forked from Sokomine/yl_speak_up
396 lines
13 KiB
Lua
396 lines
13 KiB
Lua
-- ###
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-- Fashion
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-- ###
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local function cape2texture(t)
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return "yl_speak_up_mask_cape.png^[combine:32x64:56,20=" .. t
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end
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local function shield2texture(t)
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return "yl_speak_up_mask_shield.png^[combine:32x64:0,0=(" .. t .. ")"
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end
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local function textures2skin(textures)
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local temp = {}
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-- Cape
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local cape = cape2texture(textures[1])
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-- Main
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local main = textures[2]
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-- left (Shield)
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local left = shield2texture(textures[3])
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-- right (Sword)
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local right = textures[4]
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temp = {cape, main, left, right}
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return temp
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end
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local function set_textures(obj, textures) -- this function takes the base name of the textures, converts them to usable textures and stores those on the NPC
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local skins = textures2skin(textures)
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local ent = obj:get_luaentity()
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ent.yl_speak_up.skin = skins
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obj:set_properties({textures = skins})
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end
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local function get_npc_skins(skin)
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local retstring = "yl_speak_up_main_default.png"
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local rettable = {"yl_speak_up_main_default.png"}
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local temp = {}
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-- get the files out of modpath
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local mp_list = minetest.get_dir_list(yl_speak_up.modpath .. DIR_DELIM .. "textures", false)
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-- get the files out of worlddir
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local wp_list =
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minetest.get_dir_list(
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yl_speak_up.worldpath .. DIR_DELIM .. "worldmods" .. DIR_DELIM .. "yl_npc" .. DIR_DELIM .. "textures",
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false
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)
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-- Let's join both lists.
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table.insert_all(temp, mp_list)
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table.insert_all(temp, wp_list)
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--[[ Let's see if the files are the ones we want. Format is
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yl_npc_main_name.png <-- Those are the ones we want
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yl_npc_cape_name.png
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yl_npc_item_name.png
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]]--
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local index = 1
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local retindex = 1
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for _, v in pairs(temp) do
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local s = string.split(v, "_")
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if s[1] == "yl" and s[2] == "npc" and s[3] == "main" then
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index = index + 1
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retstring = retstring .. "," .. v
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table.insert(rettable, v)
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if v == skin then
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retindex = index
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end
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end
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end
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return rettable, retstring, retindex
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end
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local function get_npc_capes(cape)
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local retstring = "yl_npc_cape_default.png"
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local rettable = {"yl_npc_cape_default.png"}
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local temp = {}
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-- get the files out of modpath
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local mp_list = minetest.get_dir_list(yl_speak_up.modpath .. DIR_DELIM .. "textures", false)
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-- get the files out of worlddir
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local wp_list =
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minetest.get_dir_list(
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yl_speak_up.worldpath .. DIR_DELIM .. "worldmods" .. DIR_DELIM .. "yl_npc" .. DIR_DELIM .. "textures",
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false
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)
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-- Let's join both lists.
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table.insert_all(temp, mp_list)
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table.insert_all(temp, wp_list)
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--[[ Let's see if the files are the ones we want. Format is
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yl_npc_main_name.png
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yl_npc_cape_name.png <-- Those are the ones we want
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yl_npc_item_name.png
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]]--
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local index = 1
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local retindex = 1
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for _, v in pairs(temp) do
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local s = string.split(v, "_")
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if s[1] == "yl" and s[2] == "npc" and s[3] == "cape" then
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index = index + 1
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retstring = retstring .. "," .. v
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table.insert(rettable, v)
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if cape ~= "" and v == cape then
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retindex = index
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end
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end
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end
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return rettable, retstring, retindex
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end
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local function create_preview(main_skin)
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if main_skin == nil or main_skin == "" then
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main_skin = "default_greyscale.png"
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end
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local player_skin = "(" .. main_skin .. ")"
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local skin = ""
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-- Consistent on both sizes:
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--Chest
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skin = skin .. "([combine:16x32:-16,-12=" .. player_skin .. "^[mask:yl_speak_up_mask_chest.png)^"
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--Head
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skin = skin .. "([combine:16x32:-4,-8=" .. player_skin .. "^[mask:yl_speak_up_mask_head.png)^"
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--Hat
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skin = skin .. "([combine:16x32:-36,-8=" .. player_skin .. "^[mask:yl_speak_up_mask_head.png)^"
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--Right Arm
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skin = skin .. "([combine:16x32:-44,-12=" .. player_skin .. "^[mask:yl_speak_up_mask_rarm.png)^"
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--Right Leg
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skin = skin .. "([combine:16x32:0,0=" .. player_skin .. "^[mask:yl_speak_up_mask_rleg.png)^"
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-- Left Arm
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skin = skin .. "([combine:16x32:-24,-44=" .. player_skin .. "^[mask:(yl_speak_up_mask_rarm.png^[transformFX))^"
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--Left Leg
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skin = skin .. "([combine:16x32:-12,-32=" .. player_skin .. "^[mask:(yl_speak_up_mask_rleg.png^[transformFX))^"
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-- Add overlays for 64x skins. these wont appear if skin is 32x because it will be cropped out
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--Chest Overlay
