forked from Sokomine/yl_speak_up
		
	
		
			
				
	
	
		
			292 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			292 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
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-- route player input to the right functions;
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-- return true when the right function has been found
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minetest.register_on_player_receive_fields( function(player, formname, fields)
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	if     formname == "yl_speak_up:optiondialog" then
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		yl_speak_up.input_optiondialog(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:setdialog" then
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		yl_speak_up.input_setdialog(player, formname, fields)
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		return true
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	-- handled in fs_save_or_discard_or_back.lua
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	elseif formname == "yl_speak_up:save_or_discard_changes" then
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		yl_speak_up.input_save_or_discard_changes(player, formname, fields)
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		return true
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	-- handled in fs_edit_options_dialog.lua
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	elseif formname == "yl_speak_up:edit_option_dialog" then
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		yl_speak_up.input_edit_option_dialog(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:talk" then
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		yl_speak_up.input_talk(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:fashion" then
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		yl_speak_up.input_fashion(player, formname, fields)
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		return true
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	-- handled in inventory.lua
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	elseif formname == "yl_speak_up:inventory" then
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		yl_speak_up.input_inventory(player, formname, fields)
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		return true
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	-- handled in trade_list.lua
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	elseif formname == "yl_speak_up:trade_list" then
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		yl_speak_up.input_trade_list(player, formname, fields)
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		return true
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	-- handled in trade_simple.lua
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	elseif formname == "yl_speak_up:do_trade_simple" then
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		yl_speak_up.input_do_trade_simple(player, formname, fields)
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		return true
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	-- (as above - also handled in trade_simple.lua)
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	elseif formname == "yl_speak_up:add_trade_simple" then
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		yl_speak_up.input_add_trade_simple(player, formname, fields)
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		return true
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	-- handled in fs_initial_config.lua
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	elseif formname == "yl_speak_up:initial_config" then
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		yl_speak_up.input_fs_initial_config(player, formname, fields)
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		return true
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	-- handled in fs_edit_preconditions.lua
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	elseif formname == "yl_speak_up:edit_preconditions" then
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		yl_speak_up.input_fs_edit_preconditions(player, formname, fields)
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		return true
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	-- handled in fs_edit_actions.lua
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	elseif formname == "yl_speak_up:edit_actions" then
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		yl_speak_up.input_fs_edit_actions(player, formname, fields)
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		return true
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	-- handled in fs_edit_actions.lua
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	elseif formname == "yl_speak_up:action_npc_gives" then
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		yl_speak_up.input_fs_action_npc_gives(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:action_npc_wants" then
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		yl_speak_up.input_fs_action_npc_wants(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:action_text_input" then
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		yl_speak_up.input_fs_action_text_input(player, formname, fields)
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		return true
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	elseif formname == "yl_speak_up:action_custom" then
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		yl_speak_up.input_fs_action_custom(player, formname, fields)
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		return true
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	-- handled in fs_edit_effects.lua
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	elseif formname == "yl_speak_up:edit_effects" then
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		yl_speak_up.input_fs_edit_effects(player, formname, fields)
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		return true
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	-- handled in quest_api.lua
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	elseif formname == "yl_speak_up:manage_variables" then
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		yl_speak_up.input_fs_manage_variables(player, formname, fields)
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		return true
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	end
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end)
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-- call show_formspec with the right input_* function for the right formspec
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-- (handles all show_formspec-calls)
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yl_speak_up.show_fs = function(player, fs_name, param)
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	if(not(player)) 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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	if(not(yl_speak_up.speak_to[pname])) then
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		return
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	end
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	local last_fs = yl_speak_up.speak_to[pname].last_fs
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	-- show the save or discard changes dialog
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	if(fs_name and fs_name == "save_or_discard_changes") then
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		minetest.show_formspec(pname, "yl_speak_up:save_or_discard_changes",
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			yl_speak_up.get_fs_save_or_discard_changes(player, param))
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		return
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	-- the player either saved or discarded; we may proceed now
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	elseif(fs_name and fs_name == "proceed_after_save") then
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		fs_name = yl_speak_up.speak_to[pname].next_fs
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		param = yl_speak_up.speak_to[pname].next_fs_param
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		yl_speak_up.speak_to[pname].next_fs = nil
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		yl_speak_up.speak_to[pname].next_fs_param = nil
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		yl_speak_up.speak_to[pname].last_fs = fs_name
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		yl_speak_up.speak_to[pname].last_fs_param = param
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		if(not(fs_name) or fs_name == "quit") then
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			yl_speak_up.speak_to[pname] = nil
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			yl_speak_up.edit_mode[pname] = nil
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			return
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		end
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	-- the player clicked on "back" in the above dialog
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	elseif(fs_name and fs_name == "show_last_fs") then
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		-- call the last formspec again - and with the same parameters
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		fs_name = yl_speak_up.speak_to[pname].last_fs
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		param = yl_speak_up.speak_to[pname].last_fs_param
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	-- do we need to check if there is something that needs saving?
