Camas/mods/player_skins/init.lua

268 lines
8.5 KiB
Lua

--
-- Player skins mod
-- By Kaadmy, for Pixture
-- updated by Wuzzy, for Repixture
--
local S = minetest.get_translator("player_skins")
player_skins = {}
player_skins.skins = {}
player_skins.skindata_ids = {}
-- Load legacy skins file (version 1.4.2 and before) to load the
-- correct skin for players coming from old versions.
-- Old versions supported only 2 skins: "male" and "female".
-- Current version knows no gender, only skins.
local legacy_skins = {}
local function load_legacy_player_skins()
local legacy_skins_file = minetest.get_worldpath() .. "/player_skins.dat"
local f = io.open(legacy_skins_file, "r")
if not f then
return
end
repeat
local l = f:read("*l")
if l == nil then break end
for name, tex in string.gmatch(l, "(.+) (.+)") do
legacy_skins[name] = tex
end
until f:read(0) == nil
minetest.log("action", "[player_skins] Legacy skins file player_skins.dat found and loaded")
io.close(f)
end
load_legacy_player_skins()
function player_skins.get_skin(name)
if not player_skins.skins[name] then
-- Fallback skin
return "character.png"
else
return player_skins.skins[name]
end
end
local components = {
skin_colors = { "0", "1", "2", "3", "4", "5", "6", "7", "8", "9" },
cloth_colors = { "red", "redviolet", "magenta", "purple", "blue", "cyan", "green", "yellow", "orange" },
band_colors = { "red", "redviolet", "magenta", "purple", "blue", "skyblue", "cyan", "turquoise", "lime", "green", "yellow", "orange" },
hairs = {
"beard_brown", "beard_dark_brown", "beard_silver", "beard_black", "beard_red", "beard_orange",
"short_brown", "short_dark_brown", "short_silver", "short_black", "short_red", "short_orange",
},
eye_colors = { "green", "blue", "brown" },
}
function player_skins.build_skin(skin, cloth, bands, hair, eyes)
local skin =
"player_skins_skin_"..skin..".png" .. "^" ..
"player_skins_eyes_"..eyes..".png" .. "^" ..
"player_skins_hair_"..hair..".png" .. "^" ..
"player_skins_clothes_"..cloth..".png" .. "^" ..
"player_skins_bands_"..bands..".png"
return skin
end
-- NOTE: Skin data is saved in player meta under player_skins:skindata
-- in comma-separated list, in this order:
-- skin, eye, hair, cloth, bands
function player_skins.set_skin(name, skin, cloth, bands, hair, eyes)
local skindata = player_skins.skindata_ids[name]
if not skindata then
return false
end
if not skin then
skin = components.skin_colors[skindata.skin_colors]
end
if not cloth then
cloth = components.cloth_colors[skindata.cloth_colors]
end
if not bands then
bands = components.band_colors[skindata.band_colors]
end
if not hair then
hair = components.hairs[skindata.hairs]
end
if not eyes then
eyes = components.eye_colors[skindata.eye_colors]
end
local newskin = player_skins.build_skin(skin, cloth, bands, hair, eyes)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
-- Set player skin and wieldhand
default.player_set_textures(player, { newskin })
wieldhand.set_hand(player, skin)
-- Update internal data
player_skins.skins[name] = newskin
local meta = player:get_meta()
local metastring = skin..","..eyes..","..hair..","..cloth..","..bands
meta:set_string("player_skins:skindata", metastring)
if minetest.global_exists("armor") then
armor.update(player)
end
return true
end
local function on_joinplayer(player)
local name = player:get_player_name()
local meta = player:get_meta()
local skinstr = meta:get_string("player_skins:skindata")
player_skins.skindata_ids[name] = {}
for k,v in pairs(components) do
player_skins.skindata_ids[name][k] = {}
end
if skinstr ~= "" or legacy_skins[name] then
-- If no skin found in player meta, but a legacy skin (v.1.4.2 and before) is found,
-- use the legacy skin
local skin, eye, hair, cloth, bands
if skinstr == "" and legacy_skins[name] then
skin = "1"
eye = "green"
cloth = "red"
bands = "green"
local legacy_skin = legacy_skins[name]
legacy_skins[name] = nil
-- Load skin from legacy version (v1.4.2 and before)
if legacy_skin == "female" then
minetest.log("action", "[player_skins] Converting legacy skin 'female' for player "..name)
hair = "short_brown"
elseif legacy_skin == "male" then
minetest.log("action", "[player_skins] Converting legacy skin 'male' for player "..name)
