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/* ConversationPanel.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 "ConversationPanel.h"
#include "text/Alignment.h"
#include "audio/Audio.h"
#include "BoardingPanel.h"
#include "text/Clipboard.h"
#include "Color.h"
#include "Command.h"
#include "Conversation.h"
#include "text/DisplayText.h"
#include "shader/FillShader.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Government.h"
#include "MapDetailPanel.h"
#include "PlayerInfo.h"
#include "Point.h"
#include "Preferences.h"
#include "Screen.h"
#include "shift.h"
#include "Ship.h"
#include "image/Sprite.h"
#include "image/SpriteSet.h"
#include "shader/SpriteShader.h"
#include "UI.h"
#if defined _WIN32
#include "Files.h"
#endif
#include <array>
#include <iterator>
using namespace std;
namespace {
#if defined _WIN32
size_t PATH_LENGTH;
#endif
// Width of the conversation text.
const int WIDTH = 540;
// Margin on either side of the text.
const int MARGIN = 20;
}
// Constructor.
ConversationPanel::ConversationPanel(PlayerInfo &player, const Conversation &conversation,
const Mission *caller, const System *system, const shared_ptr<Ship> &ship, bool useTransactions)
: player(player), caller(caller), useTransactions(useTransactions), conversation(conversation),
scroll(0.), system(system), ship(ship)
{
#if defined _WIN32
PATH_LENGTH = Files::Saves().string().size();
#endif
Audio::Pause();
// These substitutions need to be applied on the fly as each paragraph of
// text is prepared for display. Some substitutions already in the map
// should not be overwritten.
static const array<string, 3> subsToSave = {"<system>", "<date>", "<day>"};
map<string, string> savedSubs;
for(const auto &sub : subsToSave)
{
const auto it = subs.find(sub);
if(it != subs.end() && !it->second.empty())
savedSubs.emplace(*it);
}
player.AddPlayerSubstitutions(subs);
// Restore substitutions that need to be preserved.
for(auto &it : savedSubs)
subs[it.first].swap(it.second);
if(ship)
{
subs["<ship>"] = ship->GivenName();
subs["<model>"] = ship->DisplayModelName();
}
// Start a PlayerInfo transaction to prevent saves during the conversation
// from recording partial results.
if(useTransactions)
player.StartTransaction();
// Begin at the start of the conversation.
Goto(0);
}
ConversationPanel::~ConversationPanel()
{
Audio::Resume();
}
void ConversationPanel::SetCallback(function<void(int)> fun)
{
callback = std::move(fun);
}
// Draw this panel.
void ConversationPanel::Draw()
{
// Dim out everything outside this panel.
DrawBackdrop();
// Draw the panel itself, stretching from top to bottom of the screen on
// the left side. The edge sprite contains 10 pixels of the margin; the rest
// of the margin is included in the filled rectangle drawn here:
const Color &back = *GameData::Colors().Get("conversation background");
double boxWidth = WIDTH + 2. * MARGIN - 10.;
FillShader::Fill(
Point(Screen::Left() + .5 * boxWidth, 0.),
Point(boxWidth, Screen::Height()),
back);
Panel::DrawEdgeSprite(SpriteSet::Get("ui/right edge"), Screen::Left() + boxWidth);
// Get the font and colors we'll need for drawing everything.
const Font &font = FontSet::Get(14);
const Color &selectionColor = *GameData::Colors().Get("faint");
const Color &dim = *GameData::Colors().Get("dim");
const Color &gray = *GameData::Colors().Get("medium");
const Color &bright = *GameData::Colors().Get("bright");
const Color &dark = *GameData::Colors().Get("dark");
// Figure out where we should start drawing.
Point point(
Screen::Left() + MARGIN,
Screen::Top() + MARGIN + scroll);
// Draw all the conversation text up to this point.
for(const Paragraph &it : text)
point = it.Draw(point, gray);
// Draw whatever choices are being presented.
if(node < 0)
{
// The conversation has already ended. Draw a "done" button.
static const string done = "[done]";
int width = font.Width(done);
int height = font.Height();
Point off(Screen::Left() + MARGIN + WIDTH - width, point.Y());
font.Draw(done, off, bright);
// Handle clicks on this button.
AddZone(Rectangle::FromCorner(off, Point(width, height)), [this](){ this->Exit(); });
}
else if(choices.empty())
{
// This conversation node is prompting the player to enter their name.
