File: BankPanel.cpp

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/* BankPanel.cpp
Copyright (c) 2014 by Michael Zahniser

Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.

Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/

#include "BankPanel.h"

#include "text/Alignment.h"
#include "Color.h"
#include "Command.h"
#include "Dialog.h"
#include "text/DisplayText.h"
#include "text/Format.h"
#include "GameData.h"
#include "Information.h"
#include "Interface.h"
#include "PlayerInfo.h"
#include "Point.h"
#include "Screen.h"
#include "text/Table.h"
#include "text/Truncate.h"
#include "UI.h"

#include <string>

using namespace std;

namespace {
	// Column headings.
	const string HEADING[6] = {"Type", "Principal", "Interest", "Term", "Payment", ""};
	// X coordinates of the columns of the table.
	const int COLUMN[5] = {20, 130, 210, 280, 330};
	const int EXTRA_X = 410;

	// Maximum number of rows of mortages, etc. to draw.
	const int MAX_ROWS = 8;
}



// Constructor.
BankPanel::BankPanel(PlayerInfo &player)
	: player(player), qualify(player.Accounts().Prequalify())
{
	// This panel should allow events it does not respond to to pass through to
	// the underlying PlanetPanel.
	SetTrapAllEvents(false);
}



// This is called each frame when the bank is active.
void BankPanel::Step()
{
	DoHelp("bank");
}



// Draw the bank information.
void BankPanel::Draw()
{
	// Draw the "Pay All" button.
	const Interface *bankUi = GameData::Interfaces().Get(Screen::Width() < 1280 ? "bank (small screen)" : "bank");
	const Rectangle box = bankUi->GetBox("content");
	const int MIN_X = box.Left();
	const int FIRST_Y = box.Top();
	const int MAX_X = box.Right();

	// Set up the table that will contain most of the information.
	Table table;
	for(auto x : COLUMN)
		table.AddColumn(MIN_X + x);
	// The last column is for the "pay extra" button.
	table.AddColumn(MAX_X - 20, {Alignment::RIGHT});
	table.SetHighlight(MIN_X + 10, MAX_X - 10);
	table.DrawAt(Point(0., FIRST_Y));

	// Use stock colors from the game data.
	const Color &back = *GameData::Colors().Get("faint");
	const Color &unselected = *GameData::Colors().Get("medium");
	const Color &selected = *GameData::Colors().Get("bright");

	// Draw the heading of the table.
	table.SetColor(selected);
	for(const string &heading : HEADING)
		table.Draw(heading);
	table.DrawGap(5);

	// Figure out the total payments and principal (other than salaries). This
	// is in case there are more mortgages than can be displayed.
	int64_t otherPrincipal = 0;
	int64_t otherPayment = 0;
	for(const Mortgage &mortgage : player.Accounts().Mortgages())
	{
		otherPrincipal += mortgage.Principal();
		otherPayment += mortgage.Payment();
	}
	int64_t totalPayment = otherPayment;

	// Check if salaries need to be drawn.
	int64_t salaries = player.Salaries();
	int64_t crewSalariesOwed = player.Accounts().CrewSalariesOwed();
	int64_t salariesIncome = player.Accounts().SalariesIncomeTotal();
	int64_t tributeIncome = player.GetTributeTotal();

	// Check if maintenance needs to be drawn.
	PlayerInfo::FleetBalance b = player.MaintenanceAndReturns();
	int64_t maintenanceDue = player.Accounts().MaintenanceDue();
	// Figure out how many rows of the display are for mortgages, and also check
	// whether multiple mortgages have to be combined into the last row.
	mortgageRows = MAX_ROWS - (salaries != 0 || crewSalariesOwed != 0) - (b.maintenanceCosts != 0 || maintenanceDue != 0)
		- (b.assetsReturns != 0 || salariesIncome != 0 || tributeIncome != 0);
	int mortgageCount = player.Accounts().Mortgages().size();
	mergedMortgages = (mortgageCount > mortgageRows);
	if(!mergedMortgages)
		mortgageRows = mortgageCount;

	// Keep track of what row of the table we are on.
	int row = 0;
	for(const Mortgage &mortgage : player.Accounts().Mortgages())
	{
		// Color this row depending on whether it is selected or not.
		if(row == selectedRow)
		{
			table.DrawHighlight(back);
			table.SetColor(selected);
		}
		else
			table.SetColor(unselected);

