792 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			792 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
-- spimple trading: one item(stack) for another item(stack)
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-- fallback message if something went wrong
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yl_speak_up.trade_fail_fs = "size[6,2]"..
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                "label[0.2,0.5;Ups! The trade is not possible.\nPlease notify an admin.]"..
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		"button_exit[2,1.5;1,0.9;exit;Exit]"
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-- possible inputs:
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--    fields.edit_trade_simple         go on to showing the add_trade_simple formspec
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--    fields.abort_trade_simple, ESC,  depends on context
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--    fields.delete_trade_simple       delete this trade
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--    fields.finished_trading
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--           if in edit mode:          go back to edit options dialog
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--           if traded at least once:  go on to the target dialog
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--           if not traded:            go back to the original dialog
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yl_speak_up.input_do_trade_simple = function(player, formname, fields)
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	if(not(player)) then
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		return 0
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	end
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	local pname = player:get_player_name()
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	-- which trade are we talking about?
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	local trade = yl_speak_up.trade[pname]
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	-- show the trade list
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	if(fields.back_to_trade_list) then
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		yl_speak_up.show_fs(player, "trade_list")
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		return
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	end
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	-- get from a dialog option trade back to the list of all these trades
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	if(fields.show_trade_list_dialog_options) then
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		yl_speak_up.show_fs(player, "trade_list", true)
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		return
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	end
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	-- a new trade has been stored - show it
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	if(fields.trade_simple_stored) then
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		yl_speak_up.show_fs(player, "trade_simple", yl_speak_up.speak_to[pname].trade_id)
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		return
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	end
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	local n_id = yl_speak_up.speak_to[pname].n_id
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	-- if in edit mode: go back to the edit options dialog
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	if(fields.back_to_edit_options
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	  and yl_speak_up.edit_mode[pname] == n_id and n_id) then
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		local dialog = yl_speak_up.speak_to[pname].dialog
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		local tr = dialog.trades[ trade.trade_id ]
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		if(tr) then
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			-- done trading
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			yl_speak_up.speak_to[pname].target_d_id = nil
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			yl_speak_up.speak_to[pname].trade_id = nil
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			-- go to the edit options dialog
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			yl_speak_up.show_fs(player, "edit_option_dialog",
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				{n_id = n_id, d_id = tr.d_id, o_id = tr.o_id})
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			return
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		end
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	end
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	-- delete a trade; this can be done here only if..
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	--  * it is a trade from the trade list (not an effect of a dialog option)
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	--  * it is a trade associated with a dialog option and the player is in
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	--    edit mode
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	--  * the player has the necessary privs
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	-- This option is available without having to enter edit mode first.
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	if(fields.delete_trade_simple
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	  and yl_speak_up.may_edit_npc(player, trade.n_id)) then
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		-- get the necessary dialog data
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		local dialog = yl_speak_up.speak_to[pname].dialog
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		-- store d_id and o_id in order to be able to return to the right
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		-- edit options dialog
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		local back_to_d_id = nil
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		local back_to_o_id = nil
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		if(dialog and dialog.trades and trade.trade_id
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		  and dialog.trades[ trade.trade_id ] and trade.n_id) then
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			if( dialog.trades[ trade.trade_id ].d_id
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			  and yl_speak_up.edit_mode[pname] ~= trade.n_id) then
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				yl_speak_up.show_fs(player, "msg", {
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					input_to = "yl_speak_up:do_trade_simple",
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					formspec = "size[6,2]"..
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						"label[0.2,-0.2;"..
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							"Trades that are attached to dialog options\n"..
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							"can only be deleted in edit mode. Please tell\n"..
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							"your NPC that you are its owner and have\n"..
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							"new commands!]"..
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						"button[2,1.5;1,0.9;back_from_error_msg;Back]"})
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				return
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			end
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			if( dialog.trades[ trade.trade_id ].d_id ) then
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				back_to_d_id = dialog.trades[ trade.trade_id ].d_id
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				back_to_o_id = dialog.trades[ trade.trade_id ].o_id
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			end
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			-- log the change
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			yl_speak_up.log_change(pname, n_id,
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				"Trade: Deleted offer "..tostring(trade.trade_id)..".")
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			-- delete this particular trade
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			dialog.trades[ trade.trade_id ] = nil
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			-- actually save the dialog to disk
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			yl_speak_up.save_dialog(n_id, dialog)
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			-- we are done with this trade
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			yl_speak_up.trade[pname] = nil
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		end
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		-- always return to edit options dialog if deleting a trade that belonged to one
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		if(back_to_d_id and back_to_o_id) then
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			yl_speak_up.show_fs(player, "edit_option_dialog",
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				{n_id = n_id, d_id = back_to_d_id, o_id = back_to_o_id})
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			return
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		end
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		-- go back showing the trade list (since we deleted this trade)
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		yl_speak_up.show_fs(player, "trade_list")
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		return
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	end
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	-- can the player edit this trade?
