427 lines
12 KiB
C++
427 lines
12 KiB
C++
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// Burn a hole straight to hell!
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#include <stdlib.h>
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#include <time.h>
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#include <iostream>
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#include <vector>
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#include <map>
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#include <stddef.h>
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#include <assert.h>
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#include <math.h>
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#include <stdlib.h>
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using namespace std;
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#include <DFHack.h>
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#include <dfhack/DFTileTypes.h>
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#include <dfhack/modules/Gui.h>
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using namespace DFHack;
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#ifdef LINUX_BUILD
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#include <unistd.h>
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void waitmsec (int delay)
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{
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usleep(delay);
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}
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#else
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#include <windows.h>
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void waitmsec (int delay)
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{
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Sleep(delay);
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}
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#endif
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int main (void)
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{
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srand ( time(NULL) );
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int64_t n;
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uint32_t x_max,y_max,z_max;
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//The Tile Type to use for the walls lining the hole
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//263 is semi-molten rock, 331 is obsidian
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uint32_t whell=263, wmolten=263, wmagma=331, wcave=331;
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//The Tile Type to use for the hole's floor at bottom of the map
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//35 is chasm, 42 is eerie pit , 340 is obsidian floor
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uint32_t floor=35, cap=340;
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//Should tiles be revealed?
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int reveal=0;
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//Pattern to dig
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unsigned char pattern[16][16] = {0,};
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{
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//Calculate a randomized circle.
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//These values found through experimentation.
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int radius=6;
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int x=0, y=0;
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for(y=-radius; y<=radius; ++y){
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for(x=-radius; x<=radius; ++x){
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if(x*x+y*y <= radius*radius + (rand()&31) ){
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pattern[7+x][7+y]=1;
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}
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}
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}
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//Post-process to figure out where to put walls.
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for(y=0;y<16;++y){
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for(x=0;x<16;++x){
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if( 1==pattern[x][y] ){
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//No hole at edges.
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if( x<1 || x>14 || y<1 || y>14 ){
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pattern[x][y]=2;
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}
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}else if( 0==pattern[x][y] ){
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//check neighbors
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if( x>0 && y>0 && 1==pattern[x-1][y-1] ){ pattern[x][y]=2; continue; }
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if( x>0 && 1==pattern[x-1][y ] ){ pattern[x][y]=2; continue; }
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if( y>0 && 1==pattern[x ][y-1] ){ pattern[x][y]=2; continue; }
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if( x<15 && 1==pattern[x+1][y ] ){ pattern[x][y]=2; continue; }
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if( x<15&& y>0 && 1==pattern[x+1][y-1] ){ pattern[x][y]=2; continue; }
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if( x<15&& y<15&& 1==pattern[x+1][y+1] ){ pattern[x][y]=2; continue; }
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if( y<15&& 1==pattern[x ][y+1] ){ pattern[x][y]=2; continue; }
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if( x>0 && y<15&& 1==pattern[x-1][y+1] ){ pattern[x][y]=2; continue; }
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}
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}
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}
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//Final pass, makes sure that somewhere random gets a vertical pillar of rock which is safe
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//to dig stairs down, to permit access to anywhere within the pit from the top.
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for(x=0, y=0; 1!=pattern[x][y]; x=rand()&15, y=rand()&15 ){}
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pattern[x][y]=3;
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#if 0
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cout << endl;
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//Print the pattern (debugging)
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for(y=0;y<16;++y){
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for(x=0;x<16;++x){
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printf("%d",pattern[x][y]);
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}
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cout << endl;
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}
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cout << endl;
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cin.ignore();
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return 0;
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#endif
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}
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DFHack::ContextManager DFMgr("Memory.xml");
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DFHack::Context *DF = DFMgr.getSingleContext();
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//Message of intent
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cout <<
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"DF Hell Hole" << endl <<
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"This program will instantly dig a hole through hell, wherever your cursor is." << endl <<
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"This can not be undone! End program now if you don't want hellish fun." << endl
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;
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cin.ignore();
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//Init
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try
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{
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DF->Attach();
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}
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catch (exception& e)
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{
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cerr << e.what() << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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// init the map
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DFHack::Maps *Mapz = DF->getMaps();
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if(!Mapz->Start())
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{
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cerr << "Can't init map. Exiting." << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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Mapz->getSize(x_max,y_max,z_max);
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//Get cursor
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int32_t cursorX, cursorY, cursorZ;
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DFHack::Position *Pos = DF->getPosition();
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Pos->getCursorCoords(cursorX,cursorY,cursorZ);
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if(-30000==cursorX){
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cout << "No cursor position found. Exiting." << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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//Block coordinates
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int32_t bx=cursorX/16, by=cursorY/16, bz=cursorZ;
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//Tile coordinates within block
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int32_t tx=cursorX%16, ty=cursorY%16, tz=cursorZ;
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/*
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//Access the DF interface to pause the game.
