164 lines
4.3 KiB
C
164 lines
4.3 KiB
C
/**
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* @file comm.c
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*
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* @brief For communicating with planets/pilots.
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*/
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#include "lephisto.h"
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#include "log.h"
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#include "toolkit.h"
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#include "dialogue.h"
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#include "pilot.h"
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#include "rng.h"
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#include "llua.h"
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#include "comm.h"
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#define BUTTON_WIDTH 80 /**< Button width. */
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#define BUTTON_HEIGHT 30 /*<< Button height. */
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static Pilot* comm_pilot = NULL; /**< Pilot currently talking to. */
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/* Static. */
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static void comm_bribe(unsigned int wid, char* str);
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static unsigned int comm_getBribeAmount(void);
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/* Extern. */
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void ai_setPilot(Pilot* p);
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/**
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* @brief Open the communication dialogue with a pilot.
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* @param pilot Pilot to communicate with.
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* @return 0 on success.
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*/
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int comm_open(unsigned int pilot) {
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int x, y, w;
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glTexture* logo, *gfx_comm;
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char* name, *stand;
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unsigned int wid;
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/* Get the pilot. */
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comm_pilot = pilot_get(pilot);
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if(comm_pilot == NULL)
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return -1;
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/* Get graphics and text. */
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gfx_comm = comm_pilot->ship->gfx_comm;
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logo = faction_logoSmall(comm_pilot->faction);
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name = comm_pilot->name;
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stand = faction_getStandingBroad(faction_getPlayer(comm_pilot->faction));
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w = MAX(gl_printWidth(NULL, name), gl_printWidth(NULL, stand));
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y = gl_defFont.h*2 + 15;
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if(logo != NULL) {
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w += logo->w;
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y = MAX(y, logo->w);
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}
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x = (gfx_comm->w - w) / 2;
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/* Create the window. */
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wid = window_create("Communication Channel", -1, -1,
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20 + gfx_comm->w + 20 + BUTTON_WIDTH + 20, 30 + gfx_comm->h + y + 5 + 20);
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/* Create the ship image. */
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window_addRect(wid, 20, -30, gfx_comm->w, gfx_comm->h + y + 5, "rctShip", &cGrey10, 1);
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window_addImage(wid, 20, -30, "imgShip", gfx_comm, 0);
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/* Faction logo. */
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if(logo != NULL) {
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window_addImage(wid, x, -30 - gfx_comm->h - 5,
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"imgFaction", logo, 0);
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x += logo->w + 10;
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y -= (logo->w - (gl_defFont.h*2 + 15)) / 2;
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}
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/* Name. */
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window_addText(wid, x, -30 - gfx_comm->h - y + gl_defFont.h*2 + 10,
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gfx_comm->w - x, 20, 0, "txtName",
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NULL, &cDConsole, name);
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/* Standing. */
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window_addText(wid, x, -30 - gfx_comm->h - y + gl_defFont.h + 5,
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gfx_comm->w - x, 20, 0, "txtStanding", NULL,
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faction_getColour(comm_pilot->faction), stand);
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/* Buttons. */
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window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
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"btnClose", "Close Channel", window_close);
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window_addButton(wid, -20, 20 + BUTTON_HEIGHT + 20,
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BUTTON_WIDTH, BUTTON_HEIGHT, "btnGreet", "Greet", NULL);
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if((faction_getPlayer(comm_pilot->faction) < 0) ||
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pilot_isFlag(comm_pilot, PILOT_HOSTILE))
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window_addButton(wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
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BUTTON_WIDTH, BUTTON_HEIGHT, "btnBribe", "Bribe", comm_bribe);
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else
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window_addButton(wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
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BUTTON_WIDTH, BUTTON_HEIGHT, "btnRequest", "Request...", NULL);
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return 0;
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}
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/**
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* @brief Try to bribe the pilot.
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* @param wid ID of window calling the function.
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* @param str Unused.
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*/
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static void comm_bribe(unsigned int wid, char* str) {
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(void)str;
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int answer;
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int price;
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price = comm_getBribeAmount();
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/* Unbribeable. */
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if(price == 0) {
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dialogue_msg("Bribe Pilot", "\"Money won't save your hide now!\"");
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return;
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}
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answer = dialogue_YesNo("Bribe Pilot", "\"I'm gonna need at least %d credits \
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to not leave you as a hunk of floating debris.\"\n\npay %d Credits?", price, price);
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if(player->credits < price) {
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dialogue_msg("Bribe Pilot", "You don't have enough credits for the bribary.");
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} else {
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player->credits -= price;
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dialogue_msg("Bribe Pilot", "\"Pleasure to do business with you.\"");
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pilot_setFlag(comm_pilot, PILOT_BRIBED);
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/* Reopen window. */
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window_destroy(wid);
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comm_open(comm_pilot->id);
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}
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}
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/**
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* @brief Get the amount the communicating pilot wants as a bribe.
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*
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* Note: It's a hack around the AI stuff, probably not too good of an idea.
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* @return Amount pilot wants.
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*/
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static unsigned int comm_getBribeAmount(void) {
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lua_State* L;
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double bribe;
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/* Set up the state. */
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ai_setPilot(comm_pilot);
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L = comm_pilot->ai->L;
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/* Get the bribe amount. */
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lua_getglobal(L, "mem");
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lua_getfield(L, -1, "bribe");
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/* If not number consider unbribeable. */
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if(!lua_isnumber(L, -1)) {
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lua_pop(L, 2);
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return 0;
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}
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/* Get amount. */
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bribe = (unsigned int) lua_tonumber(L, -1);
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/* Clean up. */
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lua_pop(L, 2);
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return bribe;
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}
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