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	if(fields.edit_trade_simple
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	  and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id
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	  and (yl_speak_up.speak_to[pname].n_id))) then
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		-- force edit mode for this trade
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		trade.edit_trade = true
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	end
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	local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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	local player_inv = player:get_inventory()
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	-- give the items from the pay slot back
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	local pay = trade_inv:get_stack("pay", 1)
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	if( player_inv:room_for_item("main", pay)) then
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		player_inv:add_item("main", pay)
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		trade_inv:set_stack("pay", 1, "")
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	end
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	-- clear the buy slot as well
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	trade_inv:set_stack("buy", 1, "")
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	-- show the edit trade formspec
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	if(fields.edit_trade_simple) then
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		yl_speak_up.show_fs(player, "add_trade_simple", trade.trade_id)
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		return
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	end
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	-- go back to the main dialog
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	if(fields.abort_trade_simple or fields.quit or fields.finished_trading) then
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		-- was the action a success?
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		local success = not(not(trade and trade.trade_done and trade.trade_done > 0))
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		local a_id = trade.a_id
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		yl_speak_up.debug_msg(player, n_id, o_id, "Ending trade.")
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		-- done trading
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		yl_speak_up.speak_to[pname].target_d_id = nil
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		yl_speak_up.speak_to[pname].trade_id = nil
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		-- execute the next action
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		yl_speak_up.execute_next_action(player, a_id, success)
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		return
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	end
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	-- show this formspec again
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	yl_speak_up.show_fs(player, "trade_simple")
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end
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-- simple trade: add a new trade or edit existing one (by storing a new one);
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-- set trade_id to "new" if it shall be a new trade added to the trade list;
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-- set trade_id to "<d_id> <o_id>" if it shall be a result/effect of a dialog option;
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yl_speak_up.get_fs_add_trade_simple = function(player, trade_id)
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	if(not(player)) then
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		return yl_speak_up.trade_fail_fs
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	end
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	local pname = player:get_player_name()
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	local n_id = yl_speak_up.speak_to[pname].n_id
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	local dialog = yl_speak_up.speak_to[pname].dialog
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	-- is this player allowed to edit the NPC and his trades? If not abort.
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	if(not(yl_speak_up.may_edit_npc(player, n_id)) or not(dialog) or not(dialog.n_npc)) then
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		return formspec..
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			"label[2.0,1.8;Ups! Something went wrong.]"..
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			"button[6.2,1.6;2.0,0.9;abort_trade_simple;Back]"
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	end
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	-- store the trade_id (so that it doesn't have to be transfered in a hidden field)
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	yl_speak_up.speak_to[pname].trade_id = trade_id
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	local delete_button =
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		"button[0.2,2.6;1.0,0.9;delete_trade_simple;Delete]"..
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		"tooltip[delete_trade_simple;Delete this trade.]"
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	-- no point in deleting a new trade - it doesn't exist yet
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	if(trade_id and trade_id == "new") then
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		delete_button = ""
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	end
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	return "size[8.5,8]"..
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		"label[4.35,0.8;"..minetest.formspec_escape(dialog.n_npc).." sells:]"..
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		"list[current_player;main;0.2,3.85;8,1;]"..
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		"list[current_player;main;0.2,5.08;8,3;8]"..
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		-- show the second slot of the setup inventory in the detached player's inv
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		"list[detached:yl_speak_up_player_"..pname..";setup;2,1.5;1,1;]"..
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		-- show the second slot of said inventory
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		"list[detached:yl_speak_up_player_"..pname..";setup;5,1.5;1,1;1]"..
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		"label[2.5,0.0;Configure trade with "..minetest.formspec_escape(dialog.n_npc)..":]"..
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		"label[1.5,0.8;The customer pays:]"..
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		"label[1.5,2.8;Put items in the two slots and click on \"Store trade\".]"..
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		"label[1.5,3.2;You will get your items back when storing the trade.]"..
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		"button[0.2,1.6;1.0,0.9;abort_trade_simple;Abort]"..
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		delete_button..
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		"button[6.2,1.6;2.0,0.9;store_trade_simple;Store trade]"..
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		"tooltip[store_trade_simple;Click here to store this as a new trade. Your\n"..
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		                           "items will be returned to you and the trade will\n"..
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					   "will be shown the way the customer can see it.]"..
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		"tooltip[abort_trade_simple;Abort setting up this new trade.]"
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end
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-- when closing the yl_speak_up.get_fs_add_trade_simple formspec:
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--   give the items back to the player (he took them from his inventory and
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--   had no real chance to put them elsewhere - so there really ought to be
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--   room enough)
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yl_speak_up.add_trade_simple_return_items = function(player, trade_inv, pay, buy)
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	local player_inv = player:get_inventory()
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	if( pay and player_inv:room_for_item("main", pay)) then
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		player_inv:add_item("main", pay)
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		trade_inv:set_stack("setup", 1, "")
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	end
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	if( buy and player_inv:room_for_item("main", buy)) then
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		player_inv:add_item("main", buy)
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		trade_inv:set_stack("setup", 2, "")
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	end
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end
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-- the player wants to add a simple trade; handle formspec input
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-- possible inputs:
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--    fields.back_from_error_msg       show this formspec here again
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--    fields.store_trade_simple        store this trade as a result and
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--                                     go on to showing the do_trade_simple formspec
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--    fields.delete_trade_simple       delete this trade
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--                                     go back to edit options dialog
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--    abort_trade_simple, ESC          go back to edit options dialog
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-- The rest is inventory item movement.
