162 lines
5.1 KiB
Lua
162 lines
5.1 KiB
Lua
CLOTHING_INIT_DELAY = 1
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CLOTHING_INIT_TIMES = 1
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MULTISKIN_DEFAULT_SKIN = "captain_hindsight.png"
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clothing = {
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formspec = "size[8,8.5]list[detached:player_name_clothing;clothing;0,1;2,3;]"
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.."image[2,0.75;2,4;clothing_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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.."list[current_player;craft;4,1;3,3;]"
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.."list[current_player;craftpreview;7,2;1,1;]",
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textures = {},
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}
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if inventory_plus then
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clothing.formspec = "size[8,8.5]button[0,0;2,0.5;main;Back]"
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.."list[detached:player_name_clothing;clothing;0,1;2,3;]"
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.."image[2.5,0.75;2,4;clothing_preview]"
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.."list[current_player;main;0,4.5;8,4;]"
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elseif unified_inventory then
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unified_inventory.register_button("clothing", {
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type = "image",
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image = "inventory_plus_clothing.png",
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})
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unified_inventory.register_page("clothing", {
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get_formspec = function(player)
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local name = player:get_player_name()
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local formspec = "background[0.06,0.99;7.92,7.52;clothing_ui_form.png]"
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.."label[0,0;Clothing]"
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.."list[detached:"..name.."_clothing;clothing;0,1;2,3;]"
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.."image[2.5,0.75;2,4;"..clothing.textures[name].preview.."]"
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return {formspec=formspec}
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end,
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})
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end
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clothing.set_player_clothing = function(self, player)
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if not player then
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return
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end
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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if not name or not player_inv then
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return
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end
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local clothing_texture = "clothing_trans.png"
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local elements = {}
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local textures = {}
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local preview = multiskin:get_skin_name(name) or "clothing_preview"
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preview = preview..".png"
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for i=1, 6 do
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local stack = player_inv:get_stack("clothing", i)
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local item = stack:get_name()
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if stack:get_count() == 1 then
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local def = stack:get_definition()
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if def.groups["clothing"] == 1 then
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local texture = item:gsub("%:", "_")
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table.insert(textures, texture..".png")
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if not def.groups["no_preview"] then
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preview = preview.."^"..texture.."_preview.png"
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end
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end
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end
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end
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if #textures > 0 then
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clothing_texture = table.concat(textures, "^")
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end
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self.textures[name].clothing = clothing_texture
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self.textures[name].preview = preview
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multiskin[name].clothing = clothing_texture
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multiskin:update_player_visuals(player)
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end
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clothing.get_clothing_formspec = function(self, name)
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local formspec = clothing.formspec:gsub("player_name", name)
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return formspec:gsub("clothing_preview", clothing.textures[name].preview)
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end
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clothing.update_inventory = function(self, player)
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local name = player:get_player_name()
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if unified_inventory then
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if unified_inventory.current_page[name] == "clothing" then
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unified_inventory.set_inventory_formspec(player, "clothing")
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end
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else
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local formspec = clothing:get_clothing_formspec(name)
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if inventory_plus then
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local page = player:get_inventory_formspec()
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if page:find("detached:"..name.."_clothing") then
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inventory_plus.set_inventory_formspec(player, formspec)
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end
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else
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player:set_inventory_formspec(formspec)
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end
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end
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end
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if inventory_plus and fields.clothing then
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local formspec = clothing:get_clothing_formspec(name)
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inventory_plus.set_inventory_formspec(player, formspec)
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return
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end
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end)
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minetest.register_on_joinplayer(function(player)
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multiskin:init(player)
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local name = player:get_player_name()
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local player_inv = player:get_inventory()
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local clothing_inv = minetest.create_detached_inventory(name.."_clothing",{
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on_put = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, stack)
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clothing:set_player_clothing(player)
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clothing:update_inventory(player)
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end,
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on_take = function(inv, listname, index, stack, player)
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player:get_inventory():set_stack(listname, index, nil)
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clothing:set_player_clothing(player)
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clothing:update_inventory(player)
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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local plaver_inv = player:get_inventory()
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local stack = inv:get_stack(to_list, to_index)
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player_inv:set_stack(to_list, to_index, stack)
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player_inv:set_stack(from_list, from_index, nil)
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clothing:set_player_clothing(player)
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clothing:update_inventory(player)
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end,
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allow_put = function(inv, listname, index, stack, player)
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return 1
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end,
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allow_take = function(inv, listname, index, stack, player)
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return stack:get_count()
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end,
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return count
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end,
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})
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if inventory_plus then
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inventory_plus.register_button(player,"clothing", "Clothing")
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end
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clothing_inv:set_size("clothing", 6)
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player_inv:set_size("clothing", 6)
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for i=1, 6 do
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local stack = player_inv:get_stack("clothing", i)
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clothing_inv:set_stack("clothing", i, stack)
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end
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clothing.textures[name] = {
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clthing = "clothing_trans.png",
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preview = "clothing_preview.png",
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}
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for i=1, CLOTHING_INIT_TIMES do
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minetest.after(CLOTHING_INIT_DELAY * i, function(player)
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clothing:set_player_clothing(player)
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if inventory_plus == nil and unified_inventory == nil then
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clothing:update_inventory(player)
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end
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end, player)
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end
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end)
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