hair = "beard_brown"
else
minetest.log("action", "[player_skins] Unknown legacy skin '"..tostring(legacy_skin).."' detected for player "..name..", setting a random skin")
player_skins.set_random_skin(name)
return
end
-- Skin found in player meta, so we parse it
else
local skindata = string.split(skinstr, ",")
skin = skindata[1]
eye = skindata[2]
hair = skindata[3]
cloth = skindata[4]
bands = skindata[5]
end
-- Populate skindata_ids (needed for formspec to know which skin components are selected)
local map = {
skin_colors = skin,
eye_colors = eye,
hairs = hair,
cloth_colors = cloth,
band_colors = bands,
}
for c,component in pairs(components) do
for i=1, #component do
if component[i] == map[c] then
player_skins.skindata_ids[name][c] = i
end
end
end
-- Set skin :-)
player_skins.set_skin(name, skin, cloth, bands, hair, eye)
else
-- No skin found, set a random one
minetest.log("action", "[player_skins] Player "..name.." appears to be new, setting initial random skin")
player_skins.set_random_skin(name)
end
end
local function on_leaveplayer(player)
local name = player:get_player_name()
player_skins.skins[name] = nil
player_skins.skindata_ids[name] = nil
end
minetest.register_on_joinplayer(on_joinplayer)
minetest.register_on_leaveplayer(on_leaveplayer)
function player_skins.get_formspec(playername)
local form = default.ui.get_page("default:default")
form = form .. "model[0.2,0.5;4,8;player_skins_skin_select_model;character.b3d;"..player_skins.skins[playername]..";0,180;false;false;0,0]"
form = form .. default.ui.button(3.5, 0.3, 3, 1, "player_skins_skin_select_hairs", S("Hair"))
form = form .. default.ui.button(3.5, 1.3, 3, 1, "player_skins_skin_select_eye_colors", S("Eyes"))
form = form .. default.ui.button(3.5, 3, 3, 1, "player_skins_skin_select_cloth_colors", S("Shirt"))
form = form .. default.ui.button(3.5, 5, 3, 1, "player_skins_skin_select_band_colors", S("Trousers"))
form = form .. default.ui.button(3.5, 6, 3, 1, "player_skins_skin_select_skin_colors", S("Skin"))
form = form .. default.ui.button(3.5, 7.75, 3, 1, "player_skins_skin_select_random", S("Random"))
return form
end
minetest.register_on_player_receive_fields(function(player, form_name, fields)
local name = player:get_player_name()
local changed = false
if fields.player_skins_skin_select_random then
player_skins.set_random_skin(name)
changed = true
else
local checks = {"hairs", "eye_colors", "cloth_colors", "band_colors", "skin_colors"}
for c=1, #checks do
local check = checks[c]
if fields["player_skins_skin_select_"..check] then
player_skins.skindata_ids[name][check] = (player_skins.skindata_ids[name][check] + 1)
if player_skins.skindata_ids[name][check] > #components[check] then
player_skins.skindata_ids[name][check] = 1
end
player_skins.set_skin(name)
changed = true
break
end
end
end
if changed then
local form = player_skins.get_formspec(name)
player:set_inventory_formspec(form)
minetest.show_formspec(name, "", form)
end
end)
function player_skins.set_random_skin(name)
local player = minetest.get_player_by_name(name)
if not player then
return false
end
local snum = math.random(1, #components.skin_colors)
local scol = components.skin_colors[snum]
local cnum = math.random(1, #components.cloth_colors)
local ccol = components.cloth_colors[cnum]
local bnum = math.random(1, #components.band_colors)
local bcol = components.band_colors[math.random(1, bnum)]
local hnum = math.random(1, #components.hairs)
local hair = components.hairs[hnum]
local enum = math.random(1, #components.eye_colors)
local ecol = components.eye_colors[enum]
player_skins.skindata_ids[name].skin_colors = snum
player_skins.skindata_ids[name].cloth_colors = cnum
player_skins.skindata_ids[name].band_colors = bnum
player_skins.skindata_ids[name].hairs = hnum
player_skins.skindata_ids[name].eye_colors = enum
local newskin =
"player_skins_skin_"..scol..".png" .. "^" ..
"player_skins_eyes_"..ecol..".png" .. "^" ..
"player_skins_hair_"..hair..".png" .. "^" ..
"player_skins_clothes_"..ccol..".png" .. "^" ..
"player_skins_bands_"..bcol..".png"
player_skins.set_skin(name, scol, ccol, bcol, hair, ecol)
end
default.log("mod:player_skins", "loaded")