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skin = skin .. "([combine:16x32:-16,-28=" .. player_skin .. "^[mask:yl_speak_up_mask_chest.png)^"
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--Right Arm Overlay
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skin = skin .. "([combine:16x32:-44,-28=" .. player_skin .. "^[mask:yl_speak_up_mask_rarm.png)^"
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--Right Leg Overlay
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skin = skin .. "([combine:16x32:0,-16=" .. player_skin .. "^[mask:yl_speak_up_mask_rleg.png)^"
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--Left Arm Overlay
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skin = skin .. "([combine:16x32:-40,-44=" .. player_skin .. "^[mask:(yl_speak_up_mask_rarm.png^[transformFX))^"
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--Left Leg Overlay
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skin = skin .. "([combine:16x32:4,-32=" .. player_skin .. "^[mask:(yl_speak_up_mask_rleg.png^[transformFX))"
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-- Full Preview
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skin = "(((" .. skin .. ")^[resize:64x128)^[mask:yl_speak_up_transform.png)"
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return skin
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end
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yl_speak_up.get_fs_fashion = function(pname)
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local textures = yl_speak_up.speak_to[pname].textures
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local maintable, mainlist, mainindex = get_npc_skins(textures[2])
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local capetable, capelist, capeindex = get_npc_capes(textures[1])
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local preview = create_preview(textures[2])
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local button_cancel = "Cancel"
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-- is this player editing this particular NPC? then rename the button
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if( yl_speak_up.edit_mode[pname]
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and yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) then
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button_cancel = "Back"
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end
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local formspec = {
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"size[13.4,15]",
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"dropdown[0.3,0.2;4,0.75;set_skin;",
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mainlist,
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";",
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mainindex,
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"]",
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"label[4.6,0.45;",
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yl_speak_up.speak_to[pname].n_id,
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"]",
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"label[6,0.45;",
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yl_speak_up.speak_to[pname].n_npc,
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"]",
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"dropdown[9.1,0.2;4,0.75;set_cape;",
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capelist,
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";",
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capeindex,
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"]",
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"label[0.3,3.2;",
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textures[4],
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"]",
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"label[9.1,3.2;",
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textures[3],
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"]",
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"field_close_on_enter[set_sword;false]",
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"field_close_on_enter[set_shield;false]",
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"image[0.3,1;4,2;",
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textures[2],
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"]", -- Main
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"image[9.1,1;4,2;",
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textures[1],
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"]", -- Cape
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"image[0.3,4.2;4,4;",
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textures[4],
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"]", -- Sword
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"image[9.1,4.2;4,4;",
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textures[3],
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"]", --textures[3],"]", -- Shield
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"image[4.7,1;4,8;",
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preview,
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"]",
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"button_exit[0.3,8.4;3,0.75;button_cancel;"..button_cancel.."]",
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"button[10.1,8.4;3,0.75;button_save;Save]",
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"list[current_player;main;1.8,10;8,4;]",
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-- set wielded items
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"label[0.3,9.7;Wield\nleft:]",
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"label[12.0,9.7;Wield\nright:]",
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"list[detached:yl_speak_up_player_"..tostring(pname)..";wield;0.3,10.5;1,1;]",
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"list[detached:yl_speak_up_player_"..tostring(pname)..";wield;12.0,10.5;1,1;1]",
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"button[0.3,11.7;1,0.6;button_wield_left;Set]",
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"button[12.0,11.7;1,0.6;button_wield_right;Set]",
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"tooltip[button_wield_left;Set and store what your NPC shall wield in its left hand.]",
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"tooltip[button_wield_right;Set and store what your NPC shall wield in its right hand.]",
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}
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return table.concat(formspec, "")
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end
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yl_speak_up.fashion_wield_give_items_back = function(player, pname)
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-- move the item back to the player's inventory (if possible)
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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local player_inv = player:get_inventory()
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local left_stack = trade_inv:get_stack("wield", 1)
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local right_stack = trade_inv:get_stack("wield", 2)
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if(left_stack and not(left_stack:is_empty())
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and player_inv:add_item("main", left_stack)) then
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trade_inv:set_stack("wield", 1, "")
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end
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if(right_stack and not(right_stack:is_empty())
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and player_inv:add_item("main", right_stack)) then
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trade_inv:set_stack("wield", 2, "")
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end
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end
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yl_speak_up.input_fashion = function(player, formname, fields)
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if formname ~= "yl_speak_up:fashion" then
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return
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end
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local pname = player:get_player_name()
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local textures = yl_speak_up.speak_to[pname].textures
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- is the player editing this npc? if not: abort
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if(not(yl_speak_up.edit_mode[pname])
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or (yl_speak_up.edit_mode[pname] ~= n_id)) then
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return ""
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end
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-- catch ESC as well
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if(not(fields) or (fields.quit or fields.button_cancel or fields.button_exit)) then
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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elseif(fields.button_wield_left
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or fields.button_wield_right) then
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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local player_inv = player:get_inventory()
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local left_stack = trade_inv:get_stack("wield", 1)
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local right_stack = trade_inv:get_stack("wield", 2)
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if(left_stack and left_stack:get_name() and fields.button_wield_left) then
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textures[4] = yl_speak_up.get_wield_texture(left_stack:get_name())
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yl_speak_up.log_change(pname, n_id,
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"(fashion) sword changed to "..tostring(fields.set_sword)..".")
