load_dialog is no longer a local function

This commit is contained in:
Sokomine 2021-06-27 03:46:03 +02:00
parent cb49d9cfe2
commit 1b28dd6a07

View File

@ -157,7 +157,7 @@ yl_speak_up.save_dialog = function(n_id, dialog)
end
local function load_dialog(n_id) -- returns the saved dialog
yl_speak_up.load_dialog = function(n_id) -- returns the saved dialog
local p = save_path(n_id)
local file, err = io.open(p, "r")
@ -179,7 +179,7 @@ end
-- used by staff and input_inital_config
yl_speak_up.fields_to_dialog = function(pname, fields)
local n_id = yl_speak_up.speak_to[pname].n_id
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
local save_d_id = ""
if next(dialog) == nil then -- No file found. Let's create the basic values
@ -326,7 +326,7 @@ local function delete_dialog(n_id, d_id)
return false
end -- We don't delete "New dialog"
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
dialog.n_dialogs[d_id] = nil
@ -341,7 +341,7 @@ local function delete_option(n_id, d_id, o_id)
return false
end -- We don't delete "New option"
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
dialog.n_dialogs[d_id].d_options[o_id] = nil
@ -387,7 +387,7 @@ end
-- dialog
yl_speak_up.get_fs_setdialog = function(clicker, n_id, d_id)
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
local items = yl_speak_up.text_new_dialog_id
local count = 1
@ -465,7 +465,7 @@ end
-- options
yl_speak_up.get_fs_optiondialog = function(player, n_id, d_id, o_id, p_id, r_id)
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
local pname = player:get_player_name()
if next(dialog) == nil or d_id == yl_speak_up.text_new_dialog_id or dialog.n_dialogs == nil then -- file does not exist or the user sent the New dialog
@ -1766,7 +1766,7 @@ yl_speak_up.save_changes_and_switch_to_other_dialog = function(player, fields, t
-- if we just reload the old state, they would both get lost
local target_dialog_data = yl_speak_up.speak_to[pname].dialog.n_dialogs[ target_dialog ]
-- actually restore the old state and discard the changes by loading the dialog anew
yl_speak_up.speak_to[pname].dialog = load_dialog(n_id)
yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id)
-- clear list of changes
yl_speak_up.npc_was_changed[ n_id ] = {}
local dialog = yl_speak_up.speak_to[pname].dialog
@ -2291,7 +2291,7 @@ end
-- identify multiple results that lead to target dialogs
yl_speak_up.check_for_disambigous_results = function(n_id, pname)
local errors_found = false
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
-- nothing defined yet - nothing to repair
if(not(dialog.n_dialogs)) then
return
@ -2564,7 +2564,7 @@ function yl_speak_up.config(clicker, npc)
yl_speak_up.speak_to[pname] = {}
yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
yl_speak_up.speak_to[pname].d_id = yl_speak_up.text_new_dialog_id -- The only d_id we can rely on existing
yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) -- Load the dialog and see what we can do with it
yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- Load the dialog and see what we can do with it
yl_speak_up.speak_to[pname].obj = npc
-- find out who owns the npc while we still have easy access to the luaentity
@ -2706,7 +2706,7 @@ function yl_speak_up.talk(self, clicker)
yl_speak_up.speak_to[pname] = {}
yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC
yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) -- Load the dialog and see what we can do with it
yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- Load the dialog and see what we can do with it
yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures
yl_speak_up.speak_to[pname].option_index = 1
yl_speak_up.speak_to[pname].obj = self.object
@ -3048,7 +3048,7 @@ function yl_speak_up.fashion(player, obj)
yl_speak_up.speak_to[pname].textures = t
yl_speak_up.speak_to[pname].skins = textures2skin(t)
local dialog = load_dialog(n_id)
local dialog = yl_speak_up.load_dialog(n_id)
if next(dialog) then
yl_speak_up.speak_to[pname].n_npc = dialog.n_npc
else