dfhack/plugins/remotefortressreader/building_reader.cpp

914 lines
29 KiB
C++

#include "building_reader.h"
#include "DataDefs.h"
//building types
#include "df/building_actual.h"
#include "df/building_chairst.h"
#include "df/building_bedst.h"
#include "df/building_tablest.h"
#include "df/building_coffinst.h"
#include "df/building_farmplotst.h"
#include "df/building_furnacest.h"
#include "df/building_tradedepotst.h"
#include "df/building_shopst.h"
#include "df/building_doorst.h"
#include "df/building_floodgatest.h"
#include "df/building_boxst.h"
#include "df/building_weaponrackst.h"
#include "df/building_armorstandst.h"
#include "df/building_workshopst.h"
#include "df/building_cabinetst.h"
#include "df/building_statuest.h"
#include "df/building_window_glassst.h"
#include "df/building_window_gemst.h"
#include "df/building_wellst.h"
#include "df/building_bridgest.h"
#include "df/building_road_dirtst.h"
#include "df/building_road_pavedst.h"
#include "df/building_siegeenginest.h"
#include "df/building_trapst.h"
#include "df/building_animaltrapst.h"
#include "df/building_supportst.h"
#include "df/building_archerytargetst.h"
#include "df/building_chainst.h"
#include "df/building_cagest.h"
#include "df/building_stockpilest.h"
#include "df/building_civzonest.h"
#include "df/building_weaponst.h"
#include "df/building_wagonst.h"
#include "df/building_screw_pumpst.h"
#include "df/building_constructionst.h"
#include "df/building_hatchst.h"
#include "df/building_grate_wallst.h"
#include "df/building_grate_floorst.h"
#include "df/building_bars_verticalst.h"
#include "df/building_bars_floorst.h"
#include "df/building_gear_assemblyst.h"
#include "df/building_axle_horizontalst.h"
#include "df/building_axle_verticalst.h"
#include "df/building_water_wheelst.h"
#include "df/building_windmillst.h"
#include "df/building_traction_benchst.h"
#include "df/building_slabst.h"
#include "df/building_nestst.h"
#include "df/building_nest_boxst.h"
#include "df/building_hivest.h"
#include "df/building_rollersst.h"
#include "df/building_def_furnacest.h"
#include "df/building_def_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<df::building_wellst>(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->room.width > 0 && local_build->room.height > 0)
{
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]);
}
}
//Add building-specific info
switch (type)
{
case df::enums::building_type::NONE:
{
auto actual = virtual_cast<df::building_actual>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Chair:
{
auto actual = strict_virtual_cast<df::building_chairst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Bed:
{
auto actual = strict_virtual_cast<df::building_bedst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Table:
{
auto actual = strict_virtual_cast<df::building_tablest>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Coffin:
{
auto actual = strict_virtual_cast<df::building_coffinst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::FarmPlot:
{
auto actual = strict_virtual_cast<df::building_farmplotst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Furnace:
{
auto actual = strict_virtual_cast<df::building_furnacest>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::TradeDepot:
{
auto actual = strict_virtual_cast<df::building_tradedepotst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Shop:
{
auto actual = strict_virtual_cast<df::building_shopst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Door:
{
auto actual = strict_virtual_cast<df::building_doorst>(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<df::building_floodgatest>(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:
{
auto actual = strict_virtual_cast<df::building_boxst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Weaponrack:
{
auto actual = strict_virtual_cast<df::building_weaponrackst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Armorstand:
{
auto actual = strict_virtual_cast<df::building_armorstandst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Workshop:
{
auto actual = strict_virtual_cast<df::building_workshopst>(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:
{
auto actual = strict_virtual_cast<df::building_cabinetst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Statue:
{
auto actual = strict_virtual_cast<df::building_statuest>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::WindowGlass:
{
auto actual = strict_virtual_cast<df::building_window_glassst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::WindowGem:
{
auto actual = strict_virtual_cast<df::building_window_gemst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Well:
