From 0f1449567d5a2ccab9ff6fdc9975150299482834 Mon Sep 17 00:00:00 2001
From: Thorbjørn Lindeijer <thorbjorn@lindeijer.nl>
Date: Sun, 14 Apr 2013 15:41:33 +0200
Subject: Simplified some script function names

npc_message     -> say
npc_choice      -> ask
npc_ask_integer -> ask_number
npc_ask_string  -> ask_string
npc_trade       -> trade
---
 example/scripts/maps/desert.lua     | 18 ++++++++---------
 example/scripts/npcs/banker.lua     | 38 +++++++++++++++++------------------
 example/scripts/npcs/barber.lua     | 14 ++++++-------
 example/scripts/npcs/debugger.lua   | 40 ++++++++++++++++++-------------------
 example/scripts/npcs/emotemaker.lua |  8 ++++----
 example/scripts/npcs/healer.lua     |  4 ++--
 example/scripts/npcs/merchant.lua   | 10 ++++------
 example/scripts/npcs/postman.lua    | 12 +++++------
 8 files changed, 71 insertions(+), 73 deletions(-)

(limited to 'example')

diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua
index 1fee2fc8..86f5c814 100644
--- a/example/scripts/maps/desert.lua
+++ b/example/scripts/maps/desert.lua
@@ -39,7 +39,7 @@ end)
 function Smith(npc, ch, list)
     local sword_count = chr_inv_count(ch, true, true, "Sword")
     if sword_count > 0 then
-        npc_message("Ah! I can see you already have a sword.")
+        say("Ah! I can see you already have a sword.")
     end
     Merchant(npc, ch, list)
 end
@@ -54,7 +54,7 @@ function possessions_table(npc, ch)
             ..inventory_table[i].id..", "..inventory_table[i].name..", "
             ..inventory_table[i].amount
     end
-    npc_message(item_message)
+    say(item_message)
 
     item_message = "Equipment:"..
                    "\nSlot id, item id, item name:"..
@@ -64,7 +64,7 @@ function possessions_table(npc, ch)
         item_message = item_message.."\n"..equipment_table[i].slot..", "
             ..equipment_table[i].id..", "..equipment_table[i].name
     end
-    npc_message(item_message)
+    say(item_message)
 
 end
 
@@ -74,21 +74,21 @@ function Harmony(npc, ch, list)
     being_apply_status(ch, 1, 99999)
     -- Say all the messages in the messages list.
     for i = 1, #list do
-        npc_message(list[i])
+        say(list[i])
     end
     --- Give the player 100 units of money the first time.
     if  harmony_have_talked_to_someone == false then
-        npc_message("Here is some money for you to find some toys to play with.\nEh Eh!")
+        say("Here is some money for you to find some toys to play with.\nEh Eh!")
         chr_money_change(ch, 100)
-        npc_message(string.format("You now have %d shiny coins!", chr_money(ch)))
+        say(string.format("You now have %d shiny coins!", chr_money(ch)))
         harmony_have_talked_to_someone = true
-        npc_message(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
+        say(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
     else
-        npc_message("Let me see what you've got so far... Don't be afraid!")
+        say("Let me see what you've got so far... Don't be afraid!")
         effect_create(EMOTE_WINK, npc)
         possessions_table(npc, ch)
     end
-    npc_message("Have fun!")
+    say("Have fun!")
     effect_create(EMOTE_HAPPY, npc)
     -- Make Harmony disappear for a while... with a small earthquake effect!
     local shakeX = posX(npc)
diff --git a/example/scripts/npcs/banker.lua b/example/scripts/npcs/banker.lua
index 88ba9acd..4d5dda12 100644
--- a/example/scripts/npcs/banker.lua
+++ b/example/scripts/npcs/banker.lua
@@ -12,21 +12,21 @@
 
 function Banker(npc, ch)
     if being_get_gender(ch) == GENDER_MALE then
-        npc_message("Welcome to the bank, sir!")
+        say("Welcome to the bank, sir!")
     elseif being_get_gender(ch) == GENDER_FEMALE then
-        npc_message("Welcome to the bank, madam!")
+        say("Welcome to the bank, madam!")
     else
-        npc_message("Welcome to the bank... uhm... person of unspecified gender!")
+        say("Welcome to the bank... uhm... person of unspecified gender!")
     end
     local account = tonumber(chr_get_quest(ch, "BankAccount"))
     local result = -1
 
