Merge pull request #548 from NQNStudios:talk-keys

Better editing for talk node keys

* The fields start out empty, and it is *allowed* to keep *one of them* empty. (A node only needs one key to be useful, right?
* When the node is saved, empty strings are replaced with `"    "`. If this is not harmless to the game logic, then I'll need to make the game aware that either key might be `"    "`.
* You cannot type more than 4 characters in these fields (unless there's a way to insert characters I'm not aware of).
* If you put 'buy' in a field, it automatically becomes 'purc'.
* There is a note next to the response keys (kind of squished in the corner) enumerating the special logic of the in-game Buy and Sell buttons.
This commit is contained in:
2025-02-02 13:57:55 -05:00
committed by GitHub
5 changed files with 57 additions and 13 deletions

View File

@@ -3,8 +3,10 @@
<dialog defbtn='okay'>
<!-- OK button -->
<field name='who' top='26' left='186' width='64' height='16'/>
<field name='key1' top='54' left='165' width='52' height='16'/>
<field name='key2' top='54' left='285' width='52' height='16'/>
<field name='key1' top='54' left='165' width='52' height='16' max-chars='4'/>
<field name='key2' top='54' left='285' width='52' height='16' max-chars='4'/>
<text top='6' left='350' width='160' height='48'>The in-game "Buy" button checks for these response keys, in order: purc, sale, heal, iden, trai, ench</text>
<text relative='pos-in pos' rel-anchor='prev' top='0' left='0' width='160' height='50'>The "Sell" button checks for sell.</text>
<field name='extra1' top='114' left='344' width='64' height='16'/>
<field name='extra2' top='137' left='344' width='64' height='16'/>
<field name='extra3' top='160' left='344' width='64' height='16'/>

View File

@@ -150,6 +150,7 @@
</xs:simpleType>
</xs:attribute>
<xs:attribute name="tab-order" type="xs:integer"/>
<xs:attribute name="max-chars" type="xs:integer"/>
<xs:attributeGroup ref="rect-size"/>
<xs:attributeGroup ref="position"/>
</xs:extension>

View File

@@ -442,16 +442,18 @@ void cTextField::handleInput(cKey key, bool record) {
handleInput(deleteKey);
contents = getText();
}
if(aTextInsert* ins = dynamic_cast<aTextInsert*>(current_action.get()))
ins->append(key.c);
else {
if(current_action) history.add(current_action);
aTextInsert* new_ins = new aTextInsert(*this, insertionPoint);
new_ins->append(key.c);
current_action.reset(new_ins);
if(maxChars < 0 || contents.size() < maxChars){
if(aTextInsert* ins = dynamic_cast<aTextInsert*>(current_action.get()))
ins->append(key.c);
else {
if(current_action) history.add(current_action);
aTextInsert* new_ins = new aTextInsert(*this, insertionPoint);
new_ins->append(key.c);
current_action.reset(new_ins);
}
contents.insert(contents.begin() + insertionPoint, char(key.c));
selectionPoint = ++insertionPoint;
}
contents.insert(contents.begin() + insertionPoint, char(key.c));
selectionPoint = ++insertionPoint;
} else switch(key.k) {
case key_enter: break; // Shouldn't be receiving this anyway
case key_left: case key_word_left:
@@ -681,6 +683,9 @@ bool cTextField::parseAttribute(ticpp::Attribute& attr, std::string tagName, std
} else if(name == "tab-order"){
attr.GetValue(&tabOrder);
return true;
} else if(name == "max-chars"){
attr.GetValue(&maxChars);
return true;
}
return cControl::parseAttribute(attr, tagName, fname);
}

View File

@@ -90,6 +90,10 @@ private:
rectangle text_rect;
std::vector<snippet_t> snippets;
int ip_row, ip_col;
/// Setting maxChars AFTER the player has a chance to type in the field would be a bad idea.
/// So would calling setText() with a string longer than maxChars.
/// Really, it should probably only be set in xml, as the attribute "max-chars".
int maxChars = -1;
friend class aTextInsert;
friend class aTextDelete;
};

View File

@@ -3,6 +3,8 @@
#include <cstring>
#include <stack>
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string/trim.hpp>
#include <boost/algorithm/string/case_conv.hpp>
#include "scen.global.hpp"
#include "scenario/scenario.hpp"
#include "scenario/town.hpp"
@@ -25,6 +27,9 @@
#include "fileio/fileio.hpp"
#include "fileio/resmgr/res_dialog.hpp"
using boost::algorithm::trim;
using boost::algorithm::to_lower;
extern short cen_x, cen_y, overall_mode;
extern bool mouse_button_held,change_made;
extern short cur_viewing_mode;
@@ -932,13 +937,35 @@ static bool check_talk_key(cDialog& me, std::string item_hit, bool losing) {
if(!losing) return true;
std::string key = me[item_hit].getText();
bool passes = true;
// An empty string is fine, it just means there's only one key.
if(key.empty()){
// But there needs to be at least one.
if(me["key1"].getText() == me["key2"].getText()){
showError("At least one of the words in this node must be filled.");
return false;
}
return true;
}
// I'll always have trouble remembering that it should be 'purc'.
// So why not make it easy?
if(key == "buy"){
me[item_hit].setText("purc");
return true;
}
// We can convert upper-case letters
to_lower(key);
me[item_hit].setText(key);
if(key.length() != 4) passes = false;
for(size_t i = 0; i < 4; i++) {
if(i < key.length() && !islower(key[i]))
if(i < key.length() && !islower(key[i])){
passes = false;
}
}
if(!passes) {
showError("The words this node is the response to must be 4 characters long, and all characters must be lower case letters.", &me);
showError("The words this node is the response to must be 4 characters long, and all characters must be letters.", &me);
return false;
}
return true;
@@ -1088,8 +1115,10 @@ static bool save_talk_node(cDialog& me, std::stack<node_ref_t>& talk_edit_stack,
talk_node.personality = me["who"].getTextAsNum();
std::string link = me["key1"].getText();
if(link.empty()) link = " ";
std::copy(link.begin(), link.begin() + 4, talk_node.link1);
link = me["key2"].getText();
if(link.empty()) link = " ";
std::copy(link.begin(), link.begin() + 4, talk_node.link2);
for(int i = 0; i < 4; i++) {
@@ -1118,9 +1147,12 @@ static void put_talk_node_in_dlog(cDialog& me, std::stack<node_ref_t>& talk_edit
std::string link = "";
for(int i = 0; i < 4; i++) link += talk_node.link1[i];
// I don't want 4 spaces in the text fields
trim(link);
me["key1"].setText(link);
link = "";
for(int i = 0; i < 4; i++) link += talk_node.link2[i];
trim(link);
me["key2"].setText(link);
int iDescBase = int(talk_node.type) * 7;