299 lines
8.7 KiB
C++
299 lines
8.7 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 "Export.h"
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#include "DataDefs.h"
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#include "Types.h"
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#include "modules/Items.h"
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#include "modules/Maps.h"
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#include "df/building.h"
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#include "df/building_stockpilest.h"
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#include "df/building_type.h"
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#include "df/civzone_type.h"
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#include "df/construction_type.h"
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#include "df/furnace_type.h"
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#include "df/item.h"
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#include "df/shop_type.h"
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#include "df/siegeengine_type.h"
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#include "df/trap_type.h"
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#include "df/workshop_type.h"
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namespace df
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{
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struct building_cagest;
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struct building_civzonest;
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struct building_extents;
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struct item;
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struct job_item;
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struct unit;
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}
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namespace DFHack
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{
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class color_ostream;
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namespace Buildings
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{
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/**
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* Structure for holding a read DF building object
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* \ingroup grp_buildings
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*/
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struct t_building
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{
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uint32_t x1;
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uint32_t y1;
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uint32_t x2;
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uint32_t y2;
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uint32_t z;
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t_matglossPair material;
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df::building_type type;
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union
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{
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int16_t subtype;
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df::civzone_type civzone_type;
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df::furnace_type furnace_type;
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df::workshop_type workshop_type;
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df::construction_type construction_type;
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df::shop_type shop_type;
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df::siegeengine_type siegeengine_type;
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df::trap_type trap_type;
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};
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int32_t custom_type;
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df::building * origin;
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};
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/**
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* The Buildings module - allows reading DF buildings
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* \ingroup grp_modules
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* \ingroup grp_buildings
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*/
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DFHACK_EXPORT uint32_t getNumBuildings ();
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/**
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* read building by index
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*/
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DFHACK_EXPORT bool Read (const uint32_t index, t_building & building);
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/**
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* read mapping from custom_type value to building RAW name
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* custom_type of -1 implies ordinary building
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*/
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DFHACK_EXPORT bool ReadCustomWorkshopTypes(std::map <uint32_t, std::string> & btypes);
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DFHACK_EXPORT df::general_ref *getGeneralRef(df::building *building, df::general_ref_type type);
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DFHACK_EXPORT df::specific_ref *getSpecificRef(df::building *building, df::specific_ref_type type);
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/**
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* Sets the owner unit for the zone.
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*/
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DFHACK_EXPORT bool setOwner(df::building_civzonest *building, df::unit *owner);
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/**
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* Find the building located at the specified tile.
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* Does not work on civzones.
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*/
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DFHACK_EXPORT df::building *findAtTile(df::coord pos);
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/**
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* Find civzones located at the specified tile.
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*/
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DFHACK_EXPORT bool findCivzonesAt(std::vector<df::building_civzonest*> *pvec, df::coord pos);
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/**
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* Allocates a building object using this type and position.
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*/
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DFHACK_EXPORT df::building *allocInstance(df::coord pos, df::building_type type, int subtype = -1, int custom = -1);
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/**
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* Sets size and center to the correct dimensions of the building.
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* If part of the original size value was used, returns true.
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*/
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DFHACK_EXPORT bool getCorrectSize(df::coord2d &size, df::coord2d ¢er,
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df::building_type type, int subtype = -1, int custom = -1,
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int direction = 0);
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/**
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* Checks if the tiles are free to be built upon.
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*/
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DFHACK_EXPORT bool checkFreeTiles(df::coord pos, df::coord2d size,
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df::building_extents *ext = NULL,
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bool create_ext = false,
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bool allow_occupied = false,
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bool allow_wall = false);
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/**
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* Returns the number of tiles included by the extent, or defval.
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*/
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DFHACK_EXPORT int countExtentTiles(df::building_extents *ext, int defval = -1);
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/**
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* Checks if the building contains the specified tile. If the building has
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* extents, returns whether tile is included within the extents. The x and y in
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* tile are the map coordinates without the z component.
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*/
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DFHACK_EXPORT bool containsTile(df::building *bld, df::coord2d tile);
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/**
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* Checks if the area has support from the terrain.
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*/
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DFHACK_EXPORT bool hasSupport(df::coord pos, df::coord2d size);
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/**
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* Sets the size of the building, using size and direction as guidance.
