81 lines
2.1 KiB
Lua
81 lines
2.1 KiB
Lua
-- get current skin
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local storage = minetest.get_mod_storage()
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function skins.get_player_skin(player)
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local meta = player:get_meta()
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if meta:get("skinsdb:skin_key") then
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-- Move player data prior July 2018 to mod storage
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storage:set_string(player:get_player_name(), player:get_string("skinsdb:skin_key"))
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meta:set_string("skinsdb:skin_key", "")
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end
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local skin = storage:get_string(player:get_player_name())
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return skins.get(skin) or skins.get(skins.default)
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end
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-- Assign skin to player
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function skins.assign_player_skin(player, skin)
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local skin_obj
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if type(skin) == "string" then
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skin_obj = skins.get(skin)
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else
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skin_obj = skin
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end
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if not skin_obj then
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return false
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end
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if skin_obj:is_applicable_for_player(player:get_player_name()) then
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local skin_key = skin_obj:get_key()
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if skin_key == skins.default then
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skin_key = ""
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end
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storage:set_string(player:get_player_name(), skin_key)
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else
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return false
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end
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return true
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end
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-- update visuals
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function skins.update_player_skin(player)
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if skins.armor_loaded then
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-- all needed is wrapped and implemented in 3d_armor mod
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armor:set_player_armor(player)
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else
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-- do updates manually without 3d_armor
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skins.get_player_skin(player):apply_skin_to_player(player)
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if minetest.global_exists("sfinv") and sfinv.enabled then
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sfinv.set_player_inventory_formspec(player)
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end
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end
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end
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-- Assign and update - should be used on selection externally
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function skins.set_player_skin(player, skin)
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local success = skins.assign_player_skin(player, skin)
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if success then
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skins.get_player_skin(player):set_skin(player)
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skins.update_player_skin(player)
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end
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return success
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end
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-- Check Skin format (code stohlen from stu's multiskin)
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function skins.get_skin_format(file)
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file:seek("set", 1)
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if file:read(3) == "PNG" then
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file:seek("set", 16)
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local ws = file:read(4)
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local hs = file:read(4)
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local w = ws:sub(3, 3):byte() * 256 + ws:sub(4, 4):byte()
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local h = hs:sub(3, 3):byte() * 256 + hs:sub(4, 4):byte()
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if w >= 64 then
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if w == h then
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return "1.8"
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elseif w == h * 2 then
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return "1.0"
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end
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end
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end
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end
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