forked from DFHack/dfhack
-
Notifications
You must be signed in to change notification settings - Fork 0
/
DFHackAPI.h
249 lines (207 loc) · 11.2 KB
/
DFHackAPI.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
/*
www.sourceforge.net/projects/dfhack
Copyright (c) 2009 Petr Mrázek (peterix), Kenneth Ferland (Impaler[WrG]), dorf
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef SIMPLEAPI_H_INCLUDED
#define SIMPLEAPI_H_INCLUDED
#include "Tranquility.h"
#include "Export.h"
#include <string>
#include <vector>
#include <map>
#include "integers.h"
#include "DFTileTypes.h"
#include "DFTypes.h"
#include "DFWindow.h"
namespace DFHack
{
class memory_info;
class Process;
class DFHACK_EXPORT API
{
class Private;
Private * const d;
public:
API(const std::string path_to_xml);
~API();
bool Attach();
bool Detach();
bool isAttached();
//true if paused, false if not
bool ReadPauseState();
// read the DF menu view state (stock screen, unit screen, other screens
bool ReadViewScreen(t_viewscreen &);
// read the DF menu state (designation menu ect)
uint32_t ReadMenuState();
// stop DF from executing
bool Suspend();
// stop DF from executing, asynchronous, use with polling
bool AsyncSuspend();
// resume DF
bool Resume();
/**
* Force resume
* be careful with this one
*/
bool ForceResume();
bool isSuspended();
/**
* Matgloss. next four methods look very similar. I could use two and move the processing one level up...
* I'll keep it like this, even with the code duplication as it will hopefully get more features and separate data types later.
* Yay for nebulous plans for a rock survey tool that tracks how much of which metal could be smelted from available resorces
*/
bool ReadStoneMatgloss(std::vector<t_matgloss> & output);
bool ReadWoodMatgloss (std::vector<t_matgloss> & output);
bool ReadMetalMatgloss(std::vector<t_matgloss> & output);
bool ReadPlantMatgloss(std::vector<t_matgloss> & output);
bool ReadPlantMatgloss (std::vector<t_matglossPlant> & plants);
bool ReadCreatureMatgloss(std::vector<t_matgloss> & output);
// read region surroundings, get their vectors of geolayers so we can do translation (or just hand the translation table to the client)
// returns an array of 9 vectors of indices into stone matgloss
/**
Method for reading the geological surrounding of the currently loaded region.
assign is a reference to an array of nine vectors of unsigned words that are to be filled with the data
array is indexed by the BiomeOffset enum
I omitted resolving the layer matgloss in this API, because it would
introduce overhead by calling some method for each tile. You have to do it
yourself. First get the stuff from ReadGeology and then for each block get
the RegionOffsets. For each tile get the real region from RegionOffsets and
cross-reference it with the geology stuff (region -- array of vectors, depth --
vector). I'm thinking about turning that Geology stuff into a
two-dimensional array with static size.
this is the algorithm for applying matgloss:
void DfMap::applyGeoMatgloss(Block * b)
{
// load layer matgloss
for(int x_b = 0; x_b < BLOCK_SIZE; x_b++)
{
for(int y_b = 0; y_b < BLOCK_SIZE; y_b++)
{
int geolayer = b->designation[x_b][y_b].bits.geolayer_index;
int biome = b->designation[x_b][y_b].bits.biome;
b->material[x_b][y_b].type = Mat_Stone;
b->material[x_b][y_b].index = v_geology[b->RegionOffsets[biome]][geolayer];
}
}
}
*/
bool ReadGeology( std::vector < std::vector <uint16_t> >& assign );
/*
* BLOCK DATA
*/
/// allocate and read pointers to map blocks
bool InitMap();
/// destroy the mapblock cache
bool DestroyMap();
/// get size of the map in tiles
void getSize(uint32_t& x, uint32_t& y, uint32_t& z);
/**
* Return false/0 on failure, buffer allocated by client app, 256 items long
*/
bool isValidBlock(uint32_t blockx, uint32_t blocky, uint32_t blockz);
/**
* Get the address of a block or 0 if block is not valid
*/
uint32_t getBlockPtr (uint32_t blockx, uint32_t blocky, uint32_t blockz);
bool ReadBlock40d(uint32_t blockx, uint32_t blocky, uint32_t blockz, mapblock40d * buffer);
bool ReadTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint16_t *buffer); // 256 * sizeof(uint16_t)
bool WriteTileTypes(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint16_t *buffer); // 256 * sizeof(uint16_t)
bool ReadDesignations(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t)
bool WriteDesignations (uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer);
bool ReadOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t)
