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/* Person.cpp
Copyright (c) 2015 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 "Person.h"
#include "DataNode.h"
#include "FormationPattern.h"
#include "GameData.h"
#include "Government.h"
#include "Ship.h"
#include "System.h"
using namespace std;
void Person::Load(const DataNode &node, const ConditionsStore *playerConditions,
const set<const System *> *visitedSystems, const set<const Planet *> *visitedPlanets)
{
isLoaded = true;
for(const DataNode &child : node)
{
const string &key = child.Token(0);
bool hasValue = child.Size() >= 2;
if(key == "system")
location.Load(child, visitedSystems, visitedPlanets);
else if(key == "frequency" && hasValue)
frequency = child.Value(1);
else if(key == "formation" && hasValue)
formationPattern = GameData::Formations().Get(child.Token(1));
else if(key == "ship" && hasValue)
{
// Name ships that are not the flagship with the name provided, if any.
// The flagship, and any unnamed fleet members, will be given the name of the Person.
bool setName = !ships.empty() && child.Size() >= 3;
ships.emplace_back(make_shared<Ship>(child, playerConditions));
if(setName)
ships.back()->SetGivenName(child.Token(2));
}
else if(key == "government" && hasValue)
government = GameData::Governments().Get(child.Token(1));
else if(key == "personality")
personality.Load(child);
else if(key == "phrase")
hail.Load(child);
else
child.PrintTrace("Skipping unrecognized attribute:");
}
}
// Finish loading all the ships in this person specification.
void Person::FinishLoading()
{
for(const shared_ptr<Ship> &ship : ships)
{
ship->FinishLoading(true);
if(formationPattern)
ship->SetFormationPattern(formationPattern);
}
}
bool Person::IsLoaded() const
{
return isLoaded;
}
// Prevent this person from being spawned in any system.
void Person::NeverSpawn()
{
frequency = 0;
}
// Find out how often this person should appear in the given system. If this
// person is dead or already active, this will return zero.
int Person::Frequency(const System *system) const
{
// Because persons always enter a system via one of the regular hyperspace
// links, don't create them in systems with no links.
if(!system || IsDestroyed() || IsPlaced() || system->Links().empty())
return 0;
return (location.IsEmpty() || location.Matches(system)) ? frequency : 0;
}
// Get the person's characteristics. The ship object is persistent, i.e. it
// will be recycled every time this person appears.
const list<shared_ptr<Ship>> &Person::Ships() const
{
return ships;
}
const Government *Person::GetGovernment() const
{
return government;
}
const Personality &Person::GetPersonality() const
{
return personality;
}
const Phrase &Person::GetHail() const
{
return hail;
}
bool Person::IsDestroyed() const
{
if(ships.empty() || !ships.front())
return true;
const Ship &flagship = *ships.front();
return (flagship.IsDestroyed() || (flagship.GetSystem() && flagship.GetGovernment() != government));
}
// Mark this person as destroyed.
void Person::Destroy()
{
for(const shared_ptr<Ship> &ship : ships)
ship->Destroy();
}
// Mark this person as no longer destroyed.
void Person::Restore()
{
for(const shared_ptr<Ship> &ship : ships)
{
ship->Restore();
ship->SetSystem(nullptr);
ship->SetPlanet(nullptr);
}
}
// Check if a person is already placed somewhere.
bool Person::IsPlaced() const
{
for(const shared_ptr<Ship> &ship : ships)
if(ship->GetSystem())
return true;
return false;
}
// Mark this person as being no longer "placed" somewhere.
void Person::ClearPlacement()
{
if(!IsDestroyed())
Restore();
}
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