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//-----------------------------------------------------------------------------
// Name: modid.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "modid.h"
#include <Logging/logdata.h>
using std::ostream;
using std::endl;
const ModID CoreGameModID(-2);
ModID::ModID(): id(-1) {
}
ModID::ModID(int id) : id(id) {
}
bool ModID::Valid() const {
return id != -1;
}
bool ModID::operator==( const ModID& modid ) const {
return this->id == modid.id;
}
bool ModID::operator!=( const ModID& modid ) const {
return this->id != modid.id;
}
ModValidity::ModValidity() : upper(0ULL), lower(0ULL) {
}
ModValidity::ModValidity(uint16_t bit) {
if( bit < 64 ) {
upper = 0ULL;
lower |= 1ULL << bit;
} else if( bit < 128 ) {
upper |= 1ULL << (bit-64);
lower = 0ULL;
} else {
LOGE << "Bit too high" << endl;
}
}
ModValidity::ModValidity(uint64_t upper, uint64_t lower) : upper(upper), lower(lower) {
}
ModValidity ModValidity::Intersection(const ModValidity& other) const {
return ModValidity(other.upper & upper, other.lower & lower);
}
ModValidity ModValidity::Union(const ModValidity& other) const {
return ModValidity(other.upper | upper, other.lower | lower);
}
ModValidity& ModValidity::Append(const ModValidity& other) {
upper |= other.upper;
lower |= other.lower;
return *this;
}
bool ModValidity::Empty() const {
return upper == 0ULL && lower == 0ULL;
}
bool ModValidity::NotEmpty() const {
return !Empty();
}
bool ModValidity::Intersects(const ModValidity &other) const {
return (*this & other).NotEmpty();
}
ModValidity ModValidity::operator&(const ModValidity& rhs) const {
return Intersection(rhs);
}
ModValidity ModValidity::operator|(const ModValidity& rhs) const {
return Union(rhs);
}
ModValidity& ModValidity::operator|=(const ModValidity& rhs) {
Append(rhs);
return *this;
}
ModValidity ModValidity::operator~() const {
return ModValidity(~upper,~lower);
}
bool ModValidity::operator!=(const ModValidity& rhs) const {
return upper != rhs.upper || lower != rhs.lower;
}
ostream& operator<<(ostream& os, const ModID &mi ) {
os << mi.id;
return os;
}
ostream& operator<<(ostream& os, const ModValidity &mi ) {
os << "ModValidity(" << mi.upper << "," << mi.lower << ")";
return os;
}
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