Mineclonia/mods/HUD/mcl_inventory/init.lua

178 lines
6 KiB
Lua

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