171 lines
5.8 KiB
Lua
171 lines
5.8 KiB
Lua
-- show a list of all trades
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-- the player is accessing the trade list
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yl_speak_up.input_trade_list = function(player, formname, fields)
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local pname = player:get_player_name()
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local d_id = yl_speak_up.speak_to[pname].d_id
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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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if(not(dialog.trades)) then
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dialog.trades = {}
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end
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-- the player wants to add a new trade
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if(fields.trade_list_add_trade) then
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-- show the trade config dialog for a new trade
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yl_speak_up.show_fs(player, "add_trade_simple", "new")
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return
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end
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-- toggle between view of dialog option trades and trade list trades
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if(fields.show_dialog_option_trades
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or fields.show_trade_list) then
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yl_speak_up.show_fs(player, "trade_list", fields.show_dialog_option_trades)
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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.finished_trading) then
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yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
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return
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end
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-- normal mode: the player wants to see a particular trade
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for k,v in pairs(dialog.trades) do
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if(fields[ k ]) then
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yl_speak_up.show_fs(player, "trade_simple", k)
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return
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end
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end
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-- show the inventory of the NPC
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if(fields.show_inventory) then
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yl_speak_up.show_fs(player, "inventory")
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return
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end
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-- TODO: and otherwise?
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end
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-- show a list of all trades the NPC has to offer
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-- if show_dialog_option_trades is set: show only those trades that are attached to options of dialogs;
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-- otherwise show only those trades attached to the trade list
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yl_speak_up.get_fs_trade_list = function(player, show_dialog_option_trades)
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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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-- which NPC is the player talking to?
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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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-- do we have all the necessary data?
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if(not(n_id) or not(dialog.n_npc)) then
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return "size[6,2]"..
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"label[0.2,0.5;Ups! This NPC lacks ID or name.]"..
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"button_exit[2,1.5;1,0.9;exit;Exit]"
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end
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-- make sure the NPC has that table defined
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if(not(dialog.trades)) then
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dialog.trades = {}
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end
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yl_speak_up.load_npc_inventory(n_id)
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local npc_inv = minetest.get_inventory({type="detached", name="yl_speak_up_npc_"..tostring(n_id)})
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local formspec = {}
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if(yl_speak_up.may_edit_npc(player, n_id)) then
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-- allow players with the right priv to switch view between dialog option trades
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-- and those normal ones in the trade list
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if(not(show_dialog_option_trades)) then
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table.insert(formspec, "button[3.0,-0.5;5.0,0.9;show_dialog_option_trades;"..
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"Show trades attached to dialog options]")
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else
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table.insert(formspec, "button[3.0,-0.5;5.0,0.9;show_trade_list;"..
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"Show trade list trades (player view)]")
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end
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else
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-- do not show trades attached to dialog options for players who cannot edit the NPC
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show_dialog_option_trades = false
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end
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-- arrange the offers in yl_speak_up.trade_max_cols columns horizontally
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-- and yl_speak_up.trade_max_rows row vertically
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local row = 0
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local col = 0
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local anz_trades = 0
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-- the order in which the trades appear shall not change each time;
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-- but lua cannot sort the keys of a table by itself...
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local sorted_trades = {}
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for k in pairs(dialog.trades) do
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table.insert(sorted_trades, k)
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end
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table.sort(sorted_trades)
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-- TODO: handle multiple pages?
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for i, k in ipairs(sorted_trades) do
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v = dialog.trades[ k ]
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if(col < yl_speak_up.trade_max_cols
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-- needs both to be negated because show_dialog_option_trades will most of the time be nil
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-- and the actual value of v.d_id isn't of intrest here either
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and (not(show_dialog_option_trades) == not(v.d_id))
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and v.pay and v.pay[1] and v.pay[1] ~= "" and v.buy and v.buy[1] and v.buy[1] ~= "") then
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local pay_stack = ItemStack(v.pay[1])
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local buy_stack = ItemStack(v.buy[1])
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-- do not show trades with nonexistant items
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if( not(minetest.registered_items[ pay_stack:get_name() ])
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or not(minetest.registered_items[ buy_stack:get_name() ])) then
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break
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end
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anz_trades = anz_trades + 1
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local kstr = tostring(minetest.formspec_escape(k))
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table.insert(formspec,
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"item_image_button["..tostring(1+(col*4))..","..tostring(1+row)..";1,1;"..
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tostring(v.pay[1])..";"..kstr..";]"..
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"image_button["..tostring(1.8+(col*4))..","..tostring(1+row)..";1,1;"..
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"gui_furnace_arrow_bg.png^[transformR270;"..kstr..";]"..
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"item_image_button["..tostring(2.6+(col*4))..","..tostring(1+row)..";1,1;"..
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tostring(v.buy[1])..";"..kstr..";]")
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if(not(npc_inv:contains_item("npc_main", buy_stack))) then
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table.insert(formspec,
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"label["..tostring(1.7+(col*4))..","..tostring(1.2+row)..";Sold out]")
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end
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row = row + 1
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if(row > yl_speak_up.trade_max_rows) then
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row = 0
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col = col + 1
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end
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end
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end
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-- if there are no trades, at least print a hint that there could be some here
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-- (a mostly empty formspec looks too boring and could irritate players)
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if(anz_trades == 0) then
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table.insert(formspec,
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"label[1,1;Sorry. There are currently no offers available.]")
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end
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-- button "add trade" for those who can edit the NPC (entering edit mode is not required)
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-- also add a quick way to access the inventory of the npc
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if(yl_speak_up.may_edit_npc(player, n_id)) then
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table.insert(formspec,
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"button["..tostring(yl_speak_up.trade_max_cols * 4 - 2.2)..
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",0.2;2.0,0.9;trade_list_add_trade;Add trade]"..
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"button["..tostring(yl_speak_up.trade_max_cols * 4 - 4.2)..
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",-0.5;4.0,0.9;show_inventory;Show inventory of NPC]")
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end
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return "size["..
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tostring(yl_speak_up.trade_max_cols * 4)..","..
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tostring(yl_speak_up.trade_max_rows + 2).."]"..
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"button[0.2,0.0;2.0,0.9;finished_trading;Back to talk]"..
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"label[3.0,0.2;"..tostring(dialog.n_npc).." offers you these trades:]"..
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table.concat(formspec, "")
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end
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