#include "building_reader.h" #include "DataDefs.h" #include "df/building_archerytargetst.h" #include "df/building_axle_horizontalst.h" #include "df/building_bridgest.h" #include "df/building_def_furnacest.h" #include "df/building_def_workshopst.h" #include "df/building_doorst.h" #include "df/building_floodgatest.h" #include "df/building_rollersst.h" #include "df/building_screw_pumpst.h" #include "df/building_siegeenginest.h" #include "df/building_water_wheelst.h" #include "df/building_wellst.h" #include "df/building_windmillst.h" #include "df/building_workshopst.h" #include "df/world.h" #include "df/machine.h" #include "modules/Buildings.h" using namespace DFHack; using namespace df::enums; using namespace RemoteFortressReader; using namespace std; DFHack::command_result GetBuildingDefList(DFHack::color_ostream &stream, const DFHack::EmptyMessage *in, RemoteFortressReader::BuildingList *out) { FOR_ENUM_ITEMS(building_type, bt) { BuildingDefinition * bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(-1); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt)); switch (bt) { case df::enums::building_type::NONE: break; case df::enums::building_type::Chair: break; case df::enums::building_type::Bed: break; case df::enums::building_type::Table: break; case df::enums::building_type::Coffin: break; case df::enums::building_type::FarmPlot: break; case df::enums::building_type::Furnace: FOR_ENUM_ITEMS(furnace_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(furnace_type, st)); if (st == furnace_type::Custom) { for (int i = 0; i < df::global::world->raws.buildings.furnaces.size(); i++) { auto cust = df::global::world->raws.buildings.furnaces[i]; bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(cust->id); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + cust->code); bld->set_name(cust->name); } } } break; case df::enums::building_type::TradeDepot: break; case df::enums::building_type::Shop: FOR_ENUM_ITEMS(shop_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(shop_type, st)); } break; case df::enums::building_type::Door: break; case df::enums::building_type::Floodgate: break; case df::enums::building_type::Box: break; case df::enums::building_type::Weaponrack: break; case df::enums::building_type::Armorstand: break; case df::enums::building_type::Workshop: FOR_ENUM_ITEMS(workshop_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(workshop_type, st)); if (st == workshop_type::Custom) { for (int i = 0; i < df::global::world->raws.buildings.workshops.size(); i++) { auto cust = df::global::world->raws.buildings.workshops[i]; bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(cust->id); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + cust->code); bld->set_name(cust->name); } } } break; case df::enums::building_type::Cabinet: break; case df::enums::building_type::Statue: break; case df::enums::building_type::WindowGlass: break; case df::enums::building_type::WindowGem: break; case df::enums::building_type::Well: break; case df::enums::building_type::Bridge: break; case df::enums::building_type::RoadDirt: break; case df::enums::building_type::RoadPaved: break; case df::enums::building_type::SiegeEngine: FOR_ENUM_ITEMS(siegeengine_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(siegeengine_type, st)); } break; case df::enums::building_type::Trap: FOR_ENUM_ITEMS(trap_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(trap_type, st)); } break; case df::enums::building_type::AnimalTrap: break; case df::enums::building_type::Support: break; case df::enums::building_type::ArcheryTarget: break; case df::enums::building_type::Chain: break; case df::enums::building_type::Cage: break; case df::enums::building_type::Stockpile: break; case df::enums::building_type::Civzone: FOR_ENUM_ITEMS(civzone_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(civzone_type, st)); } break; case df::enums::building_type::Weapon: break; case df::enums::building_type::Wagon: break; case df::enums::building_type::ScrewPump: break; case df::enums::building_type::Construction: FOR_ENUM_ITEMS(construction_type, st) { bld = out->add_building_list(); bld->mutable_building_type()->set_building_type(bt); bld->mutable_building_type()->set_building_subtype(st); bld->mutable_building_type()->set_building_custom(-1); bld->set_id(ENUM_KEY_STR(building_type, bt) + "/" + ENUM_KEY_STR(construction_type, st)); } break; case df::enums::building_type::Hatch: