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vcmi/lib/ResourceSet.cpp

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2012-12-19 17:54:10 +03:00
/*
* ResourceSet.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "ResourceSet.h"
#include "StringConstants.h"
#include "JsonNode.h"
Res::ResourceSet::ResourceSet()
{
resize(GameConstants::RESOURCE_QUANTITY, 0);
}
Res::ResourceSet::ResourceSet(const JsonNode & node)
{
reserve(GameConstants::RESOURCE_QUANTITY);
for(std::string name : GameConstants::RESOURCE_NAMES)
push_back(node[name].Float());
}
bool Res::ResourceSet::nonZero() const
{
for(auto & elem : *this)
if(elem)
return true;
return false;
}
void Res::ResourceSet::amax(const TResourceCap &val)
{
for(auto & elem : *this)
::vstd::amax(elem, val);
}
void Res::ResourceSet::positive()
{
for(auto & elem : *this)
::vstd::amax(elem, 0);
}
bool Res::ResourceSet::canBeAfforded(const ResourceSet &res) const
{
return Res::canAfford(res, *this);
}
bool Res::ResourceSet::canAfford(const ResourceSet &price) const
{
return Res::canAfford(*this, price);
}
bool Res::canAfford(const ResourceSet &res, const ResourceSet &price)
{
assert(res.size() == price.size() && price.size() == GameConstants::RESOURCE_QUANTITY);
for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
if(price[i] > res[i])
return false;
return true;
}
bool Res::ResourceSet::nziterator::valid()
{
return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal;
}
Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++()
{
advance();
return *this;
}
Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++(int)
{
nziterator ret = *this;
advance();
return ret;
}
const Res::ResourceSet::nziterator::ResEntry& Res::ResourceSet::nziterator::operator*() const
{
return cur;
}
const Res::ResourceSet::nziterator::ResEntry * Res::ResourceSet::nziterator::operator->() const
{
return &cur;
}
void Res::ResourceSet::nziterator::advance()
{
do
{
vstd::advance(cur.resType, +1);
} while(cur.resType < GameConstants::RESOURCE_QUANTITY && !(cur.resVal=rs[cur.resType]));
if(cur.resType >= GameConstants::RESOURCE_QUANTITY)
cur.resVal = -1;
}
Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS)
: rs(RS)
{
cur.resType = WOOD;
cur.resVal = rs[WOOD];
if(!valid())
advance();
}