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/* HailPanel.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 "HailPanel.h"
#include "text/Alignment.h"
#include "audio/Audio.h"
#include "Dialog.h"
#include "shader/DrawList.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Government.h"
#include "Information.h"
#include "Interface.h"
#include "Messages.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Politics.h"
#include "Ship.h"
#include "image/Sprite.h"
#include "StellarObject.h"
#include "System.h"
#include "UI.h"
#include "text/WrappedText.h"
#include <algorithm>
#include <cmath>
#include <utility>
using namespace std;
HailPanel::HailPanel(PlayerInfo &player, const shared_ptr<Ship> &ship, function<void(const Government *)> bribeCallback)
: player(player), ship(ship), bribeCallback(std::move(bribeCallback)), facing(ship->Facing())
{
Audio::Pause();
SetInterruptible(false);
UI::PlaySound(UI::UISound::SOFT);
const Government *gov = ship->GetGovernment();
if(!ship->GivenName().empty())
header = gov->DisplayName() + " " + ship->Noun() + " \"" + ship->GivenName() + "\":";
else
header = ship->DisplayModelName() + " (" + gov->DisplayName() + "):";
// Drones are always unpiloted, so they never respond to hails.
bool isMute = ship->GetPersonality().IsMute() || (ship->Attributes().Category() == "Drone");
hasLanguage = !isMute && (gov->Language().empty() || player.Conditions().Get("language: " + gov->Language()));
canAssistPlayer = !ship->CanBeCarried();
if(isMute)
SetMessage("(There is no response to your hail.)");
else if(!hasLanguage)
SetMessage("(An alien voice says something in a language you do not recognize.)");
else if(gov->IsEnemy())
{
// Enemy ships always show hostile messages.
// They either show bribing messages,
// or standard hostile messages, if disabled.
if(!ship->IsDisabled())
SetBribe(gov->GetBribeFraction());
}
else if(ship->IsDisabled())
{
const Ship *flagship = player.Flagship();
if(flagship->NeedsFuel(false) || flagship->IsDisabled())
SetMessage("Sorry, we can't help you, because our ship is disabled.");
}
else
{
// Is the player in any need of assistance?
const Ship *flagship = player.Flagship();
// Check if the player is out of fuel or energy.
if(flagship->NeedsFuel(false))
{
playerNeedsHelp = true;
canGiveFuel = ship->CanRefuel(*flagship) && canAssistPlayer;
}
if(flagship->NeedsEnergy())
{
playerNeedsHelp = true;
canGiveEnergy = ship->CanGiveEnergy(*flagship) && canAssistPlayer;
}
// Check if the player is disabled.
if(flagship->IsDisabled())
{
playerNeedsHelp = true;
canRepair = canAssistPlayer;
}
if(ship->GetPersonality().IsSurveillance())
{
canGiveFuel = false;
canRepair = false;
}
if(ship->GetShipToAssist() == player.FlagshipPtr())
SetMessage("Hang on, we'll be there in a minute.");
else if(canGiveFuel || canRepair)
{
string helpOffer = "Looks like you've gotten yourself into a bit of trouble. "
"Would you like us to ";
if(canGiveFuel && canRepair)
helpOffer += "patch you up and give you some fuel?";
else if(canGiveFuel)
helpOffer += "give you some fuel?";
else if(canRepair)
helpOffer += "patch you up?";
else if(canGiveEnergy)
helpOffer += "recharge you?";
SetMessage(helpOffer);
}
else if(playerNeedsHelp && !canAssistPlayer)
SetMessage("Sorry, my ship is too small to have the right equipment to assist you.");
}
if(message.empty())
SetMessage(ship->GetHail(player.GetSubstitutions()));
}
HailPanel::HailPanel(PlayerInfo &player, const StellarObject *object)
: player(player), object(object), planet(object->GetPlanet()), facing(object->Facing())
{
Audio::Pause();
SetInterruptible(false);
UI::PlaySound(UI::UISound::SOFT);
const Government *gov = planet ? planet->GetGovernment() : player.GetSystem()->GetGovernment();
if(planet)
header = gov->DisplayName() + " " + planet->Noun() + " \"" + planet->DisplayName() + "\":";
hasLanguage = (gov->Language().empty() || player.Conditions().Get("language: " + gov->Language()));
// If the player is hailing a planet, determine if a mission grants them clearance before checking
// if they have a language that matches the planet's government. This allows mission clearance
// to bypass language barriers.
