Initial work on the isoworldremote plugin, which sends sections of the map to isoworld.
Signed-off-by: Japa <japa.mala.illo@gmail.com>develop
parent
e7c102646c
commit
14369d18dc
@ -1,147 +1,148 @@
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INCLUDE(Plugins.cmake)
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# Dfusion plugin
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IF(UNIX)
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OPTION(BUILD_DFUSION "Build DFusion." OFF)
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ELSE()
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OPTION(BUILD_DFUSION "Build DFusion." ON)
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ENDIF()
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if(BUILD_DFUSION)
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add_subdirectory (Dfusion)
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endif()
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OPTION(BUILD_STONESENSE "Build stonesense (needs a checkout first)." OFF)
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if(BUILD_STONESENSE)
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add_subdirectory (stonesense)
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endif()
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OPTION(BUILD_DEV_PLUGINS "Build developer plugins." OFF)
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if(BUILD_DEV_PLUGINS)
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add_subdirectory (devel)
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endif()
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#It's dead :<
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#OPTION(BUILD_DF2MC "Build DF2MC (needs a checkout first)." OFF)
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#if(BUILD_DF2MC)
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# add_subdirectory (df2mc)
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#endif()
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OPTION(BUILD_MAPEXPORT "Build map exporter." ON)
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if (BUILD_MAPEXPORT)
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add_subdirectory (mapexport)
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endif()
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OPTION(BUILD_DWARFEXPORT "Build dwarf exporter." ON)
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if (BUILD_DWARFEXPORT)
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add_subdirectory (dwarfexport)
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endif()
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OPTION(BUILD_RUBY "Build ruby binding." ON)
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if (BUILD_RUBY)
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add_subdirectory (ruby)
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endif()
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install(DIRECTORY lua/
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DESTINATION ${DFHACK_LUA_DESTINATION}/plugins
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FILES_MATCHING PATTERN "*.lua")
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install(DIRECTORY raw/
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DESTINATION ${DFHACK_DATA_DESTINATION}/raw
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FILES_MATCHING PATTERN "*.txt")
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install(DIRECTORY raw/
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DESTINATION ${DFHACK_DATA_DESTINATION}/raw
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FILES_MATCHING PATTERN "*.diff")
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# Protobuf
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FILE(GLOB PROJECT_PROTOS ${CMAKE_CURRENT_SOURCE_DIR}/proto/*.proto)
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STRING(REPLACE ".proto" ".pb.cc" PROJECT_PROTO_SRCS "${PROJECT_PROTOS}")
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STRING(REPLACE ".proto" ".pb.h" PROJECT_PROTO_HDRS "${PROJECT_PROTOS}")
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ADD_CUSTOM_COMMAND(
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OUTPUT ${PROJECT_PROTO_SRCS} ${PROJECT_PROTO_HDRS}
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COMMAND protoc-bin -I=${dfhack_SOURCE_DIR}/library/proto/
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-I=${CMAKE_CURRENT_SOURCE_DIR}/proto/
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--cpp_out=${CMAKE_CURRENT_SOURCE_DIR}/proto/
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${PROJECT_PROTOS}
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DEPENDS protoc-bin ${PROJECT_PROTOS}
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)
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SET_SOURCE_FILES_PROPERTIES( Brushes.h PROPERTIES HEADER_FILE_ONLY TRUE )
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# Plugins
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OPTION(BUILD_SUPPORTED "Build the supported plugins (reveal, probe, etc.)." ON)
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if (BUILD_SUPPORTED)
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DFHACK_PLUGIN(reveal reveal.cpp)
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DFHACK_PLUGIN(probe probe.cpp)
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# this is a plugin which helps detect cursed creatures (vampires, necromancers, werebeasts, ...)
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DFHACK_PLUGIN(cursecheck cursecheck.cpp)
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# automatically assign labors to dwarves!
