-- ### -- Fashion -- ### -- some meshes use more than one texture, and which texture is the main skin -- texture can only be derived from the name of the mesh yl_speak_up.get_mesh = function(pname) if(not(pname)) then return "error" end local obj = yl_speak_up.speak_to[pname].obj if(not(obj)) then return "error" end local entity = obj:get_luaentity() if(not(entity)) then return "error" end return entity.mesh end -- diffrent mobs (distinguished by self.name) may want to wear diffrent skins -- even if they share the same model; find out which mob we're dealing with yl_speak_up.get_mob_type = function(pname) if(not(pname)) then return "error" end local obj = yl_speak_up.speak_to[pname].obj if(not(obj)) then return "error" end local entity = obj:get_luaentity() if(not(entity)) then return "error" end return entity.name end -- this makes use of the "model" option of formspecs yl_speak_up.skin_preview_3d = function(mesh, textures, where_front, where_back) local tstr = "" for i, t in ipairs(textures) do tstr = tstr..minetest.formspec_escape(t).."," end local backside = "" if(where_back) then backside = "".. "model["..where_back..";skin_show_back;"..mesh..";"..tstr..";0,0;false;true;;]" end return "model["..where_front..";skin_show_front;"..mesh..";"..tstr..";0,180;false;true;;]".. backside end -- this is a suitable version for most models/meshes that use normal player skins -- (i.e. mobs_redo) with skins in either 64 x 32 or 64 x 64 MC skin format yl_speak_up.skin_preview_normal = function(skin, with_backside) local backside = "" if(with_backside) then backside = "".. "image[8,0.7;2,2;[combine:8x8:-24,-8="..skin.."]".. -- back head "image[7.85,0.55;2.3,2.3;[combine:8x8:-56,-8="..skin.."]".. -- head, beard "image[8,2.75;2,3;[combine:8x12:-32,-20="..skin..":-32,-36="..skin.."]".. -- body back "image[8,5.75;1,3;[combine:4x12:-12,-20="..skin.."]".. -- left leg back "image[8,5.75;1,3;[combine:4x12:-28,-52="..skin..":-12,-52="..skin.."]".. -- r. leg back ov "image[9,5.75;1,3;[combine:4x12:-12,-20="..skin.."^[transformFX]".. -- right leg back "image[9,5.75;1,3;[combine:4x12:-12,-36="..skin.."]".. -- right leg back ov "image[7,2.75;1,3;[combine:4x12:-52,-20="..skin..":-40,-52="..skin..":-60,-52="..skin.."]".. -- l. hand back ov "image[10,2.75;1,3;[combine:4x12:-52,-20="..skin.."^[transformFX]".. -- right hand back "image[10,2.75;1,3;[combine:4x12:-52,-20="..skin..":-52,-36="..skin.."]" -- left hand back end return "image[3,0.7;2,2;[combine:8x8:-8,-8="..skin.."]".. "image[2.85,0.55;2.3,2.3;[combine:8x8:-40,-8="..skin.."]".. -- head, beard "image[3,2.75;2,3;[combine:8x12:-20,-20="..skin..":-20,-36="..skin.."]".. -- body "image[3,5.75;1,3;[combine:4x12:-4,-20="..skin..":-4,-36="..skin.."]".. -- left leg + ov "image[4,5.75;1,3;[combine:4x12:-4,-20="..skin.."^[transformFX]".. -- right leg "image[4,5.75;1,3;[combine:4x12:-20,-52="..skin..":-4,-52="..skin.."]".. -- right leg ov "image[2.0,2.75;1,3;[combine:4x12:-44,-20="..skin..":-44,-36="..skin.."]".. -- left hand "image[5.0,2.75;1,3;[combine:4x12:-44,-20="..skin.."^[transformFX]".. -- right hand "image[5.0,2.75;1,3;[combine:4x12:-36,-52="..skin..":-52,-52="..skin.."]".. -- right hand ov backside --local legs_back = "[combine:4x12:-12,-20="..skins.skins[name]..".png" end local function cape2texture(t) return "yl_speak_up_mask_cape.png^[combine:32x64:56,20=" .. t end local function shield2texture(t) return "yl_speak_up_mask_shield.png^[combine:32x64:0,0=(" .. t .. ")" end local function textures2skin(textures) local temp = {} -- Cape local cape = cape2texture(textures[1]) -- Main local main = textures[2] -- left (Shield) local left = shield2texture(textures[3]) -- right (Sword) local right = textures[4] temp = {cape, main, left, right} return temp end yl_speak_up.mesh_update_textures = function(pname, textures) -- actually make sure that the NPC updates its texture local obj = yl_speak_up.speak_to[pname].obj if(not(obj) or not(textures)) then return end -- the skins with wielded items need some conversion, -- while simpler models may just apply the texture local mesh = yl_speak_up.get_mesh(pname) if(mesh and yl_speak_up.mesh_data[mesh].textures_to_skin) then textures = textures2skin(textures) end obj:set_properties({ textures = textures }) yl_speak_up.speak_to[pname].skins = textures -- scrolling through the diffrent skins updates the skin; avoid spam in the log -- yl_speak_up.log_change(pname, n_id, -- "(fashion) skin changed to "..tostring(new_skin)..".") end yl_speak_up.get_fs_fashion_extended = function(pname) -- which texture from the textures list are we talking about? -- this depends on the model! local mesh = yl_speak_up.get_mesh(pname) local texture_index = yl_speak_up.mesh_data[mesh].texture_index if(not(texture_index)) then texture_index = 1 end local textures = yl_speak_up.speak_to[pname].textures local skin = (textures[texture_index] or "") -- which skins are available? this depends on mob_type local mob_type = yl_speak_up.get_mob_type(pname) local skins = yl_speak_up.mob_skins[mob_type] or {skin} local capes = yl_speak_up.mob_capes[mob_type] or {} local cape = "" -- TODO -- is this player editing this particular NPC? then rename the button if(not(yl_speak_up.edit_mode[pname]) or yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then return "label[Error. Not in Edit mode!]" end local cape_list = table.concat(capes, ",") local cape_index = table.indexof(capes, cape) if(cape_index == -1) then cape_index = "" end local tmp_textures = textures if(texture_index ~= 1) then tmp_textures = textures2skin(textures) end local preview = yl_speak_up.skin_preview_3d(mesh, tmp_textures, "4.7,0.5;5,10", nil) local button_cancel = "Cancel" -- is this player editing this particular NPC? then rename the button if( yl_speak_up.edit_mode[pname] and yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) then button_cancel = "Back" end local formspec = { "size[13.4,15]", "label[0.3,0.2;Skin: ", minetest.formspec_escape(skin), "]", "label[4.6,0.65;", yl_speak_up.speak_to[pname].n_id, "]", "label[6,0.65;", (yl_speak_up.speak_to[pname].n_npc or "- nameless -"), "]", "dropdown[9.1,0.2;4,0.75;set_cape;", cape_list, ";", cape_index, "]", "label[0.3,4.2;Left:]", "label[9.1,4.2;Right:]", "field_close_on_enter[set_sword;false]", "field_close_on_enter[set_shield;false]", "image[9.1,1;4,2;", textures[1] or "", "]", -- Cape "image[0.3,4.2;4,4;", textures[4] or "", "]", -- Sword "image[9.1,4.2;4,4;", textures[3] or "", "]", --textures[3],"]", -- Shield "tooltip[0.3,4.2;4,4;This is: ", minetest.formspec_escape(textures[4]), "]", "tooltip[9.1,4.2;4,4;This is: ", minetest.formspec_escape(textures[3]), "]", preview or "", "button[0.3,8.4;3,0.75;button_cancel;"..button_cancel.."]", "button[10.1,8.4;3,0.75;button_save;Save]", "list[current_player;main;1.8,10;8,4;]", -- set wielded items "label[0.3,9.7;Wield\nleft:]", "label[12.0,9.7;Wield\nright:]", "list[detached:yl_speak_up_player_"..tostring(pname)..";wield;0.3,10.5;1,1;]", "list[detached:yl_speak_up_player_"..tostring(pname)..";wield;12.0,10.5;1,1;1]", "button[0.3,11.7;1,0.6;button_wield_left;Set]", "button[12.0,11.7;1,0.6;button_wield_right;Set]", "tooltip[button_wield_left;Set and store what your NPC shall wield in its left hand.]", "tooltip[button_wield_right;Set and store what your NPC shall wield in its right hand.]", } return table.concat(formspec, "") end yl_speak_up.fashion_wield_give_items_back = function(player, pname) -- move the item back to the player's inventory (if possible) local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname}) local player_inv = player:get_inventory() local left_stack = trade_inv:get_stack("wield", 1) local right_stack = trade_inv:get_stack("wield", 2) if(left_stack and not(left_stack:is_empty()) and player_inv:add_item("main", left_stack)) then trade_inv:set_stack("wield", 1, "") end if(right_stack and not(right_stack:is_empty()) and player_inv:add_item("main", right_stack)) then trade_inv:set_stack("wield", 2, "") end end -- normal skins for NPC - without wielded items or capes etc. yl_speak_up.input_fashion = function(player, formname, fields) if formname ~= "yl_speak_up:fashion" then return end local pname = player:get_player_name() local n_id = yl_speak_up.speak_to[pname].n_id -- is the player editing this npc? if not: abort if(not(yl_speak_up.edit_mode[pname]) or (yl_speak_up.edit_mode[pname] ~= n_id)) then return "" end -- catch ESC as well if(not(fields) or (fields.quit or fields.button_cancel or fields.button_exit)) then yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return end -- which texture from the textures list are we talking about? -- this depends on the model! local mesh = yl_speak_up.get_mesh(pname) local texture_index = yl_speak_up.mesh_data[mesh].texture_index if(not(texture_index)) then texture_index = 1 end -- show extra formspec with wielded item configuration and cape setup