-- route player input to the right functions; -- return true when the right function has been found minetest.register_on_player_receive_fields( function(player, formname, fields) if formname == "yl_speak_up:optiondialog" then yl_speak_up.input_optiondialog(player, formname, fields) return true elseif formname == "yl_speak_up:setdialog" then yl_speak_up.input_setdialog(player, formname, fields) return true -- handled in fs_save_or_discard_or_back.lua elseif formname == "yl_speak_up:save_or_discard_changes" then yl_speak_up.input_save_or_discard_changes(player, formname, fields) return true -- handled in fs_edit_options_dialog.lua elseif formname == "yl_speak_up:edit_option_dialog" then yl_speak_up.input_edit_option_dialog(player, formname, fields) return true elseif formname == "yl_speak_up:talk" then yl_speak_up.input_talk(player, formname, fields) return true elseif formname == "yl_speak_up:fashion" then yl_speak_up.input_fashion(player, formname, fields) return true -- handled in inventory.lua elseif formname == "yl_speak_up:inventory" then yl_speak_up.input_inventory(player, formname, fields) return true -- handled in trade_list.lua elseif formname == "yl_speak_up:trade_list" then yl_speak_up.input_trade_list(player, formname, fields) return true -- handled in fs_player_offers_item.lua elseif formname == "yl_speak_up:player_offers_item" then yl_speak_up.input_player_offers_item(player, formname, fields) return true -- handled in trade_simple.lua elseif formname == "yl_speak_up:do_trade_simple" then yl_speak_up.input_do_trade_simple(player, formname, fields) return true -- (as above - also handled in trade_simple.lua) elseif formname == "yl_speak_up:add_trade_simple" then yl_speak_up.input_add_trade_simple(player, formname, fields) return true -- handled in fs_initial_config.lua elseif formname == "yl_speak_up:initial_config" then yl_speak_up.input_fs_initial_config(player, formname, fields) return true -- handled in fs_edit_preconditions.lua elseif formname == "yl_speak_up:edit_preconditions" then yl_speak_up.input_fs_edit_preconditions(player, formname, fields) return true -- handled in fs_edit_actions.lua elseif formname == "yl_speak_up:edit_actions" then yl_speak_up.input_fs_edit_actions(player, formname, fields) return true -- handled in fs_edit_actions.lua elseif formname == "yl_speak_up:action_npc_gives" then yl_speak_up.input_fs_action_npc_gives(player, formname, fields) return true elseif formname == "yl_speak_up:action_npc_wants" then yl_speak_up.input_fs_action_npc_wants(player, formname, fields) return true elseif formname == "yl_speak_up:action_text_input" then yl_speak_up.input_fs_action_text_input(player, formname, fields) return true elseif formname == "yl_speak_up:action_custom" then yl_speak_up.input_fs_action_custom(player, formname, fields) return true -- handled in fs_edit_effects.lua elseif formname == "yl_speak_up:edit_effects" then yl_speak_up.input_fs_edit_effects(player, formname, fields) return true -- handled in quest_api.lua elseif formname == "yl_speak_up:manage_variables" then yl_speak_up.input_fs_manage_variables(player, formname, fields) return true -- handled in fs_alternate_text.lua elseif formname == "yl_speak_up:show_what_points_to_this_dialog" then yl_speak_up.input_fs_show_what_points_to_this_dialog(player, formname, fields) return true end end) -- call show_formspec with the right input_* function for the right formspec -- (handles all show_formspec-calls) yl_speak_up.show_fs = function(player, fs_name, param) if(not(player)) then return end local pname = player:get_player_name() if(not(yl_speak_up.speak_to[pname])) then return end local last_fs = yl_speak_up.speak_to[pname].last_fs -- show the save or discard