     if (account == nil) then --Initial account creation, if needed
-        npc_message("Hello! Would you like to setup a bank account? There is a sign-on bonus right now!")
-        result = npc_choice("Yes", "No")
+        say("Hello! Would you like to setup a bank account? There is a sign-on bonus right now!")
+        result = ask("Yes", "No")
         if (result == 1) then
             chr_set_quest(ch, "BankAccount", 5)
-            npc_message("Your account has been made. Your sign-on bonus is 5GP.")
+            say("Your account has been made. Your sign-on bonus is 5GP.")
             account = 5
         end
     end
@@ -37,41 +37,41 @@ function Banker(npc, ch)
         result = 1
         while (result < 3) do --While they've choosen a valid option that isn't "Never mind"
             account = tonumber(chr_get_quest(ch, "BankAccount")) --Why do I need to convert this?
-            npc_message("Your balance: " .. account .. ".\nYour money: " .. chr_money(ch) .. ".")
-            result = npc_choice("Deposit", "Withdraw", "Never mind")
+            say("Your balance: " .. account .. ".\nYour money: " .. chr_money(ch) .. ".")
+            result = ask("Deposit", "Withdraw", "Never mind")
             if (result == 1) then --Deposit
                 money = chr_money(ch);
                 if (money > 0) then --Make sure they have money to deposit
-                    npc_message("How much would you like to deposit? (0 will cancel)")
-                    input = npc_ask_integer(0, money, 1)
+                    say("How much would you like to deposit? (0 will cancel)")
+                    input = ask_integer(0, money, 1)
                     money = chr_money(ch)
                     if (input > 0 and input <= money) then --Make sure something weird doesn't happen and they try to deposit more than they have
                         chr_money_change(ch, -input)
                         chr_set_quest(ch, "BankAccount", account + input)
-                        npc_message(input .. " GP deposited.")
+                        say(input .. " GP deposited.")
                     elseif (input > money) then --Chosen more than they have
-                        npc_message("You don't have that much money. But you just did....")
+                        say("You don't have that much money. But you just did....")
                     end
                 else
-                    npc_message("You don't have any money to deposit!")
+                    say("You don't have any money to deposit!")
                 end
             elseif (result == 2) then --Withdraw
                 if (account > 0) then --Make sure they have money to withdraw
-                    npc_message("How much would you like to withdraw? (0 will cancel)")
-                    input = npc_ask_integer(0, account, 1)
+                    say("How much would you like to withdraw? (0 will cancel)")
+                    input = ask_integer(0, account, 1)
                     if (input > 0 and input <= account) then --Make sure something weird doesn't happen and they try to withdraw more than they have
                         chr_money_change(ch, input)
                         chr_set_quest(ch, "BankAccount", account - input)
-                        npc_message(input .. " GP withdrawn.")
+                        say(input .. " GP withdrawn.")
                     elseif (input > account) then --Chosen more than they have
-                        npc_message("You don't have that much in your account. But you just did....")
+                        say("You don't have that much in your account. But you just did....")
                     end
                 else
-                    npc_message("Your account is empty!")
+                    say("Your account is empty!")
                 end
             end
         end --This ends the while loop
     end
 
-    npc_message("Thank you. Come again!")
+    say("Thank you. Come again!")
 end
diff --git a/example/scripts/npcs/barber.lua b/example/scripts/npcs/barber.lua
index 58aa1a90..a616cd23 100644
--- a/example/scripts/npcs/barber.lua
+++ b/example/scripts/npcs/barber.lua
@@ -79,11 +79,11 @@ function Barber(npc, ch, data)
 
     -- Choose an appropriate message
     if result == 1 then
-        npc_message("Hello! What style would you like today?")
+        say("Hello! What style would you like today?")
     elseif result == 2 then
-        npc_message("Hello! What color would you like today?")
+        say("Hello! What color would you like today?")
     else
-        npc_message("Hello! What can I do for you today?")
+        say("Hello! What can I do for you today?")
     end
 
     print("#styles ==", #styles)
@@ -91,7 +91,7 @@ function Barber(npc, ch, data)
     -- Repeat until the user selects nothing
     repeat
         if (result == 1) then -- Do styles
-            result = npc_choice("Bald", styles, "Surprise me", "Never mind")
+            result = ask("Bald", styles, "Surprise me", "Never mind")
 
             result = result -1
 
@@ -113,7 +113,7 @@ function Barber(npc, ch, data)
                 result = 3
             end
         elseif (result == 2) then -- Do colors
-            result = npc_choice(colors, "Surprise me", "Never mind")
+            result = ask(colors, "Surprise me", "Never mind")
 
             --Random
             if (result == #colors + 1) then
@@ -130,10 +130,10 @@ function Barber(npc, ch, data)
 