if(planet && player.Flagship())
for(const Mission &mission : player.Missions())
if(mission.HasClearance(planet) && mission.ClearanceMessage() != "auto")
{
planet->Bribe(mission.HasFullClearance());
SetMessage(mission.ClearanceMessage());
return;
}
if(!hasLanguage)
SetMessage("(An alien voice says something in a language you do not recognize.)");
else if(planet && player.Flagship())
{
if(planet->CanLand())
SetMessage("You are cleared to land, " + player.Flagship()->GivenName() + ".");
else
{
SetBribe(planet->GetBribeFraction());
if(bribe)
SetMessage("If you want to land here, it'll cost you "
+ Format::CreditString(bribe) + ".");
else if(gov->IsEnemy())
SetMessage("You are not welcome here.");
else
SetMessage("I'm afraid we can't permit you to land here.");
}
}
}
HailPanel::~HailPanel()
{
Audio::Resume();
}
void HailPanel::Draw()
{
DrawBackdrop();
Information info;
info.SetString("header", header);
if(ship)
{
info.SetCondition("show assist");
if(hasLanguage && !ship->IsDisabled())
{
if(requestedToBribeShip)
info.SetCondition("show pay bribe");
if(ship->GetGovernment()->IsEnemy())
{
if(requestedToBribeShip)
info.SetCondition("can pay bribe");
else
info.SetCondition("can bribe");
}
else if(!ship->CanBeCarried() && ship->GetShipToAssist() != player.FlagshipPtr())
info.SetCondition("can assist");
}
}
else
{
if(!GameData::GetPolitics().HasDominated(planet))
info.SetCondition("show dominate");
else
info.SetCondition("show relinquish");
if(hasLanguage)
{
info.SetCondition("can dominate");
if(!planet->CanLand())
info.SetCondition("can bribe");
}
}
const Interface *hailUi = GameData::Interfaces().Get("hail panel");
hailUi->Draw(info, this);
const Sprite *sprite = ship ? ship->GetSprite() : object->GetSprite();
// Draw the sprite, rotated, scaled, and swizzled as necessary.
float zoom = min(2.f, 400.f / max(sprite->Width(), sprite->Height()));
Point center(-170., -10.);
DrawList draw;
draw.Clear(step);
// If this is a ship, copy its swizzle, animation settings, etc.
// Also draw its fighters and weapon hardpoints.
if(ship)
{
bool hasFighters = ship->PositionFighters();
auto addHardpoint = [this, &draw, ¢er, zoom](const Hardpoint &hardpoint) -> void
{
if(hardpoint.GetOutfit() && hardpoint.GetOutfit()->HardpointSprite().HasSprite())
{
Body body(
hardpoint.GetOutfit()->HardpointSprite(),
center + zoom * facing.Rotate(hardpoint.GetPoint()),
Point(),
facing + hardpoint.GetAngle(),
zoom);
if(body.InheritsParentSwizzle())
body.SetSwizzle(ship->GetSwizzle());
draw.Add(body);
}
};
auto addFighter = [this, &draw, ¢er, zoom](const Ship::Bay &bay) -> void
{
if(bay.ship)
{
Body body(
*bay.ship,
center + zoom * facing.Rotate(bay.point),
Point(),
facing + bay.facing,
zoom);
draw.Add(body);
}
};
if(hasFighters)
for(const Ship::Bay &bay : ship->Bays())
if(bay.side == Ship::Bay::UNDER)
addFighter(bay);
for(const Hardpoint &hardpoint : ship->Weapons())
if(hardpoint.IsUnder())
addHardpoint(hardpoint);
draw.Add(Body(*ship, center, Point(), facing, zoom));
for(const Hardpoint &hardpoint : ship->Weapons())
if(!hardpoint.IsUnder())
addHardpoint(hardpoint);
if(hasFighters)
for(const Ship::Bay &bay : ship->Bays())
if(bay.side == Ship::Bay::OVER)
addFighter(bay);
}
else
draw.Add(Body(*object, center, Point(), facing, zoom));
draw.Draw();
// Draw the current message.
