-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.

--[[

API
---

default.player_register_model(name, def)
^ Register a new model to be used by players.
^ <name> is the model filename such as "character.x", "foo.b3d", etc.
^ See Model Definition below for format of <def>.

default.registered_player_models[name]
^ See Model Definition below for format.

default.player_set_model(player, model_name)
^ <player> is a PlayerRef.
^ <model_name> is a model registered with player_register_model.

default.player_set_animation(player, anim_name [, speed])
^ <player> is a PlayerRef.
^ <anim_name> is the name of the animation.
^ <speed> is in frames per second. If nil, default from the model is used

default.player_set_textures(player, textures)
^ <player> is a PlayerRef.
^ <textures> is an array of textures
^ If <textures> is nil, the default textures from the model def are used

default.player_get_animation(player)
^ <player> is a PlayerRef.
^ Returns a table containing fields "model", "textures" and "animation".
^ Any of the fields of the returned table may be nil.

Model Definition
----------------

model_def = {
	animation_speed = 30, -- Default animation speed, in FPS.
	textures = {"character.png", }, -- Default array of textures.
	visual_size = {x = 1, y = 1,}, -- Used to scale the model.
	animations = {
		-- <anim_name> = { x =<start_frame>, y =<end_frame>, },
		foo = { x = 0, y = 19, },
		bar = { x = 20, y =39, },
		-- ...
	},
}

]]

-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0

default.registered_player_models = { }

-- Local for speed.
local models = default.registered_player_models

function default.player_register_model(name, def)
	models[name] = def
end

-- Default player appearance
default.player_register_model("character.x", {
	animation_speed = 35,
	textures = {"character.png", },
	animations = {
		stand =     {x = 0,   y = 40},
		lay =       {x = 162, y = 166},
		walk =      {x = 168, y = 187},
		mine =      {x = 189, y = 198},
		walk_mine = {x = 200, y = 219},
		sit =       {x = 81,  y = 160},
	},
})

-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
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 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(function(player)
	default.player_attached[player:get_player_name()] = false
	default.player_set_model(player, "character.x")
	player:set_local_animation({x = 0, y = 40}, {x = 168, y = 187}, {x = 189, y = 198}, {x = 200, y = 219}, 35)
	
	-- set GUI
	if minetest.setting_getbool("creative_mode") then
	--	creative.set_creative_formspec(player, 0, 1)
	else
		player:set_inventory_formspec(gui_suvival_form)
	end
	minetest.after(0.5,function()
		player:hud_set_hotbar_image("gui_hotbar.png")
		player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
	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
end)

-- Localize for better performance.
local player_set_animation = default.player_set_animation

-- Check each player and apply animations
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 default.player_attached[name] then
			local controls = player:get_player_control()
			local walking = false
			local animation_speed_mod = model.animation_speed or 35

			-- 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 * 0.5
			end

			-- Apply animations based on what the player is doing
			if player:get_hp() == 0 then
				player_set_animation(player, "lay", animation_speed_mod)
				player:set_eye_offset({x = 0, y = -10, z = 0}, {x = 0, y = -10, z = 0})
			elseif walking 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 * 0.4)
			end
		end
	end
end)