692 lines
20 KiB
C++
692 lines
20 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2011 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "Internal.h"
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#include <stddef.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <cstring>
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#include <algorithm>
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using namespace std;
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#include "VersionInfo.h"
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#include "MemAccess.h"
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#include "Error.h"
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#include "Types.h"
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// we connect to those
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#include "modules/Units.h"
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#include "modules/Items.h"
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#include "modules/Materials.h"
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#include "modules/Translation.h"
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#include "ModuleFactory.h"
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#include "Core.h"
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#include "MiscUtils.h"
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#include "df/world.h"
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#include "df/ui.h"
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#include "df/unit_inventory_item.h"
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#include "df/unit_soul.h"
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#include "df/nemesis_record.h"
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#include "df/historical_entity.h"
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#include "df/historical_figure.h"
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#include "df/historical_figure_info.h"
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#include "df/assumed_identity.h"
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#include "df/burrow.h"
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using namespace DFHack;
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using namespace df::enums;
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using df::global::world;
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using df::global::ui;
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bool Units::isValid()
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{
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return (world->units.all.size() > 0);
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}
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int32_t Units::getNumCreatures()
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{
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return world->units.all.size();
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}
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df::unit * Units::GetCreature (const int32_t index)
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{
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if (!isValid()) return NULL;
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// read pointer from vector at position
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if(index > world->units.all.size())
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return 0;
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return world->units.all[index];
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}
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// returns index of creature actually read or -1 if no creature can be found
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int32_t Units::GetCreatureInBox (int32_t index, df::unit ** furball,
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const uint16_t x1, const uint16_t y1, const uint16_t z1,
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const uint16_t x2, const uint16_t y2, const uint16_t z2)
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{
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if (!isValid())
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return -1;
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size_t size = world->units.all.size();
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while (size_t(index) < size)
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{
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// read pointer from vector at position
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df::unit * temp = world->units.all[index];
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if (temp->pos.x >= x1 && temp->pos.x < x2)
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{
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if (temp->pos.y >= y1 && temp->pos.y < y2)
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{
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if (temp->pos.z >= z1 && temp->pos.z < z2)
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{
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*furball = temp;
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return index;
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}
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}
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}
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index++;
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}
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*furball = NULL;
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return -1;
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}
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void Units::CopyCreature(df::unit * source, t_unit & furball)
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{
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if(!isValid()) return;
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// read pointer from vector at position
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furball.origin = source;
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//read creature from memory
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// name
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Translation::readName(furball.name, &source->name);
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// basic stuff
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furball.id = source->id;
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furball.x = source->pos.x;
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furball.y = source->pos.y;
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furball.z = source->pos.z;
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furball.race = source->race;
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furball.civ = source->civ_id;
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furball.sex = source->sex;
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furball.caste = source->caste;
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furball.flags1.whole = source->flags1.whole;
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furball.flags2.whole = source->flags2.whole;
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furball.flags3.whole = source->flags3.whole;
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// custom profession
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furball.custom_profession = source->custom_profession;
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// profession
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furball.profession = source->profession;
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// happiness
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furball.happiness = source->status.happiness;
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// physical attributes
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memcpy(&furball.strength, source->body.physical_attrs, sizeof(source->body.physical_attrs));
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// mood stuff
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furball.mood = source->mood;
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furball.mood_skill = source->job.unk_2f8; // FIXME: really? More like currently used skill anyway.
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Translation::readName(furball.artifact_name, &source->status.artifact_name);
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// labors
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memcpy(&furball.labors, &source->status.labors, sizeof(furball.labors));
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furball.birth_year = source->relations.birth_year;
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furball.birth_time = source->relations.birth_time;
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furball.pregnancy_timer = source->relations.pregnancy_timer;
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// appearance
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furball.nbcolors = source->appearance.colors.size();
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if(furball.nbcolors>MAX_COLORS)
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furball.nbcolors = MAX_COLORS;
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for(uint32_t i = 0; i < furball.nbcolors; i++)
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{
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furball.color[i] = source->appearance.colors[i];
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}
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//likes. FIXME: where do they fit in now? The soul?
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/*
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DfVector <uint32_t> likes(d->p, temp + offs.creature_likes_offset);
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furball.numLikes = likes.getSize();
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for(uint32_t i = 0;i<furball.numLikes;i++)
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{
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uint32_t temp2 = *(uint32_t *) likes[i];
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p->read(temp2,sizeof(t_like),(uint8_t *) &furball.likes[i]);
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}
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*/
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/*
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if(d->Ft_soul)
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{
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uint32_t soul = p->readDWord(addr_cr + offs.default_soul_offset);
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furball.has_default_soul = false;
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if(soul)
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{
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furball.has_default_soul = true;
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// get first soul's skills
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DfVector <uint32_t> skills(soul + offs.soul_skills_vector_offset);
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furball.defaultSoul.numSkills = skills.size();
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for (uint32_t i = 0; i < furball.defaultSoul.numSkills;i++)
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{
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uint32_t temp2 = skills[i];
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// a byte: this gives us 256 skills maximum.