Point fieldSize(150, 20);
const auto layout = Layout(fieldSize.X() - 10, Truncate::FRONT);
for(int side = 0; side < 2; ++side)
{
Point center = point + Point(side ? 420 : 190, 7);
Point unselected = point + Point(side ? 190 : 420, 7);
// Handle mouse clicks in whatever field is not selected.
if(side != choice)
{
AddZone(Rectangle(center, fieldSize), [this, side](){ this->ClickName(side); });
continue;
}
// Color selected text box, or flicker if user attempts an error.
FillShader::Fill(center, fieldSize, (flickerTime % 6 > 3) ? dim : selectionColor);
if(flickerTime)
--flickerTime;
// Fill non-selected text box with dimmer color.
FillShader::Fill(unselected, fieldSize, dark);
// Draw the text cursor.
center.X() += font.FormattedWidth({choice ? lastName : firstName, layout}) - 67;
FillShader::Fill(center, Point(1., 16.), dim);
}
font.Draw("First name:", point + Point(40, 0), dim);
font.Draw({firstName, layout}, point + Point(120, 0), choice ? gray : bright);
font.Draw("Last name:", point + Point(270, 0), dim);
font.Draw({lastName, layout}, point + Point(350, 0), choice ? bright : gray);
// Draw the OK button, and remember its location.
static const string ok = "[ok]";
int width = font.Width(ok);
int height = font.Height();
Point off(Screen::Left() + MARGIN + WIDTH - width, point.Y());
font.Draw(ok, off, bright);
// Handle clicks on this button.
AddZone(Rectangle::FromCorner(off, Point(width, height)), SDLK_RETURN);
}
else
{
string label = "0:";
int index = 0;
for(const auto &it : choices)
{
++label[0];
const auto ¶graph = it.first;
Point center = point + paragraph.Center();
Point size(WIDTH, paragraph.Height());
auto zone = Rectangle::FromCorner(point, size);
// If the mouse is hovering over this choice then we need to highlight it.
if(isHovering && zone.Contains(hoverPoint))
choice = index;
if(index == choice)
FillShader::Fill(center + Point(-5, 0), size + Point(30, 0), selectionColor);
AddZone(zone, [this, index](){ this->ClickChoice(index); });
++index;
font.Draw(label, point + Point(-15, 0), dim);
point = paragraph.Draw(point, bright);
}
}
// Store the total height of the text.
maxScroll = min(0., Screen::Top() - (point.Y() - scroll) + font.Height() + 15.);
// Reset the hover flag. If the mouse is still moving than the flag will be set in the next frame.
isHovering = false;
}
// Handle key presses.
bool ConversationPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command, bool isNewPress)
{
UI::UISound sound = UI::UISound::NORMAL;
// Map popup happens when you press the map key, unless the name text entry
// fields are currently active. The name text entry fields are active if
// choices is empty and we aren't at the end of the conversation.
if(command.Has(Command::MAP) && (!choices.empty() || node < 0))
{
sound = UI::UISound::NONE;
GetUI()->Push(new MapDetailPanel(player, system, true));
}
if(node < 0)
{
// If the conversation has ended, the only possible action is to exit.
if(isNewPress && (key == SDLK_RETURN || key == SDLK_KP_ENTER || key == 'd'))
{
Exit();
return true;
}
return false;
}
if(choices.empty())
{
// Don't allow characters that can't be used in a file name.
static const string FORBIDDEN = "/\\?*:|\"<>~";
// Prevent the name from being so large that it cannot be saved.
// Most path components can be at most 255 bytes.
size_t MAX_NAME_LENGTH = 250;
#if defined _WIN32
MAX_NAME_LENGTH -= PATH_LENGTH;
#endif
// Right now we're asking the player to enter their name.
string &name = (choice ? lastName : firstName);
string &otherName = (choice ? firstName : lastName);
// Allow editing the text. The tab key toggles to the other entry field,
// as does the return key if the other field is still empty.
if(Clipboard::KeyDown(name, key, mod, MAX_NAME_LENGTH, FORBIDDEN))
{
// Input handled by Clipboard.