break; case df::enums::building_type::GrateWall: break; case df::enums::building_type::GrateFloor: break; case df::enums::building_type::BarsVertical: break; case df::enums::building_type::BarsFloor: break; case df::enums::building_type::GearAssembly: break; case df::enums::building_type::AxleHorizontal: break; case df::enums::building_type::AxleVertical: break; case df::enums::building_type::WaterWheel: break; case df::enums::building_type::Windmill: break; case df::enums::building_type::TractionBench: break; case df::enums::building_type::Slab: break; case df::enums::building_type::Nest: break; case df::enums::building_type::NestBox: break; case df::enums::building_type::Hive: break; case df::enums::building_type::Rollers: break; default: break; } } return CR_OK; } void CopyBuilding(int buildingIndex, RemoteFortressReader::BuildingInstance * remote_build) { df::building * local_build = df::global::world->buildings.all[buildingIndex]; remote_build->set_index(buildingIndex); int minZ = local_build->z; if (local_build->getType() == df::enums::building_type::Well) { df::building_wellst * well_building = virtual_cast(local_build); if (well_building) minZ = well_building->bucket_z; } remote_build->set_pos_x_min(local_build->x1); remote_build->set_pos_y_min(local_build->y1); remote_build->set_pos_z_min(minZ); remote_build->set_pos_x_max(local_build->x2); remote_build->set_pos_y_max(local_build->y2); remote_build->set_pos_z_max(local_build->z); auto buildingType = remote_build->mutable_building_type(); auto type = local_build->getType(); buildingType->set_building_type(type); buildingType->set_building_subtype(local_build->getSubtype()); buildingType->set_building_custom(local_build->getCustomType()); auto material = remote_build->mutable_material(); material->set_mat_type(local_build->mat_type); material->set_mat_index(local_build->mat_index); remote_build->set_building_flags(local_build->flags.whole); remote_build->set_is_room(local_build->is_room); if (local_build->is_room || local_build->getType() == df::enums::building_type::Civzone || local_build->getType() == df::enums::building_type::Stockpile) { auto room = remote_build->mutable_room(); room->set_pos_x(local_build->room.x); room->set_pos_y(local_build->room.y); room->set_width(local_build->room.width); room->set_height(local_build->room.height); for (int i = 0; i < (local_build->room.width * local_build->room.height); i++) { room->add_extents(local_build->room.extents[i]); } } switch (type) { case df::enums::building_type::NONE: break; case df::enums::building_type::Chair: break; case df::enums::building_type::Bed: break; case df::enums::building_type::Table: break; case df::enums::building_type::Coffin: break; case df::enums::building_type::FarmPlot: break; case df::enums::building_type::Furnace: break; case df::enums::building_type::TradeDepot: break; case df::enums::building_type::Shop: break; case df::enums::building_type::Door: { auto actual = strict_virtual_cast(local_build); if (actual) { if (actual->door_flags.bits.closed) remote_build->set_active(1); else remote_build->set_active(0); } break; } case df::enums::building_type::Floodgate: { auto actual = strict_virtual_cast(local_build); if (actual) { if (actual->gate_flags.bits.closed) remote_build->set_active(1); else remote_build->set_active(0); } break; } case df::enums::building_type::Box: break; case df::enums::building_type::Weaponrack: break; case df::enums::building_type::Armorstand: break; case df::enums::building_type::Workshop: { auto actual = strict_virtual_cast(local_build); if (actual && actual->machine.machine_id >= 0) { auto mach = df::machine::find(actual->machine.machine_id); remote_build->set_active(mach->flags.bits.active); } break; } case df::enums::building_type::Cabinet: break; case df::enums::building_type::Statue: break; case df::enums::building_type::WindowGlass: break; case df::enums::building_type::WindowGem: break; case df::enums::building_type::Well: break; case df::enums::building_type::Bridge: { auto actual = strict_virtual_cast(local_build); if (actual) { auto direction = actual->direction; switch (direction) { case df::building_bridgest::Retracting: remote_build->set_direction(NONE); break; case df::building_bridgest::Left: remote_build->set_direction(WEST); break; case df::building_bridgest::Right: remote_build->set_direction(EAST); break; case df::building_bridgest::Up: remote_build->set_direction(NORTH); break; case