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furball.defaultSoul.skills[i].id = p->readByte (temp2);
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furball.defaultSoul.skills[i].rating =
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p->readByte (temp2 + offsetof(t_skill, rating));
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furball.defaultSoul.skills[i].experience =
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p->readWord (temp2 + offsetof(t_skill, experience));
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}
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// mental attributes are part of the soul
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p->read(soul + offs.soul_mental_offset,
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sizeof(t_attrib) * NUM_CREATURE_MENTAL_ATTRIBUTES,
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(uint8_t *)&furball.defaultSoul.analytical_ability);
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// traits as well
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p->read(soul + offs.soul_traits_offset,
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sizeof (uint16_t) * NUM_CREATURE_TRAITS,
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(uint8_t *) &furball.defaultSoul.traits);
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}
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}
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*/
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/*
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furball.current_job.occupationPtr = p->readDWord (addr_cr + offs.current_job_offset);
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if(furball.current_job.occupationPtr)
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{
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furball.current_job.active = true;
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furball.current_job.jobType = p->readByte (furball.current_job.occupationPtr + offs.job_type_offset );
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furball.current_job.jobId = p->readWord (furball.current_job.occupationPtr + offs.job_id_offset);
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}
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else
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{
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furball.current_job.active = false;
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}
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*/
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// no jobs for now...
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{
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furball.current_job.active = false;
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}
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}
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int32_t Units::FindIndexById(int32_t creature_id)
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{
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return df::unit::binsearch_index(world->units.all, creature_id);
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}
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/*
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bool Creatures::WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS])
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->write(temp + d->creatures.labors_offset, NUM_CREATURE_LABORS, labors);
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uint32_t pickup_equip;
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p->readDWord(temp + d->creatures.pickup_equipment_bit, pickup_equip);
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pickup_equip |= 1u;
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p->writeDWord(temp + d->creatures.pickup_equipment_bit, pickup_equip);
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return true;
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}
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bool Creatures::WriteHappiness(const uint32_t index, const uint32_t happinessValue)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.happiness_offset, happinessValue);
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return true;
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}
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bool Creatures::WriteFlags(const uint32_t index,
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const uint32_t flags1,
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const uint32_t flags2)
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{
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if(!d->Started || !d->Ft_basic) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.flags1_offset, flags1);
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p->writeDWord (temp + d->creatures.flags2_offset, flags2);
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return true;
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}
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bool Creatures::WriteFlags(const uint32_t index,
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const uint32_t flags1,
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const uint32_t flags2,
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const uint32_t flags3)
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{
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if(!d->Started || !d->Ft_basic) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.flags1_offset, flags1);
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p->writeDWord (temp + d->creatures.flags2_offset, flags2);
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p->writeDWord (temp + d->creatures.flags3_offset, flags3);
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return true;
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}
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bool Creatures::WriteSkills(const uint32_t index, const t_soul &soul)
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{
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if(!d->Started || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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DfVector<uint32_t> skills(souloff + d->creatures.soul_skills_vector_offset);
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for (uint32_t i=0; i<soul.numSkills; i++)
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{
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uint32_t temp2 = skills[i];
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p->writeByte(temp2 + offsetof(t_skill, rating), soul.skills[i].rating);
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p->writeWord(temp2 + offsetof(t_skill, experience), soul.skills[i].experience);
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}
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return true;
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}
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bool Creatures::WriteAttributes(const uint32_t index, const t_creature &creature)
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{
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if(!d->Started || !d->Ft_advanced || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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// physical attributes
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p->write(temp + d->creatures.physical_offset,
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sizeof(t_attrib) * NUM_CREATURE_PHYSICAL_ATTRIBUTES,
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(uint8_t *)&creature.strength);
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// mental attributes are part of the soul
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p->write(souloff + d->creatures.soul_mental_offset,
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sizeof(t_attrib) * NUM_CREATURE_MENTAL_ATTRIBUTES,
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(uint8_t *)&creature.defaultSoul.analytical_ability);
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return true;
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}
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bool Creatures::WriteSex(const uint32_t index, const uint8_t sex)
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{
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if(!d->Started || !d->Ft_basic ) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeByte (temp + d->creatures.sex_offset, sex);
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return true;
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}
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bool Creatures::WriteTraits(const uint32_t index, const t_soul &soul)