}
else if(key >= ' ' && key <= '~')
{
// Apply the shift or caps lock key.
char c = ((mod & KMOD_SHIFT) ? SHIFT[key] : key);
// Caps lock should shift letters, but not any other keys.
if((mod & KMOD_CAPS) && c >= 'a' && c <= 'z')
c += 'A' - 'a';
if(FORBIDDEN.find(c) == string::npos && (name.size() + otherName.size()) < MAX_NAME_LENGTH)
name += c;
else
flickerTime = 18;
}
else if((key == SDLK_DELETE || key == SDLK_BACKSPACE) && !name.empty())
name.erase(name.size() - 1);
else if(key == '\t' || ((key == SDLK_RETURN || key == SDLK_KP_ENTER) && otherName.empty()))
choice = !choice;
else if((key == SDLK_RETURN || key == SDLK_KP_ENTER) && (firstName.empty() || lastName.empty()))
flickerTime = 18;
else if((key == SDLK_RETURN || key == SDLK_KP_ENTER) && !firstName.empty() && !lastName.empty())
{
// Display the name the player entered.
string name = "\t\tName: " + firstName + " " + lastName + ".\n";
text.emplace_back(name);
player.SetName(firstName, lastName);
subs["<first>"] = player.FirstName();
subs["<last>"] = player.LastName();
Goto(node + 1);
}
else
return false;
return true;
}
// Let the player select choices by using the arrow keys and then pressing
// return, or by pressing a number key.
if(key == SDLK_UP && choice > 0)
--choice;
else if(key == SDLK_DOWN && choice + 1 < static_cast<int>(choices.size()))
++choice;
else if((key == SDLK_RETURN || key == SDLK_KP_ENTER) && isNewPress && choice < static_cast<int>(choices.size()))
Goto(conversation.NextNodeForChoice(node, MapChoice(choice)), choice);
else if(key >= '1' && key < static_cast<SDL_Keycode>('1' + choices.size()))
Goto(conversation.NextNodeForChoice(node, MapChoice(key - '1')), key - '1');
else if(key >= SDLK_KP_1 && key < static_cast<SDL_Keycode>(SDLK_KP_1 + choices.size()))
Goto(conversation.NextNodeForChoice(node, MapChoice(key - SDLK_KP_1)), key - SDLK_KP_1);
else
return false;
UI::PlaySound(sound);
return true;
}
// Allow scrolling by click and drag.
bool ConversationPanel::Drag(double dx, double dy)
{
scroll = min(0., max(maxScroll, scroll + dy));
return true;
}
// Handle the scroll wheel.
bool ConversationPanel::Scroll(double dx, double dy)
{
return Drag(0., dy * Preferences::ScrollSpeed());
}
// Handle selecting choices by hovering with the mouse.
bool ConversationPanel::Hover(int x, int y)
{
hoverPoint = Point(x, y);
isHovering = true;
return true;
}
// The player just selected the given choice.
void ConversationPanel::Goto(int index, int selectedChoice)
{
const ConditionsStore &conditions = player.Conditions();
Format::ConditionGetter getter = [&conditions](const std::string &str, size_t start, size_t length) -> int64_t
{
return conditions.Get(str.substr(start, length));
};
if(index)
{
// Add the chosen option to the text.
if(selectedChoice >= 0 && selectedChoice < static_cast<int>(choices.size()))
text.emplace_back(next(choices.begin(), selectedChoice)->first);
// Scroll to the start of the new text, unless the conversation ended.
if(index >= 0)
{
scroll = -11;
for(const Paragraph &it : text)
scroll -= it.Height();
}
}
// We'll need to reload the choices from whatever new node we arrive at.
choices.clear();
node = index;
// Not every conversation node allows a choice. Move forward through the
// nodes until we encounter one that does, or the conversation ends.
while(node >= 0 && !conversation.HasAnyChoices(node))
{
int choice = 0;
// Skip empty choices.
if(conversation.IsChoice(node))
{
node = conversation.StepToNextNode(node);
continue;
}
if(conversation.IsBranch(node))
{
// Branch nodes change the flow of the conversation based on the
// player's condition variables rather than player input.
choice = !conversation.Conditions(node).Test();
}
else if(conversation.IsAction(node))
{
// Action nodes are able to perform various actions, e.g. changing
// the player's conditions, granting payments, triggering events,
// and more. They are not allowed to spawn additional UI elements.
conversation.GetAction(node).Do(player, nullptr, caller);
}
else if(conversation.ShouldDisplayNode(node))
{
// This is an ordinary conversation node which should be displayed.