if(fields.button_config_wielded_items and yl_speak_up.mesh_data[mesh].can_show_wielded_items) then yl_speak_up.show_fs(player, "fashion_extended") return end -- which skins are available? this depends on mob_type local mob_type = yl_speak_up.get_mob_type(pname) local skins = yl_speak_up.mob_skins[mob_type] local textures = yl_speak_up.speak_to[pname].textures -- fallback if something went wrong (i.e. unkown NPC) local skin = (textures[texture_index] or "") if(not(skins)) then skins = {skin} end local skin_index = table.indexof(skins, skin) if(skin_index == -1) then skin_index = 1 end local new_skin = skin -- switch back to the stored old skin if(fields.button_old_skin) then local old_texture = yl_speak_up.speak_to[pname].old_texture if(old_texture) then new_skin = old_texture end -- store the new skin elseif(fields.button_store_new_skin) then yl_speak_up.speak_to[pname].old_texture = skin -- show previous skin elseif(fields.button_prev_skin) then if(skin_index > 1) then new_skin = skins[skin_index - 1] else new_skin = skins[#skins] end -- show next skin elseif(fields.button_next_skin) then if(skin_index < #skins) then new_skin = skins[skin_index + 1] else new_skin = skins[1] end -- set directly via list elseif(fields.set_skin_normal) then local new_index = table.indexof(skins, fields.set_skin_normal) if(new_index ~= -1) then new_skin = skins[new_index] end end -- if there is a new skin to consider if(textures[texture_index] ~= new_skin) then textures[texture_index] = new_skin yl_speak_up.mesh_update_textures(pname, textures) end if(fields.button_old_skin or fields.button_store_new_skin) then yl_speak_up.speak_to[pname].old_texture = nil yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return end yl_speak_up.show_fs(player, "fashion") end -- set what the NPC shall wield and which cape to wear yl_speak_up.input_fashion_extended = function(player, formname, fields) if formname ~= "yl_speak_up:fashion_extended" then return end local pname = player:get_player_name() local textures = yl_speak_up.speak_to[pname].textures local n_id = yl_speak_up.speak_to[pname].n_id -- is the player editing this npc? if not: abort if(not(yl_speak_up.edit_mode[pname]) or (yl_speak_up.edit_mode[pname] ~= n_id)) then return "" end -- catch ESC as well if(not(fields) or (fields.quit or fields.button_cancel or fields.button_exit or fields.button_save)) then yl_speak_up.fashion_wield_give_items_back(player, pname) yl_speak_up.show_fs(player, "fashion") return elseif(fields.button_wield_left or fields.button_wield_right) then local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname}) local player_inv = player:get_inventory() local left_stack = trade_inv:get_stack("wield", 1) local right_stack = trade_inv:get_stack("wield", 2) if(left_stack and left_stack:get_name() and fields.button_wield_left) then textures[4] = yl_speak_up.get_wield_texture(left_stack:get_name()) yl_speak_up.log_change(pname, n_id, "(fashion) sword changed to "..tostring(fields.set_sword)..".") end if(right_stack and right_stack:get_name() and fields.button_wield_right) then textures[3] = yl_speak_up.get_wield_texture(right_stack:get_name()) yl_speak_up.log_change(pname, n_id, "(fashion) shield changed to "..tostring(fields.set_shield)..".") end yl_speak_up.fashion_wield_give_items_back(player, pname) -- only change cape if there really is a diffrent one selected elseif(fields.set_cape and fields.set_cape ~= textures[1]) then local mob_type = yl_speak_up.get_mob_type(pname) local capes = yl_speak_up.mob_capes[mob_type] or {} -- only set the cape if it is part of the list of allowed capes if(table.indexof(capes, fields.set_cape) ~= -1) then textures[1] = fields.set_cape yl_speak_up.log_change(pname, n_id, "(fashion) cape changed to "..tostring(fields.set_cape)..".") end end if(fields.button_wield_left or fields.button_wield_right or fields.set_cape or fields.button_sve) then yl_speak_up.fashion_wield_give_items_back(player, pname) yl_speak_up.mesh_update_textures(pname, textures) yl_speak_up.show_fs(player, "fashion_extended") return end yl_speak_up.show_fs(player, "fashion") end function yl_speak_up.fashion(player, obj) local luaentity = obj:get_luaentity() local pname = player:get_player_name() local npc_id = luaentity.yl_speak_up.id local skins = luaentity.yl_speak_up.skins local n_id = "n_" .. npc_id local t = luaentity.textures yl_speak_up.speak_to[pname] = {} yl_speak_up.speak_to[pname].n_id = n_id