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DFHACK_PLUGIN(autolabor autolabor.cpp)
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DFHACK_PLUGIN(dig dig.cpp)
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DFHACK_PLUGIN(drybuckets drybuckets.cpp)
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DFHACK_PLUGIN(getplants getplants.cpp)
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DFHACK_PLUGIN(plants plants.cpp)
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DFHACK_PLUGIN(fastdwarf fastdwarf.cpp)
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DFHACK_PLUGIN(prospector prospector.cpp)
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DFHACK_PLUGIN(cleaners cleaners.cpp)
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DFHACK_PLUGIN(weather weather.cpp)
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DFHACK_PLUGIN(colonies colonies.cpp)
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DFHACK_PLUGIN(mode mode.cpp)
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DFHACK_PLUGIN(liquids liquids.cpp Brushes.h LINK_LIBRARIES lua)
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DFHACK_PLUGIN(tiletypes tiletypes.cpp Brushes.h)
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DFHACK_PLUGIN(tubefill tubefill.cpp)
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DFHACK_PLUGIN(autodump autodump.cpp)
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DFHACK_PLUGIN(cleanowned cleanowned.cpp)
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DFHACK_PLUGIN(deramp deramp.cpp)
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DFHACK_PLUGIN(flows flows.cpp)
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DFHACK_PLUGIN(filltraffic filltraffic.cpp)
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DFHACK_PLUGIN(seedwatch seedwatch.cpp)
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DFHACK_PLUGIN(initflags initflags.cpp)
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DFHACK_PLUGIN(stockpiles stockpiles.cpp)
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DFHACK_PLUGIN(rename rename.cpp LINK_LIBRARIES lua PROTOBUFS rename)
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DFHACK_PLUGIN(jobutils jobutils.cpp)
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DFHACK_PLUGIN(workflow workflow.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(showmood showmood.cpp)
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DFHACK_PLUGIN(fixveins fixveins.cpp)
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DFHACK_PLUGIN(fixpositions fixpositions.cpp)
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DFHACK_PLUGIN(follow follow.cpp)
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DFHACK_PLUGIN(changevein changevein.cpp)
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DFHACK_PLUGIN(changelayer changelayer.cpp)
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DFHACK_PLUGIN(changeitem changeitem.cpp)
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DFHACK_PLUGIN(advtools advtools.cpp)
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DFHACK_PLUGIN(tweak tweak.cpp)
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DFHACK_PLUGIN(feature feature.cpp)
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DFHACK_PLUGIN(lair lair.cpp)
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DFHACK_PLUGIN(zone zone.cpp)
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DFHACK_PLUGIN(catsplosion catsplosion.cpp)
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DFHACK_PLUGIN(regrass regrass.cpp)
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DFHACK_PLUGIN(forceequip forceequip.cpp)
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DFHACK_PLUGIN(manipulator manipulator.cpp)
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DFHACK_PLUGIN(search search.cpp)
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DFHACK_PLUGIN(automaterial automaterial.cpp)
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# this one exports functions to lua
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DFHACK_PLUGIN(burrows burrows.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(sort sort.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(steam-engine steam-engine.cpp)
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DFHACK_PLUGIN(power-meter power-meter.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(eventful eventful.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(add-spatter add-spatter.cpp)
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DFHACK_PLUGIN(fix-armory fix-armory.cpp)
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# not yet. busy with other crud again...
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#DFHACK_PLUGIN(versionosd versionosd.cpp)
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DFHACK_PLUGIN(misery misery.cpp)
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DFHACK_PLUGIN(workNow workNow.cpp)
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#DFHACK_PLUGIN(dfstream dfstream.cpp LINK_LIBRARIES clsocket dfhack-tinythread)
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DFHACK_PLUGIN(autoSyndrome autoSyndrome.cpp)
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DFHACK_PLUGIN(trueTransformation trueTransformation.cpp)
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DFHACK_PLUGIN(infiniteSky infiniteSky.cpp)
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DFHACK_PLUGIN(createitem createitem.cpp)
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endif()
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# this is the skeleton plugin. If you want to make your own, make a copy and then change it
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OPTION(BUILD_SKELETON "Build the skeleton plugin." OFF)
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if(BUILD_SKELETON)
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add_subdirectory(skeleton)
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endif()
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INCLUDE(Plugins.cmake)
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# Dfusion plugin
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IF(UNIX)
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OPTION(BUILD_DFUSION "Build DFusion." OFF)
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ELSE()
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OPTION(BUILD_DFUSION "Build DFusion." ON)
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ENDIF()
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if(BUILD_DFUSION)
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add_subdirectory (Dfusion)
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endif()
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OPTION(BUILD_STONESENSE "Build stonesense (needs a checkout first)." OFF)
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if(BUILD_STONESENSE)
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add_subdirectory (stonesense)
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endif()
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OPTION(BUILD_DEV_PLUGINS "Build developer plugins." OFF)
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if(BUILD_DEV_PLUGINS)
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add_subdirectory (devel)
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endif()