// Perform any necessary text replacement, and add the text to the display.
string altered = Format::ExpandConditions(Format::Replace(conversation.Text(node), subs), getter);
text.emplace_back(altered, conversation.Scene(node), text.empty());
}
else
{
// This conversation node should not be displayed, so skip its goto.
node = conversation.StepToNextNode(node);
continue;
}
node = conversation.NextNodeForChoice(node, choice);
}
// Display whatever choices are being offered to the player.
for(int i = 0; i < conversation.Choices(node); ++i)
if(conversation.ShouldDisplayNode(node, i))
{
string altered = Format::ExpandConditions(Format::Replace(conversation.Text(node, i), subs), getter);
choices.emplace_back(Paragraph(altered), i);
}
// This is a safeguard in case of logic errors, to ensure we don't set the player name.
if(choices.empty() && conversation.Choices(node) != 0)
{
node = Conversation::DECLINE;
}
this->choice = 0;
}
// Exit this panel and do whatever needs to happen next.
void ConversationPanel::Exit()
{
// Finish the PlayerInfo transaction so any changes get saved again.
if(useTransactions)
player.FinishTransaction();
GetUI()->Pop(this);
// Some conversations may be offered from an NPC, e.g. an assisting or
// boarding mission's `on offer`, or from completing a mission's NPC
// block (e.g. scanning or boarding or killing all required targets).
if(node == Conversation::DIE || node == Conversation::EXPLODE)
player.Die(node, ship);
else if(ship)
{
// A forced-launch ending (LAUNCH, FLEE, or DEPART) destroys any NPC.
if(Conversation::RequiresLaunch(node))
ship->Destroy();
// Only show the BoardingPanel for a hostile NPC that is being boarded.
// (NPC completion conversations can result from non-boarding events.)
// TODO: Is there a better / more robust boarding check than relative position?
else if((node != Conversation::ACCEPT || player.CaptureOverriden(ship)) && ship->GetGovernment()->IsEnemy()
&& !ship->IsDestroyed() && ship->IsDisabled()
&& ship->Position().Distance(player.Flagship()->Position()) <= 1.)
GetUI()->Push(new BoardingPanel(player, ship));
}
// Call the exit response handler to manage the conversation's effect
// on the player's missions, or force takeoff from a planet.
if(callback)
callback(node);
}
// The player just clicked one of the two name entry text fields.
void ConversationPanel::ClickName(int side)
{
choice = side;
}
// The player just clicked on a conversation choice.
void ConversationPanel::ClickChoice(int index)
{
Goto(conversation.NextNodeForChoice(node, MapChoice(index)), index);
}
// Given an index into the list of displayed choices (i.e. not including
// conditionally-skipped choices), return its "raw index" in the conversation
// (i.e. including conditionally-skipped choices)
int ConversationPanel::MapChoice(int n) const
{
if(n < 0 || n >= static_cast<int>(choices.size()))
return 0;
else
return next(choices.cbegin(), n)->second;
}
// Paragraph constructor.
ConversationPanel::Paragraph::Paragraph(const string &text, const Sprite *scene, bool isFirst)
: scene(scene), isFirst(isFirst)
{
wrap.SetAlignment(Alignment::JUSTIFIED);
wrap.SetWrapWidth(WIDTH);
wrap.SetFont(FontSet::Get(14));
wrap.Wrap(text);
}
// Get the height of this paragraph (including any "scene" image).
int ConversationPanel::Paragraph::Height() const
{
int height = wrap.Height();
if(scene)
height += 20 * !isFirst + scene->Height() + 20;
return height;
}
// Get the center point of this paragraph.
Point ConversationPanel::Paragraph::Center() const
{
return Point(.5 * WIDTH, .5 * (Height() - wrap.ParagraphBreak()));
}
// Draw this paragraph, and return the point that the next paragraph below it
// should be drawn at.
Point ConversationPanel::Paragraph::Draw(Point point, const Color &color) const
{
if(scene)
{
Point offset(WIDTH / 2, 20 * !isFirst + scene->Height() / 2);
SpriteShader::Draw(scene, point + offset);
point.Y() += 20 * !isFirst + scene->Height() + 20;
}
wrap.Draw(point, color);
point.Y() += wrap.Height();
return point;
}
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