201 lines
5.6 KiB
Lua
201 lines
5.6 KiB
Lua
--[[ Dresser mod for Minetest
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skins.txt, inside world directory,
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is formatted as `name:description'
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(without the quotes), and is auto-
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generated.
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Copyright 2016 James Stevenson (everamzah)
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Licensed under the LGPL 3.0, see LICENSE.
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Textures licensed separately, see README.]]
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local dresser = {} -- Position of Dresser as a string.
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local skin_db = {}
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local mod_name = minetest.get_current_modname()
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local world_path = minetest.get_worldpath()
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local load = function ()
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local fh, err = io.open(world_path .. "/skins.txt", "r")
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if err then
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skin_db = {{"sam", "Sam"}, {"c55", "Celeron55"}}
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minetest.log("action", "[" .. mod_name .. "] No skins.txt found! Loading default skins.")
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local fh, err = io.open(world_path .. "/skins.txt", "w")
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if err then
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minetest.log("action", "[" .. mod_name .. "] Unable to write skins.txt!")
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return
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end
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fh:write("sam:Sam\nc55:Celeron55")
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minetest.log("action", "[" .. mod_name .. "] Created skins.txt.")
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return
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end
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while true do
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local line = fh:read()
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if line == nil then
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break
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end
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local paramlist = string.split(line, ":")
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local w = {
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paramlist[1],
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paramlist[2]
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}
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table.insert(skin_db, w)
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end
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fh:close()
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minetest.log("action", "[" .. mod_name .. "] " .. table.getn(skin_db) .. " skins loaded.")
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end
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load()
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local function get_skin(player)
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local skin = player:get_properties().textures[1]
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return skin
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end
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local function show_formspec(name, skin, spos)
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minetest.show_formspec(name, "dresser:dresser",
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"size[8,8.5]" ..
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default.gui_bg_img ..
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default.gui_slots ..
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"label[0,1;Skin]" ..
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"list[detached:skin_" .. name .. ";main;0,1.5;1,1]" ..
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"image[0.75,0.1;4,4;dresser_skin_" .. skin .. "_item.png]" ..
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"label[4,0;Storage]" ..
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"list[nodemeta:" .. spos .. ";main;4,0.5;4,3]" ..
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"list[current_player;main;0,4.25;8,1;]" ..
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"list[current_player;main;0,5.5;8,3;8]" ..
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default.get_hotbar_bg(0, 4.25))
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end
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-- Dresser node and its craft recipe:
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minetest.register_node("dresser:dresser", {
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description = "Dresser",
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paramtype2 = "facedir",
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tiles = {
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"default_wood.png",
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"default_wood.png",
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"default_wood.png",
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"default_wood.png",
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"dresser_dresser.png",
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"dresser_dresser.png",
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},
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sounds = default.node_sound_wood_defaults(),
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groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("infotext", "Dresser")
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local inv = meta:get_inventory()
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inv:set_size("main", 4 * 3)
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end,
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on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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local spos = pos.x .. "," .. pos.y .. "," .. pos.z
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dresser[clicker:get_player_name()] = spos
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local skin
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local current_skin = get_skin(clicker)
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for _, v in pairs(skin_db) do
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if current_skin == "dresser_skin_" .. v[1] .. ".png" then
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skin = v[1]
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elseif not skin then
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skin = "sam"
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end
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end
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show_formspec(clicker:get_player_name(), skin, spos)
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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if minetest.get_item_group(stack:get_name(), "skin") == 1 then
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return 1
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else
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return 0
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end
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end,
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can_dig = function(pos)
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return minetest.get_inventory({type = "node", pos = pos}):is_empty("main")
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end,
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})
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minetest.register_craft({
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output = "dresser:dresser",
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recipe = {
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{"group:wood", "group:stick", "group:wood"},
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{"group:wood", "group:wool", "group:wood"},
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{"group:wood", "group:wool", "group:wood"},
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}
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})
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-- Register skin craftitems.
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for _, v in pairs(skin_db) do
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minetest.register_craftitem("dresser:skin_" .. v[1], {
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description = v[2],
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inventory_image = "dresser_skin_" .. v[1] .. "_item.png",
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groups = {skin = 1},
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stack_max = 1
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})
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end
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---[[
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minetest.register_on_newplayer(function(player)
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local name = player:get_player_name()
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minetest.after(0.1, function ()
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local inv = minetest.get_inventory{type = "player", name = name}
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inv:set_stack("skin", 1, {name = "dresser:skin_sam"})
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local detached = minetest.get_inventory{type = "detached", name = "skin_" .. name}
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detached:set_stack("main", 1, {name = "dresser:skin_sam"})
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end)
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end)
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--]]
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minetest.register_on_joinplayer(function(player)
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-- FIXME Old players missing the skin inventory do not receive their skin
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local skin_inv = player:get_inventory()
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skin_inv:set_size("skin", 1)
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for _, v in pairs(skin_db) do
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if skin_inv:contains_item("skin", {name = "dresser:skin_" .. v[1]}) then
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player:set_properties({textures = {"dresser_skin_" .. v[1] .. ".png"}})
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end
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end
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local skin = minetest.create_detached_inventory("skin_" .. player:get_player_name(), {
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allow_put = function(inv, listname, index, stack, player)
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if minetest.get_item_group(stack:get_name(), "skin") == 1 then
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return 1
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else
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return 0
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end
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end,
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allow_take = function(inv, listname, index, stack, player)
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return 0
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end,
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on_put = function(inv, listname, index, stack, player)
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local name = player:get_player_name()
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for _, v in pairs(skin_db) do
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if stack:get_name() == "dresser:skin_" .. v[1] then
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player:set_properties({textures = {"dresser_skin_" .. v[1] .. ".png"}})
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skin_inv:set_stack("skin", 1, {name = "dresser:skin_" .. v[1]})
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return show_formspec(name, v[1], dresser[player:get_player_name()])
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end
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end
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end,
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},
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player:get_player_name() ) -- fix hang due to data leak
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skin:set_size("main", 1)
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for _, v in pairs(skin_db) do
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if skin_inv:contains_item("skin", {name = "dresser:skin_" .. v[1]}) then
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skin:set_stack("main", 1, {name = "dresser:skin_" .. v[1]})
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end
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end
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end)
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minetest.register_on_leaveplayer(function(player)
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dresser[player:get_player_name()] = nil
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end)
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