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{
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if(!d->Started || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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p->write(souloff + d->creatures.soul_traits_offset,
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sizeof (uint16_t) * NUM_CREATURE_TRAITS,
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(uint8_t *) &soul.traits);
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return true;
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}
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bool Creatures::WriteMood(const uint32_t index, const uint16_t mood)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeWord(temp + d->creatures.mood_offset, mood);
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return true;
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}
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bool Creatures::WriteMoodSkill(const uint32_t index, const uint16_t moodSkill)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeWord(temp + d->creatures.mood_skill_offset, moodSkill);
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return true;
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}
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bool Creatures::WriteJob(const t_creature * furball, std::vector<t_material> const& mat)
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{
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if(!d->Inited || !d->Ft_job_materials) return false;
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if(!furball->current_job.active) return false;
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unsigned int i;
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Process * p = d->owner;
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Private::t_offsets & off = d->creatures;
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DfVector <uint32_t> cmats(furball->current_job.occupationPtr + off.job_materials_vector);
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for(i=0;i<cmats.size();i++)
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{
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p->writeWord(cmats[i] + off.job_material_itemtype_o, mat[i].itemType);
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p->writeWord(cmats[i] + off.job_material_subtype_o, mat[i].subType);
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p->writeWord(cmats[i] + off.job_material_subindex_o, mat[i].subIndex);
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p->writeDWord(cmats[i] + off.job_material_index_o, mat[i].index);
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p->writeDWord(cmats[i] + off.job_material_flags_o, mat[i].flags);
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}
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return true;
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}
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bool Creatures::WritePos(const uint32_t index, const t_creature &creature)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->write (temp + d->creatures.pos_offset, 3 * sizeof (uint16_t), (uint8_t *) & (creature.x));
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return true;
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}
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bool Creatures::WriteCiv(const uint32_t index, const int32_t civ)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord(temp + d->creatures.civ_offset, civ);
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return true;
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}
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bool Creatures::WritePregnancy(const uint32_t index, const uint32_t pregTimer)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord(temp + d->creatures.pregnancy_offset, pregTimer);
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return true;
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}
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*/
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uint32_t Units::GetDwarfRaceIndex()
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{
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return ui->race_id;
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}
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int32_t Units::GetDwarfCivId()
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{
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return ui->civ_id;
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}
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/*
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bool Creatures::getCurrentCursorCreature(uint32_t & creature_index)
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{
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if(!d->cursorWindowInited) return false;
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Process * p = d->owner;
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creature_index = p->readDWord(d->current_cursor_creature_offset);
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return true;
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}
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*/
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/*
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bool Creatures::ReadJob(const t_creature * furball, vector<t_material> & mat)
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{
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unsigned int i;
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if(!d->Inited || !d->Ft_job_materials) return false;
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if(!furball->current_job.active) return false;
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Process * p = d->owner;
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Private::t_offsets & off = d->creatures;
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DfVector <uint32_t> cmats(furball->current_job.occupationPtr + off.job_materials_vector);
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mat.resize(cmats.size());
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for(i=0;i<cmats.size();i++)
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{
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mat[i].itemType = p->readWord(cmats[i] + off.job_material_itemtype_o);
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mat[i].subType = p->readWord(cmats[i] + off.job_material_subtype_o);
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mat[i].subIndex = p->readWord(cmats[i] + off.job_material_subindex_o);
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mat[i].index = p->readDWord(cmats[i] + off.job_material_index_o);
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mat[i].flags = p->readDWord(cmats[i] + off.job_material_flags_o);
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}
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return true;
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}
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*/
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bool Units::ReadInventoryByIdx(const uint32_t index, std::vector<df::item *> & item)
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{
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if(index >= world->units.all.size()) return false;
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df::unit * temp = world->units.all[index];
|
|
return ReadInventoryByPtr(temp, item);
|
|
}
|
|
|
|
bool Units::ReadInventoryByPtr(const df::unit * unit, std::vector<df::item *> & items)
|
|
{
|
|
if(!isValid()) return false;
|
|
if(!unit) return false;
|
|
items.clear();
|
|
for (size_t i = 0; i < unit->inventory.size(); i++)
|
|
items.push_back(unit->inventory[i]->item);
|
|
return true;
|
|
}
|
|
|
|
void Units::CopyNameTo(df::unit * creature, df::language_name * target)
|
|
{
|
|
Translation::copyName(&creature->name, target);
|
|
}
|
|
|
|
df::coord Units::getPosition(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (unit->flags1.bits.caged)
|
|
{
|
|
auto cage = getContainer(unit);
|
|
if (cage)
|
|
return Items::getPosition(cage);
|
|
}
|
|
|
|
return unit->pos;
|
|
}
|
|
|
|
df::item *Units::getContainer(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
for (size_t i = 0; i < unit->refs.size(); i++)
|
|
{
|
|
df::general_ref *ref = unit->refs[i];
|
|
if (ref->getType() == general_ref_type::CONTAINED_IN_ITEM)
|
|
return ref->getItem();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
void Units::setNickname(df::unit *unit, std::string nick)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
// There are >=3 copies of the name, and the one
|
|
// in the unit is not the authoritative one.
