Default/furnace: Indicate dst full
[oweals/minetest_game.git] / mods / default / player.lua
index 2def87245dfe5fbf1ee15f331c20a84822d72b39..e4fb2adf25d907345e9ba1212d19149dc5479ba8 100644 (file)
 -- Minetest 0.4 mod: player
 -- See README.txt for licensing and other information.
 
---
--- Start of configuration area:
---
-
--- Player animation speed
-animation_speed = 30
-
 -- Player animation blending
 -- Note: This is currently broken due to a bug in Irrlicht, leave at 0
-animation_blend = 0
+local animation_blend = 0
 
--- Default player appearance
-default_model = "character.x"
-default_textures = {"character.png", }
-
--- Frame ranges for each player model
-function player_get_animations(model)
-       if model == "character.x" then
-               return {
-               stand_START = 0,
-               stand_END = 79,
-               sit_START = 81,
-               sit_END = 160,
-               walk_START = 162,
-               walk_END = 181,
-               mine_START = 183,
-               mine_END = 192,
-               walk_mine_START = 194,
-               walk_mine_END = 213,
-               death_START = 215,
-               death_END = 234
-               }
-       end
+default.registered_player_models = { }
+
+-- Local for speed.
+local models = default.registered_player_models
+
+function default.player_register_model(name, def)
+       models[name] = def
 end
 
---
--- End of configuration area.
---
+-- Default player appearance
+default.player_register_model("character.b3d", {
+       animation_speed = 30,
+       textures = {"character.png", },
+       animations = {
+               -- Standard animations.
+               stand     = { x=  0, y= 79, },
+               lay       = { x=162, y=166, },
+               walk      = { x=168, y=187, },
+               mine      = { x=189, y=198, },
+               walk_mine = { x=200, y=219, },
+               -- Extra animations (not currently used by the game).
+               sit       = { x= 81, y=160, },
+       },
+})
 
 -- Player stats and animations
 local player_model = {}
+local player_textures = {}
 local player_anim = {}
 local player_sneak = {}
-local ANIM_STAND = 1
-local ANIM_SIT = 2
-local ANIM_WALK  = 3
-local ANIM_WALK_MINE = 4
-local ANIM_MINE = 5
-local ANIM_DEATH = 6
+default.player_attached = {}
 
--- Called when a player's appearance needs to be updated
-function player_update_visuals(pl)
-       local name = pl:get_player_name()
-
-       player_model[name] = default_model
-       player_anim[name] = 0 -- Animation will be set further below immediately
-       player_sneak[name] = false
-       prop = {
-               mesh = default_model,
-               textures = default_textures,
-               visual = "mesh",
-               visual_size = {x=1, y=1},
+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],
        }
-       pl:set_properties(prop)
+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 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},
+               })
+               default.player_set_animation(player, "stand")
+       else
+               player:set_properties({
+                       textures = { "player.png", "player_back.png", },
+                       visual = "upright_sprite",
+               })
+       end
+       player_model[name] = model_name
+end
+
+function default.player_set_textures(player, textures)
+       local name = player:get_player_name()
+       player_textures[name] = textures
+       player:set_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(player_update_visuals)
+minetest.register_on_joinplayer(function(player)
+       default.player_attached[player:get_player_name()] = false
+       default.player_set_model(player, "character.b3d")
+       player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
+       
+       -- set GUI
+       if not minetest.setting_getbool("creative_mode") then
+               player:set_inventory_formspec(default.gui_survival_form)
+       end
+       player:hud_set_hotbar_image("gui_hotbar.png")
+       player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
+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 = default.player_set_animation
+local player_attached = default.player_attached
 
 -- Check each player and apply animations
-function player_step(dtime)
-       for _, pl in pairs(minetest.get_connected_players()) do
-               local name = pl:get_player_name()
-               local anim = player_get_animations(player_model[name])
-               local controls = pl:get_player_control()
-               local walking = false
-               local animation_speed_mod = animation_speed
-
-               -- Determine if the player is walking
-               if controls.up or controls.down or controls.left or controls.right then
-                       walking = true
-               end
+minetest.register_globalstep(function(dtime)
+       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 walking = false
+                       local animation_speed_mod = model.animation_speed or 30
 
-               -- Determine if the player is sneaking, and reduce animation speed if so
-               if controls.sneak and pl:get_hp() ~= 0 and (walking or controls.LMB) then
-                       animation_speed_mod = animation_speed_mod / 2
-                       -- Refresh player animation below if sneak state changed
-                       if not player_sneak[name] then
-                               player_anim[name] = 0
-                               player_sneak[name] = true
+                       -- Determine if the player is walking
+                       if controls.up or controls.down or controls.left or controls.right then
+                               walking = true
                        end
-               else
-                       -- Refresh player animation below if sneak state changed
-                       if player_sneak[name] then
-                               player_anim[name] = 0
-                               player_sneak[name] = false
-                       end
-               end
 
-               -- Apply animations based on what the player is doing
-               if pl:get_hp() == 0 then
-                       if player_anim[name] ~= ANIM_DEATH then
-                               -- TODO: The death animation currently loops, we must make it play only once then stay at the last frame somehow
-                               pl:set_animation({x=anim.death_START, y=anim.death_END}, animation_speed_mod, animation_blend)
-                               player_anim[name] = ANIM_DEATH
-                       end
-               elseif walking and controls.LMB then
-                       if player_anim[name] ~= ANIM_WALK_MINE then
-                               pl:set_animation({x=anim.walk_mine_START, y=anim.walk_mine_END}, animation_speed_mod, animation_blend)
-                               player_anim[name] = ANIM_WALK_MINE
-                       end
-               elseif walking then
-                       if player_anim[name] ~= ANIM_WALK then
-                               pl:set_animation({x=anim.walk_START, y=anim.walk_END}, animation_speed_mod, animation_blend)
-                               player_anim[name] = ANIM_WALK
+                       -- Determine if the player is sneaking, and reduce animation speed if so
+                       if controls.sneak then
+                               animation_speed_mod = animation_speed_mod / 2
                        end
-               elseif controls.LMB then
-                       if player_anim[name] ~= ANIM_MINE then
-                               pl:set_animation({x=anim.mine_START, y=anim.mine_END}, animation_speed_mod, animation_blend)
-                               player_anim[name] = ANIM_MINE
+
+                       -- 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[name] ~= controls.sneak then
+                                       player_anim[name] = nil
+                                       player_sneak[name] = 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
-               elseif player_anim[name] ~= ANIM_STAND then
-                       pl:set_animation({x=anim.stand_START, y=anim.stand_END}, animation_speed_mod, animation_blend)
-                       player_anim[name] = ANIM_STAND
                end
        end
-end
-minetest.register_globalstep(player_step)
-
--- END
+end)