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/*
core/reputation.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "core/reputation.h"
#include "core/application.h"
namespace core {
Reputation::Reputation()
{
reputation_dirty = false;
}
Reputation::~Reputation()
{
clear();
}
void Reputation::clear()
{
for (FactionReps::iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
delete (*it);
(*it) = 0;
}
reputation_factionreps.clear();
reputation_dirty = false;
}
void Reputation::assign(const Reputation &other)
{
clear();
for (FactionReps::const_iterator it = other.reputation_factionreps.begin(); it != other.reputation_factionreps.end(); ++it) {
FactionRep *factionrep = new FactionRep((*it)->faction(), (*it)->reputation());
reputation_factionreps.push_back(factionrep);
}
}
void Reputation::set_dirty(const bool dirty)
{
reputation_dirty = dirty;
if (reputation_dirty) {
reputation_timestamp = game()->timestamp();
}
}
void Reputation::set_timestamp(const unsigned long timestamp)
{
reputation_timestamp = timestamp;
}
const Info *Reputation::find(const Info *faction) const
{
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
if ((*it)->faction() == faction) {
return (*it)->faction();
}
}
return 0;
}
const float Reputation::reputation(const Info *faction) const
{
if (!faction) {
return 0.0f;
}
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
if ((*it)->faction() == faction) {
return (*it)->reputation();
}
}
return 0.0f;
}
void Reputation::set_faction(const std::string &label, const Info *faction)
{
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
if ((*it)->label().compare(label) == 0) {
(*it)->set_faction(faction);
}
}
}
void Reputation::set_reputation(const std::string &label, const float reputation)
{
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
if (((*it)->faction() && (label.compare((*it)->faction()->label()) == 0)) || ((*it)->label().compare(label) == 0)) {
if ((*it)->reputation() != reputation) {
(*it)->set_reputation(reputation);
reputation_dirty = true;
}
return;
}
}
FactionRep *factionrep = new FactionRep(label, reputation);
reputation_factionreps.push_back(factionrep);
reputation_dirty = true;
}
void Reputation::set_reputation(const Info *faction, const float reputation)
{
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
if ((!(*it)->faction() && ((*it)->label().compare(faction->label()) == 0)) || ((*it)->faction() == faction)) {
if ((*it)->reputation() != reputation) {
(*it)->set_reputation(reputation);
reputation_dirty = true;
}
return;
}
}
FactionRep *factionrep = new FactionRep(faction, reputation);
reputation_factionreps.push_back(factionrep);
reputation_dirty = true;
}
void Reputation::receive_server_update(std::istream &is)
{
unsigned long id;
float reputation;
while ((is >> id) && ( is >> reputation)) {
// this is client side and has to create info records as required
set_reputation(game()->request_info(id), reputation);
}
}
void Reputation::serialize_server_update(std::ostream & os) const
{
for (FactionReps::const_iterator it = reputation_factionreps.begin(); it != reputation_factionreps.end(); ++it) {
os << (*it)->faction()->id() << " " << roundf((*it)->reputation()) << " ";
}
}
} // namespace core
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