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