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	elseif(fs_name
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	  -- msg is just a loop for displaying (mostly error) messages
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	  and fs_name ~= "msg"
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	  -- is the player editing the NPC? that is: might there be any changes?
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	  and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then
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		local last_fs = yl_speak_up.speak_to[pname].last_fs
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		local d_id = yl_speak_up.speak_to[pname].d_id
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		local o_id = yl_speak_up.speak_to[pname].o_id
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		-- only these two formspecs need to ask specificly if the data ought to be saved
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		if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then
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			local last_param = yl_speak_up.speak_to[pname].last_fs_param
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			local show_save_fs = false
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			if(not(param)) then
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				param = {}
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			end
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			-- set the target dialog
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			yl_speak_up.speak_to[pname].target_dialog = param.d_id
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			-- if we are switching from one dialog to another: is it the same?
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			if(last_fs == "talk" and fs_name == last_fs
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			  and param and param.d_id and param.d_id ~= d_id) then
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				-- diffrent parameters: save (if needed)
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				show_save_fs = true
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			elseif(fs_name == "talk" and param and param.do_save) then
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				-- player clicked on save button
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				show_save_fs = true
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			-- leaving a dialog: save!
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			elseif(last_fs == "talk" and fs_name ~= last_fs) then
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				show_save_fs = true
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			-- clicking on "save" in an edit option dialog: save!
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			elseif(last_fs == "edit_option_dialog" and fs_name == last_fs
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			  and param and param.caller and param.caller == "save_option") then
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				show_save_fs = true
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			-- leaving editing an option: save!
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			elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then
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				show_save_fs = true
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			-- quitting: save!
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			elseif(fs_name == "quit") then
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				yl_speak_up.speak_to[pname].target_dialog = nil
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				show_save_fs = true
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			end
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			-- show the save or discard dialog
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			if(show_save_fs) then
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				yl_speak_up.speak_to[pname].next_fs = fs_name
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				yl_speak_up.speak_to[pname].next_fs_param = param
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				-- check first if it's necessary to ask for save or discard
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				yl_speak_up.input_save_or_discard_changes(player, "", {})
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				return
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			end
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		end
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		-- store the new formspec
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		yl_speak_up.speak_to[pname].last_fs = fs_name
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		-- and its parameter
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		yl_speak_up.speak_to[pname].last_fs_param = param
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	end
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	-- this is here mostly to fascilitate debugging - so that really all calls to
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	-- minetest.show_formspec are routed through here
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	if(fs_name == "msg") then
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		if(not(param)) then
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			param = {}
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		end
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		minetest.show_formspec(pname, param.input_to, param.formspec)
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	elseif(fs_name == "quit") then
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		return
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	-- staff-based editing
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	elseif(fs_name == "optiondialog") then
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		if(not(param)) then
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			param = {}
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		end
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		minetest.show_formspec(pname, "yl_speak_up:optiondialog",
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			yl_speak_up.get_fs_optiondialog(player, param.n_id, param.d_id, param.o_id, param.p_id, param.r_id))
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	elseif(fs_name == "setdialog") then
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		if(not(param)) then
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			param = {}
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		end
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		minetest.show_formspec(pname, "yl_speak_up:setdialog",
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			yl_speak_up.get_fs_setdialog(player, param.n_id, param.d_id))
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	elseif(fs_name == "edit_option_dialog") then
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		-- the optional "caller" parameter can be used for debugging