		// Check if this is the last row we have space to draw. If so, check if
		// it must include a combination of multiple mortgages.
		bool isLastRow = (row == mortgageRows - 1);
		if(isLastRow && mergedMortgages)
		{
			table.Draw("Other");
			table.Draw(Format::Credits(otherPrincipal));
			// Skip the interest and term, because this entry represents the
			// combination of several different mortages.
			table.Advance(2);
			table.Draw(Format::Credits(otherPayment));
		}
		else
		{
			table.Draw(mortgage.Type());
			table.Draw(Format::Credits(mortgage.Principal()));
			table.Draw(mortgage.Interest());
			table.Draw(mortgage.Term());
			table.Draw(Format::Credits(mortgage.Payment()));

			// Keep track of how much out of the total principal and payment has
			// not yet been included in one of the rows of the table.
			otherPrincipal -= mortgage.Principal();
			otherPayment -= mortgage.Payment();
		}
		table.Draw("[pay extra]");
		++row;

		// Bail out if this was the last row we had space to draw.
		if(isLastRow)
			break;
	}
	table.SetColor(unselected);
	// Draw the salaries, if necessary.
	if(salaries || crewSalariesOwed)
	{
		// Include salaries in the total daily payment.
		totalPayment += salaries;

		table.Draw("Crew Salaries");
		// Check whether the player owes back salaries.
		if(crewSalariesOwed)
		{
			table.Draw(Format::Credits(crewSalariesOwed));
			table.Draw("(overdue)");
			table.Advance(1);
		}
		else
			table.Advance(3);
		table.Draw(Format::Credits(salaries));
		table.Advance();
	}
	// Draw the maintenance costs, if necessary.
	if(b.maintenanceCosts || maintenanceDue)
	{
		totalPayment += b.maintenanceCosts;

		table.Draw("Maintenance");
		if(maintenanceDue)
		{
			table.Draw(Format::Credits(maintenanceDue));
			table.Draw("(overdue)");
			table.Advance(1);
		}
		else
			table.Advance(3);
		table.Draw(Format::Credits(b.maintenanceCosts));
		table.Advance();
	}
	if(salariesIncome || tributeIncome || b.assetsReturns)
	{
		// Your daily income offsets expenses.
		totalPayment -= salariesIncome + tributeIncome + b.assetsReturns;

		static const string LABEL[] = {"", "Your Salary Income", "Your Tribute Income", "Your Salary and Tribute Income",
			"Your Return on Assets Income", "Your Salary and Return on Assets Income",
			"Your Tribute and Return on Assets Income", "Your Salary, Tribute, and Returns Income" };
		const auto incomeLayout = Layout(310, Truncate::BACK);
		table.DrawCustom({LABEL[(salariesIncome != 0) + 2 * (tributeIncome != 0) + 4 * (b.assetsReturns != 0)],
			incomeLayout});
		// For crew salaries, only the "payment" field needs to be shown.
		table.Advance(3);
		table.Draw(Format::Credits(-(salariesIncome + tributeIncome + b.assetsReturns)));
		table.Advance();
	}

	// Draw the total daily payment.
	table.Advance(3);
	table.Draw("total:", selected);
	table.Draw(Format::Credits(totalPayment), unselected);
	table.Advance();

	// Draw the credit score.
	table.DrawAt(Point(0., FIRST_Y + 210.));
	string credit = "Your credit score is " + to_string(player.Accounts().CreditScore()) + ".";
	const auto scoreLayout = Layout(460, Truncate::MIDDLE);
	table.DrawCustom({credit, scoreLayout});
	table.Advance(5);

	// Report whether the player qualifies for a new loan.
	string amount;
	if(!qualify)
		amount = "You do not qualify for further loans at this time.";
	else
		amount = "You qualify for a new loan of up to " + Format::CreditString(qualify) + ".";
	if(qualify && selectedRow >= mortgageRows)
		table.DrawHighlight(back);
	const auto amountLayout = Layout(380, Truncate::MIDDLE);
	table.DrawCustom({amount, amountLayout}, unselected);
	if(qualify)
	{
		table.Advance(4);
		table.Draw("[apply]", selected);
	}

	Information info;
	if((crewSalariesOwed || maintenanceDue) && player.Accounts().Credits() > 0)
		info.SetCondition("can pay");
	else
		for(const Mortgage &mortgage : player.Accounts().Mortgages())
			if(mortgage.Principal() <= player.Accounts().Credits())
				info.SetCondition("can pay");
	bankUi->Draw(info, this);
}