df::building_bridgest::Down: remote_build->set_direction(SOUTH); break; default: break; } if (actual->gate_flags.bits.closed) remote_build->set_active(1); else remote_build->set_active(0); } } break; case df::enums::building_type::RoadDirt: break; case df::enums::building_type::RoadPaved: break; case df::enums::building_type::SiegeEngine: { auto actual = strict_virtual_cast(local_build); if (actual) { auto facing = actual->facing; switch (facing) { case df::building_siegeenginest::Left: remote_build->set_direction(WEST); break; case df::building_siegeenginest::Up: remote_build->set_direction(NORTH); break; case df::building_siegeenginest::Right: remote_build->set_direction(EAST); break; case df::building_siegeenginest::Down: remote_build->set_direction(SOUTH); break; default: break; } } } break; case df::enums::building_type::Trap: break; case df::enums::building_type::AnimalTrap: break; case df::enums::building_type::Support: break; case df::enums::building_type::ArcheryTarget: { auto actual = strict_virtual_cast(local_build); if (actual) { auto facing = actual->archery_direction; switch (facing) { case df::building_archerytargetst::TopToBottom: remote_build->set_direction(NORTH); break; case df::building_archerytargetst::BottomToTop: remote_build->set_direction(SOUTH); break; case df::building_archerytargetst::LeftToRight: remote_build->set_direction(WEST); break; case df::building_archerytargetst::RightToLeft: remote_build->set_direction(EAST); break; default: break; } } } break; case df::enums::building_type::Chain: break; case df::enums::building_type::Cage: break; case df::enums::building_type::Stockpile: break; case df::enums::building_type::Civzone: break; case df::enums::building_type::Weapon: break; case df::enums::building_type::Wagon: break; case df::enums::building_type::ScrewPump: { auto actual = strict_virtual_cast(local_build); if (actual) { auto direction = actual->direction; switch (direction) { case df::enums::screw_pump_direction::FromNorth: remote_build->set_direction(NORTH); break; case df::enums::screw_pump_direction::FromEast: remote_build->set_direction(EAST); break; case df::enums::screw_pump_direction::FromSouth: remote_build->set_direction(SOUTH); break; case df::enums::screw_pump_direction::FromWest: remote_build->set_direction(WEST); break; default: break; } } } break; case df::enums::building_type::Construction: break; case df::enums::building_type::Hatch: break; case df::enums::building_type::GrateWall: break; case df::enums::building_type::GrateFloor: break; case df::enums::building_type::BarsVertical: break; case df::enums::building_type::BarsFloor: break; case df::enums::building_type::GearAssembly: break; case df::enums::building_type::AxleHorizontal: { auto actual = strict_virtual_cast(local_build); if (actual) { if (actual->is_vertical) remote_build->set_direction(NORTH); else remote_build->set_direction(EAST); } } break; case df::enums::building_type::AxleVertical: break; case df::enums::building_type::WaterWheel: { auto actual = strict_virtual_cast(local_build); if (actual) { if (actual->is_vertical) remote_build->set_direction(NORTH); else remote_build->set_direction(EAST); } } break; case df::enums::building_type::Windmill: { auto actual = strict_virtual_cast(local_build); if (actual) { if (actual->orient_x < 0) remote_build->set_direction(WEST); else if (actual->orient_x > 0) remote_build->set_direction(EAST); else if (actual->orient_y < 0) remote_build->set_direction(NORTH); else if (actual->orient_y > 0) remote_build->set_direction(SOUTH); else remote_build->set_direction(WEST); } } break; case df::enums::building_type::TractionBench: break; case df::enums::building_type::Slab: break; case df::enums::building_type::Nest: break; case df::enums::building_type::NestBox: break; case df::enums::building_type::Hive: break; case df::enums::building_type::Rollers: { auto actual = strict_virtual_cast(local_build); if (actual) { auto direction = actual->direction; switch (direction) { case df::enums::screw_pump_direction::FromNorth: remote_build->set_direction(NORTH); break; case df::enums::screw_pump_direction::FromEast: remote_build->set_direction(EAST); break; case df::enums::screw_pump_direction::FromSouth: remote_build->set_direction(SOUTH); break; case df::enums::screw_pump_direction::FromWest: remote_build->set_direction(WEST); break; default: break; } } } break; default: break; } }