changes dialog if(fs_name and fs_name == "save_or_discard_changes") then minetest.show_formspec(pname, "yl_speak_up:save_or_discard_changes", yl_speak_up.get_fs_save_or_discard_changes(player, param)) return -- the player either saved or discarded; we may proceed now elseif(fs_name and fs_name == "proceed_after_save") then fs_name = yl_speak_up.speak_to[pname].next_fs param = yl_speak_up.speak_to[pname].next_fs_param yl_speak_up.speak_to[pname].next_fs = nil yl_speak_up.speak_to[pname].next_fs_param = nil yl_speak_up.speak_to[pname].last_fs = fs_name yl_speak_up.speak_to[pname].last_fs_param = param if(not(fs_name) or fs_name == "quit") then yl_speak_up.speak_to[pname] = nil yl_speak_up.edit_mode[pname] = nil return end -- the player clicked on "back" in the above dialog elseif(fs_name and fs_name == "show_last_fs") then -- call the last formspec again - and with the same parameters fs_name = yl_speak_up.speak_to[pname].last_fs param = yl_speak_up.speak_to[pname].last_fs_param -- do we need to check if there is something that needs saving? elseif(fs_name -- msg is just a loop for displaying (mostly error) messages and fs_name ~= "msg" -- is the player editing the NPC? that is: might there be any changes? and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then local last_fs = yl_speak_up.speak_to[pname].last_fs local d_id = yl_speak_up.speak_to[pname].d_id local o_id = yl_speak_up.speak_to[pname].o_id -- only these two formspecs need to ask specificly if the data ought to be saved if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then local last_param = yl_speak_up.speak_to[pname].last_fs_param local show_save_fs = false if(not(param)) then param = {} end -- set the target dialog yl_speak_up.speak_to[pname].target_dialog = param.d_id -- if we are switching from one dialog to another: is it the same? if(last_fs == "talk" and fs_name == last_fs and param and param.d_id and param.d_id ~= d_id) then -- diffrent parameters: save (if needed) show_save_fs = true elseif(fs_name == "talk" and param and param.do_save) then -- player clicked on save button show_save_fs = true -- leaving a dialog: save! elseif(last_fs == "talk" and fs_name ~= last_fs) then show_save_fs = true -- clicking on "save" in an edit option dialog: save! elseif(last_fs == "edit_option_dialog" and fs_name == last_fs and param and param.caller and param.caller == "save_option") then show_save_fs = true -- leaving editing an option: save! elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then show_save_fs = true -- quitting: save! elseif(fs_name == "quit") then yl_speak_up.speak_to[pname].target_dialog = nil show_save_fs = true end -- show the save or discard dialog if(show_save_fs) then yl_speak_up.speak_to[pname].next_fs = fs_name yl_speak_up.speak_to[pname].next_fs_param = param -- check first if it's necessary to ask for save or discard yl_speak_up.input_save_or_discard_changes(player, "", {}) return end end -- store the new formspec yl_speak_up.speak_to[pname].last_fs = fs_name -- and its parameter yl_speak_up.speak_to[pname].last_fs_param = param end -- this is here mostly to fascilitate debugging - so that really all calls to -- minetest.show_formspec are routed through here if(fs_name == "msg") then if(not(param)) then param = {} end minetest.show_formspec(pname, param.input_to, param.formspec) elseif(fs_name == "quit") then return -- staff-based editing elseif(fs_name == "optiondialog") then if(not(param)) then param = {} end minetest.show_formspec(pname, "yl_speak_up:optiondialog", yl_speak_up.get_fs_optiondialog(player, param.n_id, param.d_id, param.o_id, param.p_id, param.r_id)) elseif(fs_name == "setdialog") then if(not(param)) then param = {} end