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GameBuildings.cpp
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GameBuildings.cpp
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#include "common.h"
#include "WorldSegment.h"
#include "SpriteMaps.h"
#include "GameBuildings.h"
#include "Constructions.h"
#include "BuildingConfiguration.h"
#include "ContentLoader.h"
#include "GUI.h"
#include "MapLoading.h"
#include "df/buildings_other_id.h"
#include "df/building_wellst.h"
#include "df/item_constructed.h"
#include "df/itemimprovement.h"
#include "df/itemimprovement_threadst.h"
using df::global::world;
bool tileHasBridge(Tile* b)
{
if(!b) {
return 0;
}
return b->building.type == df::enums::building_type::Bridge;
}
dirTypes findWallCloseTo(WorldSegment* segment, Tile* b)
{
uint32_t x,y,z;
x = b->x;
y = b->y;
z = b->z;
bool n = hasWall( segment->getTileRelativeTo( x, y, z, eUp) );
bool s = hasWall( segment->getTileRelativeTo( x, y, z, eDown) );
bool w = hasWall( segment->getTileRelativeTo( x, y, z, eLeft) );
bool e = hasWall( segment->getTileRelativeTo( x, y, z, eRight) );
if(w) {
return eSimpleW;
}
if(n) {
return eSimpleN;
}
if(s) {
return eSimpleS;
}
if(e) {
return eSimpleE;
}
return eSimpleSingle;
}
void ReadBuildings(DFHack::Core& DF, vector<Buildings::t_building>* buildingHolder)
{
if(ssConfig.skipBuildings) {
return;
}
if(!buildingHolder) {
return;
}
vector<string> dummy;
Buildings::t_building tempbuilding;
df::buildings_other_id types = df::buildings_other_id::IN_PLAY;
for (int i = 0; i < world->buildings.other[types].size(); i++) {
Core & c = Core::getInstance();
df::building *bld = world->buildings.other[types][i];
tempbuilding.x1 = bld->x1;
tempbuilding.x2 = bld->x2;
tempbuilding.y1 = bld->y1;
tempbuilding.y2 = bld->y2;
tempbuilding.z = bld->z;
tempbuilding.material.index = bld->mat_index;
tempbuilding.material.type = bld->mat_type;
tempbuilding.type = bld->getType();
tempbuilding.subtype = bld->getSubtype();
tempbuilding.custom_type = bld->getCustomType();
tempbuilding.origin = bld;
buildingHolder->push_back(tempbuilding);
}
}
void MergeBuildingsToSegment(vector<Buildings::t_building>* buildings, WorldSegment* segment)
{
uint32_t numBuildings = (uint32_t)buildings->size();
for(uint32_t i=0; i < numBuildings; i++) {
Buildings::t_building* copiedbuilding = new Buildings::t_building();
memcpy(copiedbuilding, &((*buildings)[i]), sizeof(Buildings::t_building));
segment->PushBuilding(copiedbuilding);
//int bheight = tempbuilding.y2 - tempbuilding.y1;
for(uint32_t yy = copiedbuilding->y1; yy <= copiedbuilding->y2; yy++) {
for(uint32_t xx = copiedbuilding->x1; xx <= copiedbuilding->x2; xx++) {
int z2 = copiedbuilding->z;
//if it's a well, add the bucket status.
if(copiedbuilding->type == df::enums::building_type::Well) {
auto well_building = virtual_cast<df::building_wellst>(copiedbuilding->origin);
if(well_building)
z2 = well_building->bucket_z;
}
for(uint32_t zz = copiedbuilding->z; zz >= z2; zz--) {
if(copiedbuilding->type == df::enums::building_type::Civzone ||
copiedbuilding->type == df::enums::building_type::Stockpile ||
copiedbuilding->type == df::enums::building_type::FarmPlot) {
df::coord2d t;
t.x = xx;
t.y = yy;
if(!Buildings::containsTile(copiedbuilding->origin,t))
continue;
}
Tile* b = segment->getTile( xx, yy, zz);
if(!b) {
b = segment->ResetTile(xx, yy, zz, tiletype::OpenSpace);
if(!b) {
continue;
}
}
//want hashtable :(
// still need to test for b, because of ramp/building overlap
//handle special case where zones and stockpiles overlap buildings, and try to replace them
if(b->building.type != BUILDINGTYPE_NA &&
copiedbuilding->type == df::enums::building_type::Civzone ) {
continue;
}
if(b->building.type != BUILDINGTYPE_NA &&
copiedbuilding->type == df::enums::building_type::Stockpile ) {
continue;
}
b->building.type = copiedbuilding->type;
b->building.info = copiedbuilding;
b->building.special = 0;
switch (b->building.type){
case df::enums::building_type::Well:
// copy down well information
if(copiedbuilding->z == z2)
b->building.special = 0;
else if(zz == copiedbuilding->z)
b->building.special = 1;
else if(zz == z2)
b->building.special = 2;
else b->building.special = 3;
break;
case df::enums::building_type::Construction:
// change tile type to display the construction
if(ssConfig.show_designations) {
readConstructionsToTile( b, copiedbuilding );
continue;
}
break;
default:
break;
}
//add building components.