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		if(not(param)) then
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			param = {}
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		end
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		yl_speak_up.speak_to[pname].o_id = param.o_id
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		minetest.show_formspec(pname, "yl_speak_up:edit_option_dialog",
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			yl_speak_up.get_fs_edit_option_dialog(player, param.n_id, param.d_id, param.o_id,
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				param.caller))
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	elseif(fs_name == "talk") then
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		if(not(param)) then
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			param = {}
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		end
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		minetest.show_formspec(pname, "yl_speak_up:talk",
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			yl_speak_up.get_fs_talkdialog(player, param.n_id, param.d_id, param.alternate_text))
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	elseif(fs_name == "fashion") then
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		minetest.show_formspec(pname, "yl_speak_up:fashion",
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			yl_speak_up.get_fs_fashion(pname))
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	elseif(fs_name == "inventory") then
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		minetest.show_formspec(pname, "yl_speak_up:inventory",
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			yl_speak_up.get_fs_inventory(player))
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	elseif(fs_name == "trade_list") then
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		minetest.show_formspec(pname, "yl_speak_up:trade_list",
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			yl_speak_up.get_fs_trade_list(player, param))
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	elseif(fs_name == "trade_simple") then
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		-- the optional parameter param is the trade_id
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		if(not(param) and yl_speak_up.speak_to[pname]) then
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			param = yl_speak_up.speak_to[pname].trade_id
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		end
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		minetest.show_formspec(pname, "yl_speak_up:do_trade_simple",
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			yl_speak_up.get_fs_trade_simple(player, param))
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	elseif(fs_name == "add_trade_simple") then
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		-- the optional parameter param is the trade_id
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		if(not(param) and yl_speak_up.speak_to[pname]) then
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			param = yl_speak_up.speak_to[pname].trade_id
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		end
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		minetest.show_formspec(pname, "yl_speak_up:add_trade_simple",
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			yl_speak_up.get_fs_add_trade_simple(player, param))
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	elseif(fs_name == "initial_config") then
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		if(not(param)) then
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			param = {}
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		end
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		minetest.show_formspec(pname, "yl_speak_up:initial_config",
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			yl_speak_up.get_fs_initial_config(player, param.n_id, param.d_id,
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				param.is_initial_config))
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	elseif(fs_name == "edit_preconditions") then
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		minetest.show_formspec(pname, "yl_speak_up:edit_preconditions",
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			yl_speak_up.get_fs_edit_preconditions(player, param))
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	elseif(fs_name == "edit_actions") then
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		minetest.show_formspec(pname, "yl_speak_up:edit_actions",
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			yl_speak_up.get_fs_edit_actions(player, param))
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	elseif(fs_name == "edit_effects") then
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		minetest.show_formspec(pname, "yl_speak_up:edit_effects",
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			yl_speak_up.get_fs_edit_effects(player, param))
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	-- action related
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	elseif(fs_name == "action_npc_gives") then
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		minetest.show_formspec(pname, "yl_speak_up:action_npc_gives",
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			yl_speak_up.get_fs_action_npc_gives(player, param))
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	elseif(fs_name == "action_npc_wants") then
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		minetest.show_formspec(pname, "yl_speak_up:action_npc_wants",
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			yl_speak_up.get_fs_action_npc_wants(player, param))
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	elseif(fs_name == "action_text_input") then
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		minetest.show_formspec(pname, "yl_speak_up:action_text_input",
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			yl_speak_up.get_fs_action_text_input(player, param))
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	elseif(fs_name == "action_custom") then
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		minetest.show_formspec(pname, "yl_speak_up:action_custom",
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			yl_speak_up.get_fs_action_custom(player, param))
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	elseif(fs_name == "manage_variables") then
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		minetest.show_formspec(pname, "yl_speak_up:manage_variables",
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			yl_speak_up.get_fs_manage_variables(player, param))
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	-- fallback in case of wrong call
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	else
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		minetest.chat_send_player(pname, "Error: Trying to show wrong "..
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			"formspec: \""..tostring(fs_name).."\". Please notify "..
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			"an admin.")
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	end
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end
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