minetest.show_formspec(pname, "yl_speak_up:setdialog", yl_speak_up.get_fs_setdialog(player, param.n_id, param.d_id)) elseif(fs_name == "edit_option_dialog") then -- the optional "caller" parameter can be used for debugging if(not(param)) then param = {} end yl_speak_up.speak_to[pname].o_id = param.o_id minetest.show_formspec(pname, "yl_speak_up:edit_option_dialog", yl_speak_up.get_fs_edit_option_dialog(player, param.n_id, param.d_id, param.o_id, param.caller)) elseif(fs_name == "talk") then if(not(param)) then param = {} end minetest.show_formspec(pname, "yl_speak_up:talk", -- recursion depth from autoanswer: 0 (the player selected manually) yl_speak_up.get_fs_talkdialog(player, param.n_id, param.d_id, param.alternate_text,0)) elseif(fs_name == "fashion") then minetest.show_formspec(pname, "yl_speak_up:fashion", yl_speak_up.get_fs_fashion(pname)) elseif(fs_name == "inventory") then minetest.show_formspec(pname, "yl_speak_up:inventory", yl_speak_up.get_fs_inventory(player)) elseif(fs_name == "trade_list") then minetest.show_formspec(pname, "yl_speak_up:trade_list", yl_speak_up.get_fs_trade_list(player, param)) elseif(fs_name == "player_offers_item") then minetest.show_formspec(pname, "yl_speak_up:player_offers_item", yl_speak_up.get_fs_player_offers_item(player, param)) elseif(fs_name == "trade_simple") then -- the optional parameter param is the trade_id if(not(param) and yl_speak_up.speak_to[pname]) then param = yl_speak_up.speak_to[pname].trade_id end minetest.show_formspec(pname, "yl_speak_up:do_trade_simple", yl_speak_up.get_fs_trade_simple(player, param)) elseif(fs_name == "add_trade_simple") then -- the optional parameter param is the trade_id if(not(param) and yl_speak_up.speak_to[pname]) then param = yl_speak_up.speak_to[pname].trade_id end minetest.show_formspec(pname, "yl_speak_up:add_trade_simple", yl_speak_up.get_fs_add_trade_simple(player, param)) elseif(fs_name == "initial_config") then if(not(param)) then param = {} end minetest.show_formspec(pname, "yl_speak_up:initial_config", yl_speak_up.get_fs_initial_config(player, param.n_id, param.d_id, param.is_initial_config)) elseif(fs_name == "edit_preconditions") then minetest.show_formspec(pname, "yl_speak_up:edit_preconditions", yl_speak_up.get_fs_edit_preconditions(player, param)) elseif(fs_name == "edit_actions") then minetest.show_formspec(pname, "yl_speak_up:edit_actions", yl_speak_up.get_fs_edit_actions(player, param)) elseif(fs_name == "edit_effects") then minetest.show_formspec(pname, "yl_speak_up:edit_effects", yl_speak_up.get_fs_edit_effects(player, param)) -- action related elseif(fs_name == "action_npc_gives") then minetest.show_formspec(pname, "yl_speak_up:action_npc_gives", yl_speak_up.get_fs_action_npc_gives(player, param)) elseif(fs_name == "action_npc_wants") then minetest.show_formspec(pname, "yl_speak_up:action_npc_wants", yl_speak_up.get_fs_action_npc_wants(player, param)) elseif(fs_name == "action_text_input") then minetest.show_formspec(pname, "yl_speak_up:action_text_input", yl_speak_up.get_fs_action_text_input(player, param)) elseif(fs_name == "action_custom") then minetest.show_formspec(pname, "yl_speak_up:action_custom", yl_speak_up.get_fs_action_custom(player, param)) elseif(fs_name == "manage_variables") then minetest.show_formspec(pname, "yl_speak_up:manage_variables", yl_speak_up.get_fs_manage_variables(player, param)) elseif(fs_name == "show_what_points_to_this_dialog") then minetest.show_formspec(pname, "yl_speak_up:show_what_points_to_this_dialog", yl_speak_up.show_what_points_to_this_dialog(player, param)) -- fallback in case of wrong call else minetest.chat_send_player(pname, "Error: Trying to show wrong ".. "formspec: \""..tostring(fs_name).."\". Please notify ".. "an admin.") end end