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* Any custom extents set for the building will be cleared if the size passed in
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* as guidance cannot be applied to the building.
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* Returns true if the building can be created at its position, using that size.
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*/
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DFHACK_EXPORT bool setSize(df::building *bld, df::coord2d size, int direction = 0);
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/**
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* Decodes the size of the building into pos and size.
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*/
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DFHACK_EXPORT std::pair<df::coord,df::coord2d> getSize(df::building *bld);
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/**
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* Constructs an abstract building, i.e. stockpile or civzone.
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*/
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DFHACK_EXPORT bool constructAbstract(df::building *bld);
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/**
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* Initiates construction of the building, using specified items as inputs.
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* Returns true if success.
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*/
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DFHACK_EXPORT bool constructWithItems(df::building *bld, std::vector<df::item*> items);
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/**
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* Initiates construction of the building, using specified item filters.
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* Assumes immediate ownership of the item objects, and deletes them in case of error.
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* Returns true if success.
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*/
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DFHACK_EXPORT bool constructWithFilters(df::building *bld, std::vector<df::job_item*> items);
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/**
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* Deconstructs or queues deconstruction of a building.
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* Returns true if the building has been destroyed instantly.
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*/
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DFHACK_EXPORT bool deconstruct(df::building *bld);
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/**
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* Determines whether this building is marked for removal.
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*/
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DFHACK_EXPORT bool markedForRemoval(df::building *bld);
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/**
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* Rebuilds a civzones building associations after it has been modified
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*/
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DFHACK_EXPORT void notifyCivzoneModified(df::building* bld);
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void updateBuildings(color_ostream& out, void* ptr);
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void clearBuildings(color_ostream& out);
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/**
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* If the building is a room, returns a description including quality modifiers, e.g. "Royal Bedroom".
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* Otherwise, returns an empty string.
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*
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* The unit argument is passed through to DF and may modify the room's value depending on the unit given.
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*/
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DFHACK_EXPORT std::string getRoomDescription(df::building *building, df::unit *unit = nullptr);
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/**
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* Iterates over the items stored on a stockpile.
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* (For stockpiles with containers, yields the containers, not their contents.)
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*
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* Usage:
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*
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* Buildings::StockpileIterator stored;
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* for (stored.begin(stockpile); !stored.done(); ++stored) {
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* df::item *item = *stored;
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* }
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*
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* Implementation detail: Uses tile blocks for speed.
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* For each tile block that contains at least part of the stockpile,
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* starting at the top left and moving right, row by row,
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* the block's items are checked for anything on the ground within that stockpile.
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*/
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class DFHACK_EXPORT StockpileIterator
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{
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df::building_stockpilest* stockpile;
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df::map_block* block;
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size_t current;
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df::item *item;
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public:
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using iterator_category = std::input_iterator_tag;
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using value_type = df::item*;
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using difference_type = std::ptrdiff_t;
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using pointer = df::item**;
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using reference = df::item*&;
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StockpileIterator() {
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stockpile = NULL;
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block = NULL;
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item = NULL;
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}
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StockpileIterator& operator++();
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void begin(df::building_stockpilest* sp) {
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stockpile = sp;
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operator++();
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}
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df::item* operator*() {
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return item;
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}
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bool done() {
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return block == NULL;
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}
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};
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/**
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* Collects items stored on a stockpile into a vector.
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*/
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DFHACK_EXPORT void getStockpileContents(df::building_stockpilest *stockpile, std::vector<df::item*> *items);
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DFHACK_EXPORT bool isActivityZone(df::building * building);
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DFHACK_EXPORT bool isPenPasture(df::building * building);
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DFHACK_EXPORT bool isPitPond(df::building * building);
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DFHACK_EXPORT bool isActive(df::building * building);
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DFHACK_EXPORT bool isAnimalTraining(df::building * building);
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DFHACK_EXPORT df::building* findPenPitAt(df::coord coord);
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/**
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* Returns the units currently in the given cage
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*/
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DFHACK_EXPORT bool getCageOccupants(df::building_cagest *cage, std::vector<df::unit*> &units);
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/**
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* Finalizes a new building into the world
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*/
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DFHACK_EXPORT void completebuild(df::building* bld, char in_play);
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}
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}
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