         -- If we have both styles and colors, show the main menu
         if #styles > 0 and #colors > 0 then
-            result = npc_choice("Change my style", "Change my color", "Never mind")
+            result = ask("Change my style", "Change my color", "Never mind")
         end
     until result >= 3 --While they've choosen a valid option that isn't "Never mind"
 
     -- Let's close up
-    npc_message("Thank you. Come again!")
+    say("Thank you. Come again!")
 end
diff --git a/example/scripts/npcs/debugger.lua b/example/scripts/npcs/debugger.lua
index e21982a8..669964ee 100644
--- a/example/scripts/npcs/debugger.lua
+++ b/example/scripts/npcs/debugger.lua
@@ -12,38 +12,38 @@
 
 function npc1_talk(npc, ch)
   on_remove(ch, function() print "Player has left the map." end);
-  npc_message("Hello! I am the testing NPC.")
+  say("Hello! I am the testing NPC.")
   local rights = chr_get_rights(ch);
 
   if (rights >= 128) then
-    npc_message("Oh mighty server administrator, how can I avoid your wrath?")
+    say("Oh mighty server administrator, how can I avoid your wrath?")
   elseif (rights >= 8) then
-    npc_message("How can I be of assistance, sir gamemaster?")
+    say("How can I be of assistance, sir gamemaster?")
   elseif (rights >= 4) then
-    npc_message("What feature would you like to debug, developer?")
+    say("What feature would you like to debug, developer?")
   elseif (rights >= 2) then
-    npc_message("How can I assist you in your testing duties?")
+    say("How can I assist you in your testing duties?")
   elseif (rights >= 1) then
-    npc_message("What do you want, lowly player?")
+    say("What do you want, lowly player?")
   else
-    npc_message("...aren't you supposed to be banned??")
+    say("...aren't you supposed to be banned??")
   end
 
-  local v = npc_choice("Guns! Lots of guns!",
-                       "A Christmas party!",
-                       "To make a donation.",
-                       "Slowly count from one to ten.",
-                       "Tablepush Test")
+  local v = ask("Guns! Lots of guns!",
+                "A Christmas party!",
+                "To make a donation.",
+                "Slowly count from one to ten.",
+                "Tablepush Test")
   if v == 1 then
-    npc_message("Sorry, this is a heroic-fantasy game, I do not have any gun.")
+    say("Sorry, this is a heroic-fantasy game, I do not have any gun.")
 
   elseif v == 2 then
     local n1, n2 = chr_inv_count(ch, 524, 511)
     if n1 == 0 or n2 ~= 0 then
-      npc_message("Yeah right...")
+      say("Yeah right...")
     else
-      npc_message("I can't help you with the party. But I see you have a fancy hat. I could change it into Santa's hat. Not much of a party, but it would get you going.")
-      v = npc_choice("Please do.", "No way! Fancy hats are classier.")
+      say("I can't help you with the party. But I see you have a fancy hat. I could change it into Santa's hat. Not much of a party, but it would get you going.")
+      v = ask("Please do.", "No way! Fancy hats are classier.")
       if v == 1 then
         chr_inv_change(ch, 524, -1, 511, 1)
       end
@@ -51,14 +51,14 @@ function npc1_talk(npc, ch)
 
   elseif v == 3 then
     if chr_money_change(ch, -100) then
-      npc_message(string.format("Thank you for you patronage! You are left with %d GP.", chr_money(ch)))
+      say(string.format("Thank you for you patronage! You are left with %d GP.", chr_money(ch)))
       local g = tonumber(chr_get_quest(ch, "001_donation"))
       if not g then g = 0 end
       g = g + 100
       chr_set_quest(ch, "001_donation", g)
-      npc_message(string.format("As of today, you have donated %d GP.", g))
+      say(string.format("As of today, you have donated %d GP.", g))
     else
-      npc_message("I would feel bad taking money from someone that poor.")
+      say("I would feel bad taking money from someone that poor.")
     end
 
   elseif v == 4 then
@@ -95,6 +95,6 @@ function npc1_talk(npc, ch)
     print("---------------");
   end
 
-  npc_message("See you later!")
+  say("See you later!")
 end
 
diff --git a/example/scripts/npcs/emotemaker.lua b/example/scripts/npcs/emotemaker.lua
index ee8928b6..27abd45e 100644
--- a/example/scripts/npcs/emotemaker.lua
+++ b/example/scripts/npcs/emotemaker.lua
@@ -21,10 +21,10 @@ function emote_talk(npc, ch)
   elseif emo_state == EMOTE_HAPPY then
     state = "happy"
   end
-  npc_message(string.format("The emotional palm seems %s.", state))
-  v = npc_choice("Stupid palm, you are ugly and everyone hates you!",
-                 "You are such a nice palm, let me give you a hug.",
-                 "Are you a cocos nucifera or a syagrus romanzoffiana?")
+  say(string.format("The emotional palm seems %s.", state))
+  v = ask("Stupid palm, you are ugly and everyone hates you!",
+          "You are such a nice palm, let me give you a hug.",
+          "Are you a cocos nucifera or a syagrus romanzoffiana?")
 