bool WriteOccupancy(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint32_t *buffer); // 256 * sizeof(uint32_t)
bool ReadDirtyBit(uint32_t blockx, uint32_t blocky, uint32_t blockz, bool &dirtybit);
bool WriteDirtyBit(uint32_t blockx, uint32_t blocky, uint32_t blockz, bool dirtybit);
/// read region offsets of a block
bool ReadRegionOffsets(uint32_t blockx, uint32_t blocky, uint32_t blockz, uint8_t *buffer); // 16 * sizeof(uint8_t)
/// read aggregated veins of a block
bool ReadVeins(uint32_t blockx, uint32_t blocky, uint32_t blockz, std::vector <t_vein> & veins, std::vector <t_frozenliquidvein>& ices);
/**
* Buildings, constructions, plants, all pretty straighforward. InitReadBuildings returns all the building types as a mapping between a numeric values and strings
*/
bool InitReadConstructions( uint32_t & numconstructions );
bool ReadConstruction(const int32_t index, t_construction & construction);
void FinishReadConstructions();
bool InitReadBuildings ( uint32_t & numbuildings );
bool ReadBuilding(const int32_t index, t_building & building);
void FinishReadBuildings();
bool InitReadVegetation( uint32_t & numplants );
bool ReadVegetation(const int32_t index, t_tree_desc & shrubbery);
void FinishReadVegetation();
bool InitReadCreatures( uint32_t & numcreatures );
/// returns index of creature actually read or -1 if no creature can be found
int32_t ReadCreatureInBox(const int32_t index, t_creature & furball,
const uint16_t x1, const uint16_t y1,const uint16_t z1,
const uint16_t x2, const uint16_t y2,const uint16_t z2);
bool ReadCreature(const int32_t index, t_creature & furball);
void FinishReadCreatures();
void ReadRaw (const uint32_t offset, const uint32_t size, uint8_t *target);
void WriteRaw (const uint32_t offset, const uint32_t size, uint8_t *source);
bool InitViewAndCursor();
bool InitReadNotes( uint32_t & numnotes );
bool ReadNote(const int32_t index, t_note & note);
void FinishReadNotes();
bool InitReadSettlements( uint32_t & numsettlements );
bool ReadSettlement(const int32_t index, t_settlement & settlement);
bool ReadCurrentSettlement(t_settlement & settlement);
void FinishReadSettlements();
bool InitReadHotkeys( );
bool ReadHotkeys(t_hotkey hotkeys[]);
bool getViewCoords (int32_t &x, int32_t &y, int32_t &z);
bool setViewCoords (const int32_t x, const int32_t y, const int32_t z);
bool getCursorCoords (int32_t &x, int32_t &y, int32_t &z);
bool setCursorCoords (const int32_t x, const int32_t y, const int32_t z);
/// This returns false if there is nothing under the cursor, it puts the addresses in a vector if there is
bool getCurrentCursorCreatures(std::vector<uint32_t> &addresses);
bool InitViewSize();
bool getWindowSize(int32_t & width, int32_t & height);
/* unimplemented
bool setWindowSize(const int32_t & width, const int32_t & height);
*/
bool getItemIndexesInBox(std::vector<uint32_t> &indexes,
const uint16_t x1, const uint16_t y1, const uint16_t z1,
const uint16_t x2, const uint16_t y2, const uint16_t z2);
/*
// FIXME: add a real creature class, move these
string getLastName(const uint32_t &index, bool);
string getSquadName(const uint32_t &index, bool);
string getProfession(const uint32_t &index);
string getCurrentJob(const uint32_t &index);
vector<t_skill> getSkills(const uint32_t &index);
vector<t_trait> getTraits(const uint32_t &index);
vector<t_labor> getLabors(const uint32_t &index);
*/
bool InitReadNameTables (std::map< std::string, std::vector<std::string> > & nameTable);
void FinishReadNameTables();
std::string TranslateName(const t_lastname & last, const std::map< std::string, std::vector< std::string > > &nameTable,const std::string & language="GENERIC");
std::string TranslateName(const t_squadname & squad, const std::map< std::string, std::vector< std::string > > &nameTable,const std::string & language="GENERIC");
std::string TranslateName (const int names[], int size, const std::map<std::string, std::vector<std::string> > &nameTable, const std::string & language="GENERIC");
void WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS]);
bool InitReadItems(uint32_t & numitems);
bool ReadItem(const uint32_t index, t_item & item);
void FinishReadItems();
memory_info *getMemoryInfo();
Process * getProcess();
DFWindow * getWindow();
/*
// FIXME: BAD!
bool ReadAllMatgloss(vector< vector< string > > & all);
*/
bool ReadItemTypes(std::vector< std::vector< t_itemType > > & itemTypes);
};
} // namespace DFHack
#endif // SIMPLEAPI_H_INCLUDED