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yl_speak_up.input_add_trade_simple = function(player, formname, fields)
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	if(not(player)) then
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		return 0
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	end
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	local pname = player:get_player_name()
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	local input_to = "add_trade_simple"
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	-- are we editing an action of the type trade?
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	if(   yl_speak_up.speak_to[pname][ "tmp_action" ]
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	  and yl_speak_up.speak_to[pname][ "tmp_action" ].what == 3) then
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		input_to = "edit_actions"
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	end
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	-- we return from showing an error message (the player may not have noticed
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	-- a chat message while viewing a formspec; thus, we showed a formspec message)
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	if(fields.back_from_error_msg) then
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		yl_speak_up.show_fs(player, input_to)
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		return
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	end
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	-- which trade are we talking about?
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	local trade_id = yl_speak_up.speak_to[pname].trade_id
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	-- this also contains the inventory list "setup" where the player placed the items
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	local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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	-- fields.abort_trade_simple can be ignored as it is similar to ESC
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	local pay = trade_inv:get_stack("setup", 1)
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	local buy = trade_inv:get_stack("setup", 2)
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	-- clicking on abort here when adding a new trade via the trade list
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	-- goes back to the trade list (does not require special privs)
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	if(fields.abort_trade_simple and trade_id == "new") then
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		-- we are no longer doing a particular trade
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		yl_speak_up.speak_to[pname].trade_id = nil
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		-- return the items (setting up the trade was aborted)
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		yl_speak_up.add_trade_simple_return_items(player, trade_inv, pay, buy)
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		-- ..else go back to the edit options formspec
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		yl_speak_up.show_fs(player, "trade_list")
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		return
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	end
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	-- adding a new trade via the trade list?
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	if(not(trade_id) and fields.store_trade_simple) then
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		trade_id = "new"
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	end
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	local n_id = yl_speak_up.speak_to[pname].n_id
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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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	-- the trade can only be changed in edit mode
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	if((not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id)
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	-- exception: when adding a new trade via the trade list
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	-- (that is allowed without having to be in edit mode)
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	  and not(trade_id == "new" and yl_speak_up.may_edit_npc(player, n_id))) then
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		-- return the items (setting up the trade was aborted)
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		yl_speak_up.add_trade_simple_return_items(player, trade_inv, pay, buy)
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		return
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	end
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	-- store the new trade
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	if(fields.store_trade_simple) then
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		local error_msg = ""
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		-- check for error conditions
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		if(pay:is_empty()) then
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			error_msg = "What shall the customer pay?\nWe don't give away stuff for free here!"
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		elseif(buy:is_empty()) then
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			error_msg = "What shall your NPC sell?\nCustomers won't pay for nothing!"
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		elseif(pay:get_wear() > 0 or buy:get_wear() > 0) then
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			error_msg = "Selling used items is not possible."
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		elseif(not(minetest.registered_items[ pay:get_name() ])
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		    or not(minetest.registered_items[ buy:get_name() ])) then
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			error_msg = "Unkown items cannot be traded."
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		elseif(pay:get_name() == buy:get_name()) then
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			error_msg = "Selling *and* buying the same item\nat the same time makes no sense."
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		else
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			-- get the necessary dialog data
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			local dialog = yl_speak_up.speak_to[pname].dialog
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			-- player_gives (pay stack):
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			local ps = pay:get_name().." "..tostring(pay:get_count())
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			-- npc_gives (buy stack):
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			local bs = buy:get_name().." "..tostring(buy:get_count())
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			local r_id = "?"
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			if(not(dialog.trades)) then
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				dialog.trades = {}
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			end
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			-- is this a trade attached to the trade list?
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			-- or do we have to create a new trade ID?
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			if(trade_id == "new") then
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				-- if the player adds the same trade again, the ID is reused; other
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				-- than that, the ID is uniq
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				-- (the ID is formed so that we can later easily sort the offers by
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				--  the name of the buy stack - which is more helpful for the player
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				--  than sorting by the pay stack)
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				trade_id = "sell "..bs.." for "..ps
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				-- log the change
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				yl_speak_up.log_change(pname, n_id,
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					"Trade: Added offer "..tostring(trade_id)..".")
