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GameBuildings.h
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GameBuildings.h
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#pragma once
#include "common.h"
#include "BuildingConfiguration.h"
/*
* extension to building_type enum from DFHack
*/
#define BUILDINGTYPE_NA (df::building_type) -1
#define BUILDINGTYPE_TREE (df::building_type) 998
#define BUILDINGTYPE_BLACKBOX (df::building_type) 999
//int TileNeighbourhoodType_simple(WorldSegment* segment, Tile* b, bool validationFuctionProc(Tile*) );
int getBuildingSprite(Buildings::t_building &building, bool mirrored);
void ReadBuildingsToSegment(DFHack::Core& DF, WorldSegment* segment);
void MergeBuildingsToSegment(vector<Buildings::t_building>* buildings, WorldSegment* segment);
void loadBuildingSprites( Tile* b);
void ReadBuildings(DFHack::Core& DF, vector<Buildings::t_building>* buildingHolder);
bool TileHasSuspendedBuilding(vector<Buildings::t_building>* buildingList, Tile* b);
dirTypes findWallCloseTo(WorldSegment* segment, Tile* b);
//extern vector<BuildingConfiguration> buildingTypes;
//extern vector <string> v_buildingtypes;