// Handle key presses, or clicks that the interface has mapped to a key press.
bool BankPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command, bool isNewPress)
{
	if(command.Has(Command::HELP))
	{
		DoHelp("bank advanced", true);
		DoHelp("bank", true);
	}
	else if(key == SDLK_UP && selectedRow)
		--selectedRow;
	else if(key == SDLK_DOWN && selectedRow < mortgageRows)
		++selectedRow;
	else if(key == SDLK_RETURN && selectedRow < mortgageRows)
	{
		GetUI()->Push(new Dialog(this, &BankPanel::PayExtra,
			"Paying off part of this debt will reduce your daily payments and the "
			"interest that it costs you. How many extra credits will you pay?"));
		DoHelp("bank advanced");
	}
	else if(key == SDLK_RETURN && qualify)
	{
		GetUI()->Push(new Dialog(this, &BankPanel::NewMortgage,
			"Borrow how many credits?"));
		DoHelp("bank advanced");
	}
	else if(key == 'a')
	{
		// Pay all mortgages, skipping any you cannot afford to pay entirely.
		unsigned i = 0;
		while(i < player.Accounts().Mortgages().size())
		{
			int64_t principal = player.Accounts().Mortgages()[i].Principal();
			if(principal <= player.Accounts().Credits())
				player.Accounts().PayExtra(i, principal);
			else
				++i;
		}
		player.Accounts().PaySalaries(player.Accounts().CrewSalariesOwed());
		player.Accounts().PayMaintenance(player.Accounts().MaintenanceDue());
		qualify = player.Accounts().Prequalify();
	}
	else
		return false;

	return true;
}



// Handle mouse clicks.
bool BankPanel::Click(int x, int y, MouseButton button, int clicks)
{
	if(button != MouseButton::LEFT)
		return false;

	const Interface *bankUi = GameData::Interfaces().Get(Screen::Width() < 1280 ? "bank (small screen)" : "bank");
	const Rectangle box = bankUi->GetBox("content");
	const int MIN_X = box.Left();
	const int FIRST_Y = box.Top();
	const int MAX_X = box.Right();

	// Check if the click was on one of the rows of the table that represents a
	// mortgage or other current debt you have.
	int maxY = FIRST_Y + 25 + 20 * mortgageRows;
	if(x >= MIN_X && x <= MAX_X && y >= FIRST_Y + 25 && y < maxY)
	{
		selectedRow = (y - FIRST_Y - 25) / 20;
		if(x >= MIN_X + EXTRA_X)
			DoKey(SDLK_RETURN);
	}
	else if(x >= MIN_X + EXTRA_X - 10 && x <= MAX_X && y >= FIRST_Y + 230 && y <= FIRST_Y + 250)
	{
		// If the player clicks the "apply" button, check if you qualify.
		if(qualify)
		{
			selectedRow = mortgageRows;
			DoKey(SDLK_RETURN);
		}
	}
	else
		return false;

	return true;
}



// Apply an extra payment to a debt. (This is a dialog callback.)
void BankPanel::PayExtra(const string &str)
{
	int64_t amount = static_cast<int64_t>(Format::Parse(str));
	// Check if the selected row is the "Other" row, which is only the case if
	// you have more mortages than can be displayed.
	const vector<Mortgage> &mortgages = player.Accounts().Mortgages();
	bool isOther = (selectedRow == mortgageRows - 1 && mergedMortgages);

	// Pay the mortgage. If this is the "other" row, loop through all the
	// mortgages included in that row.
	do {
		// You cannot pay more than you have or more than the mortgage principal.
		int64_t payment = min(amount, min(player.Accounts().Credits(), mortgages[selectedRow].Principal()));
		if(payment < 1)
			break;

		// Make an extra payment.
		player.Accounts().PayExtra(selectedRow, payment);
		amount -= payment;
	} while(isOther && static_cast<unsigned>(selectedRow) < mortgages.size());

	// Recalculate how much the player can prequalify for.
	qualify = player.Accounts().Prequalify();
}



// Apply for a new mortgage. (This is a dialog callback.)
void BankPanel::NewMortgage(const string &str)
{
	int64_t amount = static_cast<int64_t>(Format::Parse(str));

	// Limit the amount to whatever you have qualified for.
	amount = min(amount, qualify);
	if(amount > 0)
		player.Accounts().AddMortgage(amount);

	qualify = player.Accounts().Prequalify();
}