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#It's dead :<
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#OPTION(BUILD_DF2MC "Build DF2MC (needs a checkout first)." OFF)
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#if(BUILD_DF2MC)
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# add_subdirectory (df2mc)
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#endif()
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OPTION(BUILD_MAPEXPORT "Build map exporter." ON)
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if (BUILD_MAPEXPORT)
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add_subdirectory (mapexport)
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endif()
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OPTION(BUILD_DWARFEXPORT "Build dwarf exporter." ON)
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if (BUILD_DWARFEXPORT)
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add_subdirectory (dwarfexport)
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endif()
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OPTION(BUILD_RUBY "Build ruby binding." ON)
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if (BUILD_RUBY)
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add_subdirectory (ruby)
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endif()
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install(DIRECTORY lua/
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DESTINATION ${DFHACK_LUA_DESTINATION}/plugins
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FILES_MATCHING PATTERN "*.lua")
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install(DIRECTORY raw/
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DESTINATION ${DFHACK_DATA_DESTINATION}/raw
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FILES_MATCHING PATTERN "*.txt")
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install(DIRECTORY raw/
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DESTINATION ${DFHACK_DATA_DESTINATION}/raw
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FILES_MATCHING PATTERN "*.diff")
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# Protobuf
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FILE(GLOB PROJECT_PROTOS ${CMAKE_CURRENT_SOURCE_DIR}/proto/*.proto)
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STRING(REPLACE ".proto" ".pb.cc" PROJECT_PROTO_SRCS "${PROJECT_PROTOS}")
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STRING(REPLACE ".proto" ".pb.h" PROJECT_PROTO_HDRS "${PROJECT_PROTOS}")
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ADD_CUSTOM_COMMAND(
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OUTPUT ${PROJECT_PROTO_SRCS} ${PROJECT_PROTO_HDRS}
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COMMAND protoc-bin -I=${dfhack_SOURCE_DIR}/library/proto/
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-I=${CMAKE_CURRENT_SOURCE_DIR}/proto/
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--cpp_out=${CMAKE_CURRENT_SOURCE_DIR}/proto/
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${PROJECT_PROTOS}
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DEPENDS protoc-bin ${PROJECT_PROTOS}
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)
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SET_SOURCE_FILES_PROPERTIES( Brushes.h PROPERTIES HEADER_FILE_ONLY TRUE )
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# Plugins
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OPTION(BUILD_SUPPORTED "Build the supported plugins (reveal, probe, etc.)." ON)
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if (BUILD_SUPPORTED)
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DFHACK_PLUGIN(reveal reveal.cpp)
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DFHACK_PLUGIN(probe probe.cpp)
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# this is a plugin which helps detect cursed creatures (vampires, necromancers, werebeasts, ...)
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DFHACK_PLUGIN(cursecheck cursecheck.cpp)
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# automatically assign labors to dwarves!
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DFHACK_PLUGIN(autolabor autolabor.cpp)
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DFHACK_PLUGIN(dig dig.cpp)
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DFHACK_PLUGIN(drybuckets drybuckets.cpp)
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DFHACK_PLUGIN(getplants getplants.cpp)
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DFHACK_PLUGIN(plants plants.cpp)
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DFHACK_PLUGIN(fastdwarf fastdwarf.cpp)
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DFHACK_PLUGIN(prospector prospector.cpp)
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DFHACK_PLUGIN(cleaners cleaners.cpp)
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DFHACK_PLUGIN(weather weather.cpp)
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DFHACK_PLUGIN(colonies colonies.cpp)
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DFHACK_PLUGIN(mode mode.cpp)
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DFHACK_PLUGIN(liquids liquids.cpp Brushes.h LINK_LIBRARIES lua)
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DFHACK_PLUGIN(tiletypes tiletypes.cpp Brushes.h)
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DFHACK_PLUGIN(tubefill tubefill.cpp)
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DFHACK_PLUGIN(autodump autodump.cpp)
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DFHACK_PLUGIN(cleanowned cleanowned.cpp)
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DFHACK_PLUGIN(deramp deramp.cpp)
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DFHACK_PLUGIN(flows flows.cpp)
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DFHACK_PLUGIN(filltraffic filltraffic.cpp)
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DFHACK_PLUGIN(seedwatch seedwatch.cpp)
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DFHACK_PLUGIN(initflags initflags.cpp)
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DFHACK_PLUGIN(stockpiles stockpiles.cpp)
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DFHACK_PLUGIN(rename rename.cpp LINK_LIBRARIES lua PROTOBUFS rename)
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DFHACK_PLUGIN(jobutils jobutils.cpp)
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DFHACK_PLUGIN(workflow workflow.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(showmood showmood.cpp)
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DFHACK_PLUGIN(fixveins fixveins.cpp)
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DFHACK_PLUGIN(fixpositions fixpositions.cpp)
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DFHACK_PLUGIN(follow follow.cpp)
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DFHACK_PLUGIN(changevein changevein.cpp)
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DFHACK_PLUGIN(changelayer changelayer.cpp)
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DFHACK_PLUGIN(changeitem changeitem.cpp)
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DFHACK_PLUGIN(advtools advtools.cpp)
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DFHACK_PLUGIN(tweak tweak.cpp)
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DFHACK_PLUGIN(feature feature.cpp)
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DFHACK_PLUGIN(lair lair.cpp)