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				-- add this new trade
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				dialog.trades[ trade_id ] = {pay={ps},buy={bs}}
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				-- actually save the dialog to disk
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				yl_speak_up.save_dialog(n_id, dialog)
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				-- store the newly created trade_id
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				yl_speak_up.speak_to[pname].trade_id = trade_id
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				-- all ok so far
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				error_msg = nil
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			-- storing trades that are associated with particular dialogs and options
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			-- requires d_id and o_id to be set
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			elseif(trade_id ~= "new" and (not(d_id) or not(o_id))) then
 | 
						|
				error_msg = "Internal error. o_id was not set."
 | 
						|
			else
 | 
						|
				-- record this as a change, but do not save do disk yet
 | 
						|
				table.insert(yl_speak_up.npc_was_changed[ n_id ],
 | 
						|
					"Dialog "..d_id..": Trade "..tostring(trade_id).." added to option "..
 | 
						|
					tostring(o_id)..".")
 | 
						|
				-- add this new trade - complete with information to which dialog and
 | 
						|
				-- to which option the trade belongs
 | 
						|
				dialog.trades[ trade_id ] = {pay={ps},buy={bs}, d_id = d_id, o_id = o_id}
 | 
						|
				-- all ok so far
 | 
						|
				error_msg = nil
 | 
						|
			end
 | 
						|
			-- do not return yet - the items still need to be given back!
 | 
						|
		end
 | 
						|
		-- show error message (that leads back to this formspec)
 | 
						|
		if(error_msg) then
 | 
						|
			yl_speak_up.show_fs(player, "msg", {
 | 
						|
				input_to = "yl_speak_up:"..input_to,
 | 
						|
				formspec =
 | 
						|
					"size[6,2]"..
 | 
						|
					"label[0.2,0.5;"..error_msg.."]"..
 | 
						|
					"button[2,1.5;1,0.9;back_from_error_msg;Back]"})
 | 
						|
			return
 | 
						|
		end
 | 
						|
 | 
						|
	-- we need a way of deleting trades as well;
 | 
						|
	-- this affects only trades that are associated with dialogs and options;
 | 
						|
	-- trades from the trade list are deleted more directly
 | 
						|
	elseif(fields.delete_trade_simple) then
 | 
						|
		-- delete this result (if it exists)
 | 
						|
		-- get the necessary dialog data
 | 
						|
		local dialog = yl_speak_up.speak_to[pname].dialog
 | 
						|
		-- record this as a change
 | 
						|
		table.insert(yl_speak_up.npc_was_changed[ n_id ],
 | 
						|
			"Dialog "..d_id..": Trade "..tostring(trade_id).." deleted from option "..
 | 
						|
					tostring(o_id)..".")
 | 
						|
		if(not(dialog.trades)) then
 | 
						|
			dialog.trades = {}
 | 
						|
		end
 | 
						|
		-- delete the trade type result
 | 
						|
		if(trade_id) then
 | 
						|
			dialog.trades[ trade_id ] = nil
 | 
						|
		end
 | 
						|
		-- do not return yet - the items still need to be given back!
 | 
						|
	end
 | 
						|
 | 
						|
	-- return the items after successful setup
 | 
						|
	yl_speak_up.add_trade_simple_return_items(player, trade_inv, pay, buy)
 | 
						|
 | 
						|
	local dialog = yl_speak_up.speak_to[pname].dialog
 | 
						|
	if(not(dialog.trades)) then
 | 
						|
		dialog.trades = {}
 | 
						|
	end
 | 
						|
	if(dialog.trades[ trade_id ] and dialog.trades[ trade_id ].d_id
 | 
						|
	  and input_to ~= "edit_actions") then
 | 
						|
		yl_speak_up.speak_to[pname].trade_id = trade_id
 | 
						|
		-- tell the player that the new trade has been added
 | 
						|
		yl_speak_up.show_fs(player, "msg", {
 | 
						|
				input_to = "yl_speak_up:do_trade_simple",
 | 
						|
				formspec =
 | 
						|
					"size[6,2]"..
 | 
						|
					"label[0.2,0.5;The new trade has been configured successfully.]"..
 | 
						|
					"button[1.5,1.5;2,0.9;trade_simple_stored;Show trade]"})
 | 
						|
	-- return back to trade list
 | 
						|
	elseif(not(o_id)) then
 | 
						|
		-- we are no longer trading
 | 
						|
		yl_speak_up.speak_to[pname].trade_id = nil
 | 
						|
		-- ..else go back to the edit options formspec
 | 
						|
		yl_speak_up.show_fs(player, "trade_list")
 | 
						|
	else
 | 
						|
		-- we are no longer trading
 | 
						|
		yl_speak_up.speak_to[pname].trade_id = nil
 | 
						|
		-- the trade has been stored or deleted successfully
 | 
						|
		return true
 | 
						|
--		-- ..else go back to the edit options formspec (obsolete)
 | 
						|
--		yl_speak_up.show_fs(player, "edit_option_dialog",
 | 
						|
--			{n_id = n_id, d_id = d_id, o_id = o_id})
 | 
						|
	end
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
-- can this trade be made? called in allow_take
 | 
						|
yl_speak_up.can_trade_simple = function(player, count)
 | 
						|
	if(not(player)) then
 | 
						|
		return 0
 | 
						|
	end
 | 
						|
	local pname = player:get_player_name()
 | 
						|
	-- which trade are we talking about?
 | 
						|
	local trade = yl_speak_up.trade[pname]
 | 
						|
	-- do we have all the necessary data?
 | 
						|
	if(not(trade) or trade.trade_type ~= "trade_simple") then
 | 
						|
		return 0
 | 
						|
	end
 | 
						|
 | 
						|
	-- the player tries to take *less* items than what his payment is;
 | 
						|
	-- avoid this confusion!
