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	Disabled the following (for MSVC only) that couldn't (or shouldn't) be fixed. 4003: not enough actual parameters for macro 'identifier' 4250: 'class1' : inherits 'class2::member' via dominance 4251: 'type' : class 'type1' needs to have dll-interface to be used by clients of class 'type2' 4275: non dll-interface class 'type1' used as base for dll-interface class 'type2'
		
			
				
	
	
		
			175 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			175 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	return false;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	return true;
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	if(!valid())
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| 		advance();
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| }
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