   if (v     == 1) then
     emo_state = EMOTE_SAD
diff --git a/example/scripts/npcs/healer.lua b/example/scripts/npcs/healer.lua
index 910e2211..2ee348f0 100644
--- a/example/scripts/npcs/healer.lua
+++ b/example/scripts/npcs/healer.lua
@@ -5,8 +5,8 @@
 --]]
 
 function Healer(npc, ch)
-    npc_message("Do you need healing?")
-    local c = npc_choice("Heal me fully", "Heal 100 HP", "Don't heal me")
+    say("Do you need healing?")
+    local c = ask("Heal me fully", "Heal 100 HP", "Don't heal me")
     if c == 1 then
         being_heal(ch)
     elseif c == 2 then
diff --git a/example/scripts/npcs/merchant.lua b/example/scripts/npcs/merchant.lua
index bcec5fa0..185ce342 100644
--- a/example/scripts/npcs/merchant.lua
+++ b/example/scripts/npcs/merchant.lua
@@ -12,8 +12,6 @@
 
 function Merchant(npc, ch, buy_sell_table)
 
-    local say = npc_message
-
     -- Important note: You can add two tables made of trinoms here when calling the
     -- merchant function. E.g.: Merchant(npc, ch, buy_table, sell_table)
     -- Even though, the function here will see only one table:
@@ -54,7 +52,7 @@ function Merchant(npc, ch, buy_sell_table)
     table.insert (choice_table, "Tell me about the objects on this map")
     table.insert (choice_table, "Nevermind...")
 
-    local v = npc_choice(choice_table)
+    local v = ask(choice_table)
 
     --Debug and learning purpose
     --for i,k in ipairs(choice_table) do print(i,k) end
@@ -65,7 +63,7 @@ function Merchant(npc, ch, buy_sell_table)
 
     if v == 1 then
     -- "To buy."
-    local buycase = npc_trade(false, buy_sell_table[1])
+    local buycase = trade(false, buy_sell_table[1])
     if buycase == 0 then
         say "What do you want to buy?"
     elseif buycase == 1 then
@@ -78,7 +76,7 @@ function Merchant(npc, ch, buy_sell_table)
 
         if buy_sell_table[2] == nil then
             -- "To sell stuff..."
-            local sellcase = npc_trade(true)
+            local sellcase = trade(true)
             if sellcase == 0 then
                 say "Ok, what do you want to sell?"
             elseif sellcase == 1 then
@@ -88,7 +86,7 @@ function Merchant(npc, ch, buy_sell_table)
             end
         else
             -- "Can you make me a price for what I have?"
-            local sellcase = npc_trade(true, buy_sell_table[2])
+            local sellcase = trade(true, buy_sell_table[2])
             if sellcase == 0 then
                 say "Here we go:"
             elseif sellcase == 1 then
diff --git a/example/scripts/npcs/postman.lua b/example/scripts/npcs/postman.lua
index c0901f8d..7cb1163e 100644
--- a/example/scripts/npcs/postman.lua
+++ b/example/scripts/npcs/postman.lua
@@ -11,17 +11,17 @@
 ----------------------------------------------------------------------------------
 
 function post_talk(npc, ch)
-  npc_message("Hello " .. being_get_name(ch))
+  say("Hello " .. being_get_name(ch))
   local strength = being_get_attribute(ch, ATTR_STRENGTH)
-  npc_message("You have " .. tostring(strength) .. " strength")
-  npc_message("What would you like to do?")
-  local answer = npc_choice("View Mail", "Send Mail", "Nothing")
+  say("You have " .. tostring(strength) .. " strength")
+  say("What would you like to do?")
+  local answer = ask("View Mail", "Send Mail", "Nothing")
   if answer == 1 then
     local sender, post = chr_get_post(ch)
     if sender == "" then
-      npc_message("No Post right now, sorry")
+      say("No Post right now, sorry")
     else
-      npc_message(tostring(sender) .. " sent you " .. tostring(post))
+      say(tostring(sender) .. " sent you " .. tostring(post))
     end
   end
   if answer == 2 then
-- 
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