mirror of
https://gitea.your-land.de/Sokomine/yl_speak_up.git
synced 2025-11-01 12:53:07 +01:00
353 lines
13 KiB
Lua
353 lines
13 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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-- the "_" is necessary for the price button so that offer and price
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-- button can each have their tooltip *and* lead to the same dialog
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if(fields[ k ] or 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(not(yl_speak_up.may_edit_npc(player, n_id))) then
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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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local dialog = yl_speak_up.speak_to[pname].dialog
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local portrait = yl_speak_up.calculate_portrait(pname, n_id)
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-- show who owns the NPC (and is thus more or less responsible for what it says)
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local owner_info = ""
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if(yl_speak_up.npc_owner[ n_id ]) then
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owner_info = "\n\n(owned by "..minetest.formspec_escape(yl_speak_up.npc_owner[ n_id ])..")"
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end
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local fs_version = yl_speak_up.fs_version[pname]
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formspec = {
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"size[57,33]",
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"position[0,0.45]",
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"anchor[0,0.45]",
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"no_prepend[]",
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"bgcolor[#00000000;false]",
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-- Container
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"container[2,0.75]",
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-- Background
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"background[0,0;20,23;yl_speak_up_bg_dialog.png;false]",
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"background[0,24;54.5,7.5;yl_speak_up_bg_dialog.png;false]",
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-- Frame Dialog
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"image[-0.25,-0.25;1,1;yl_speak_up_bg_dialog_tl.png]",
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"image[-0.25,22.25;1,1;yl_speak_up_bg_dialog_bl.png]",
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"image[19.25,-0.25;1,1;yl_speak_up_bg_dialog_tr.png]",
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"image[19.25,22.25;1,1;yl_speak_up_bg_dialog_br.png]",
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"image[-0.25,0.75;1,21.5;yl_speak_up_bg_dialog_hl.png]",
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"image[19.25,0.75;1,21.5;yl_speak_up_bg_dialog_hr.png]",
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"image[0.75,-0.25;18.5,1;yl_speak_up_bg_dialog_vt.png]",
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"image[0.75,22.25;18.5,1;yl_speak_up_bg_dialog_vb.png]",
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-- Frame Options
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"image[-0.25,23.75;1,1;yl_speak_up_bg_dialog_tl.png]",
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"image[-0.25,30.75;1,1;yl_speak_up_bg_dialog_bl.png]",
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"image[53.75,23.75;1,1;yl_speak_up_bg_dialog_tr.png]",
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"image[53.75,30.75;1,1;yl_speak_up_bg_dialog_br.png]",
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"image[-0.25,24.75;1,6;yl_speak_up_bg_dialog_hl.png]",
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"image[53.75,24.75;1,6;yl_speak_up_bg_dialog_hr.png]",
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"image[0.75,23.75;53,1;yl_speak_up_bg_dialog_vt.png]",
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"image[0.75,30.75;53,1;yl_speak_up_bg_dialog_vb.png]",
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"label[0.3,0.6;",
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minetest.formspec_escape(dialog.n_npc),
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"]",
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"label[0.3,1.8;",
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minetest.formspec_escape(dialog.n_description)..owner_info,
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"]",
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"image[15.5,0.5;4,4;",
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portrait,
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"]",
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}
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-- add those things that only exist in formspec_v >= 4
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if(fs_version > 2) then
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table.insert(formspec, "style_type[button;bgcolor=#a37e45]")
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table.insert(formspec, "style_type[button_exit;bgcolor=#a37e45]") -- Dialog
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-- table.insert(formspec, "background[-1,-1;22,25;yl_speak_up_bg_dialog2.png;false]")
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-- table.insert(formspec, "background[-1,23;58,10;yl_speak_up_bg_dialog2.png;false]")
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-- table.insert(formspec, "style_type[button;bgcolor=#a37e45]")
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end
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local alternate_text = " I can offer you these trades.\n\n"..
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"Select one trade and then choose \"buy\" to actually buy something."..
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"\n\nThere may be more trades then those shown in the first row. Please "..
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"look at all my offers [that is, scroll down a bit]!"..
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"\n\n[$NPC_NAME$ looks expectantly at you.]"
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local active_dialog = {}
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active_dialog.d_text = ""
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-- display the window with the text the NPC is saying
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if(alternate_text) then
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alternate_text = string.gsub(alternate_text, "%$TEXT%$", active_dialog.d_text)
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end
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-- replace $NPC_NAME$ etc.
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local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
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(alternate_text or active_dialog.d_text), dialog, pname))
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if(fs_version > 2) then
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"hypertext", "0.2,5;19.6,17.8", "d_text",
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"<normal>"..t.."\n</normal>",
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t:trim()..";#000000;#FFFFFF",
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true)
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else
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yl_speak_up.add_formspec_element_with_tooltip_if(formspec,
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"textarea", "0.2,5;19.6,17.8", "",
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";"..t.."\n",
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t:trim(),
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true)
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end
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local pname_for_old_fs = nil
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if(fs_version > 2) then
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table.insert(formspec, "scrollbaroptions[min=0;max=14;smallstep=1;largestep=2;arrows=show]")
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table.insert(formspec, "scrollbar[0.2,24.2;0.2,7;vertical;scr0;0]")
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table.insert(formspec, "scroll_container[0,24;56,7;scr0;vertical;1]")
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else
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if(fs_version < 2) then
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-- if the player has an older formspec version
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minetest.log( "info",
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"[MOD] yl_speak_up: User " .. pname .. " talked to NPC ID n_" .. n_id ..
