Missing fragment headers
parent
7d48ea49ae
commit
e4d6e01ee2
@ -0,0 +1,4 @@
|
|||||||
|
bool creaturesInited;
|
||||||
|
Creatures::creature_offsets creatures;
|
||||||
|
uint32_t creature_module;
|
||||||
|
DfVector *p_cre;
|
@ -0,0 +1,14 @@
|
|||||||
|
/*
|
||||||
|
* Creatures
|
||||||
|
*/
|
||||||
|
bool InitReadCreatures( uint32_t & numcreatures );
|
||||||
|
|
||||||
|
// Read creatures in a box, starting with index. Returns -1 if no more creatures
|
||||||
|
// found. Call repeatedly do get all creatures in a specified box (uses tile coords)
|
||||||
|
int32_t ReadCreatureInBox(const int32_t index, t_creature & furball,
|
||||||
|
const uint16_t x1, const uint16_t y1,const uint16_t z1,
|
||||||
|
const uint16_t x2, const uint16_t y2,const uint16_t z2);
|
||||||
|
bool ReadCreature(const int32_t index, t_creature & furball);
|
||||||
|
void FinishReadCreatures();
|
||||||
|
/// write labors of a creature (for Dwarf Therapist)
|
||||||
|
bool WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS]);
|
@ -0,0 +1,4 @@
|
|||||||
|
uint32_t pause_state_offset;
|
||||||
|
uint32_t view_screen_offset;
|
||||||
|
uint32_t current_cursor_creature_offset;
|
||||||
|
uint32_t current_menu_state_offset;
|
@ -0,0 +1,10 @@
|
|||||||
|
/*
|
||||||
|
* Query the DF's GUI state
|
||||||
|
*/
|
||||||
|
bool InitReadGuiState();
|
||||||
|
///true if paused, false if not
|
||||||
|
bool ReadPauseState();
|
||||||
|
/// read the DF menu view state (stock screen, unit screen, other screens
|
||||||
|
bool ReadViewScreen(t_viewscreen &);
|
||||||
|
/// read the DF menu state (designation menu ect)
|
||||||
|
uint32_t ReadMenuState();
|
@ -0,0 +1,17 @@
|
|||||||
|
uint32_t * block;
|
||||||
|
uint32_t x_block_count, y_block_count, z_block_count;
|
||||||
|
uint32_t regionX, regionY, regionZ;
|
||||||
|
uint32_t worldSizeX, worldSizeY;
|
||||||
|
|
||||||
|
uint32_t tile_type_offset;
|
||||||
|
uint32_t designation_offset;
|
||||||
|
uint32_t block_flags_offset;
|
||||||
|
|
||||||
|
uint32_t veinvector;
|
||||||
|
uint32_t vein_mineral_vptr;
|
||||||
|
uint32_t vein_ice_vptr;
|
||||||
|
uint32_t vein_spatter_vptr;
|
||||||
|
uint32_t maps_module;
|
||||||
|
|
||||||
|
//uint32_t biome_stuffs;
|
||||||
|
//vector<uint16_t> v_geology[eBiomeCount];
|
@ -0,0 +1,80 @@
|
|||||||
|
// read region surroundings, get their vectors of geolayers so we can do translation (or just hand the translation table to the client)
|
||||||
|
// returns an array of 9 vectors of indices into stone matgloss
|
||||||
|
/**
|
||||||
|
Method for reading the geological surrounding of the currently loaded region.
|
||||||
|
assign is a reference to an array of nine vectors of unsigned words that are to be filled with the data
|
||||||
|
array is indexed by the BiomeOffset enum
|
||||||
|
|
||||||
|
I omitted resolving the layer matgloss in this API, because it would
|
||||||
|
introduce overhead by calling some method for each tile. You have to do it
|
||||||
|
yourself. First get the stuff from ReadGeology and then for each block get
|
||||||
|
the RegionOffsets. For each tile get the real region from RegionOffsets and
|
||||||
|
cross-reference it with the geology stuff (region -- array of vectors, depth --
|
||||||
|
vector). I'm thinking about turning that Geology stuff into a
|
||||||
|
two-dimensional array with static size.