 | 
						|
	if(ItemStack(trade.npc_gives):get_count() ~= count) then
 | 
						|
		return 0
 | 
						|
	end
 | 
						|
	-- buy, sell and config items need to be placed somewhere
 | 
						|
	local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
 | 
						|
	-- the players' inventory
 | 
						|
	local player_inv = player:get_inventory()
 | 
						|
	-- the NPCs' inventory
 | 
						|
	local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(trade.n_id)})
 | 
						|
 | 
						|
	-- is the payment in the payment slot?
 | 
						|
	if( not(trade_inv:contains_item("pay", trade.player_gives))
 | 
						|
	-- is the item to be sold in the buy slot?
 | 
						|
	 or not(trade_inv:contains_item("buy", trade.npc_gives))
 | 
						|
	-- has the NPC room for the payment?
 | 
						|
	 or not(npc_inv:room_for_item("npc_main", trade.player_gives))
 | 
						|
	-- has the player room for the sold item?
 | 
						|
	 or not(player_inv:room_for_item("main", trade.npc_gives))) then
 | 
						|
		-- trade not possible
 | 
						|
		return 0
 | 
						|
	end
 | 
						|
 | 
						|
	-- used items cannot be sold as there is no fair way to indicate how
 | 
						|
	-- much they are used
 | 
						|
	if(  trade_inv:get_stack("pay", 1):get_wear() > 0) then
 | 
						|
		return 0
 | 
						|
	end
 | 
						|
 | 
						|
	-- all ok; all items that are to be sold can be taken
 | 
						|
	return ItemStack(trade.npc_gives):get_count()
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
-- actually execute the trade
 | 
						|
yl_speak_up.do_trade_simple = function(player, count)
 | 
						|
	-- can the trade be made?
 | 
						|
	if(not(yl_speak_up.can_trade_simple(player, count))) then
 | 
						|
		return
 | 
						|
	end
 | 
						|
 | 
						|
	local pname = player:get_player_name()
 | 
						|
	-- which trade are we talking about?
 | 
						|
	local trade = yl_speak_up.trade[pname]
 | 
						|
 | 
						|
	-- buy, sell and config items need to be placed somewhere
 | 
						|
	local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
 | 
						|
	-- the NPCs' inventory
 | 
						|
	local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(trade.n_id)})
 | 
						|
 | 
						|
	-- the NPC sells these items right now, and the player is moving it to his inventory
 | 
						|
	npc_inv:remove_item("npc_main", trade.npc_gives)
 | 
						|
 | 
						|
	-- move price items to the NPC
 | 
						|
	local stack = trade_inv:remove_item("pay", trade.player_gives)
 | 
						|
	npc_inv:add_item("npc_main", stack)
 | 
						|
	-- save the inventory of the npc so that the payment does not get lost
 | 
						|
	yl_speak_up.save_npc_inventory( trade.n_id )
 | 
						|
 | 
						|
	-- store for statistics how many times the player has executed this trade
 | 
						|
	-- (this is also necessary to switch to the right target dialog when
 | 
						|
	--  dealing with dialog options trades)
 | 
						|
	yl_speak_up.trade[pname].trade_done = yl_speak_up.trade[pname].trade_done + 1
 | 
						|
 | 
						|
	-- log the trade
 | 
						|
	yl_speak_up.log_change(pname, trade.n_id,
 | 
						|
		"bought "..tostring(trade.npc_gives)..
 | 
						|
		" for "..tostring(trade.player_gives))
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
-- simple trade: one item(stack) for another
 | 
						|
-- handles configuration of new trades and showing the formspec for trades;
 | 
						|
-- checks if payment and buying is possible
 | 
						|
yl_speak_up.get_fs_trade_simple = function(player, trade_id)
 | 
						|
	if(not(player)) then
 | 
						|
		return yl_speak_up.trade_fail_fs
 | 
						|
	end
 | 
						|
	local pname = player:get_player_name()
 | 
						|
	-- which trade are we talking about?