WrappedText wrap;
wrap.SetAlignment(Alignment::JUSTIFIED);
wrap.SetWrapWidth(330);
wrap.SetFont(FontSet::Get(14));
wrap.Wrap(message);
wrap.Draw(Point(-50., -50.), *GameData::Colors().Get("medium"));
++step;
}
bool HailPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command, bool isNewPress)
{
UI::UISound sound = UI::UISound::NORMAL;
bool shipIsEnemy = (ship && ship->GetGovernment()->IsEnemy());
if(key == 'd' || key == SDLK_ESCAPE || key == SDLK_RETURN || (key == 'w' && (mod & (KMOD_CTRL | KMOD_GUI))))
{
if(bribeCallback && bribed)
bribeCallback(bribed);
GetUI()->Pop(this);
sound = UI::UISound::SOFT;
}
else if(key == 't' && hasLanguage && planet)
{
if(GameData::GetPolitics().HasDominated(planet))
{
GameData::GetPolitics().DominatePlanet(planet, false);
// Set payment 0 to erase the tribute.
player.SetTribute(planet, 0);
SetMessage("Thank you for granting us our freedom!");
}
else if(!planet->IsDefending())
GetUI()->Push(new Dialog([this]() { SetMessage(planet->DemandTribute(player)); },
"Demanding tribute may cause this planet to launch defense fleets to fight you. "
"After battling the fleets, you can demand tribute again for the planet to relent.\n"
"This act may hurt your reputation severely. Do you want to proceed?",
Truncate::NONE, true, false));
else
SetMessage(planet->DemandTribute(player));
UI::PlaySound(UI::UISound::NORMAL);
return true;
}
else if(key == 'h' && hasLanguage && ship && canAssistPlayer)
{
if(shipIsEnemy || ship->IsDisabled())
return false;
if(playerNeedsHelp)
{
if(ship->GetPersonality().IsSurveillance())
SetMessage("Sorry, I'm too busy to help you right now.");
else if(canGiveFuel || canRepair || canGiveEnergy)
{
ship->SetShipToAssist(player.FlagshipPtr());
SetMessage("Hang on, we'll be there in a minute.");
}
else if(player.Flagship()->NeedsFuel(false))
{
if(ship->Fuel())
SetMessage("Sorry, but if we give you fuel we won't have enough to make it to the next system.");
else
SetMessage("Sorry, we don't have any fuel.");
}
else if(player.Flagship()->NeedsEnergy())
{
if(ship->Energy())
SetMessage("Sorry, but if we give you energy we won't have enough for our ship.");
else
SetMessage("Sorry, we don't have any energy.");
}
else // shouldn't happen
SetMessage("Sorry, we are unable to assist you.");
}
else
{
if(bribe)
SetMessage("Yeah, right. Don't push your luck.");
else
SetMessage("You don't seem to be in need of repairs or fuel assistance.");
}
}
else if((key == 'b' || key == 'o') && hasLanguage)
{
// Make sure it actually makes sense to bribe this ship.
if((ship && !shipIsEnemy) || (planet && planet->CanLand()))
return true;
if(bribe > player.Accounts().Credits())
SetMessage("Sorry, but you don't have enough money to be worth my while.");
else if(bribe)
{
if(!ship || requestedToBribeShip)
{
player.Accounts().AddCredits(-bribe);
SetMessage("It's a pleasure doing business with you.");
}
if(ship)
{
if(!requestedToBribeShip)
{
SetMessage("If you want us to leave you alone, it'll cost you "
+ Format::CreditString(bribe) + ".");
requestedToBribeShip = true;
}
else
{
bribed = ship->GetGovernment();
bribed->Bribe();
Messages::Add("You bribed a " + bribed->DisplayName() + " ship "
+ Format::CreditString(bribe) + " to refrain from attacking you today."
, Messages::Importance::High);
}
}
else
{
planet->Bribe();
Messages::Add("You bribed the authorities on " + planet->DisplayName() + " "
+ Format::CreditString(bribe) + " to permit you to land."
, Messages::Importance::High);
}
}
else
SetMessage("I do not want your money.");
}
else
sound = UI::UISound::NONE;
UI::PlaySound(sound);
return true;
}
void HailPanel::SetBribe(double scale)
{
// Find the total value of your fleet.
int64_t value = 0;
for(const shared_ptr<Ship> &it : player.Ships())
value += it->Cost();
if(value <= 0)
value = 1;
bribe = 1000 * static_cast<int64_t>(sqrt(value) * scale);
}
void HailPanel::SetMessage(const string &text)
{
message = text;
if(!message.empty())
Messages::AddLog("(Response to your hail) " + header + " " + message,
Messages::Importance::High);
}
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