yl_speak_up/fs_talkdialog.lua

1100 lines
48 KiB
Lua

-- This is the main talkdialog the NPC shows when right-clicked.
-- helper function for yl_speak_up.fs_talkdialog
yl_speak_up.calculate_portrait = function(pname, n_id)
local tex = yl_speak_up.speak_to[pname].textures
local head = ""
head = head .. "[combine:8x8:-8,-8=" .. tex[2] .. ":-40,-8=" .. tex[2]
return head
end
yl_speak_up.input_talk = function(player, formname, fields)
if formname ~= "yl_speak_up:talk" then
return
end
local pname = player:get_player_name()
local o = ""
local n_id = yl_speak_up.speak_to[pname].n_id
-- the NPC needs to be configured first; route input to the configuration dialog
if(not(yl_speak_up.speak_to[pname].dialog)
or not(yl_speak_up.speak_to[pname].dialog.n_npc)
or not(yl_speak_up.speak_to[pname].d_id)) then
yl_speak_up.input_fs_initial_config(player, formname, fields)
return
end
-- Is the player working on this particular npc?
local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)
-- if in edit mode: detect if something was changed;
if(edit_mode or fields.button_edit_name_and_description) then
local result = yl_speak_up.edit_mode_apply_changes(pname, fields)
end
-- show which dialogs point to this one
if(edit_mode and fields.show_what_points_to_this_dialog) then
local dialog = yl_speak_up.speak_to[pname].dialog
local d_id = yl_speak_up.speak_to[pname].d_id
yl_speak_up.show_fs(player, "show_what_points_to_this_dialog",
yl_speak_up.speak_to[pname].d_id)
return
end
-- the player wants to change name and description; show the formspec
if(edit_mode and fields.button_edit_name_and_description) then
-- this is not the initial config - but the same formspec can be used
yl_speak_up.show_fs(player, "initial_config",
{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false})
return
end
-- the player wants to access the inventory of the NPC
if(edit_mode and fields.show_inventory) then
-- the inventory is just an inventory with a back button; come back to this dialog here
yl_speak_up.show_fs(player, "inventory")
return
end
-- change skin, cape and wielded items
if(edit_mode and fields.edit_skin) then
local dialog = yl_speak_up.speak_to[pname].dialog
-- necessary so that the fashin formspec can be created
yl_speak_up.speak_to[pname].n_npc = dialog.n_npc
yl_speak_up.show_fs(player, "fashion")
return
end
if(edit_mode and fields.button_save_dialog) then
yl_speak_up.show_fs(player, "talk",
{n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, do_save = true})
return
end
-- start edit mode (requires npc_talk_owner)
if fields.button_start_edit_mode then
-- check if this particular NPC is really owned by this player or if the player has global privs
if(not(yl_speak_up.may_edit_npc(player, n_id))) then
minetest.chat_send_player(pname, "Sorry. You do not have the npc_talk_owner or npc_master priv.")
return
end
-- the staff allows to create multiple target dialogs as result; this makes no sense
-- and is too disambigous
if(yl_speak_up.check_for_disambigous_results(n_id, pname)) then
-- this needs to be fixed by someone with a staff; we don't know which dialog is the right
-- result
return
end
-- enter edit mode with that particular NPC
yl_speak_up.edit_mode[pname] = yl_speak_up.speak_to[pname].n_id
-- start a new chat - but this time in edit mode
yl_speak_up.speak_to[pname].d_id = nil
yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = nil})
return
-- end edit mode (does not require the priv; will only switch back to normal behaviour)
elseif fields.button_end_edit_mode then
-- if there are any changes done: ask first and don't end edit mode yet
yl_speak_up.show_fs(player, "quit", nil)
return
end
if fields.quit or fields.button_exit then
-- if there are any changes done: ask first and don't quit yet
yl_speak_up.show_fs(player, "quit", nil)
return
end
-- allow the player to take the item back
if(fields.show_player_offers_item and fields.show_player_offers_item ~= "") then
yl_speak_up.show_fs(player, "player_offers_item", nil)
return
end
if fields.button_up then
yl_speak_up.speak_to[pname].option_index =
yl_speak_up.speak_to[pname].option_index + yl_speak_up.max_number_of_buttons
yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
d_id = yl_speak_up.speak_to[pname].d_id})
return
elseif fields.button_down then --and yl_speak_up.speak_to[pname].option_index > yl_speak_up.max_number_of_buttons then
yl_speak_up.speak_to[pname].option_index =
yl_speak_up.speak_to[pname].option_index - yl_speak_up.max_number_of_buttons
if yl_speak_up.speak_to[pname].option_index < 0 then
yl_speak_up.speak_to[pname].option_index = 1
end
yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
d_id = yl_speak_up.speak_to[pname].d_id})
return
else
yl_speak_up.speak_to[pname].option_index = 1
end
-- the player wants to see the trade list
if(fields.show_trade_list) then
yl_speak_up.show_fs(player, "trade_list", nil)
return
end
-- the player wants to give something to the NPC
if(fields.player_offers_item) then
if(not(edit_mode)) then
-- normal mode: take the item the player wants to offer
yl_speak_up.show_fs(player, "player_offers_item", nil)
