forked from MineClone5/MineClone5
189 lines
6.2 KiB
Lua
189 lines
6.2 KiB
Lua
local S = minetest.get_translator("mcl_inventory")
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local F = minetest.formspec_escape
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mcl_inventory = {}
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local show_armor = minetest.get_modpath("3d_armor") ~= nil
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local mod_player = minetest.get_modpath("mcl_player") ~= nil
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local mod_craftguide = minetest.get_modpath("mcl_craftguide") ~= nil
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-- Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left
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local function return_item(itemstack, dropper, pos, inv)
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if dropper:is_player() then
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-- Return to main inventory
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if inv:room_for_item("main", itemstack) then
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inv:add_item("main", itemstack)
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else
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-- Drop item on the ground
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local v = dropper:get_look_dir()
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local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
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p.x = p.x+(math.random(1,3)*0.2)
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p.z = p.z+(math.random(1,3)*0.2)
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local obj = minetest.add_item(p, itemstack)
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if obj then
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v.x = v.x*4
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v.y = v.y*4 + 2
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v.z = v.z*4
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obj:set_velocity(v)
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obj:get_luaentity()._insta_collect = false
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end
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end
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else
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-- Fallback for unexpected cases
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minetest.add_item(pos, itemstack)
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end
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return itemstack
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end
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-- Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left
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local function return_fields(player, name)
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local inv = player:get_inventory()
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for i,stack in ipairs(inv:get_list(name)) do
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return_item(stack, player, player:get_pos(), inv)
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stack:clear()
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inv:set_stack(name, i, stack)
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end
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end
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local function set_inventory(player, armor_change_only)
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if minetest.settings:get_bool("creative_mode") then
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if armor_change_only then
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-- Stay on survival inventory plage if only the armor has been changed
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mcl_inventory.set_creative_formspec(player, 0, 0, nil, nil, "inv")
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else
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mcl_inventory.set_creative_formspec(player, 0, 1)
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end
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return
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end
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local inv = player:get_inventory()
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inv:set_width("craft", 2)
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inv:set_size("craft", 4)
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local player_name = player:get_player_name()
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-- Show armor and player image
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local img, img_player
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if mod_player then
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img_player = mcl_player.player_get_preview(player)
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else
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img_player = "player.png"
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end
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img = img_player
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local player_preview = "image[0.6,0.2;2,4;"..img.."]"
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if show_armor and armor.textures[player_name] and armor.textures[player_name].preview then
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img = armor.textures[player_name].preview
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local s1 = img:find("character_preview")
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if s1 ~= nil then
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s1 = img:sub(s1+21)
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img = img_player..s1
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end
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player_preview = "image[1.1,0.2;2,4;"..img.."]"
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end
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local armor_slots = {"helmet", "chestplate", "leggings", "boots"}
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local armor_slot_imgs = ""
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for a=1,4 do
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if inv:get_stack("armor", a+1):is_empty() then
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armor_slot_imgs = armor_slot_imgs .. "image[0,"..(a-1)..";1,1;mcl_inventory_empty_armor_slot_"..armor_slots[a]..".png]"
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end
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end
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local form = "size[9,8.75]"..
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"background[-0.19,-0.25;9.41,9.49;crafting_formspec_bg.png]"..
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mcl_vars.inventory_header..
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player_preview..
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--armor
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"list[detached:"..player_name.."_armor;armor;0,0;1,1;1]"..
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"list[detached:"..player_name.."_armor;armor;0,1;1,1;2]"..
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"list[detached:"..player_name.."_armor;armor;0,2;1,1;3]"..
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"list[detached:"..player_name.."_armor;armor;0,3;1,1;4]"..
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armor_slot_imgs..
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-- craft and inventory
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"list[current_player;main;0,4.5;9,3;9]"..
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"list[current_player;main;0,7.74;9,1;]"..
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"list[current_player;craft;4,1;2,2]"..
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"list[current_player;craftpreview;7,1.5;1,1;]"..
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-- crafting guide button
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"image_button[4.5,3;1,1;craftguide_book.png;__mcl_craftguide;]"..
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"tooltip[__mcl_craftguide;"..F(S("Recipe book")).."]"..
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-- help button
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"image_button[8,3;1,1;doc_button_icon_lores.png;__mcl_doc;]"..
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"tooltip[__mcl_doc;"..F(S("Help")).."]"..
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-- skins button
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"image_button[3,3;1,1;mcl_skins_button.png;__mcl_skins;]"..
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"tooltip[__mcl_skins;"..F(S("Select player skin")).."]"..
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-- achievements button
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"image_button[7,3;1,1;mcl_achievements_button.png;__mcl_achievements;]"..
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"tooltip[__mcl_achievements;"..F(S("Achievements")).."]"..
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-- for shortcuts
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"listring[current_player;main]"..
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"listring[current_player;craft]"..
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"listring[current_player;main]"..
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"listring[detached:"..player_name.."_armor;armor]"
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player:set_inventory_formspec(form)
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end
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-- Drop items in craft grid and reset inventory on closing
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if fields.quit then
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return_fields(player,"craft")
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if not minetest.settings:get_bool("creative_mode") and (formname == "" or formname == "main") then
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set_inventory(player)
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end
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end
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end)
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if not minetest.settings:get_bool("creative_mode") then
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mcl_inventory.update_inventory_formspec = function(player)
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set_inventory(player)
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end
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end
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-- Drop crafting grid items on leaving
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minetest.register_on_leaveplayer(function(player)
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return_fields(player, "craft")
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end)
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minetest.register_on_joinplayer(function(player)
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--init inventory
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player:get_inventory():set_width("main", 9)
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player:get_inventory():set_size("main", 36)
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--set hotbar size
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player:hud_set_hotbar_itemcount(9)
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--add hotbar images
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player:hud_set_hotbar_image("mcl_inventory_hotbar.png")
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player:hud_set_hotbar_selected_image("mcl_inventory_hotbar_selected.png")
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if show_armor then
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local set_player_armor_original = armor.set_player_armor
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local update_inventory_original = armor.update_inventory
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armor.set_player_armor = function(self, player)
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set_player_armor_original(self, player)
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end
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armor.update_inventory = function(self, player)
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update_inventory_original(self, player)
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set_inventory(player, true)
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end
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armor:set_player_armor(player)
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armor:update_inventory(player)
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end
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-- In Creative Mode, the initial inventory setup is handled in creative.lua
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if not minetest.settings:get_bool("creative_mode") then
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set_inventory(player)
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end
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--[[ Make sure the crafting grid is empty. Why? Because the player might have
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items remaining in the crafting grid from the previous join; this is likely
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when the server has been shutdown and the server didn't clean up the player
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inventories. ]]
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return_fields(player, "craft")
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end)
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if minetest.settings:get_bool("creative_mode") then
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dofile(minetest.get_modpath("mcl_inventory").."/creative.lua")
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end
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