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DFHACK_PLUGIN(zone zone.cpp)
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DFHACK_PLUGIN(catsplosion catsplosion.cpp)
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DFHACK_PLUGIN(regrass regrass.cpp)
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DFHACK_PLUGIN(forceequip forceequip.cpp)
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DFHACK_PLUGIN(manipulator manipulator.cpp)
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DFHACK_PLUGIN(search search.cpp)
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DFHACK_PLUGIN(automaterial automaterial.cpp)
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# this one exports functions to lua
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DFHACK_PLUGIN(burrows burrows.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(sort sort.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(steam-engine steam-engine.cpp)
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DFHACK_PLUGIN(power-meter power-meter.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(siege-engine siege-engine.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(eventful eventful.cpp LINK_LIBRARIES lua)
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DFHACK_PLUGIN(add-spatter add-spatter.cpp)
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DFHACK_PLUGIN(fix-armory fix-armory.cpp)
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# not yet. busy with other crud again...
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#DFHACK_PLUGIN(versionosd versionosd.cpp)
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DFHACK_PLUGIN(misery misery.cpp)
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DFHACK_PLUGIN(workNow workNow.cpp)
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#DFHACK_PLUGIN(dfstream dfstream.cpp LINK_LIBRARIES clsocket dfhack-tinythread)
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DFHACK_PLUGIN(autoSyndrome autoSyndrome.cpp)
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DFHACK_PLUGIN(trueTransformation trueTransformation.cpp)
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DFHACK_PLUGIN(infiniteSky infiniteSky.cpp)
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DFHACK_PLUGIN(createitem createitem.cpp)
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DFHACK_PLUGIN(isoworldremote isoworldremote.cpp PROTOBUFS isoworldremote)
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endif()
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# this is the skeleton plugin. If you want to make your own, make a copy and then change it
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OPTION(BUILD_SKELETON "Build the skeleton plugin." OFF)
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if(BUILD_SKELETON)
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add_subdirectory(skeleton)
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endif()
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@ -0,0 +1,239 @@
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// This is a generic plugin that does nothing useful apart from acting as an example... of a plugin that does nothing :D
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// some headers required for a plugin. Nothing special, just the basics.
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#include "Core.h"
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#include <Console.h>
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#include <Export.h>
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#include <PluginManager.h>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "df/world.h"
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#include "df/map_block.h"
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#include "df/builtin_mats.h"
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#include "df/tile_designation.h"
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//DFhack specific headers
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#include "modules/Maps.h"
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#include "modules/MapCache.h"
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#include "modules/Materials.h"
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//Needed for writing the protobuff stuff to a file.
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#include <fstream>
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#include <string>
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#include <iomanip>
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#include "isoworldremote.pb.h"
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using namespace DFHack;
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using namespace df::enums;
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using namespace isoworldremote;
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// Here go all the command declarations...
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// mostly to allow having the mandatory stuff on top of the file and commands on the bottom
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command_result isoWorldRemote (color_ostream &out, std::vector <std::string> & parameters);
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void gather_embark_tile_layer(int EmbX, int EmbY, int EmbZ, EmbarkTileLayer * tile, MapExtras::MapCache * MP);
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bool gather_embark_tile(int EmbX, int EmbY, EmbarkTile * tile, MapExtras::MapCache * MP);
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// A plugin must be able to return its name and version.
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// The name string provided must correspond to the filename - skeleton.plug.so or skeleton.plug.dll in this case
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DFHACK_PLUGIN("skeleton");
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// Mandatory init function. If you have some global state, create it here.
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DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
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{
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// Fill the command list with your commands.
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commands.push_back(PluginCommand(
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"isoworldremote", "Do nothing, look pretty.",
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isoWorldRemote, false, /* true means that the command can't be used from non-interactive user interface */
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// Extended help string. Used by CR_WRONG_USAGE and the help command:
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" This command does nothing at all.\n"
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"Example:\n"
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" isoworldremote\n"
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" Does nothing.\n"
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));
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return CR_OK;
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}
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// This is called right before the plugin library is removed from memory.