else
local dialog = yl_speak_up.speak_to[pname].dialog
local future_d_id = "d_got_item"
-- make sure this dialog exists; create if needed
if(not(dialog.n_dialogs[ future_d_id ])) then
dialog.n_dialogs[future_d_id] = {
d_id = future_d_id,
d_type = "text",
d_text = "",
d_sort = 9999 -- make this the last option
}
end
-- in edit mode: allow to edit the options
yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = future_d_id})
end
return
end
for k, v in pairs(fields) do
local s = string.split(k, "_")
if
s[1] == "button" and s[2] ~= nil and s[2] ~= "" and s[2] ~= "exit" and s[2] ~= "back" and s[3] ~= nil and
s[2] ~= "up" and
s[2] ~= "down"
then
o = s[2] .. "_" .. s[3]
end
end
if not(edit_mode) and o == "" then
return
end
-- Let's check if the button was among the "allowed buttons". Only those may be executed
if not(edit_mode) and (yl_speak_up.speak_to[pname].allowed and yl_speak_up.speak_to[pname].allowed[o] == false) then
return
end
-- button was clicked, now let's execute the results
local d_id = yl_speak_up.speak_to[pname].d_id
local dialog = yl_speak_up.speak_to[pname].dialog
-- we may soon need actions and o_results from the selected_option
local selected_option = {}
if(d_id and o and dialog
and dialog.n_dialogs
and dialog.n_dialogs[d_id]
and dialog.n_dialogs[d_id].d_options
and dialog.n_dialogs[d_id].d_options[o]) then
selected_option = dialog.n_dialogs[d_id].d_options[o]
end
if(not(edit_mode)) then
-- abort if the option does not exist
if(not(selected_option)) then
return
end
yl_speak_up.speak_to[pname].o_id = o
-- start with executing the first action
yl_speak_up.execute_next_action(player, nil, true)
return
end
-- all three buttons (pre(C)onditions, (Ef)fects, edit option) lead to the same new formspec
if( edit_mode ) then
local n_dialog = dialog.n_dialogs[d_id]
if(n_dialog and n_dialog.d_options) then
for o_id,v in pairs(n_dialog.d_options) do
if( fields["edit_option_"..o_id]
or fields["conditions_"..o_id]
or fields["effects_"..o_id]) then
-- store which option we want to edit
yl_speak_up.speak_to[pname].o_id = o_id
-- if something was changed: ask for confirmation
yl_speak_up.show_fs(player, "edit_option_dialog",
{n_id = yl_speak_up.speak_to[pname].n_id,
d_id = d_id, o_id = o_id, caller="button"})
return
end
end
end
-- in edit mode: has another dialog been selected?
-- if nothing better can be found: keep the old dialog
local show_dialog = d_id
-- an option button was selected;
-- since we do not execute actions and effects in edit mode, we need to find out the
-- right target dialog manually (and assume all went correct)
if( o ~= "" ) then
-- find out the normal target dialog of this option
if(selected_option and selected_option.o_results) then
for k, v in pairs(selected_option.o_results) do
if(v and v.r_type == "dialog") then
show_dialog = v.r_value
end
end
end
-- dropdown menu was used; provided the dialog exists (and it's not the "New dialog" option)
-- (if a new dialog was added using the "+" button, fields.d_id gets set accordingly)
elseif(fields.d_id and fields.d_id ~= show_dialog and dialog.n_dialogs[fields.d_id]) then
show_dialog = fields.d_id
-- in edit mode: prev_dialog_../next_dialog_.. was selected
else
for k,v in pairs(dialog.n_dialogs) do
if(fields["prev_dialog_"..k]) then
show_dialog = k
elseif(fields["next_dialog_"..k]) then
show_dialog = k
end
end
end
yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = show_dialog})
-- no option was selected - so we need to end this here
return
end
end
function yl_speak_up.on_rightclick(self, clicker)
--local item = clicker:get_wielded_item()
local name = clicker:get_player_name()
-- Take the mob only with net or lasso
if self.owner and self.owner == name then
if mobs:capture_mob(self, clicker, nil, 100, 100, true, nil) then
return
end
end
-- protect npc with mobs:protector
if mobs:protect(self, clicker) then
return
end
-- bring up the dialog options
if clicker then
yl_speak_up.talk(self, clicker)
return
end
end
function yl_speak_up.on_spawn(self)
--Let's assign an ID
local m_talk = yl_speak_up.talk_after_spawn or true
local m_id = yl_speak_up.number_of_npcs + 1
yl_speak_up.number_of_npcs = m_id
yl_speak_up.modstorage:set_int("amount", m_id)
yl_speak_up.mob_table[m_id] = "yl_speak_up:test_npc"
self.yl_speak_up = {
talk = m_talk,
id = m_id,
textures = self.textures
}
--Let's protect it
self.protected = true
self.tamed = true
self.object:set_armor_groups({immortal = 100})
minetest.log(
"action",
"[MOD] yl_speak_up: NPC with ID n_" ..
self.yl_speak_up.id .. " spawned at " .. minetest.pos_to_string(self.object:get_pos(), 0)
)
--Let's do it only once
return true
end
-- recursion_depth is increased each time autoanswer is automaticly selected
yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, recursion_depth)
local pname = player:get_player_name()
local dialog = yl_speak_up.speak_to[pname].dialog
local context_d_id = yl_speak_up.speak_to[pname].d_id
local active_dialog
if not player and not player:is_player() then
minetest.log(
"action",
"[MOD] yl_speak_up: User " ..
pname ..