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end
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if(right_stack and right_stack:get_name() and fields.button_wield_right) then
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textures[3] = yl_speak_up.get_wield_texture(right_stack:get_name())
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yl_speak_up.log_change(pname, n_id,
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"(fashion) shield changed to "..tostring(fields.set_shield)..".")
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end
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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-- only change cape if there really is a diffrent one selected
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elseif(fields.set_cape and fields.set_cape ~= textures[1]) then
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-- only set the cape if it is part of the list of allowed capes
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local capetable, capelist, capeindex = get_npc_capes(textures[1])
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for _, v in pairs(capetable) do
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if(v == fields.set_cape) then
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textures[1] = fields.set_cape
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yl_speak_up.log_change(pname, n_id,
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"(fashion) cape changed to "..tostring(fields.set_cape)..".")
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-- we have found it
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break
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end
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end
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-- only change the skin if there really is a diffrent new one selected
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elseif(fields.set_skin and fields.set_skin ~= textures[2]) then
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-- only set the skin if it is part of the list of allowed skins
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local maintable, mainlist, mainindex = get_npc_skins(textures[2])
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for _, v in pairs(maintable) do
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if(v == fields.set_skin) then
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textures[2] = fields.set_skin
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yl_speak_up.log_change(pname, n_id,
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"(fashion) skin changed to "..tostring(fields.set_skin)..".")
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-- we have found it
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break
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end
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end
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elseif fields.button_save then
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local obj = yl_speak_up.speak_to[pname].obj
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if obj ~= nil and obj:get_luaentity() ~= nil then
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-- save textures
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yl_speak_up.speak_to[pname].skins = textures2skin(textures)
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set_textures(obj, textures)
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yl_speak_up.log_change(pname, n_id,
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"(fashion) saved changes.")
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end
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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end
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yl_speak_up.show_fs(player, "fashion")
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end
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function yl_speak_up.fashion(player, obj)
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local luaentity = obj:get_luaentity()
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local pname = player:get_player_name()
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local npc_id = luaentity.yl_speak_up.id
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local skins = luaentity.yl_speak_up.skins
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local n_id = "n_" .. npc_id
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local t = luaentity.textures
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yl_speak_up.speak_to[pname] = {}
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yl_speak_up.speak_to[pname].n_id = n_id
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yl_speak_up.speak_to[pname].obj = obj
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yl_speak_up.speak_to[pname].textures = t
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yl_speak_up.speak_to[pname].skins = textures2skin(t)
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local dialog = yl_speak_up.load_dialog(n_id, false)
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if next(dialog) then
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yl_speak_up.speak_to[pname].n_npc = dialog.n_npc
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else
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yl_speak_up.speak_to[pname].n_npc = "Unknown"
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end
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yl_speak_up.show_fs(player, "fashion")
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end
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yl_speak_up.update_nametag = function(self)
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if self.yl_speak_up.npc_name then
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-- the nametag is normal (green)
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if(self.yl_speak_up.talk) then
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self.object:set_nametag_attributes({color="#00ff00", text=self.yl_speak_up.npc_name})
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-- the nametag has the addition "[muted]" and is magenta when muted
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else
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self.object:set_nametag_attributes({color="#ff00ff", text=self.yl_speak_up.npc_name.." [muted]"})
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end
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end
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end
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-- inspired/derived from the wieldview mod in 3darmor
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yl_speak_up.get_wield_texture = function(item)
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if(not(item) or not(minetest.registered_items[ item ])) then
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return "3d_armor_trans.png"
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end
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local def = minetest.registered_items[ item ]
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if(def.inventory_image ~= "") then
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return def.inventory_image
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elseif(def.tiles and type(def.tiles[1]) == "string" and def.tiles[1] ~= "") then
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return minetest.inventorycube(def.tiles[1])
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end
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return "3d_armor_trans.png"
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end
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