{
auto actual = strict_virtual_cast<df::building_wellst>(local_build);
if (actual)
{
remote_build->set_active(actual->bucket_z);
}
break;
}
case df::enums::building_type::Bridge:
{
auto actual = strict_virtual_cast<df::building_bridgest>(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:
{
auto actual = strict_virtual_cast<df::building_road_dirtst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::RoadPaved:
{
auto actual = strict_virtual_cast<df::building_road_pavedst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::SiegeEngine:
{
auto actual = strict_virtual_cast<df::building_siegeenginest>(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:
{
auto actual = strict_virtual_cast<df::building_trapst>(local_build);
if (actual)
{
remote_build->set_active(actual->state);
}
break;
}
case df::enums::building_type::AnimalTrap:
{
auto actual = strict_virtual_cast<df::building_animaltrapst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Support:
{
auto actual = strict_virtual_cast<df::building_supportst>(local_build);
if (actual)
{
remote_build->set_active(actual->support_flags.bits.triggered);
}
break;
}
case df::enums::building_type::ArcheryTarget:
{
auto actual = strict_virtual_cast<df::building_archerytargetst>(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:
{
auto actual = strict_virtual_cast<df::building_chainst>(local_build);
if (actual)
{
remote_build->set_active(actual->chain_flags.bits.triggered);
}
break;
}
case df::enums::building_type::Cage:
{
auto actual = strict_virtual_cast<df::building_cagest>(local_build);
if (actual)
{
remote_build->set_active(actual->cage_flags.bits.triggered);
}
break;
}
case df::enums::building_type::Stockpile:
{
auto actual = strict_virtual_cast<df::building_stockpilest>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Civzone:
{
auto actual = strict_virtual_cast<df::building_civzonest>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Weapon:
{
auto actual = strict_virtual_cast<df::building_weaponst>(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::Wagon:
{
auto actual = strict_virtual_cast<df::building_wagonst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::ScrewPump:
{
auto actual = strict_virtual_cast<df::building_screw_pumpst>(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;
}
if (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::Construction:
{
auto actual = strict_virtual_cast<df::building_constructionst>(local_build);
if (actual)
{
}
break;
}
case df::enums::building_type::Hatch:
{
auto actual = strict_virtual_cast<df::building_hatchst>(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::GrateWall:
{
auto actual = strict_virtual_cast<df::building_grate_wallst>(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::GrateFloor:
{
auto actual = strict_virtual_cast<df::building_grate_floorst>(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::BarsVertical:
{
auto actual = strict_virtual_cast<df::building_bars_verticalst>(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::BarsFloor:
{
auto actual = strict_virtual_cast<df::building_bars_floorst>(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::GearAssembly:
{
auto actual = strict_virtual_cast<df::building_gear_assemblyst>(local_build);
if (actual)
{
if (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::AxleHorizontal:
{
auto actual = strict_virtual_cast<df::building_axle_horizontalst>(local_build);
if (actual)
{
if (actual->is_vertical)
remote_build->set_direction(NORTH);
else
remote_build->set_direction(EAST);
if (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::AxleVertical:
{
auto actual = strict_virtual_cast<df::building_axle_verticalst>(local_build);
if (actual)
{
if (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::WaterWheel:
{
auto actual = strict_virtual_cast<df::building_water_wheelst>(local_build);
if (actual)
{
if (actual->is_vertical)
remote_build->set_direction(NORTH);
else
remote_build->set_direction(EAST);
if (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::Windmill:
{
auto actual = strict_virtual_cast<df::building_windmillst>(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);
if (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::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<df::building_rollersst>(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;
}
if (actual->machine.machine_id >= 0)
{
auto mach = df::machine::find(actual->machine.machine_id);
remote_build->set_active(mach->flags.bits.active);
}
}
}
break;
default:
break;
}
}