dfhack/library/DFHackAPI.h

198 lines
8.3 KiB
C++

/*
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 "Export.h"
#include <string>
#include <vector>
#include "integers.h"
namespace DFHack
{
class memory_info;
class Process;
enum VegetationType
{
TREE_DEAD,
TREE_OK,
SAPLING_DEAD,
SAPLING_OK,
SHRUB_DEAD,
SHRUB_OK
};
DFHACK_EXPORT bool isWallTerrain(int in);
DFHACK_EXPORT bool isFloorTerrain(int in);
DFHACK_EXPORT bool isRampTerrain(int in);
DFHACK_EXPORT bool isStairTerrain(int in);
DFHACK_EXPORT bool isOpenTerrain(int in);
DFHACK_EXPORT int getVegetationType(int in);
class DFHACK_EXPORT API
{
class Private;
Private * const d;
public:
API(const string path_to_xml);
~API();
bool Attach();
bool Detach();
bool isAttached();
bool Suspend();
bool Resume();
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(vector<t_matgloss> & output);
bool ReadWoodMatgloss (vector<t_matgloss> & output);
bool ReadMetalMatgloss(vector<t_matgloss> & output);
bool ReadPlantMatgloss(vector<t_matgloss> & output);
bool ReadCreatureMatgloss(vector<t_matgloss> & 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( vector < 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);
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)
/// 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, vector <t_vein> & veins);
/**
* Buildings, constructions, plants, all pretty straighforward. InitReadBuildings returns all the building types as a mapping between a numeric values and strings
*/
uint32_t InitReadConstructions();
bool ReadConstruction(const int32_t &index, t_construction & construction);
void FinishReadConstructions();
uint32_t InitReadBuildings(vector <string> &v_buildingtypes);
bool ReadBuilding(const int32_t &index, t_building & building);
void FinishReadBuildings();
uint32_t InitReadVegetation();
bool ReadVegetation(const int32_t &index, t_tree_desc & shrubbery);
void FinishReadVegetation();
uint32_t InitReadCreatures();
// returns index of creature actually read or -1 if no creature can be found
int32_t ReadCreatureInBox(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 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);
/*
// 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<t_skill> getSkills(const uint32_t &index);
vector<t_trait> getTraits(const uint32_t &index);
vector<t_labor> getLabors(const uint32_t &index);
*/
void InitReadNameTables();
void FinishReadNameTables();
uint32_t InitReadItems();
bool ReadItem(const uint32_t &index, t_item & item);
void FinishReadItems();
memory_info getMemoryInfo();
Process * getProcess();
};
} // namespace DFHack
#endif // SIMPLEAPI_H_INCLUDED