|
||||||
|
|
||||||
|
this is the algorithm for applying matgloss:
|
||||||
|
void DfMap::applyGeoMatgloss(Block * b)
|
||||||
|
{
|
||||||
|
// load layer matgloss
|
||||||
|
for(int x_b = 0; x_b < BLOCK_SIZE; x_b++)
|
||||||
|
{
|
||||||
|
for(int y_b = 0; y_b < BLOCK_SIZE; y_b++)
|
||||||
|
{
|
||||||
|
int geolayer = b->designation[x_b][y_b].bits.geolayer_index;
|
||||||
|
int biome = b->designation[x_b][y_b].bits.biome;
|
||||||
|
b->material[x_b][y_b].type = Mat_Stone;
|
||||||
|
b->material[x_b][y_b].index = v_geology[b->RegionOffsets[biome]][geolayer];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
bool ReadGeology( std::vector < std::vector <uint16_t> >& assign );
|
||||||
|
|
||||||
|
/*
|
||||||
|
* BLOCK DATA
|
||||||
|
*/
|
||||||
|
/// allocate and read pointers to map blocks
|
||||||
|
bool InitMap();
|
||||||
|
/// destroy the mapblock cache
|
||||||
|
bool DestroyMap();
|
||||||
|
/// get size of the map in tiles
|
||||||
|
void getSize(uint32_t& x, uint32_t& y, uint32_t& z);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Return false/0 on failure, buffer allocated by client app, 256 items long
|
||||||
|
*/
|
||||||
|
bool isValidBlock(uint32_t blockx, uint32_t blocky, uint32_t blockz);
|
||||||
|
/**
|
||||||
|
* Get the address of a block or 0 if block is not valid
|
||||||
|
*/
|
||||||
|
uint32_t getBlockPtr (uint32_t blockx, uint32_t blocky, uint32_t blockz);
|
||||||
|
|
||||||
|
/// read the whole map block at block coords (see DFTypes.h for the block structure)
|
||||||
|
bool ReadBlock40d(uint32_t blockx, uint32_t blocky, uint32_t blockz, mapblock40d * buffer);
|
||||||
|
|
||||||
|
/// read/write block tile types
|
||||||
|
bool ReadTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, tiletypes40d *buffer);
|
||||||
|
bool WriteTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, tiletypes40d *buffer);
|
||||||
|
|
||||||
|
/// read/write block designations
|
||||||
|
bool ReadDesignations(uint32_t blockx, uint32_t blocky, uint32_t blockz, designations40d *buffer);
|
||||||
|
bool WriteDesignations (uint32_t blockx, uint32_t blocky, uint32_t blockz, designations40d *buffer);
|
||||||
|
|
||||||
|
/// read/write block occupancies
|
||||||
|
bool ReadOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, occupancies40d *buffer);
|
||||||
|
bool WriteOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, occupancies40d *buffer);
|
||||||
|
|
||||||
|
/// read/write the block dirty bit - this is used to mark a map block so that DF scans it for designated jobs like digging
|
||||||
|
bool ReadDirtyBit(uint32_t blockx, uint32_t blocky, uint32_t blockz, bool &dirtybit);
|
||||||
|
bool WriteDirtyBit(uint32_t blockx, uint32_t blocky, uint32_t blockz, bool dirtybit);
|
||||||
|
|
||||||
|
/// read/write the block flags
|
||||||
|
bool ReadBlockFlags(uint32_t blockx, uint32_t blocky, uint32_t blockz, t_blockflags &blockflags);
|
||||||
|
bool WriteBlockFlags(uint32_t blockx, uint32_t blocky, uint32_t blockz, t_blockflags blockflags);
|
||||||
|
|
||||||
|
/// read region offsets of a block - used for determining layer stone matgloss
|
||||||
|
bool ReadRegionOffsets(uint32_t blockx, uint32_t blocky, uint32_t blockz, biome_indices40d *buffer);
|
||||||
|
|
||||||
|
/// read aggregated veins of a block
|
||||||
|
bool ReadVeins(uint32_t blockx, uint32_t blocky, uint32_t blockz, std::vector <t_vein> & veins, std::vector <t_frozenliquidvein>& ices);
|
@ -0,0 +1,11 @@
|
|||||||
|
/*
|
||||||
|
* Matgloss. next four methods look very similar. I could use two and move the processing one level up...
|
||||||
|
* I'll keep it like this, even with the code duplication as it will hopefully get more features and separate data types later.
|
||||||
|
* Yay for nebulous plans for a rock survey tool that tracks how much of which metal could be smelted from available resorces
|
||||||
|
*/
|
||||||
|
bool ReadInorganicMaterials (std::vector<t_matgloss> & output);
|
||||||
|
bool ReadOrganicMaterials (std::vector<t_matgloss> & output);
|
||||||
|
bool ReadWoodMaterials (std::vector<t_matgloss> & output);
|
||||||
|
bool ReadPlantMaterials (std::vector<t_matgloss> & output);
|
||||||
|
bool ReadPlantMaterials (std::vector<t_matglossPlant> & output);
|
||||||
|
bool ReadCreatureTypes (std::vector<t_matgloss> & output);
|
@ -0,0 +1,6 @@
|
|||||||
|
uint32_t window_x_offset;
|
||||||
|
uint32_t window_y_offset;
|
||||||
|
uint32_t window_z_offset;
|
||||||
|
uint32_t cursor_xyz_offset;
|
||||||
|
uint32_t window_dims_offset;
|
||||||
|
bool cursorWindowInited;
|
@ -0,0 +1,17 @@
|
|||||||
|
/*
|
||||||
|
* Cursor and window coords
|
||||||
|
*/
|
||||||
|
bool InitViewAndCursor();
|
||||||
|
bool getViewCoords (int32_t &x, int32_t &y, int32_t &z);
|
||||||
|
bool setViewCoords (const int32_t x, const int32_t y, const int32_t z);
|
||||||
|
|
||||||
|
bool getCursorCoords (int32_t &x, int32_t &y, int32_t &z);
|
||||||
|
bool setCursorCoords (const int32_t x, const int32_t y, const int32_t z);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Window size in tiles
|
||||||
|
*/
|
||||||
|
bool InitViewSize();
|
||||||
|
bool getWindowSize(int32_t & width, int32_t & height);
|
||||||
|
/// get the creature vector index of the creature currently under DF' cursor
|
||||||
|
bool getCurrentCursorCreature (uint32_t & creature_index);
|
Loading…
Reference in New Issue