 | 
						|
	local trade = yl_speak_up.trade[pname]
 | 
						|
 | 
						|
	if(trade and trade.trade_id and trade_id and trade.trade_id == trade_id) then
 | 
						|
		-- nothing to do; trade is already loaded and stored
 | 
						|
	elseif(trade_id) then
 | 
						|
		local d_id = yl_speak_up.speak_to[pname].d_id
 | 
						|
		local n_id = yl_speak_up.speak_to[pname].n_id
 | 
						|
		local dialog = yl_speak_up.speak_to[pname].dialog
 | 
						|
 | 
						|
		trade = {
 | 
						|
			-- we start with the simple trade
 | 
						|
			trade_type = "trade_simple",
 | 
						|
			-- can be determined from other variables, but it is easier to store it here
 | 
						|
			n_id = n_id,
 | 
						|
			npc_name = dialog.n_npc,
 | 
						|
			-- for statistics and in order to determine which dialog to show next
 | 
						|
			trade_done = 0,
 | 
						|
			-- we need to know which option this is
 | 
						|
			target_dialog = d_id,
 | 
						|
			trade_is_trade_list = true,
 | 
						|
			trade_id = trade_id
 | 
						|
		}
 | 
						|
		if(dialog.trades[ trade_id ]) then
 | 
						|
			trade.player_gives = dialog.trades[ trade_id ].pay[1]
 | 
						|
			trade.npc_gives    = dialog.trades[ trade_id ].buy[1]
 | 
						|
			trade.trade_is_trade_list = not(dialog.trades[ trade_id ].d_id)
 | 
						|
			yl_speak_up.speak_to[pname].trade_id = trade_id
 | 
						|
		else
 | 
						|
			trade.edit_trade = true
 | 
						|
		end
 | 
						|
		yl_speak_up.trade[pname] = trade
 | 
						|
		-- store which action we are working at
 | 
						|
		trade.a_id = yl_speak_up.speak_to[pname].a_id
 | 
						|
	else
 | 
						|
		trade_id = yl_speak_up.speak_to[pname].trade_id
 | 
						|
		trade.trade_id = trade_id
 | 
						|
	end
 | 
						|
 | 
						|
	-- do we have all the necessary data?
 | 
						|
	if(not(trade) or trade.trade_type ~= "trade_simple") then
 | 
						|
		return yl_speak_up.trade_fail_fs
 | 
						|
	end
 | 
						|
	-- the common formspec, shared by actual trade and configuration
 | 
						|
	-- no listring here as that would make things more complicated
 | 
						|
	local formspec = "size[8.5,8]"..
 | 
						|
		"label[4.35,0.7;"..minetest.formspec_escape(trade.npc_name).." sells:]"..
 | 
						|
		"list[current_player;main;0.2,3.85;8,1;]"..
 | 
						|
		"list[current_player;main;0.2,5.08;8,3;8]"
 | 
						|
 | 
						|
	-- configuration of a new trade happens here
 | 
						|
	if(not(trade.player_gives) or not(trade.npc_gives) or trade.edit_trade) then
 | 
						|
		return yl_speak_up.get_fs_add_trade_simple(player, trade_id)
 | 
						|
	end
 | 
						|
 | 
						|
	-- view for the customer when actually trading
 | 
						|
 | 
						|
	-- buy, sell and config items need to be placed somewhere
 | 
						|
	local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
 | 
						|
	-- the players' inventory
 | 
						|
	local player_inv = player:get_inventory()
 | 
						|
	-- the NPCs' inventory
 | 
						|
	local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(trade.n_id)})
 | 
						|
 | 
						|
	-- show edit button for the owner if in edit_mode
 | 
						|
	if(yl_speak_up.may_edit_npc(player, trade.n_id)) then
 | 
						|
		-- for trades in trade list: allow delete (new trades can easily be added)
 | 
						|
		-- allow delete for trades in trade list even if not in edit mode
 | 
						|
		-- (entering edit mode for that would be too much work)
 | 
						|
		formspec = formspec..
 | 
						|
			"button[0.2,1.6;1.2,0.9;delete_trade_simple;Delete]"..
 | 
						|
			"tooltip[delete_trade_simple;"..
 | 
						|
				"Delete this trade. You can do so only if\n"..
 | 
						|
				"you can edit the NPC as such (i.e. own it).]"
 | 
						|
		if(not(trade.trade_is_trade_list)) then
 | 
						|
			-- normal back button will lead to the talk dialog or edit option dialog;
 | 
						|
			-- add this second back button to go back to the list of all dialog option trades
 | 
						|
			formspec = formspec..
 | 
						|
				"button[0.2,1.0;2.0,0.9;show_trade_list_dialog_options;Back to list]"..
 | 
						|
				"tooltip[show_trade_list_dialog_options;"..
 | 
						|
					"Click here to get back to the list of all trades\n"..
 | 
						|
					"associated with dialog options (like this one).]"
 | 
						|
			local dialog = yl_speak_up.speak_to[pname].dialog
 | 
						|
			local tr = dialog.trades[ trade_id ]
 | 
						|
			if( tr and tr.d_id and tr.o_id) then
 | 
						|
				formspec = formspec..
 | 
						|
					"label[0.2,-0.3;This trade belongs to dialog "..
 | 
						|
						minetest.formspec_escape(tostring(tr.d_id)).." option "..
 | 
						|
						minetest.formspec_escape(tostring(tr.o_id))..".]"
 | 
						|
			end
 | 
						|
		end
 | 
						|
	end
 | 
						|
	-- the functionality of the back button depends on context
 | 
						|
	if(not(trade.trade_is_trade_list)) then
 | 
						|
		-- go back to the right dialog (or forward to the next one)
 | 
						|
		formspec = formspec..
 | 
						|
--			"button[6.2,1.6;2.0,0.9;finished_trading;Back to talk]"..
 | 
						|
			"button[0.2,0.0;2.0,0.9;finished_trading;Back to talk]"..
 | 
						|
			"tooltip[finished_trading;Click here once you've traded enough with this "..
