mirror of
https://github.com/vcmi/vcmi.git
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ff635edc0b
preparation for having client and server in a single process
179 lines
4.1 KiB
C++
179 lines
4.1 KiB
C++
/*
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* ResourceSet.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "ResourceSet.h"
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#include "StringConstants.h"
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#include "JsonNode.h"
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#include "serializer/JsonSerializeFormat.h"
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#include "VCMI_Lib.h"
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#include "mapObjects/CObjectHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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Res::ResourceSet::ResourceSet()
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{
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resize(GameConstants::RESOURCE_QUANTITY, 0);
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}
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Res::ResourceSet::ResourceSet(const JsonNode & node)
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{
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reserve(GameConstants::RESOURCE_QUANTITY);
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for(std::string name : GameConstants::RESOURCE_NAMES)
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push_back((int)node[name].Float());
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}
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Res::ResourceSet::ResourceSet(TResource wood, TResource mercury, TResource ore, TResource sulfur, TResource crystal,
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TResource gems, TResource gold, TResource mithril)
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{
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resize(GameConstants::RESOURCE_QUANTITY);
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auto d = data();
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d[Res::WOOD] = wood;
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d[Res::MERCURY] = mercury;
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d[Res::ORE] = ore;
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d[Res::SULFUR] = sulfur;
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d[Res::CRYSTAL] = crystal;
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d[Res::GEMS] = gems;
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d[Res::GOLD] = gold;
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d[Res::MITHRIL] = mithril;
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}
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void Res::ResourceSet::serializeJson(JsonSerializeFormat & handler, const std::string & fieldName)
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{
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if(!handler.saving)
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resize(GameConstants::RESOURCE_QUANTITY, 0);
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if(handler.saving && !nonZero())
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return;
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auto s = handler.enterStruct(fieldName);
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//TODO: add proper support for mithril to map format
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for(int idx = 0; idx < GameConstants::RESOURCE_QUANTITY - 1; idx ++)
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handler.serializeInt(GameConstants::RESOURCE_NAMES[idx], this->operator[](idx), 0);
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}
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bool Res::ResourceSet::nonZero() const
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{
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for(auto & elem : *this)
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if(elem)
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return true;
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return false;
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}
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void Res::ResourceSet::amax(const TResourceCap &val)
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{
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for(auto & elem : *this)
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vstd::amax(elem, val);
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}
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void Res::ResourceSet::amin(const TResourceCap &val)
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{
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for(auto & elem : *this)
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vstd::amin(elem, val);
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}
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void Res::ResourceSet::positive()
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{
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for(auto & elem : *this)
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vstd::amax(elem, 0);
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}
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bool Res::ResourceSet::canBeAfforded(const ResourceSet &res) const
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{
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return Res::canAfford(res, *this);
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}
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bool Res::ResourceSet::canAfford(const ResourceSet &price) const
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{
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return Res::canAfford(*this, price);
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}
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bool Res::canAfford(const ResourceSet &res, const ResourceSet &price)
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{
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assert(res.size() == price.size() && price.size() == GameConstants::RESOURCE_QUANTITY);
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for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
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if(price[i] > res[i])
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return false;
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return true;
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}
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TResourceCap Res::ResourceSet::marketValue() const
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{
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TResourceCap total = 0;
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for(int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
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total += static_cast<TResourceCap>(VLC->objh->resVals[i]) * static_cast<TResourceCap>(operator[](i));
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return total;
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}
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std::string Res::ResourceSet::toString() const
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{
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std::ostringstream out;
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out << "[";
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for(auto it = begin(); it != end(); ++it)
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{
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out << *it;
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if(std::prev(end()) != it) out << ", ";
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}
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out << "]";
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return out.str();
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}
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bool Res::ResourceSet::nziterator::valid()
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{
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return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal;
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}
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Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++()
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{
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advance();
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return *this;
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}
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Res::ResourceSet::nziterator Res::ResourceSet::nziterator::operator++(int)
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{
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nziterator ret = *this;
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advance();
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return ret;
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}
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const Res::ResourceSet::nziterator::ResEntry& Res::ResourceSet::nziterator::operator*() const
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{
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return cur;
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}
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const Res::ResourceSet::nziterator::ResEntry * Res::ResourceSet::nziterator::operator->() const
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{
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return &cur;
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}
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void Res::ResourceSet::nziterator::advance()
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{
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do
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{
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vstd::advance(cur.resType, +1);
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} while(cur.resType < GameConstants::RESOURCE_QUANTITY && !(cur.resVal=rs[cur.resType]));
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if(cur.resType >= GameConstants::RESOURCE_QUANTITY)
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cur.resVal = -1;
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}
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Res::ResourceSet::nziterator::nziterator(const ResourceSet &RS)
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: rs(RS)
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{
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cur.resType = WOOD;
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cur.resVal = rs[WOOD];
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if(!valid())
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advance();
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}
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VCMI_LIB_NAMESPACE_END
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