|
|
// This is the reason why military units often
|
|
// lose nicknames set from Dwarf Therapist.
|
|
Translation::setNickname(&unit->name, nick);
|
|
|
|
if (unit->status.current_soul)
|
|
Translation::setNickname(&unit->status.current_soul->name, nick);
|
|
|
|
df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
|
|
if (figure)
|
|
{
|
|
Translation::setNickname(&figure->name, nick);
|
|
|
|
// v0.34.01: added the vampire's assumed identity
|
|
if (figure->info && figure->info->reputation)
|
|
{
|
|
auto identity = df::assumed_identity::find(figure->info->reputation->cur_identity);
|
|
|
|
if (identity)
|
|
{
|
|
auto id_hfig = df::historical_figure::find(identity->histfig_id);
|
|
|
|
if (id_hfig)
|
|
{
|
|
// Even DF doesn't do this bit, because it's apparently
|
|
// only used for demons masquerading as gods, so you
|
|
// can't ever change their nickname in-game.
|
|
Translation::setNickname(&id_hfig->name, nick);
|
|
}
|
|
else
|
|
Translation::setNickname(&identity->name, nick);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
df::language_name *Units::getVisibleName(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
|
|
|
|
if (figure)
|
|
{
|
|
// v0.34.01: added the vampire's assumed identity
|
|
if (figure->info && figure->info->reputation)
|
|
{
|
|
auto identity = df::assumed_identity::find(figure->info->reputation->cur_identity);
|
|
|
|
if (identity)
|
|
{
|
|
auto id_hfig = df::historical_figure::find(identity->histfig_id);
|
|
|
|
if (id_hfig)
|
|
return &id_hfig->name;
|
|
|
|
return &identity->name;
|
|
}
|
|
}
|
|
}
|
|
|
|
return &unit->name;
|
|
}
|
|
|
|
df::nemesis_record *Units::getNemesis(df::unit *unit)
|
|
{
|
|
if (!unit)
|
|
return NULL;
|
|
|
|
for (unsigned i = 0; i < unit->refs.size(); i++)
|
|
{
|
|
df::nemesis_record *rv = unit->refs[i]->getNemesis();
|
|
if (rv && rv->unit == unit)
|
|
return rv;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
bool DFHack::Units::isDead(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags1.bits.dead;
|
|
}
|
|
|
|
bool DFHack::Units::isAlive(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return !unit->flags1.bits.dead &&
|
|
!unit->flags3.bits.ghostly &&
|
|
!unit->curse.add_tags1.bits.NOT_LIVING;
|
|
}
|
|
|
|
bool DFHack::Units::isSane(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (unit->flags1.bits.dead ||
|
|
unit->flags3.bits.ghostly ||
|
|
unit->curse.add_tags1.bits.OPPOSED_TO_LIFE ||
|
|
unit->curse.add_tags1.bits.CRAZED)
|
|
return false;
|
|
|
|
switch (unit->mood)
|
|
{
|
|
case mood_type::Melancholy:
|
|
case mood_type::Raving:
|
|
case mood_type::Berserk:
|
|
return false;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DFHack::Units::isInBurrow(df::unit *unit, df::burrow *burrow)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
CHECK_NULL_POINTER(burrow);
|
|
|
|
return binsearch_index(unit->burrows, burrow->id) >= 0;
|
|
}
|
|
|
|
void DFHack::Units::setInBurrow(df::unit *unit, df::burrow *burrow, bool enable)
|
|
{
|
|
using df::global::ui;
|
|
|
|
CHECK_NULL_POINTER(unit);
|
|
CHECK_NULL_POINTER(burrow);
|
|
|
|
if (enable)
|
|
{
|
|
insert_into_vector(unit->burrows, burrow->id);
|
|
insert_into_vector(burrow->units, unit->id);
|
|
}
|
|
else
|
|
{
|
|
erase_from_vector(unit->burrows, burrow->id);
|
|
erase_from_vector(burrow->units, unit->id);
|
|
}
|
|
|
|
// Sync ui if active
|
|
if (ui && ui->main.mode == ui_sidebar_mode::Burrows &&
|
|
ui->burrows.in_add_units_mode && ui->burrows.sel_id == burrow->id)
|
|
{
|
|
int idx = linear_index(ui->burrows.list_units, unit);
|
|
if (idx >= 0)
|
|
ui->burrows.sel_units[idx] = enable;
|
|
}
|
|
}
|
|
|