 | 
						|
				"NPC and want to get back to talking.]"
 | 
						|
	else
 | 
						|
		-- go back to the trade list
 | 
						|
		formspec = formspec..  "button[0.2,0.0;2.0,0.9;back_to_trade_list;Back to list]"..
 | 
						|
			"tooltip[back_to_trade_list;Click here once you've traded enough with this "..
 | 
						|
				"NPC and want to get back to the trade list.]"
 | 
						|
	end
 | 
						|
 | 
						|
 | 
						|
	local trade_possible_msg = "Status of trade: Unknown."
 | 
						|
	-- has the NPC room for the payment?
 | 
						|
	if(not(npc_inv:room_for_item("npc_main", trade.player_gives))) then
 | 
						|
		trade_possible_msg = "Sorry. "..minetest.formspec_escape(trade.npc_name)..
 | 
						|
			" ran out of inventory space.\nThere is no room to store your payment!]"
 | 
						|
	-- can the player pay?
 | 
						|
	elseif(not(player_inv:contains_item("main", trade.player_gives))) then
 | 
						|
		-- both slots will remain empty
 | 
						|
		trade_possible_msg = "You cannot pay the price."
 | 
						|
	-- is the slot for the payment empty?
 | 
						|
	elseif not(trade_inv:is_empty("pay")) then
 | 
						|
		-- both slots will remain empty
 | 
						|
		-- (the slot may already contain the right things; we'll find that out later on)
 | 
						|
		trade_possible_msg = "Please insert the right payment!"
 | 
						|
	-- all good so far; move the price stack to the pay slot
 | 
						|
--	else
 | 
						|
--		-- move price item to the price slot
 | 
						|
--		local stack = player_inv:remove_item("main", trade.player_gives)
 | 
						|
--		trade_inv:add_item("pay", stack)
 | 
						|
	else
 | 
						|
		trade_possible_msg = "Please insert the right payment in the pay slot."
 | 
						|
	end
 | 
						|
 | 
						|
	-- make sure the sale slot is empty (we will fill it if the trade is possible)
 | 
						|
	trade_inv:set_stack("buy", 1, "")
 | 
						|
	-- after all this: does the payment slot contain the right things?
 | 
						|
	if(trade_inv:contains_item("pay", trade.player_gives)) then
 | 
						|
		trade_possible_msg = "Take the offered item(s) in order to buy them."
 | 
						|
 | 
						|
		-- can the NPC provide his part?
 | 
						|
		if(not(npc_inv:contains_item("npc_main", trade.npc_gives))) then
 | 
						|
			trade_possible_msg = "Sorry. "..minetest.formspec_escape(trade.npc_name)..
 | 
						|
				" ran out of stock.\nPlease come back later."
 | 
						|
		-- only new/undammaged tools, weapons and armor are accepted
 | 
						|
		elseif(trade_inv:get_stack("pay", 1):get_wear() > 0) then
 | 
						|
			trade_possible_msg = "Sorry. "..minetest.formspec_escape(trade.npc_name)..
 | 
						|
				" accepts only undammaged items.]"
 | 
						|
		else
 | 
						|
			-- put a *copy* of the item(stack) that is to be sold in the sale slot
 | 
						|
			trade_inv:add_item("buy", trade.npc_gives)
 | 
						|
		end
 | 
						|
	end
 | 
						|
 | 
						|
	if(not(player_inv:room_for_item("main", trade.npc_gives))) then
 | 
						|
		-- the player has no room for the sold item; give a warning
 | 
						|
		trade_possible_msg = "Careful! You do not seem to have enough\n"..
 | 
						|
				"free inventory space to store your purchase.]"
 | 
						|
	end
 | 
						|
 | 
						|
	return formspec..
 | 
						|
		"label[2.5,0.0;Trading with "..minetest.formspec_escape(trade.npc_name).."]"..
 | 
						|
		"label[1.5,0.7;You pay:]"..
 | 
						|
		-- show images of price and what is sold so that the player knows what
 | 
						|
		-- it costs and what he will get even if the trade is not possible at
 | 
						|
		-- that moment
 | 
						|
		"item_image[2.1,1.2;0.8,0.8;"..tostring(trade.player_gives).."]"..
 | 
						|
		"item_image[5.1,1.2;0.8,0.8;"..tostring(trade.npc_gives).."]"..
 | 
						|
		"image[3.5,2.0;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
 | 
						|
		-- show the pay slot from the detached player's trade inventory
 | 
						|
		"list[detached:yl_speak_up_player_"..pname..";pay;2,2.0;1,1;]" ..
 | 
						|
		-- show the buy slot from the same inventory
 | 
						|
		"list[detached:yl_speak_up_player_"..pname..";buy;5,2.0;1,1;]" ..
 | 
						|
		"label[1.5,3.0;"..trade_possible_msg.."]"