" talked to unconfigured NPC with ID n_" ..
n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0)
)
return yl_speak_up.get_error_message()
end
-- currently no trade running (we're editing options)
yl_speak_up.trade[pname] = nil
yl_speak_up.speak_to[pname].trade_id = nil
--[[ If we have an explicit call for a certain d_id, we grab it from parameters.
If not, we grab in from context.
When neither are present, we grab it from d_sort
]]--
local c_d_id
if d_id ~= nil then
active_dialog = dialog.n_dialogs[d_id]
c_d_id = d_id
elseif yl_speak_up.speak_to[pname].d_id ~= nil then
c_d_id = yl_speak_up.speak_to[pname].d_id
active_dialog = dialog.n_dialogs[c_d_id]
elseif dialog.n_dialogs ~= nil then
-- Find the dialog with d_sort = 0
local lowest_sort = nil
for k, v in pairs(dialog.n_dialogs) do
if tonumber(v.d_sort) ~= nil then
if not lowest_sort or tonumber(v.d_sort) < tonumber(lowest_sort) or v.d_sort == "0" then
if tonumber(v.d_sort) >= 0 then
lowest_sort = v.d_sort
active_dialog = v
c_d_id = k
end
end
end
end
else
-- it may be possible that this player can initialize this npc
minetest.log(
"action",
"[MOD] yl_speak_up: User " ..
pname ..
" talked to unconfigured NPC with ID n_" ..
n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0)
)
-- this is the initial config
-- (input ends up at yl_speak_up.input_talk and needs to be rerouted)
return yl_speak_up.get_fs_initial_config(player, n_id, d_id, true)
end
if c_d_id == nil then return yl_speak_up.get_error_message() end
yl_speak_up.speak_to[pname].d_id = c_d_id
-- Now we have a dialog to display to the user
-- do not crash in case of error
if(not(active_dialog)) then
return "size[6,2]"..
"label[0.2,0.5;Ups! Something went wrong. Please try again.]"
end
-- Is the player working on this particular npc?
local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)
-- evaluate the preconditions of each option and check if the option can be offered
local allowed = yl_speak_up.calculate_displayable_options(pname, active_dialog.d_options, edit_mode,
-- avoid loops by limiting max recoursion depths for autoanswers
(recursion_depth < yl_speak_up.max_allowed_recursion_depth))
-- abort here if needed - the autoanswer/autoselection did choose an option for us alread
if(not(edit_mode) and allowed and allowed["autoanswer"] and allowed["autoanswer"] ~= "") then
-- no actions shall be executed
local o_id = allowed["autoanswer"]
local effects = active_dialog.d_options[o_id].o_results
-- execute all effects/results
local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true)
local target_dialog = res.next_dialog
yl_speak_up.speak_to[pname].o_id = nil
yl_speak_up.speak_to[pname].a_id = nil
if(not(target_dialog)
or target_dialog == ""
or not(dialog.n_dialogs[target_dialog])) then
target_dialog = yl_speak_up.speak_to[pname].d_id
end
-- show the new target dialog and exit
-- the recursion_depth will be increased by one (we did autoselect here and need to
-- avoid infinite loops)
return yl_speak_up.get_fs_talkdialog(player, n_id, target_dialog, res.alternate_text,
recursion_depth + 1)
end
-- is the player comming back from trying to offer something to the NPC?
-- And is the NPC trying to return the item?
if(not(edit_mode) and d_id == "d_got_item") then
local pname = player:get_player_name()
local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
if(not(trade_inv:is_empty("npc_wants"))) then
return "size[8,1.5]"..
"label[0.2,-0.2;"..
minetest.formspec_escape(dialog.n_npc or "- ? -")..
" does not seem to be intrested.\n"..
"Please take your item back and try something else.]"..
"button[2,1.0;1.5,0.9;show_player_offers_item;Ok]"
end
end
yl_speak_up.speak_to[pname].allowed = allowed
local portrait = yl_speak_up.calculate_portrait(pname, n_id)
local formspec_v = minetest.get_player_information(pname).formspec_version
local protocol_v = minetest.get_player_information(pname).protocol_version
local formspec = {}
local h
-- show who owns the NPC (and is thus more or less responsible for what it says)
local owner_info = ""
if(yl_speak_up.npc_owner[ n_id ]) then
owner_info = "\n\n(owned by "..minetest.formspec_escape(yl_speak_up.npc_owner[ n_id ])..")"