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//Copied from the reveal tool.
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DFHack::Gui *Gui =DF->getGui();
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cout << "Pausing..." << endl;
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Gui->SetPauseState(true);
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DF->Resume();
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waitmsec(1000);
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DF->Suspend();
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*/
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//Verify that every z-level at this location exists.
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for(uint32_t z = 0; z<= bz ;z++){
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if( ! Mapz->isValidBlock(bx,by,z) ){
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cout << "This block does't exist yet!" << endl << "Designate the lowest level for digging to make DF allocate the block, then try again." << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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}
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//Get all the map features.
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vector<DFHack::t_feature> global_features;
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if(!Mapz->ReadGlobalFeatures(global_features)){
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cout << "Couldn't load global features! Probably a version problem." << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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std::map <DFHack::planecoord, std::vector<DFHack::t_feature *> > local_features;
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if(!Mapz->ReadLocalFeatures(local_features)){
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cout << "Couldn't load local features! Probably a version problem." << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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//Get info on current tile, to determine how to generate the pit
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mapblock40d topblock;
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Mapz->ReadBlock40d( bx, by, bz , &topblock );
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//Related block info
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planecoord pc;
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pc.dim.x=bx; pc.dim.y=by;
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mapblock40d block;
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const TileRow * tp;
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t_designation * d;
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//From top to bottom, dig this dude.
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//Top level, cap.
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Mapz->ReadBlock40d( bx, by, bz , &block );
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for(uint32_t x=0;x<16;++x){
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for(uint32_t y=0;y<16;++y){
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if(pattern[x][y]){
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tp = getTileTypeP(block.tiletypes[x][y]);
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d = &block.designation[x][y];
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//Only modify this level if it's 'empty'
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if( EMPTY != tp->c && RAMP_TOP != tp->c && STAIR_DOWN != tp->c && DFHack::TILE_STREAM_TOP != tp->s) continue;
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//Need a floor for empty space.
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if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
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//Always clear the dig designation.
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d->bits.dig=designation_no;
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//unlock fluids, so they fall down the pit.
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d->bits.flow_forbid = d->bits.liquid_static=0;
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block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
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//Remove aquifer, to prevent bugginess
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d->bits.water_table=0;
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//Set the tile.
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block.tiletypes[x][y] = cap + rand()%4;
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}
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}
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}
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//Write the block.
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Mapz->WriteBlockFlags(bx,by,bz, block.blockflags );
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Mapz->WriteDesignations(bx,by,bz, &block.designation );
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Mapz->WriteTileTypes(bx,by,bz, &block.tiletypes );
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Mapz->WriteDirtyBit(bx,by,bz,1);
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//All levels in between.
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uint32_t t;
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for(uint32_t z = bz-1; z>0 ; --z){
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cout << z << endl;
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assert( Mapz->isValidBlock(bx,by,z) );
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if(!Mapz->ReadBlock40d( bx, by, z , &block )){
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cout << "Bad block! " << bx << "," << by << "," << z;
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}
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for(uint32_t x=0;x<16;++x){
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for(uint32_t y=0;y<16;++y){
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t=0;
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tp = getTileTypeP(block.tiletypes[x][y]);
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d = &block.designation[x][y];
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//Border or space?
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switch(pattern[x][y]){
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case 0:
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continue;
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break;
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case 1:
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//Empty Space
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t=32;
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//d->bits.light = topblock.designation[x][y].bits.light;
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//d->bits.skyview = topblock.designation[x][y].bits.skyview;
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//d->bits.subterranean = topblock.designation[x][y].bits.subterranean;
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//Erase special markers
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d->bits.feature_global = d->bits.feature_local = 0;
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break;
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case 2:
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//Border.