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" with an old formspec version!")
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table.insert(formspec,
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"box[0.3,20;19,2.6;red]"..
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"label[0.7,20.3;"..yl_speak_up.text_version_warning.."]")
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-- The up and down buttons are microscopic. Offer some (still small)
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-- additional text buttons so that players have a chance to hit them.
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table.insert(formspec, "button[49,23.1;6,0.9;button_down;^ Scroll Up ^]")
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table.insert(formspec, "button[49,31.5;6,0.9;button_up;v Scroll Down v]")
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table.insert(formspec, "button[1,23.1;6,0.9;button_down;^ Scroll Up ^]")
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table.insert(formspec, "button[1,31.5;6,0.9;button_up;v Scroll Down v]")
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end
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-- old formspec versions need to remember somewhere extern how far the player scrolled
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pname_for_old_fs = pname
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yl_speak_up.speak_to[pname_for_old_fs].counter = 1
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table.insert(formspec, "container[0,24]")
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if(fs_version < 2) then
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-- very small, ugly, and difficult to hit
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table.insert(formspec, "button[0.1,0;1,0.9;button_down;^]")
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table.insert(formspec, "button[0.1,7.0;1,0.9;button_up;v]")
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else
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-- somewhat larger and quite usable (v2 is pretty ok)
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table.insert(formspec, "button[0.1,0;1,3;button_down;^\nU\np]")
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table.insert(formspec, "button[0.1,3.2;1,4.5;button_up;D\no\nw\nn\nv]")
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table.insert(formspec, "button[53.5,0;1,3;button_down;^\nU\np]")
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table.insert(formspec, "button[53.5,3.2;1,4.5;button_up;D\no\nw\nn\nv]")
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end
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end
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h = -0.8
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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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for i, k in ipairs(sorted_trades) do
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v = dialog.trades[ k ]
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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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if( (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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local sold_out = not(npc_inv:contains_item("npc_main", buy_stack))
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local color = "#777777"
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if(sold_out) then
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color = "#333333"
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-- still needs to contain kstr so that each button has a diffrent text
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kstr = "sold out "..kstr
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end
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table.insert(formspec,
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"container["..tostring(0.5+(col*4.5))..","..
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tostring(0.3+(row*6)).."]"..
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"box[0,0;4.2,5.6;"..color.."]"..
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"item_image_button[1.0,0.2;3,3;"..
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tostring(v.pay[1])..";"..kstr..";]"..
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"item_image_button[2.0,3.4;2,2;"..
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-- the "_" at the end is necessary; we need a diffrent name
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-- here than kstr as that was used for another button (leading
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-- to the same result) just above
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tostring(v.buy[1])..";"..kstr.."_;]")
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if(sold_out) then
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table.insert(formspec, "label[0,1.9;Sold out]\ncontainer_end[]")
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else
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-- show the price label only when the offer is in stock
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table.insert(formspec, "label[0,4.4;Price:]\ncontainer_end[]")
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end
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col = col + 1
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if(col >= yl_speak_up.trade_max_cols) then
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col = 0
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row = row + 1
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end
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end
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end
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h = (row+1) * 6 - 0.6
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"show_inventory",
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"Access and manage the inventory of the NPC. This is used for adding trade "..
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"items, getting collected payments and managing quest items.",
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"Show your inventory (only accessible to owner)!",
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true, nil, nil, pname_for_old_fs)
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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(yl_speak_up.may_edit_npc(player, n_id)) then
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if(not(show_dialog_option_trades)) then
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text = "This is the trade list view (player view). "..
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"Show trades attached to dialog options."
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"show_dialog_option_trades",
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text, text,
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true, nil, nil, pname_for_old_fs)
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else
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text = "These are trades attached to dialog options. "..
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"Show trade list trades (player view)."
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"show_trade_list",
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text, text,
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true, nil, nil, pname_for_old_fs)
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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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text = "Add a new trade."
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"trade_list_add_trade",
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text, text,
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true, nil, nil, pname_for_old_fs)
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end
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local text = "That was all. Let's continue talking."
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"finished_trading",
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text, text,
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true, nil, nil, pname_for_old_fs) -- button_exit
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"button_exit",
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yl_speak_up.message_button_option_exit,
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yl_speak_up.message_button_option_exit,
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true, nil, true, pname_for_old_fs) -- button_exit
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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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if(fs_version > 2) then
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table.insert(formspec, "scroll_container_end[]")
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else
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table.insert(formspec, "container_end[]")
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end
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table.insert(formspec, "container_end[]")
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return table.concat(formspec, "")
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end
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