end
if formspec_v >= 4 then
formspec = {
"formspec_version[3]",
"size[57,33]",
"position[0,0.45]",
"anchor[0,0.45]",
"no_prepend[]",
"bgcolor[#00000000;false]",
-- Container
"container[2,0.75]",
-- Background
"background[0,0;20,23;yl_speak_up_bg_dialog.png;false]",
"background[0,24;54.5,7.5;yl_speak_up_bg_dialog.png;false]",
-- Frame Dialog
"image[-0.25,-0.25;1,1;yl_speak_up_bg_dialog_tl.png]",
"image[-0.25,22.25;1,1;yl_speak_up_bg_dialog_bl.png]",
"image[19.25,-0.25;1,1;yl_speak_up_bg_dialog_tr.png]",
"image[19.25,22.25;1,1;yl_speak_up_bg_dialog_br.png]",
"image[-0.25,0.75;1,21.5;yl_speak_up_bg_dialog_hl.png]",
"image[19.25,0.75;1,21.5;yl_speak_up_bg_dialog_hr.png]",
"image[0.75,-0.25;18.5,1;yl_speak_up_bg_dialog_vt.png]",
"image[0.75,22.25;18.5,1;yl_speak_up_bg_dialog_vb.png]",
-- Frame Options
"image[-0.25,23.75;1,1;yl_speak_up_bg_dialog_tl.png]",
"image[-0.25,30.75;1,1;yl_speak_up_bg_dialog_bl.png]",
"image[53.75,23.75;1,1;yl_speak_up_bg_dialog_tr.png]",
"image[53.75,30.75;1,1;yl_speak_up_bg_dialog_br.png]",
"image[-0.25,24.75;1,6;yl_speak_up_bg_dialog_hl.png]",
"image[53.75,24.75;1,6;yl_speak_up_bg_dialog_hr.png]",
"image[0.75,23.75;53,1;yl_speak_up_bg_dialog_vt.png]",
"image[0.75,30.75;53,1;yl_speak_up_bg_dialog_vb.png]",
"style_type[button;bgcolor=#a37e45]",
"style_type[button_exit;bgcolor=#a37e45]", -- Dialog
--[[
"background[-1,-1;22,25;yl_speak_up_bg_dialog2.png;false]",
"background[-1,23;58,10;yl_speak_up_bg_dialog2.png;false]",
"style_type[button;bgcolor=#a37e45]",
]]--
"label[0.3,0.6;",
minetest.formspec_escape(dialog.n_npc),
"]",
"label[0.3,1.8;",
minetest.formspec_escape(dialog.n_description)..owner_info,
"]",
"image[15.5,0.5;4,4;",
portrait,
"]",
}
-- this is used to build a list of all available dialogs for a dropdown menu in edit mode
-- (only relevant in edit mode)
local dialog_list = yl_speak_up.text_new_dialog_id
-- find the right index for the dialog_list dropdown above
local d_id_to_dropdown_index = {}
-- allow to change skin, wielded items etc.
if(edit_mode) then
table.insert(formspec, "button[15.75,3.5;3.5,0.9;edit_skin;Edit Skin]")
end
-- display the window with the text the NPC is saying
if(edit_mode and dialog and dialog.n_dialogs) then
-- sort all dialogs by d_sort
local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs, "d_sort")
-- add buttons for previous/next dialog
for i, d in ipairs(sorted_list) do
-- build the list of available dialogs for the dropdown list(s)
dialog_list = dialog_list..","..minetest.formspec_escape(d)
if(d == c_d_id and sorted_list[ i-1 ]) then
local prev_dialog = minetest.formspec_escape(sorted_list[i-1])
table.insert(formspec, "button[8.5,4.0;2,0.9;prev_dialog_"..prev_dialog..";<]")
table.insert(formspec, "tooltip[prev_dialog_"..prev_dialog..
";Go to previous dialog "..prev_dialog..".]")
end
if(d == c_d_id and sorted_list[ i+1 ]) then
local next_dialog = minetest.formspec_escape(sorted_list[i+1])
table.insert(formspec, "button[11,4.0;2,0.9;next_dialog_"..next_dialog..";>]")
table.insert(formspec, "tooltip[next_dialog_"..next_dialog..
";Go to next dialog "..next_dialog..".]")
end
d_id_to_dropdown_index[d] = i + 1
end
table.insert(formspec, "label[0.2,4.6;Dialog:]") -- "..minetest.formspec_escape(c_d_id)..":]")
table.insert(formspec, "dropdown[3.0,4.0;5,1;d_id;"..dialog_list..";"..d_id_to_dropdown_index[c_d_id]..",]")
table.insert(formspec, "tooltip[3.0,4.0;5,1;Select the dialog you want to edit. Currently, dialog "..c_d_id.." is beeing displayed.;#FFFFFF;#000000]")
-- add a "+" button for creating a new dialog
table.insert(formspec, "button[13.9,4.0;1,0.9;show_new_dialog;+]")
table.insert(formspec, "tooltip[show_new_dialog;Create a new dialog.]")
