/* www.sourceforge.net/projects/dfhack Copyright (c) 2009 Petr Mrázek (peterix), Kenneth Ferland (Impaler[WrG]), dorf This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef SIMPLEAPI_H_INCLUDED #define SIMPLEAPI_H_INCLUDED #include "Tranquility.h" #include "Export.h" #include #include #include #include "integers.h" #include "DFTileTypes.h" #include "DFTypes.h" #include "DFWindow.h" namespace DFHack { class memory_info; class Process; class DFHACK_EXPORT API { class Private; Private * const d; public: API(const std::string path_to_xml); ~API(); bool Attach(); bool Detach(); bool isAttached(); //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(); // stop DF from executing bool Suspend(); // stop DF from executing, asynchronous, use with polling bool AsyncSuspend(); // resume DF bool Resume(); /** * Force resume * be careful with this one */ bool ForceResume(); bool isSuspended(); /** * 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 ReadStoneMatgloss(std::vector & output); bool ReadWoodMatgloss (std::vector & output); bool ReadMetalMatgloss(std::vector & output); bool ReadPlantMatgloss(std::vector & output); bool ReadPlantMatgloss (std::vector & plants); bool ReadCreatureMatgloss(std::vector & output); // 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 >& 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); bool ReadBlock40d(uint32_t blockx, uint32_t blocky, uint32_t blockz, mapblock40d * buffer); bool ReadTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint16_t *buffer); // 256 * sizeof(uint16_t) bool WriteTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint16_t *buffer); // 256 * sizeof(uint16_t) bool ReadDesignations(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t) bool WriteDesignations (uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); bool ReadOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t) bool WriteOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t) 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 region offsets of a block bool ReadRegionOffsets(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint8_t *buffer); // 16 * sizeof(uint8_t) /// read aggregated veins of a block bool ReadVeins(uint32_t blockx, uint32_t blocky, uint32_t blockz, std::vector & veins, std::vector & ices); /** * Buildings, constructions, plants, all pretty straighforward. InitReadBuildings returns all the building types as a mapping between a numeric values and strings */ bool InitReadConstructions( uint32_t & numconstructions ); bool ReadConstruction(const int32_t index, t_construction & construction); void FinishReadConstructions(); bool InitReadBuildings ( uint32_t & numbuildings ); bool ReadBuilding(const int32_t index, t_building & building); void FinishReadBuildings(); bool InitReadEffects ( uint32_t & numeffects ); bool ReadEffect(const int32_t index, t_effect_df40d & effect); bool WriteEffect(const int32_t index, const t_effect_df40d & effect); void FinishReadEffects(); bool InitReadVegetation( uint32_t & numplants ); bool ReadVegetation(const int32_t index, t_tree_desc & shrubbery); void FinishReadVegetation(); bool InitReadCreatures( uint32_t & numcreatures ); /// returns index of creature actually read or -1 if no creature can be found 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(); void ReadRaw (const uint32_t offset, const uint32_t size, uint8_t *target); void WriteRaw (const uint32_t offset, const uint32_t size, uint8_t *source); bool InitViewAndCursor(); bool InitReadNotes( uint32_t & numnotes ); bool ReadNote(const int32_t index, t_note & note); void FinishReadNotes(); bool InitReadSettlements( uint32_t & numsettlements ); bool ReadSettlement(const int32_t index, t_settlement & settlement); bool ReadCurrentSettlement(t_settlement & settlement); void FinishReadSettlements(); bool InitReadHotkeys( ); bool ReadHotkeys(t_hotkey hotkeys[]); 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); /// This returns false if there is nothing under the cursor, it puts the addresses in a vector if there is bool getCurrentCursorCreature (uint32_t & creature_index); bool InitViewSize(); bool getWindowSize(int32_t & width, int32_t & height); /* unimplemented bool setWindowSize(const int32_t & width, const int32_t & height); */ bool getItemIndexesInBox(std::vector &indexes, const uint16_t x1, const uint16_t y1, const uint16_t z1, const uint16_t x2, const uint16_t y2, const uint16_t z2); /* // FIXME: add a real creature class, move these string getLastName(const uint32_t &index, bool); string getSquadName(const uint32_t &index, bool); string getProfession(const uint32_t &index); string getCurrentJob(const uint32_t &index); vector getSkills(const uint32_t &index); vector getTraits(const uint32_t &index); vector getLabors(const uint32_t &index); */ bool InitReadNameTables (std::vector< std::vector > & translations , std::vector< std::vector > & foreign_languages); void FinishReadNameTables(); std::string TranslateName(const t_name & name,const std::vector< std::vector > & translations ,const std::vector< std::vector > & foreign_languages, bool inEnglish=true); void WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS]); bool InitReadItems(uint32_t & numitems); bool ReadItem(const uint32_t index, t_item & item); void FinishReadItems(); memory_info *getMemoryInfo(); Process * getProcess(); DFWindow * getWindow(); /* // FIXME: BAD! bool ReadAllMatgloss(vector< vector< string > > & all); */ bool ReadItemTypes(std::vector< std::vector< t_itemType > > & itemTypes); }; } // namespace DFHack #endif // SIMPLEAPI_H_INCLUDED