add methods get_shop to check access bounds,
+ Scenario Editor: display all talk messages
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@@ -109,7 +109,7 @@ void start_shop_mode(short which,short cost_adj,std::string store_name) {
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// This would be a place to hide the text box, if I add it.
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active_shop_num = which;
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active_shop = univ.scenario.shops[which];
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active_shop = univ.get_shop(which);
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active_shop.setCostAdjust(cost_adj);
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active_shop.setName(store_name);
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@@ -280,13 +280,35 @@ cSpecItem &cScenario::get_special_item(item_num_t item)
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return badItem;
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}
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static cShop getBadShop() {
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cShop badShop;
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badShop.setName("Bad Shop");
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badShop.setFace(-3);
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return badShop;
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}
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cShop const &cScenario::get_shop(int shop) const
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{
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if (shop>=0 && shop<shops.size())
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return shops[shop];
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static cShop badShop=getBadShop();
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return badShop;
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}
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cShop &cScenario::get_shop(int shop)
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{
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if (shop>=0 && shop<shops.size())
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return shops[shop];
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static cShop badShop;
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badShop=getBadShop();
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return badShop;
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}
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static cTerrain getBadTerrain() {
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cTerrain badTerrain;
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badTerrain.picture = -3;
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badTerrain.map_pic = -3;
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return badTerrain;
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}
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cTerrain const &cScenario::get_terrain(ter_num_t ter) const
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{
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if (ter<ter_types.size())
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@@ -49,14 +49,17 @@ public:
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cItemStorage& operator = (legacy::item_storage_shortcut_type const &old);
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};
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void destroy_terrain();
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cTerrain const &get_terrain(ter_num_t ter) const;
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cTerrain &get_terrain(ter_num_t ter);
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cItem const &get_item(item_num_t item) const;
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cItem &get_item(item_num_t item);
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cQuest const &get_quest(int quest) const;
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cQuest &get_quest(int quest);
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cSpecItem const &get_special_item(item_num_t item) const;
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cSpecItem &get_special_item(item_num_t item);
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cShop const &get_shop(int shop) const;
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cShop &get_shop(int shop);
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cTerrain const &get_terrain(ter_num_t ter) const;
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cTerrain &get_terrain(ter_num_t ter);
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public:
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unsigned short difficulty,intro_pic,default_ground;
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@@ -659,9 +659,9 @@ static bool handle_rb_action(location the_point, bool option_hit) {
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if(option_hit) {
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if(j == scenario.shops.size() - 1)
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scenario.shops.pop_back();
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else scenario.shops[j] = cShop("Unused Shop");
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else scenario.get_shop(j) = cShop("Unused Shop");
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} else {
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if(!edit_shop(j) && j == size_before && scenario.shops[j].getName() == "New Shop")
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if(!edit_shop(j) && j == size_before && scenario.get_shop(j).getName() == "New Shop")
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scenario.shops.pop_back();
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}
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start_shops_editing(size_before == scenario.shops.size());
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@@ -2516,7 +2516,7 @@ void start_shops_editing(bool just_redo_text) {
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std::string title;
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if(i == scenario.shops.size())
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title = "Create New Shop";
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else title = scenario.shops[i].getName();
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else title = scenario.get_shop(i).getName();
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title = std::to_string(i) + " - " + title;
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set_rb(i, RB_SHOP, i, title);
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}
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@@ -2657,17 +2657,17 @@ void start_dialogue_editing(short restoring) {
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right_sbar->show();
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pal_sbar->hide();
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size_t n_nodes = town->talking.talk_nodes.size();
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if(restoring == 0) {
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right_sbar->setPosition(0);
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reset_rb();
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right_sbar->setMaximum(70 - NRSONPAGE);
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right_sbar->setMaximum(10+n_nodes+1 - NRSONPAGE);
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}
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for(short i = 0; i < 10; i++) {
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std::ostringstream strb;
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strb << "Personality " << (i + cur_town * 10) << " - " << town->talking.people[i].title;
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set_rb(i,RB_PERSONALITY, i, strb.str());
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}
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size_t n_nodes = town->talking.talk_nodes.size();
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for(short i = 0; i < n_nodes; i++) {
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for(short j = 0; j < 4; j++) {
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s[j] = town->talking.talk_nodes[i].link1[j];
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@@ -2215,7 +2215,7 @@ static bool save_shop_from_dlog(cDialog& me, cShop& shop, size_t which_shop, boo
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shop.setFace(dynamic_cast<cPict&>(me["face"]).getPicNum());
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// Items are filled in as they're added by the dialog, so that's all we need to do here
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scenario.shops[which_shop] = shop;
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scenario.get_shop(which_shop) = shop;
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if(!close) me.untoast();
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return true;
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}
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@@ -2234,7 +2234,7 @@ static bool change_shop_dlog_page(cDialog& me, std::string dir, cShop& shop, siz
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which_shop = 0;
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}
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shop = scenario.shops[which_shop];
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shop = scenario.get_shop(which_shop);
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put_shop_in_dlog(me, shop, which_shop);
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return true;
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}
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@@ -2465,7 +2465,7 @@ bool edit_shop(size_t which_shop, cDialog* parent) {
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using namespace std::placeholders;
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if(which_shop == scenario.shops.size())
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scenario.shops.emplace_back("New Shop");
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cShop shop = scenario.shops[which_shop];
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cShop shop = scenario.get_shop(which_shop);
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cDialog shop_dlg("edit-shop", parent);
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shop_dlg["cancel"].attachClickHandler(std::bind(&cDialog::toast, _1, false));
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@@ -219,6 +219,8 @@ public:
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cItem &get_item(item_num_t item) { return scenario.get_item(item); }
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cQuest const &get_quest(int quest) const { return scenario.get_quest(quest); }
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cQuest &get_quest(int quest) { return scenario.get_quest(quest); }
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cShop const &get_shop(int shop) const { return scenario.get_shop(shop); }
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cShop &get_shop(int shop) { return scenario.get_shop(shop); }
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cSpecItem const &get_special_item(item_num_t item) const { return scenario.get_special_item(item); }
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cSpecItem &get_special_item(item_num_t item) { return scenario.get_special_item(item); }
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cTerrain const &get_terrain(ter_num_t ter) const { return scenario.get_terrain(ter); }
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