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/* OutfitterPanel.h
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/>.
*/
#pragma once
#include "ShopPanel.h"
#include "Sale.h"
#include <map>
#include <set>
#include <string>
#include <vector>
class Outfit;
class PlayerInfo;
class Point;
class Ship;
// Class representing the Outfitter UI panel, which allows you to buy new
// outfits to install in your ship or to sell the ones you own. Any outfit you
// sell is available to be bought again until you close this panel, even if it
// is not normally sold here. You can also directly install any outfit that you
// have plundered from another ship and are storing in your cargo bay. This
// panel makes an attempt to ensure that you do not leave with a ship that is
// configured in such a way that it cannot fly (e.g. no engines or steering).
class OutfitterPanel : public ShopPanel {
public:
explicit OutfitterPanel(PlayerInfo &player, Sale<Outfit> stock);
virtual void Step() override;
protected:
virtual int TileSize() const override;
virtual int VisibilityCheckboxesSize() const override;
virtual bool HasItem(const std::string &name) const override;
virtual void DrawItem(const std::string &name, const Point &point) override;
virtual int DividerOffset() const override;
virtual int DetailWidth() const override;
virtual double DrawDetails(const Point ¢er) override;
virtual BuyResult CanBuy(bool onlyOwned = false) const override;
virtual void Buy(bool onlyOwned = false) override;
virtual bool CanSell(bool toStorage = false) const override;
virtual void Sell(bool toStorage = false) override;
virtual void FailSell(bool toStorage = false) const override;
virtual bool ShouldHighlight(const Ship *ship) override;
virtual void DrawKey() override;
virtual void ToggleForSale() override;
virtual void ToggleStorage() override;
virtual void ToggleCargo() override;
virtual int FindItem(const std::string &text) const override;
private:
static bool ShipCanBuy(const Ship *ship, const Outfit *outfit);
static bool ShipCanSell(const Ship *ship, const Outfit *outfit);
static void DrawOutfit(const Outfit &outfit, const Point ¢er, bool isSelected, bool isOwned);
bool IsLicense(const std::string &name) const;
bool HasLicense(const std::string &name) const;
std::string LicenseRoot(const std::string &name) const;
void CheckRefill();
void Refill();
// Shared code for reducing the selected ships to those that have the
// same quantity of the selected outfit.
const std::vector<Ship *> GetShipsToOutfit(bool isBuy = false) const;
private:
// Record whether we've checked if the player needs ammo refilled.
bool checkedRefill = false;
// Allow toggling whether outfits that are for sale are shown.
bool showForSale = true;
// Allow toggling whether stored outfits are shown.
bool showStorage = true;
// Allow toggling whether outfits in cargo are shown.
bool showCargo = true;
Sale<Outfit> outfitter;
// Keep track of how many of the outfitter help screens have been shown
bool checkedHelp = false;
int shipsHere = 0;
};
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