-- allow to edit name and description of the NPC
table.insert(formspec, "button[13.4,0.3;2,0.9;button_edit_name_and_description;Edit]")
table.insert(formspec, "tooltip[button_edit_name_and_description;Edit name and description of your NPC.]")
table.insert(formspec, "button[15.7,0.3;2,0.9;button_save_dialog;Save]")
table.insert(formspec, "tooltip[button_save_dialog;Save this dialog.]")
table.insert(formspec, "textarea[0.2,5;19.6,17.8;d_text;;")
table.insert(formspec, minetest.formspec_escape(active_dialog.d_text))
table.insert(formspec, "]")
else
if(alternate_text) then
alternate_text = string.gsub(alternate_text, "%$TEXT%$", active_dialog.d_text)
end
-- replace $NPC_NAME$ etc.
local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
(alternate_text or active_dialog.d_text), dialog, pname))
table.insert(formspec, "hypertext[0.2,5;19.6,17.8;d_text;<normal>")
table.insert(formspec, t .. "\n</normal>")
table.insert(formspec, "]")
table.insert(formspec, "tooltip[d_text;")
table.insert(formspec, t:trim())
table.insert(formspec, ";#000000;#FFFFFF]")
end
table.insert(formspec, "scrollbaroptions[min=0;max=14;smallstep=1;largestep=2;arrows=show]")
table.insert(formspec, "scrollbar[0.2,24.2;0.2,7;vertical;scr0;0]")
table.insert(formspec, "scroll_container[0,24;56,7;scr0;vertical;1]")
h = -0.8
-- allow to delete entries that have no options later on
local anz_options = 0
-- Let#s sort the options by o_sort
if active_dialog ~= nil and active_dialog.d_options ~= nil then
local sorted_buttons = {}
for _, ad_v in pairs(active_dialog.d_options) do
sorted_buttons[tonumber(ad_v.o_sort)] = ad_v
anz_options = anz_options + 1
end
for _, sb_v in pairs(sorted_buttons) do
local oid = minetest.formspec_escape(sb_v.o_id)
-- in edit_mode: show all options
if edit_mode then
h = h + 1
-- add a button "o_<nr>:" that leads to an edit formspec for this option
table.insert(formspec, "button[2.3," .. h .. ";2,0.9;edit_option_" .. oid .. ";"..oid..":]")
-- add a tooltip "Edit target dialog, pre(C)onditions and (Ef)fects for option o_<nr>"
table.insert(formspec, "tooltip[edit_option_" .. oid .. ";Edit target dialog, pre(C)onditions and (Ef)fects for option "..oid..".]")
-- find the right target dialog for this option (if it exists):
local target_dialog = nil
local results = active_dialog.d_options[sb_v.o_id].o_results
-- has this option more results/effects than just switching to another dialog?
local has_other_results = false
if(results ~= nil) then
for k, v in pairs(results) do
if v.r_type == "dialog" and dialog.n_dialogs[v.r_value] ~= nil then
-- there may be more than one in the data structure
target_dialog = v.r_value
elseif v.r_type ~= "dialog" then
has_other_results = true
end
end
end
if(target_dialog) then
-- add a button "-> d_<nr>" that leads to the target dialog (if one is set)
table.insert(formspec, "button[9.0," .. h .. ";1,0.9;button_" .. oid .. ";->]")
-- add a tooltip "Go to target dialog d_<nr>"
table.insert(formspec, "tooltip[button_" .. oid .. ";Go to target dialog "..minetest.formspec_escape(target_dialog).." that will be shown when this option ("..oid..") is selected.]")
-- selecting an option this way MUST NOT execute the pre(C)onditions or (Ef)fects!
end
-- allow to set a new target dialog
table.insert(formspec, "dropdown[4.4,"..h..";4.7,1;d_id_"..oid..";"..dialog_list..";"..minetest.formspec_escape(d_id_to_dropdown_index[target_dialog] or "0")..",]")
-- add a tooltip "Change target dialog"
table.insert(formspec, "tooltip[4.4,"..h..";4.7,1;Change target dialog for option "..oid..".;#FFFFFF;#000000]")
-- are there any prerequirements?
local prereq = active_dialog.d_options[sb_v.o_id].o_prerequisites
if(prereq and next(prereq)) then
table.insert(formspec, "button[0.5," .. h .. ";0.5,0.9;conditions_"..oid..";C]")
-- label: "There are pre(C)onditions required for showing this option. Display them."
table.insert(formspec, "tooltip[conditions_" .. oid .. ";There are pre(C)onditions required for showing this option. Display them.]")
end
if(has_other_results) then
table.insert(formspec, "button[1.6," .. h .. ";0.6,0.9;effects_"..oid..";Ef]")
-- label: "There are further (Ef)fects (apart from switching to a new dialog)
-- set for this option. Display them."
table.insert(formspec, "tooltip[effects_" .. oid .. ";"..
"There are further (Ef)fects (apart from switching\n"..
"to a new dialog) set for this option. Display them.]")
end
local actions = active_dialog.d_options[sb_v.o_id].actions
-- are there any actions defined?
if(actions and next(actions)) then
table.insert(formspec, "button[1.1," .. h .. ";0.5,0.9;effects_"..oid..";A]")
table.insert(formspec, "tooltip[effects_" .. oid .. ";"..