 | 
						|
end
 | 
						|
 | 
						|
 | 
						|
-- create a detached inventory for the *player* for trading with the npcs
 | 
						|
minetest.register_on_joinplayer(function(player, last_login)
 | 
						|
	local pname = player:get_player_name()
 | 
						|
 | 
						|
	-- create the detached inventory;
 | 
						|
	-- the functions for monitoring changes will be important later on
 | 
						|
	-- only the the player owning this detached inventory may access it
 | 
						|
	local trade_inv = minetest.create_detached_inventory("yl_speak_up_player_"..tostring(pname), {
 | 
						|
		-- moving of items between diffrent lists is not allowed
 | 
						|
		allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
 | 
						|
			if(not(player) or player:get_player_name() ~= pname) then
 | 
						|
				return 0
 | 
						|
			end
 | 
						|
			if(from_list ~= to_list) then
 | 
						|
				return 0
 | 
						|
			end
 | 
						|
			return count
 | 
						|
		end,
 | 
						|
 | 
						|
		-- these all require calling special functions, depending on context
 | 
						|
	        allow_put = function(inv, listname, index, stack, player)
 | 
						|
			if(not(player) or player:get_player_name() ~= pname) then
 | 
						|
				return 0
 | 
						|
			end
 | 
						|
			-- the "buy" slot is managed by the NPC; the player only takes from it
 | 
						|
			if(listname == "buy") then
 | 
						|
				return 0
 | 
						|
			end
 | 
						|
			-- do not allow used items or items with metadata in the setup slots
 | 
						|
			-- (they can't really be traded later on anyway)
 | 
						|
			if(listname == "setup") then
 | 
						|
				-- check if player can edit NPC, item is undammaged and contains no metadata
 | 
						|
				return yl_speak_up.inventory_allow_item(player, stack,
 | 
						|
					"yl_speak_up:add_trade_simple")
 | 
						|
			end
 | 
						|
			-- allow putting something in in edit mode - but not otherwise
 | 
						|
			if(listname == "npc_gives") then
 | 
						|
				local pname = player:get_player_name()
 | 
						|
				local n_id = yl_speak_up.speak_to[pname].n_id
 | 
						|
				-- only in edit mode! else the NPC manages this slot
 | 
						|
				if(not(n_id) or yl_speak_up.edit_mode[pname] ~= n_id) then
 | 
						|
					return 0
 | 
						|
				end
 | 
						|
			end
 | 
						|
			return stack:get_count()
 | 
						|
		end,
 | 
						|
	        allow_take = function(inv, listname, index, stack, player)
 | 
						|
			if(not(player) or player:get_player_name() ~= pname) then
 | 
						|
				return 0
 | 
						|
			end
 | 
						|
			-- can the trade be made?
 | 
						|
			if(listname == "buy") then
 | 
						|
				return yl_speak_up.can_trade_simple(player, stack:get_count())
 | 
						|
			end
 | 
						|
			return stack:get_count()
 | 
						|
		end,
 | 
						|
	        on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
 | 
						|
		end,
 | 
						|
	        on_put = function(inv, listname, index, stack, player)
 | 
						|
			if(listname == "pay") then
 | 
						|
				local pname = player:get_player_name()
 | 
						|
				-- show formspec with updated information (perhaps sale is now possible)
 | 
						|
				yl_speak_up.show_fs(player, "trade_simple")
 | 
						|
			elseif(listname == "npc_gives"
 | 
						|
			    or listname == "npc_wants") then
 | 
						|
				-- monitor changes in order to adjust the formspec
 | 
						|
				yl_speak_up.action_inv_changed(inv, listname, index, stack, player, "put")
 | 
						|
			end
 | 
						|
		end,
 | 
						|
	        on_take = function(inv, listname, index, stack, player)
 | 
						|
			-- the player may have put something wrong in the payment slot
 | 
						|
			-- -> show updated formspec
 | 
						|
			if(listname == "pay") then
 | 
						|
				local pname = player:get_player_name()
 | 
						|
				-- show formspec with updated information (perhaps sale is now possible)
 | 
						|
				yl_speak_up.show_fs(player, "trade_simple")
 | 
						|
			elseif(listname == "buy") then
 | 
						|
				yl_speak_up.do_trade_simple(player, stack:get_count())
 | 
						|
				-- information may require an update (NPC might now be out of stock), or
 | 
						|
				-- the player can do the trade a second time
 | 
						|
				yl_speak_up.show_fs(player, "trade_simple")
 | 
						|
			elseif(listname == "npc_gives"
 | 
						|
			    or listname == "npc_wants") then
 | 
						|
				-- monitor changes in order to adjust the formspec
 | 
						|
				yl_speak_up.action_inv_changed(inv, listname, index, stack, player, "take")
 | 
						|
			end
 | 
						|
		end,
 | 
						|
	})
 | 
						|
	-- prepare the actual inventories
 | 
						|
	trade_inv:set_size("pay", 1)
 | 
						|
	trade_inv:set_size("buy", 1)
 | 
						|
	-- for setting up new simple trades
 | 
						|
	trade_inv:set_size("setup", 2*1)
 | 
						|
	-- for setting up actions
 | 
						|
	trade_inv:set_size("npc_gives", 1)
 | 
						|
	trade_inv:set_size("npc_wants", 1)
 | 
						|
end)
 |