183 lines
4.2 KiB
C++
183 lines
4.2 KiB
C++
/*
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www.sourceforge.net/projects/dfhack
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Copyright (c) 2009 Petr Mrázek (peterix), Kenneth Ferland (Impaler[WrG]), dorf
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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 "dfhack/DFProcess.h"
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#include "dfhack/DFProcessEnumerator.h"
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#include "dfhack/DFContext.h"
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#include "dfhack/DFError.h"
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#include <shms.h>
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#include <mod-core.h>
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#include <mod-maps.h>
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#include <mod-creature40d.h>
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#include "private/ContextShared.h"
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#include "dfhack/modules/Maps.h"
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#include "dfhack/modules/Materials.h"
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#include "dfhack/modules/Items.h"
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#include "dfhack/modules/Position.h"
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#include "dfhack/modules/Gui.h"
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#include "dfhack/modules/World.h"
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#include "dfhack/modules/Creatures.h"
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#include "dfhack/modules/Translation.h"
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#include "dfhack/modules/Vegetation.h"
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#include "dfhack/modules/Buildings.h"
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#include "dfhack/modules/Constructions.h"
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#include "dfhack/modules/WindowIO.h"
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using namespace DFHack;
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Context::Context (Process* p) : d (new DFContextShared())
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{
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d->p = p;
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d->offset_descriptor = p->getDescriptor();
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d->shm_start = 0;
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}
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Context::~Context()
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{
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Detach();
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delete d;
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}
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bool Context::isValid()
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{
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//FIXME: check for error states here
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if(d->p->isIdentified())
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return true;
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return false;
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}
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bool Context::Attach()
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{
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if (!d->p->attach())
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{
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//throw Error::CantAttach();
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return false;
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}
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d->shm_start = d->p->getSHMStart();
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// process is attached, everything went just fine... hopefully
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return true;
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}
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bool Context::Detach()
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{
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if (!d->p->detach())
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{
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cerr << "Context::Detach failed!" << endl;
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return false;
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}
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d->shm_start = 0;
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// invalidate all modules
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for(unsigned int i = 0 ; i < d->allModules.size(); i++)
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{
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delete d->allModules[i];
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}
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d->allModules.clear();
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memset(&(d->s_mods), 0, sizeof(d->s_mods));
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return true;
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}
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bool Context::isAttached()
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{
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return d->p->isAttached();
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}
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bool Context::Suspend()
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{
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return d->p->suspend();
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}
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bool Context::AsyncSuspend()
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{
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return d->p->asyncSuspend();
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}
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bool Context::Resume()
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{
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for(unsigned int i = 0 ; i < d->allModules.size(); i++)
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{
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d->allModules[i]->OnResume();
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}
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return d->p->resume();
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}
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bool Context::ForceResume()
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{
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return d->p->forceresume();
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}
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bool Context::isSuspended()
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{
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return d->p->isSuspended();
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}
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void Context::ReadRaw (const uint32_t offset, const uint32_t size, uint8_t *target)
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{
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d->p->read (offset, size, target);
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}
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void Context::WriteRaw (const uint32_t offset, const uint32_t size, uint8_t *source)
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{
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d->p->write (offset, size, source);
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}
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VersionInfo *Context::getMemoryInfo()
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{
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return d->offset_descriptor;
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}
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Process * Context::getProcess()
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{
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return d->p;
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}
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/*******************************************************************************
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M O D U L E S
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*******************************************************************************/
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#define MODULE_GETTER(TYPE) \
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TYPE * Context::get##TYPE() \
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{ \
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if(!d->s_mods.p##TYPE)\
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{\
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d->s_mods.p##TYPE = new TYPE(d);\
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d->allModules.push_back(d->s_mods.p##TYPE);\
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}\
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return d->s_mods.p##TYPE;\
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}
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MODULE_GETTER(Creatures);
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MODULE_GETTER(Maps);
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MODULE_GETTER(Gui);
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MODULE_GETTER(WindowIO);
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MODULE_GETTER(World);
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MODULE_GETTER(Position);
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MODULE_GETTER(Materials);
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MODULE_GETTER(Items);
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MODULE_GETTER(Translation);
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MODULE_GETTER(Vegetation);
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MODULE_GETTER(Buildings);
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MODULE_GETTER(Constructions);
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