"There is an (A)ction (i.e. a trade) that will happen\n"..
"when switching to a new dialog. Display effects and\n"..
"trade of this option.]")
end
-- show the actual text for the option
table.insert(formspec, "field[9.9," .. h .. ";44.4,0.9;text_option_" .. oid .. ";;"..
minetest.formspec_escape(sb_v.o_text_when_prerequisites_met).."]")
-- add a tooltip "Edit the text that is displayed on button o_<nr>."
table.insert(formspec, "tooltip[text_option_" .. oid .. ";Edit the text that is displayed on button "..oid..".]")
-- normal mode: show an option if the prerequirements (if any are defined) are met
elseif allowed[sb_v.o_id] == true then
h = h + 1
-- replace $NPC_NAME$ etc.
local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
sb_v.o_text_when_prerequisites_met, dialog, pname))
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]")
table.insert(
formspec,
"tooltip[button_" .. oid .. ";" .. t .. "]"
)
local l = h + 0.45
table.insert(formspec, "label[0.7," .. l .. ";" .. t .. "]")
else
if sb_v.o_hide_when_prerequisites_not_met == "true" then
else
-- replace $NPC_NAME$ etc.
local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
sb_v.o_text_when_prerequisites_not_met, dialog, pname))
if
sb_v.o_grey_when_prerequisites_not_met == "true" and
sb_v.o_text_when_prerequisites_not_met == ""
then
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]")
table.insert(
formspec,
"tooltip[button_" ..
oid ..
";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. "]"
)
local l = h + 0.45
table.insert(
formspec,
"label[0.7," ..
l .. ";" .. yl_speak_up.message_button_option_prerequisites_not_met_default .. "]"
)
table.insert(formspec, "box[0.5," .. h .. ";53.8,0.9;#BBBBBB]")
end
if
sb_v.o_grey_when_prerequisites_not_met == "true" and
sb_v.o_text_when_prerequisites_not_met ~= ""
then
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]")
table.insert(
formspec,
"tooltip[button_" .. oid .. ";" .. t .. "]"
)
local l = h + 0.45
table.insert(
formspec,
"label[0.7," .. l .. ";" .. t .. "]"
)
table.insert(formspec, "box[0.5," .. h .. ";53.8,0.9;#BBBBBB]")
end
if
sb_v.o_grey_when_prerequisites_not_met == "false" and
sb_v.o_text_when_prerequisites_not_met == ""
then
-- no hide, no grey, no text
end
if
sb_v.o_grey_when_prerequisites_not_met == "false" and
sb_v.o_text_when_prerequisites_not_met ~= ""
then
-- no grey, but text
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;button_" .. oid .. ";]")
table.insert(
formspec,
"tooltip[button_" .. oid .. ";" .. t .. "]"
)
local l = h + 0.45
table.insert(
formspec,
"label[0.7," .. l .. ";" .. t .. "]"
)
end
end
end
end
end
-- add a "I want to give you something" button to the first dialog if the NPC accepts items
if(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) == 0) then
local offer_item_add_text = ""
if(edit_mode) then
offer_item_add_text = minetest.formspec_escape("[dialog d_got_item] -> ")
end
-- show this in edit mode and when the NPC actually accepts items
if(edit_mode or dialog.n_dialogs["d_got_item"]) then
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;player_offers_item;]")
table.insert(formspec, "tooltip[player_offers_item;"..
"If you want to give something (items) to this NPC\n"..
"- either because he requested it or as a present -\n"..
"click here. The NPC will return items he doesn't want.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";"..offer_item_add_text..
"I want to give you something.]")
end
end
-- If in edit mode, add two new menu entries: "add new options" and "end edit mode".
if(edit_mode) then
-- chat option: "Add a new answer/option to this dialog."
h = h + 1
if(anz_options < yl_speak_up.max_number_of_options_per_dialog) then
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;add_option;]")
table.insert(formspec, "tooltip[add_option;Adds a new option to this dialog. You can "..
"delete options via the option edit menu.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Add a new option/answer to this dialog. "..
"You can delete options via the option edit menu.]")
-- the amount of allowed options/answers has been reached
else
table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Maximum number of allowed answers/options "..
"reached. No further options/answers can be added.]")
end
-- chat option: "Delete this dialog."
h = h + 1
if(active_dialog
and active_dialog.d_text == ""
and anz_options == 0) then
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;delete_this_empty_dialog;]")
table.insert(formspec, "tooltip[delete_this_empty_dialog;Dialogs can only be deleted "..
"when they are empty and have no more options/answers. This is the case here, "..
"so the dialog can be deleted.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Delete this empty dialog.]")
-- (but only show this option if the dialog is empty)
else
table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";If you want to delete this dialog, you "..
"need to delete all options and its text first.]")
end
-- chat option: "Show what points to this dialog."
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_what_points_to_this_dialog;]")
table.insert(formspec, "tooltip[show_what_points_to_this_dialog;"..
"Show which other dialog options or failed actions\n"..
"or effects lead the player to this dialog here.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Show what points to this dialog.]")