yl_speak_up.speak_to[pname].obj = obj yl_speak_up.speak_to[pname].textures = t yl_speak_up.speak_to[pname].skins = textures2skin(t) local dialog = yl_speak_up.load_dialog(n_id, false) if next(dialog) then yl_speak_up.speak_to[pname].n_npc = dialog.n_npc else yl_speak_up.speak_to[pname].n_npc = "Unknown" end yl_speak_up.show_fs(player, "fashion") end yl_speak_up.update_nametag = function(self) if self.yl_speak_up.npc_name then -- the nametag is normal (green) if(self.yl_speak_up.talk) then self.object:set_nametag_attributes({color="#00ff00", text=self.yl_speak_up.npc_name}) -- the nametag has the addition "[muted]" and is magenta when muted else self.object:set_nametag_attributes({color="#ff00ff", text=self.yl_speak_up.npc_name.." [muted]"}) end end end -- inspired/derived from the wieldview mod in 3darmor yl_speak_up.get_wield_texture = function(item) if(not(item) or not(minetest.registered_items[ item ])) then return "3d_armor_trans.png" end local def = minetest.registered_items[ item ] if(def.inventory_image ~= "") then return def.inventory_image elseif(def.tiles and type(def.tiles[1]) == "string" and def.tiles[1] ~= "") then return minetest.inventorycube(def.tiles[1]) end return "3d_armor_trans.png" end -- this only sets the *skin*, depending on the mesh of the NPC; -- capes and wielded items are supported by an extended formspec for those -- NPC that can handle them yl_speak_up.get_fs_fashion = function(pname) -- which texture from the textures list are we talking about? -- this depends on the model! local mesh = yl_speak_up.get_mesh(pname) local texture_index = yl_speak_up.mesh_data[mesh].texture_index if(not(texture_index)) then texture_index = 1 end -- which skins are available? this depends on mob_type local mob_type = yl_speak_up.get_mob_type(pname) local skins = yl_speak_up.mob_skins[mob_type] local textures = yl_speak_up.speak_to[pname].textures local skin = (textures[texture_index] or "") -- store the old texture so that we can go back to it local old_texture = yl_speak_up.speak_to[pname].old_texture if(not(old_texture)) then yl_speak_up.speak_to[pname].old_texture = skin old_texture = skin end -- fallback if something went wrong if(not(skins)) then skins = {old_texture} end local button_cancel = "Cancel" -- is this player editing this particular NPC? then rename the button if( yl_speak_up.edit_mode[pname] and yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) then button_cancel = "Back" end local skin_list = table.concat(skins, ",") local skin_index = table.indexof(skins, skin) if(skin_index == -1) then skin_index = "" end local tmp_textures = textures if(texture_index ~= 1) then tmp_textures = textures2skin(textures) end local preview = yl_speak_up.skin_preview_3d(mesh, tmp_textures, "2,1;6,12", "8,1;6,12") -- local preview = yl_speak_up.mesh_data[mesh].skin_preview(skin) local formspec = { "container[0.5,4.0]", "dropdown[0.75,14.1;16.25,1.5;set_skin_normal;", skin_list or "", ";", tostring(skin_index) or "", "]", "label[0.75,13.6;The name of this skin is:]", "button[0.75,0.75;1.2,12;button_prev_skin;<]", "button[15.75,0.75;1.2,12;button_next_skin;>]", "tooltip[button_prev_skin;Select previous skin in list.]", "tooltip[button_next_skin;Select next skin in list.]", "tooltip[set_skin_normal;Select a skin from the list.]", preview, -- we add a special button for setting the skin in the player answer/reply window "container_end[]", } local left_window = table.concat(formspec, "") formspec = {} local h = -0.8 local button_text = "This shall be your new skin. Wear it proudly!" if(skin == old_texture) then button_text = "This is your old skin. It is fine. Keep it!" end h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_store_new_skin", "The NPC will wear the currently selected skin.", button_text, true, nil, nil, nil) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_old_skin", "The NPC will wear the skin he wore before you started changing it.", "On a second throught - Keep your old skin. It was fine.", (skin ~= old_texture), nil, nil, nil) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_config_wielded_items", "What shall the NPC wield, and which cape shall he wear?", "I'll tell you what you shall wield.", (yl_speak_up.mesh_data[mesh].can_show_wielded_items), "You don't know how to show wielded items. Thus, we can't configure them.", nil, nil) return yl_speak_up.show_fs_decorated(pname, true, h, "", left_window, table.concat(formspec, ""), nil, h) end