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commonTypes.h
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commonTypes.h
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#pragma once
#include "common.h"
#include "SpriteColors.h"
#include "df/enabler.h"
#include "df/graphic.h"
enum ShadeBy {
ShadeNone,
ShadeXml,
ShadeNamed,
ShadeMat,
ShadeLayer,
ShadeVein,
ShadeMatFore,
ShadeMatBack,
ShadeLayerFore,
ShadeLayerBack,
ShadeVeinFore,
ShadeVeinBack,
ShadeBodyPart,
ShadeJob,
ShadeBlood,
ShadeBuilding,
ShadeGrass,
ShadeItem,
ShadeEquip,
ShadeWood,
ShadeGrowth
} ;
enum hairstyles {
hairstyles_invalid = -1,
NEATLY_COMBED,
BRAIDED,
DOUBLE_BRAID,
PONY_TAILS,
CLEAN_SHAVEN,
hairstyles_end
};
enum hairtypes {
hairtypes_invalid = -1,
HAIR,
BEARD,
MOUSTACHE,
SIDEBURNS,
hairtypes_end
};
struct t_subSprite {
int32_t sheetIndex;
int32_t fileIndex;
ALLEGRO_COLOR shadeColor;
ShadeBy shadeBy;
char bodyPart[128];
uint8_t snowMin;
uint8_t snowMax;
} ;
struct t_SpriteWithOffset {
int32_t sheetIndex;
int16_t x;
int16_t y;
int32_t fileIndex;
uint8_t numVariations;
char animFrames;
ALLEGRO_COLOR shadeColor;
bool needOutline;
std::vector<t_subSprite> subSprites;
ShadeBy shadeBy;
char bodyPart[128];
uint8_t snowMin;
uint8_t snowMax;
} ;
typedef struct Crd2D {
int32_t x,y;
} Crd2D;
typedef struct Crd3D {
int32_t x,y,z;
} Crd3D;
class dfColors
{
public:
dfColors() {
memset(colors, 0, sizeof(colors));
update();
}
struct color {
uint8_t red;
uint8_t green;
uint8_t blue;
ALLEGRO_COLOR al;
void update() {
al = al_map_rgb(red,green,blue);
}
} colors[16];
enum color_name {
black,
blue,
green,
cyan,
red,
magenta,
brown,
lgray,
dgray,
lblue,
lgreen,
lcyan,
lred,
lmagenta,
yellow,
white
};
void update() {
for (int i = 0; i < 16; i++) {
colors[i].update();
}
}
color & operator [] (color_name col) {
return colors[col];
}
ALLEGRO_COLOR getDfColor(int color, bool useDfColors) {
if(color < 0 || color >= 16) {
return al_map_rgb(255,255,255);
}
if (useDfColors)
{
return al_map_rgb_f(df::global::gps->ccolor[color][0], df::global::gps->ccolor[color][1], df::global::gps->ccolor[color][2]);
}
return colors[ (color_name) color].al;
}
ALLEGRO_COLOR getDfColor(int color, int bright, bool useDfColors) {
return getDfColor(color + (bright * 8), useDfColors);
}
};
struct GameConfiguration {
bool overlay_mode;
bool show_zones;
bool show_stockpiles;
bool show_designations;
bool show_osd;
bool show_keybinds;
bool single_layer_view;
bool shade_hidden_tiles;
bool show_hidden_tiles;
bool show_creature_names;
bool names_use_nick;
bool names_use_species;
bool show_all_creatures;
bool load_ground_materials;
bool hide_outer_tiles;
bool debug_mode;
int lift_segment_offscreen_x;
int lift_segment_offscreen_y;
uint8_t truncate_walls;
bool verbose_logging;
int viewXoffset;
int viewYoffset;
int viewZoffset;
bool track_screen_center;
int automatic_reload_time;
int automatic_reload_step;
int animation_step;
int fontsize;
ALLEGRO_PATH * font;
bool Fullscreen;
bool show_intro;
ALLEGRO_COLOR fogcol;
ALLEGRO_COLOR backcol;
bool fogenable;
bool follow_DFcursor;
enum trackingmode : uint8_t {
TRACKING_NONE,
TRACKING_CENTER,
TRACKING_FOCUS,
TRACKING_INVALID
};
trackingmode track_mode;
int bitmapHolds;
bool saveImageCache;
bool cache_images;
int imageCacheSize;
bool useDfColors;
dfColors colors;
bool opengl;
bool directX;
bool software;
uint32_t menustate;
//DFHack::t_viewscreen viewscreen;
bool spriteIndexOverlay;
bool creditScreen;
int currentSpriteOverlay;
bool dayNightCycle;
bool show_creature_moods;
bool show_creature_jobs;
uint8_t show_creature_professions;
bool transparentScreenshots;
bool fog_of_war;
bool occlusion;
bool tile_count;
uint8_t bloodcutoff;
uint8_t poolcutoff;
//follows are anti-crash things
bool skipWorld;
bool skipCreatures;
bool skipCreatureTypes;
bool skipCreatureTypesEx;
bool skipDescriptorColors;
bool skipBuildings;
bool skipVegetation;
bool skipConstructions;
bool skipMaps;
bool skipInorganicMats;
bool skipOrganicMats;
//following are threading stuff
ALLEGRO_COND * readCond;
ALLEGRO_THREAD * readThread;
bool threadmade;
bool threadstarted;
bool threading_enable;
int platecount;
int zoom;
float scale;
};
struct GameState{
//properties of the currently viewed portion of the segment
Crd3D Position;
int Rotation;
//the size of the next segment to load, and the map region
Crd3D Size;
Crd3D RegionDim;
//position of the cursor
Crd3D dfCursor;
//position of the selection cursor
Crd3D dfSelection;
//the width and height of the stonesense window
int ScreenW;
int ScreenH;
};
struct FrameTimers{
float read_time;
float beautify_time;
float assembly_time;
float draw_time;
float overlay_time;
clock_t prev_frame_time;
float frame_total;
};
struct SS_Item {
DFHack::t_matglossPair item;
DFHack::t_matglossPair matt;
DFHack::t_matglossPair dyematt;
};
struct worn_item {
DFHack::t_matglossPair matt;
DFHack::t_matglossPair dyematt;
int8_t rating;
worn_item();
};
struct unit_inventory {
//[item_type][item_subtype][item_number]
std::vector<std::vector<std::vector<worn_item>>> item;
};
struct SS_Unit{
df::unit * origin;
uint16_t profession;
std::string custom_profession;
int32_t squad_leader_id;
uint32_t nbcolors;
uint32_t color[DFHack::Units::MAX_COLORS];
hairstyles hairstyle[hairtypes_end];
uint32_t hairlength[hairtypes_end];
bool isLegend;
std::unique_ptr<unit_inventory> inv;
};