, jump=njump},
- "notbornequal", {priority=-999})
- -- Disable the minimap. Cheaters will of course be able to enable it.
- -- Can be reenabled via item in-game.
- player:hud_set_flags({
- minimap = false,
- minimap_radar = false,
- -- At last! The custom coordinate system is now First Class!
- basic_debug = false,
- })
- -- Finally! Minetest has shadow support!
- -- check if function is supported by server (old versions 5.5.0)
- if player["set_lighting"] ~= nil then
- player:set_lighting({
- shadows = {intensity=0.3},
- })
- else
- minetest.log("WARNING", "This server does not support player:lighting !");
- end
- end)
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