auto Actual_building = virtual_cast<df::building_actual>(b->building.info->origin);
if(Actual_building){
for(int index = 0; index < Actual_building->contained_items.size(); index++) {
if(Actual_building->contained_items[index]->use_mode != 2)
break;
worn_item item_matt;
df::item * item = Actual_building->contained_items[index]->item;
if(b->building.type == df::enums::building_type::FarmPlot) {
if(item->pos.x == xx && item->pos.y == yy && item->pos.z == zz) {
if(item->getType() == df::enums::item_type::SEEDS) {
b->building.special = 1;
}
else if(item->getType() == df::enums::item_type::PLANT) {
b->building.special = 2;
}
}
else continue;
}
item_matt.matt.type = item->getActualMaterial();
item_matt.matt.index = item->getActualMaterialIndex();
if(item->isDyed()) {
auto Constructed_Item = virtual_cast<df::item_constructed>(item);
if(Constructed_Item) {
for(int idex = 0; idex < Constructed_Item->improvements.size(); idex++) {
if(!Constructed_Item->improvements[idex]) {
continue;
}
if(Constructed_Item->improvements[idex]->getType() != improvement_type::THREAD) {
continue;
}
auto Improvement_Thread = virtual_cast<df::itemimprovement_threadst>(Constructed_Item->improvements[idex]);
if(!Improvement_Thread) {
continue;
}
item_matt.dyematt.type = Improvement_Thread->dye.mat_type;
item_matt.dyematt.index = Improvement_Thread->dye.mat_index;
}
}
}
b->building.constructed_mats.push_back(item_matt);
}
}
}
}
}
}
}
void loadBuildingSprites ( Tile* b)
{
bool foundTileBuildingInfo = false;
if (b == NULL) {
LogError("Null Tile skipped in loadBuildingSprites\n");
return;
}
BuildingConfiguration* generic = NULL, *specific = NULL, *custom = NULL;
for(auto iter = contentLoader->buildingConfigs.begin(); iter < contentLoader->buildingConfigs.end(); iter++) {
BuildingConfiguration & conf = *iter;
if(b->building.type == conf.game_type) {
generic = &conf;
if(b->building.info && b->building.info->subtype == conf.game_subtype) {
specific = &conf;
if(b->building.info->custom_type == conf.game_custom) {
custom = &conf;
}
}
}
}
BuildingConfiguration * final = custom?custom:(specific?specific:(generic?generic:NULL));
//check all sprites for one that matches all conditions
if (final && final->sprites != NULL && final->sprites->copyToTile(b)) {
foundTileBuildingInfo = true;
}
//add yellow box, if needed. But only if the building was not found (this way we can have blank slots in buildings)
if(b->building.sprites.size() == 0 && foundTileBuildingInfo == false) {
c_sprite unknownBuildingSprite;
unknownBuildingSprite.reset();
b->building.sprites.push_back( unknownBuildingSprite );
}
}
///*TODO: this function takes a massive amount of work, looping all buildings for every tile*/
//bool TileHasSuspendedBuilding(vector<Buildings::t_building>* buildingList, Tile* b)
//{
// uint32_t num = (uint32_t)buildingList->size();
// for(uint32_t i=0; i < num; i++) {
// Buildings::t_building* building = &(*buildingList)[i];
//
// //boundry check
// if(b->z != building->z) {
// continue;
// }
// if(b->x < building->x1 || b->x > building->x2) {
// continue;
// }
// if(b->y < building->y1 || b->y > building->y2) {
// continue;
// }
//
// if(building->type == df::enums::building_type::Bridge) {
// return true;
// }
// if(building->type == df::enums::building_type::Civzone) {
// return true;
// }
// }
// return false;
//}