Lephisto/src/comm.c
2014-05-14 16:24:51 +01:00

237 lines
6.2 KiB
C

/**
* @file comm.c
*
* @brief For communicating with planets/pilots.
*/
#include "lephisto.h"
#include "log.h"
#include "toolkit.h"
#include "dialogue.h"
#include "pilot.h"
#include "rng.h"
#include "llua.h"
#include "player.h"
#include "comm.h"
#define BUTTON_WIDTH 80 /**< Button width. */
#define BUTTON_HEIGHT 30 /*<< Button height. */
static Pilot* comm_pilot = NULL; /**< Pilot currently talking to. */
/* Static. */
static void comm_bribe(unsigned int wid, char* unused);
static unsigned int comm_getBribeAmount(void);
static char* comm_getBribeString(char* str);
/* Extern. */
extern void ai_setPilot(Pilot* p); /**< From ai.c. */
/**
* @brief Open the communication dialogue with a pilot.
* @param pilot Pilot to communicate with.
* @return 0 on success.
*/
int comm_open(unsigned int pilot) {
int x, y, w;
glTexture* logo, *gfx_comm;
char* name, *stand;
unsigned int wid;
glColour* c;
/* Get the pilot. */
comm_pilot = pilot_get(pilot);
if(comm_pilot == NULL)
return -1;
/* Must not be disabled. */
if(pilot_isFlag(comm_pilot, PILOT_DISABLED)) {
player_message("%s does not respond.", comm_pilot->name);
}
/* Get graphics and text. */
gfx_comm = comm_pilot->ship->gfx_comm;
logo = faction_logoSmall(comm_pilot->faction);
name = comm_pilot->name;
/* Get standing colour / text. */
if(pilot_isFlag(comm_pilot, PILOT_HOSTILE)) {
stand = "Hostile";
c = &cHostile;
} else {
stand = faction_getStandingBroad(faction_getPlayer(comm_pilot->faction));
c = faction_getColour(comm_pilot->faction);
}
w = MAX(gl_printWidth(NULL, name), gl_printWidth(NULL, stand));
y = gl_defFont.h*2 + 15;
if(logo != NULL) {
w += logo->w;
y = MAX(y, logo->w);
}
x = (gfx_comm->w - w) / 2;
/* Create the window. */
wid = window_create("Communication Channel", -1, -1,
20 + gfx_comm->w + 20 + BUTTON_WIDTH + 20, 30 + gfx_comm->h + y + 5 + 20);
/* Create the ship image. */
window_addRect(wid, 20, -30, gfx_comm->w, gfx_comm->h + y + 5, "rctShip", &cGrey10, 1);
window_addImage(wid, 20, -30, "imgShip", gfx_comm, 0);
/* Faction logo. */
if(logo != NULL) {
window_addImage(wid, x, -30 - gfx_comm->h - 5,
"imgFaction", logo, 0);
x += logo->w + 10;
y -= (logo->w - (gl_defFont.h*2 + 15)) / 2;
}
/* Name. */
window_addText(wid, x, -30 - gfx_comm->h - y + gl_defFont.h*2 + 10,
gfx_comm->w - x, 20, 0, "txtName",
NULL, &cDConsole, name);
/* Standing. */
window_addText(wid, x, -30 - gfx_comm->h - y + gl_defFont.h + 5,
gfx_comm->w - x, 20, 0, "txtStanding", NULL, c, stand);
/* Buttons. */
window_addButton(wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
"btnClose", "Close Channel", window_close);
window_addButton(wid, -20, 20 + BUTTON_HEIGHT + 20,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnGreet", "Greet", NULL);
if(!pilot_isFlag(comm_pilot, PILOT_BRIBED) && /* Not already bribed. */
((faction_getPlayer(comm_pilot->faction) < 0) || /* Hostile. */
pilot_isFlag(comm_pilot, PILOT_HOSTILE)))
window_addButton(wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnBribe", "Bribe", comm_bribe);
else
window_addButton(wid, -20, 20 + 2*BUTTON_HEIGHT + 40,
BUTTON_WIDTH, BUTTON_HEIGHT, "btnRequest", "Request...", NULL);
return 0;
}
/**
* @brief Try to bribe the pilot.
* @param wid ID of window calling the function.
* @param unused Unused.
*/
static void comm_bribe(unsigned int wid, char* unused) {
(void)unused;
int answer;
unsigned int price;
char* str;
lua_State* L;
/* Set up for the comm_get* functions. */
ai_setPilot(comm_pilot);
price = comm_getBribeAmount();
/* Unbribeable. */
if(price == 0) {
str = comm_getBribeString("bribe_no");
if(str == NULL)
dialogue_msg("Bribe Pilot", "\"Money won't save your hide now!\"");
else
dialogue_msg("Bribe Pilot", "%s", str);
return;
}
/* Bribe message. */
str = comm_getBribeString("bribe_prompt");
if(str == NULL) {
answer = dialogue_YesNo("Bribe Pilot", "\"I'm gonna need at least %d credits to not leave \
you as a hunk of floating debris.\"\n\nPay %d credits?", price, price);
}
else
answer = dialogue_YesNo("Bribe Pilot", "%s\n\npay %d credits?", str, price);
/* Said no. */
if(answer == 0) {
dialogue_msg("Bribe Pilot", "You decide not to pay.");
return;
}
/* Check if has the money. */
if(player->credits < price) {
dialogue_msg("Bribe Pilot", "You don't have enough credits for the bribary.");
} else {
player->credits -= price;
str = comm_getBribeString("bribe_paid");
if(str == NULL)
dialogue_msg("Bribe Pilot", "\"Pleasure to do business with you.\"");
else
dialogue_msg("Bribe Pilot", "%s", str);
/* Mark as bribed and don't allow bribing again. */
pilot_setFlag(comm_pilot, PILOT_BRIBED);
L = comm_pilot->ai->L;
lua_getglobal(L, "mem");
lua_pushnil(L);
lua_setfield(L, -2, "bribe");
lua_pop(L, 1);
/* Reopen window. */
window_destroy(wid);
comm_open(comm_pilot->id);
}
}
/**
* @brief Get the amount the communicating pilot wants as a bribe.
*
* Note: It's a hack around the AI stuff, probably not too good of an idea.
* @return Amount pilot wants.
*/
static unsigned int comm_getBribeAmount(void) {
lua_State* L;
unsigned int bribe;
/* Set up the state. */
L = comm_pilot->ai->L;
lua_getglobal(L, "mem");
/* Get the bribe amount. */
lua_getfield(L, -1, "bribe");
/* If not number consider unbribeable. */
if(!lua_isnumber(L, -1))
bribe = 0;
else
bribe = (unsigned int)lua_tonumber(L, -1);
lua_pop(L, 2);
return bribe;
}
/**
* @brief Get a string from the pilots memory.
*
* Valid targets are:
* -- bribe_no : Unbribe message.
* -- bribe_prompt : Bribe prompt.
* -- bribe_paid: paid message.
*
* @param str String to get.
* @return String matching str.
*/
static char* comm_getBribeString(char* str) {
lua_State* L;
char* ret;
/* Get memory table. */
L = comm_pilot->ai->L;
lua_getglobal(L, "mem");
/* Get str message. */
lua_getfield(L, -1, str);
if(!lua_isstring(L, -1))
ret = NULL;
else
ret = (char*) lua_tostring(L, -1);
lua_pop(L, 2);
return ret;
}