-- chat option: "Make this dialog the first one shown when starting to talk."
h = h + 1
if(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) ~= 0) then
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;make_first_option;]")
table.insert(formspec, "tooltip[make_first_option;The NPC has to start with one dialog "..
"when he is right-clicked. Make this dialog the one shown.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Make this dialog the first one shown "..
"when starting a conversation.]")
-- (but only show this option if it's not already the first one)
else
table.insert(formspec, "box[0.5,"..h..";53.8,0.9;#BBBBBB]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";This dialog will be shown whenever "..
"a conversation is started.]")
end
-- access the inventory of the NPC
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_inventory;]")
table.insert(formspec, "tooltip[show_inventory;Access and manage the inventory of the NPC. "..
"This is used for adding trade items, getting collected payments and managing "..
"quest items.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";"..
"Show your inventory (only accessible to owner)!]")
-- chat option: Mute/Unmute NPC
h = h + 1
local obj = yl_speak_up.speak_to[pname].obj
-- some precautions - someone else might have eliminated the NPC in the meantime
local luaentity = nil
if(obj) then
luaentity = obj:get_luaentity()
end
if(luaentity and luaentity.yl_speak_up.talk) then
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;mute_npc;]")
table.insert(formspec, "tooltip[mute_npc;The NPC will no longer show his dialogs "..
"when he is right-clicked. This is useful while you edit the NPC and don't "..
"want players to see unfinished entries and/or quests.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";State: Not muted. Stop talking to other "..
"players while I give you new orders.]")
elseif(luaentity) then
-- unmute the NPC
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;un_mute_npc;]")
table.insert(formspec, "tooltip[un_mute_npc;The NPC will show his dialogs to other "..
"players when he is right-clicked. This is the normal mode of operation. Choose "..
"this when you are finished editing.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";State: You are currently muted. Talk to "..
"anyone again who wants to talk to you.]")
end
-- chat option: "That was all. I'm finished with giving you new orders. Remember them!"
h = h + 1
table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_end_edit_mode;]")
table.insert(formspec, "tooltip[button_end_edit_mode;Ends edit mode. From now on, your NPC will talk to you like he talks to other players. You can always give him new orders by entering edit mode again.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";That was all. I'm finished with giving you new orders. Remember them!]")
-- Offer to enter edit mode if the player has the npc_talk_owner priv AND owns the npc.
-- The npc_master priv allows to edit all NPC.
elseif(yl_speak_up.may_edit_npc(player, n_id)) then
-- chat option: "I am your owner. I have new orders for you.
h = h + 1
table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_start_edit_mode;]")
table.insert(formspec, "tooltip[button_start_edit_mode;Enters edit mode. In this mode, you can edit the texts the NPC says and the answers that can be given.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";I am your owner. I have new orders for you.]")
end
-- add a Let's trade button to the first dialog if the NPC has trades
if(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) == 0
and dialog.trades) then
local has_trades = nil
for k, v in pairs(dialog.trades) do
-- has the NPC any *public* trades that are not effects/results?
if(not(v.hide) and not(v.d_id)) then
has_trades = true
break
end
end
if(has_trades) then
h = h + 1
table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;show_trade_list;]")
table.insert(formspec, "tooltip[show_trade_list;Show a list of trades the NPC has to offer.]")
table.insert(formspec, "label[0.7,"..(h+0.45)..";Let's trade!]")
end
end
h = h + 1
table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_exit;]")
table.insert(formspec, "tooltip[button_exit;" .. yl_speak_up.message_button_option_exit .. "]")
local l = h + 0.45
table.insert(formspec, "label[0.7," .. l .. ";" .. yl_speak_up.message_button_option_exit .. "]")
table.insert(formspec, "scroll_container_end[]")
table.insert(formspec, "container_end[]")
-- if the player has an older formspec version
-- TODO: the version for older formspec versions lacks quite a lot - in particular regarding editing
else
minetest.log(
"info",
"[MOD] yl_speak_up: User " .. pname .. " talked to NPC ID n_" .. n_id .. " with an old formspec version!"
)
local upgrade_warning = ""
local max_number_of_buttons = yl_speak_up.max_number_of_buttons
local start_index = yl_speak_up.speak_to[pname].option_index
if formspec_v < 3 or protocol_v < 39 then
local warn = {
"box[0.3,3;15,2;red]",
"label[0.7,3.2;",
yl_speak_up.text_version_warning,
"]"
}
upgrade_warning = table.concat(warn, "")
end
if(alternate_text) then
alternate_text = string.gsub(alternate_text, "%$TEXT%$", active_dialog.d_text)
end
-- replace $NPC_NAME$ etc.
