294 lines
8.8 KiB
C++
294 lines
8.8 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2012 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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#pragma once
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#include "Pragma.h"
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#include "Export.h"
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#include "DataDefs.h"
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#include "df/tiletype.h"
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namespace DFHack
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{
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//Mainly walls and rivers
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//Byte values are used because walls can have either 1 or 2 in any given direction.
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const int TileDirectionCount = 4;
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union TileDirection
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{
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uint32_t whole;
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unsigned char b[TileDirectionCount];
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struct
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{
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//Maybe should add 'up' and 'down' for Z-levels?
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unsigned char north,south,west,east;
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};
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inline TileDirection()
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{
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whole = 0;
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}
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TileDirection( uint32_t whole_bits)
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{
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whole = whole_bits;
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}
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bool operator== (const TileDirection &other) const
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{
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return whole == other.whole;
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}
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bool operator!= (const TileDirection &other) const
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{
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return whole != other.whole;
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}
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operator bool() const
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{
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return whole != 0;
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}
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TileDirection( unsigned char North, unsigned char South, unsigned char West, unsigned char East )
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{
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north=North; south=South; east=East; west=West;
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}
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TileDirection( const char *dir )
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{
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//This one just made for fun.
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//Supports N S E W
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const char *p = dir;
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unsigned char *l=0;
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north=south=east=west=0;
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if(!dir) return;
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for( ;*p;++p)
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{
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switch(*p)
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{
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case 'N': //North / Up
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case 'n':
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++north; l=&north; break;
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case 'S': //South / Down
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case 's':
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++south; l=&south; break;
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case 'E': //East / Right
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case 'e':
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++east; l=&east; break;
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case 'W': //West / Left
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case 'w':
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++west; l=&west; break;
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case '-':
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case ' ':
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//Explicitly ensure dash and space are ignored.
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//Other characters/symbols may be assigned in the future.
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break;
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default:
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if( l && '0' <= *p && '9' >= *p )
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*l += *p - '0';
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break;
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}
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}
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}
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//may be useful for some situations
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inline uint32_t sum() const
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{
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return 0L + north + south + east + west;
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}
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//Gives a string that represents the direction.
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//This is a static string, overwritten with every call!
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//Support values > 2 even though they should never happen.
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//Copy string if it will be used.
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inline char * getStr() const
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{
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static char str[16];
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//type punning trick
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*( (uint64_t *)str ) = *( (uint64_t *)"--------" );
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str[8]=0;
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#define DIRECTION(x,i,c) \
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if(x){ \
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str[i]=c; \
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if(1==x) ; \
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else if(2==x) str[i+1]=c; \
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else str[i+1]='0'+x; \
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}
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DIRECTION(north,0,'N')
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DIRECTION(south,2,'S')
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DIRECTION(west,4,'W')
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DIRECTION(east,6,'E')
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#undef DIRECTION
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return str;
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}
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};
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using namespace df::enums;
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inline
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const char * tileName(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype, caption, tiletype);
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}
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inline
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df::tiletype_shape tileShape(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype, shape, tiletype);
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}
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inline
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df::tiletype_shape_basic tileShapeBasic(df::tiletype_shape tileshape)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileshape);
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}
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inline
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df::tiletype_special tileSpecial(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype, special, tiletype);
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}
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inline
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df::tiletype_variant tileVariant(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype, variant, tiletype);
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}
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inline
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df::tiletype_material tileMaterial(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype, material, tiletype);
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}
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inline
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TileDirection tileDirection(df::tiletype tiletype)
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{
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return TileDirection(ENUM_ATTR(tiletype, direction, tiletype));
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}
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// tile is missing a floor
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inline
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bool LowPassable(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, passable_low, tileShape(tiletype));
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}
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// tile is missing a roof
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inline
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bool HighPassable(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, passable_high, tileShape(tiletype));
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}
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inline
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bool FlowPassable(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, passable_flow, tileShape(tiletype));
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}
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inline
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bool isWalkable(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, walkable, tileShape(tiletype));
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}
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inline
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bool isWalkableUp(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, walkable_up, tileShape(tiletype));
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}
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inline
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bool isWallTerrain(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileShape(tiletype)) == tiletype_shape_basic::Wall;
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}
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inline
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bool isFloorTerrain(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileShape(tiletype)) == tiletype_shape_basic::Floor;
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}
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inline
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bool isRampTerrain(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileShape(tiletype)) == tiletype_shape_basic::Ramp;
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}
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inline
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bool isOpenTerrain(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileShape(tiletype)) == tiletype_shape_basic::Open;
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}
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inline
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bool isStairTerrain(df::tiletype tiletype)
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{
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return ENUM_ATTR(tiletype_shape, basic_shape, tileShape(tiletype)) == tiletype_shape_basic::Stair;
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}
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/**
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* zilpin: Find the first tile entry which matches the given search criteria.
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* All parameters are optional.
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* To omit, specify NONE for that type
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* For tile directions, pass NULL to omit.
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* @return matching index in tileTypeTable, or 0 if none found.
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*/
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inline
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df::tiletype findTileType(const df::tiletype_shape tshape, const df::tiletype_material tmat, const df::tiletype_variant tvar, const df::tiletype_special tspecial, const TileDirection tdir)
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{
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FOR_ENUM_ITEMS(tiletype, tt)
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{
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if (tshape != tiletype_shape::NONE && tshape != tileShape(tt))
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continue;
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if (tmat != tiletype_material::NONE && tmat != tileMaterial(tt))
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continue;
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// Don't require variant to match if the destination tile doesn't even have one
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if (tvar != tiletype_variant::NONE && tvar != tileVariant(tt) && tileVariant(tt) != tiletype_variant::NONE)
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continue;
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// Same for special
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if (tspecial != tiletype_special::NONE && tspecial != tileSpecial(tt) && tileSpecial(tt) != tiletype_special::NONE)
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continue;
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if (tdir && tdir != tileDirection(tt))
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continue;
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// Match!
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return tt;
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}
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return tiletype::Void;
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}
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/**
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* zilpin: Find a tile type similar to the one given, but with a different class.
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* Useful for tile-editing operations.
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* If no match found, returns the sourceType
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*
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* @todo Definitely needs improvement for wall directions, etc.
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*/
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DFHACK_EXPORT df::tiletype findSimilarTileType( const df::tiletype sourceTileType, const df::tiletype_shape tshape );
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/**
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* Finds a random variant of the selected tile
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* If there are no variants, returns the same tile
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*/
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DFHACK_EXPORT df::tiletype findRandomVariant(const df::tiletype tile);
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}
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