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//First guess based on current material
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switch( tp->m ){
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case OBSIDIAN:
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t=wmagma;
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break;
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case MAGMA:
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t=wmolten;
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break;
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case HFS:
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t=whell;
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break;
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case VEIN:
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t=440; //Solid vein block
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break;
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case FEATSTONE:
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t=335; //Solid feature stone block
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break;
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default:
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t=wcave;
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}
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//If the tile already is a feature, or if it is a vein, we're done.
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//Otherwise, adopt block features.
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if( VEIN!=tp->m && !d->bits.feature_global && !d->bits.feature_local ){
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//Local Feature?
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if( block.local_feature > -1 ){
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switch( n=local_features[pc][block.local_feature]->type ){
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case feature_Adamantine_Tube:
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case feature_Underworld:
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case feature_Hell_Temple:
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//Whatever the feature is made of. "featstone wall"
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d->bits.feature_local = 1;
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t=335;
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break;
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default:
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//something here. for debugging, it may be interesting to know.
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if(n) cout << '(' << n << ')';
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}
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}
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//Global Feature?
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else if(block.global_feature > -1 ){
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switch( n=global_features[block.global_feature].type ){
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case feature_Adamantine_Tube:
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case feature_Underworld:
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case feature_Hell_Temple:
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//Whatever the feature is made of. "featstone wall"
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d->bits.feature_global = 1;
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t=335;
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break;
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default:
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//something here. for debugging, it may be interesting to know.
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if(n) cout << '[' << n << ']';
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}
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}
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}
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//Erase any liquids, as they cause problems.
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d->bits.flow_size=0;
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d->bits.liquid_character = liquid_fresh;
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d->bits.liquid_type=liquid_water;
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break;
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case 3:
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//Special wall, always sets to obsidian, to give a stairway
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t=331;
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//Erase special markers
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d->bits.feature_global = d->bits.feature_local = 0;
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//Erase any liquids, as they cause problems.
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d->bits.flow_size=0;
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d->bits.liquid_character = liquid_fresh;
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d->bits.liquid_type=liquid_water;
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break;
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default:
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cout << ".err,bad pattern.";
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}
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//For all tiles.
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if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
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//Always clear the dig designation.
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d->bits.dig=designation_no;
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//unlock fluids, so they fall down the pit.
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d->bits.flow_forbid = d->bits.liquid_static=0;
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block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
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//Remove aquifer, to prevent bugginess
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d->bits.water_table=0;
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//Set the tile.
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block.tiletypes[x][y] = t;
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}
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}
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//Write the block.
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Mapz->WriteBlockFlags(bx,by,z, block.blockflags );
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Mapz->WriteDesignations(bx,by,z, &block.designation );
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Mapz->WriteTileTypes(bx,by,z, &block.tiletypes );
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Mapz->WriteDirtyBit(bx,by,z,1);
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}
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//The bottom level is special.
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Mapz->ReadBlock40d( bx, by, 0 , &block );
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for(uint32_t x=0;x<16;++x){
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for(uint32_t y=0;y<16;++y){
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//Only the portion below the empty space is handled.
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if(pattern[x][y]){
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if( 1==pattern[x][y] ) t=floor;
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else if( 3==pattern[x][y] ) t=331;
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else continue;
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tp = getTileTypeP(block.tiletypes[x][y]);
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d = &block.designation[x][y];
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//For all tiles.
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if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
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//Always clear the dig designation.
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d->bits.dig=designation_no;
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//unlock fluids, so they fall down the pit.
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d->bits.flow_forbid = d->bits.liquid_static=0;
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block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
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//Set the tile.
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block.tiletypes[x][y] = floor;
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}
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}
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}
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//Write the block.
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Mapz->WriteBlockFlags(bx,by,0, block.blockflags );
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Mapz->WriteDesignations(bx,by,0, &block.designation );
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Mapz->WriteTileTypes(bx,by,0, &block.tiletypes );
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Mapz->WriteDirtyBit(bx,by,0,1);
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DF->Detach();
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#ifndef LINUX_BUILD
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cout << "Done. Press any key to continue" << endl;
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cin.ignore();
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#endif
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return 0;
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}
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