local t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text(
(alternate_text or active_dialog.d_text), dialog, pname))
formspec = {
"formspec_version[1]",
"size[48,28]",
"position[0,0.45]",
"anchor[0,0.45]",
"no_prepend[]",
"bgcolor[#00000000;false]",
-- Container
"container[2,0.75]",
-- Background
"background[0,0;20,17;yl_speak_up_bg_dialog.png]",
"background[0,18;45,8;yl_speak_up_bg_dialog.png]",
-- Frame Dialog
"image[-0.35,-0.35;1,1;yl_speak_up_bg_dialog_tl.png]",
"image[-0.35,16.25;1,1;yl_speak_up_bg_dialog_bl.png]",
"image[19.35,-0.35;1,1;yl_speak_up_bg_dialog_tr.png]",
"image[19.35,16.25;1,1;yl_speak_up_bg_dialog_br.png]",
"image[-0.35,0.35;1,19.5;yl_speak_up_bg_dialog_hl.png]",
"image[19.35,0.35;1,19.5;yl_speak_up_bg_dialog_hr.png]",
"image[0.35,-0.35;24.5,1;yl_speak_up_bg_dialog_vt.png]",
"image[0.35,16.25;24.5,1;yl_speak_up_bg_dialog_vb.png]",
-- Frame Options
"image[-0.35,17.65;1,1;yl_speak_up_bg_dialog_tl.png]",
"image[-0.35,25.35;1,1;yl_speak_up_bg_dialog_bl.png]",
"image[44.35,17.65;1,1;yl_speak_up_bg_dialog_tr.png]",
"image[44.35,25.35;1,1;yl_speak_up_bg_dialog_br.png]",
"image[-0.35,18.35;1,8.5;yl_speak_up_bg_dialog_hl.png]",
"image[44.35,18.35;1,8.5;yl_speak_up_bg_dialog_hr.png]",
"image[0.35,17.65;56.5,1;yl_speak_up_bg_dialog_vt.png]",
"image[0.35,25.35;56.5,1;yl_speak_up_bg_dialog_vb.png]",
-- Upgrade Warning
upgrade_warning,
-- Dialog
"label[0.3,0.6;",
minetest.formspec_escape(dialog.n_npc),
"]",
"label[0.3,1.8;",
minetest.formspec_escape(dialog.n_description),
"]",
"image[15.5,0.5;4,4;",
portrait,
"]",
"textarea[0.5,5;19.6,13.5;;;",
t .. "\n",
"]",
"container[0,18]"
}
h = -1
if active_dialog ~= nil and active_dialog.d_options ~= nil then
-- Let's sort the options by o_sort.
local sorted_buttons = {}
for _, ad_v in pairs(active_dialog.d_options) do
sorted_buttons[tonumber(ad_v.o_sort)] = ad_v
end
if #sorted_buttons > max_number_of_buttons then
-- Generate arrows
table.insert(formspec, "button[0.1,0;1,0.9;button_down;^]")
table.insert(formspec, "button[0.1,7.0;1,0.9;button_up;v]")
end
local counter = 1
for _, sb_v in pairs(sorted_buttons) do
local end_index = start_index + max_number_of_buttons
if counter >= start_index and counter < end_index then
local oid = minetest.formspec_escape(sb_v.o_id)
if allowed[sb_v.o_id] == true then
h = h + 1
table.insert(
formspec,
"button[1," ..
h .. ";44,0.9;button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_met) .. "]"
)
table.insert(
formspec,
"tooltip[button_" .. oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_met) .. "]"
)
else
if sb_v.o_hide_when_prerequisites_not_met == "true" then
-- hide! Nothing to do
else
if
sb_v.o_grey_when_prerequisites_not_met == "true" and
sb_v.o_text_when_prerequisites_not_met == ""
then
h = h + 1
local l = h - 0.2
table.insert(formspec, "box[1," .. l .. ";43,1;#BBBBBB]")
table.insert(
formspec,
"label[3," ..
h ..
";" ..
yl_speak_up.message_button_option_prerequisites_not_met_default .. "]"
)
end
if
sb_v.o_grey_when_prerequisites_not_met == "true" and
sb_v.o_text_when_prerequisites_not_met ~= ""
then
h = h + 1
local l = h - 0.2
table.insert(formspec, "box[1," .. l .. ";43,1;#BBBBBB]")
table.insert(
formspec,
"label[3," ..
h ..
";" ..
yl_speak_up.message_button_option_prerequisites_not_met_default ..
" : " .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]"
)
end
if
sb_v.o_grey_when_prerequisites_not_met == "false" and
sb_v.o_text_when_prerequisites_not_met == ""
then
-- no hide, no grey, no text
end
if
sb_v.o_grey_when_prerequisites_not_met == "false" and
sb_v.o_text_when_prerequisites_not_met ~= ""
then
h = h + 1
table.insert(
formspec,
"button[1," ..
h ..
";44,0.9;button_" ..
oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]"
)
table.insert(
formspec,
"tooltip[button_" ..
oid .. ";" .. minetest.formspec_escape(sb_v.o_text_when_prerequisites_not_met) .. "]"
)
end
end
end
end
counter = counter + 1
end
end
h = h + 1
table.insert(
formspec,
"button_exit[1," .. h .. ";44,0.9;button_exit;" .. yl_speak_up.message_button_option_exit .. "]"
)
table.insert(formspec, "tooltip[button_exit;" .. yl_speak_up.message_button_option_exit .. "]")
table.insert(formspec, "container_end[]")
table.insert(formspec, "container_end[]")
end
return table.concat(formspec, "")
end