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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// You *MUST* kill all threads you created before this returns.
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// If everything fails, just return CR_FAILURE. Your plugin will be
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// in a zombie state, but things won't crash.
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return CR_OK;
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}
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// Called to notify the plugin about important state changes.
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// Invoked with DF suspended, and always before the matching plugin_onupdate.
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// More event codes may be added in the future.
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/*
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_GAME_LOADED:
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// initialize from the world just loaded
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break;
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case SC_GAME_UNLOADED:
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// cleanup
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break;
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default:
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break;
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}
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return CR_OK;
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}
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*/
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// Whatever you put here will be done in each game step. Don't abuse it.
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// It's optional, so you can just comment it out like this if you don't need it.
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/*
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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// whetever. You don't need to suspend DF execution here.
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return CR_OK;
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}
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*/
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// A command! It sits around and looks pretty. And it's nice and friendly.
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command_result isoWorldRemote (color_ostream &out, std::vector <std::string> & parameters)
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{
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// It's nice to print a help message you get invalid options
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// from the user instead of just acting strange.
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// This can be achieved by adding the extended help string to the
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// PluginCommand registration as show above, and then returning
|
||||
// CR_WRONG_USAGE from the function. The same string will also
|
||||
// be used by 'help your-command'.
|
||||
if (!parameters.empty())
|
||||
return CR_WRONG_USAGE;
|
||||
// Commands are called from threads other than the DF one.
|
||||
// Suspend this thread until DF has time for us. If you
|
||||
// use CoreSuspender, it'll automatically resume DF when
|
||||
// execution leaves the current scope.
|
||||
CoreSuspender suspend;
|
||||
// Actually do something here. Yay.
|
||||
out.print("Doing a test...\n");
|
||||
MapExtras::MapCache MC;
|
||||
EmbarkTile test_tile;
|
||||
if(!gather_embark_tile(0,0, &test_tile, &MC))
|
||||
return CR_FAILURE;
|
||||
//test-write the file to check it.
|
||||
std::ofstream output_file("tile.p", std::ios_base::binary);
|
||||
output_file << test_tile.SerializeAsString();
|
||||
output_file.close();
|
||||
|
||||
//load it again to verify.
|
||||
std::ifstream input_file("tile.p", std::ios_base::binary);
|
||||
std::string input_string( (std::istreambuf_iterator<char>(input_file) ),
|
||||
(std::istreambuf_iterator<char>() ) );
|
||||
EmbarkTile verify_tile;
|
||||
verify_tile.ParseFromString(input_string);
|
||||
//write contents to text file.
|
||||
std::ofstream debug_text("tile.txt", std::ios_base::trunc);
|
||||
debug_text << "world coords:" << verify_tile.world_x()<< "," << verify_tile.world_y()<< "," << verify_tile.world_z() << std::endl;
|
||||
for(int i = 0; i < verify_tile.tile_layer_size(); i++) {
|
||||
debug_text << "layer: " << i << std::endl;
|
||||
for(int j = 0; j < 48; j++) {
|
||||
debug_text << " ";
|
||||
for(int k = 0; k < 48; k++) {
|
||||
debug_text << verify_tile.tile_layer(i).mat_type_table(j*48+k) << ",";
|
||||
}
|
||||
debug_text << " ";
|
||||
for(int k = 0; k < 48; k++) {
|
||||
debug_text << std::setw(3) << verify_tile.tile_layer(i).mat_subtype_table(j*48+k) << ",";
|
||||
}
|
||||
debug_text << std::endl;
|
||||
}
|
||||
debug_text << std::endl;
|
||||
}
|
||||
//clean everything up.
|
||||
google::protobuf::ShutdownProtobufLibrary();
|
||||
// Give control back to DF.
|
||||
return CR_OK;
|
||||
}
|
||||
|
||||
int coord_to_index_48(int x, int y) {
|
||||
return y*48+x;
|
||||
}
|
||||
|
||||
bool gather_embark_tile(int EmbX, int EmbY, EmbarkTile * tile, MapExtras::MapCache * MP) {
|
||||
DFCoord base_coord;
|
||||
base_coord.x = EmbX;
|
||||
base_coord.y = EmbY;
|
||||
base_coord.z = 0;
|
||||
MapExtras::Block * b = MP->BlockAt(base_coord);
|
||||
if(!b) return 0;
|
||||
df::coord map_pos = b->getRaw()->map_pos;
|
||||
df::coord2d region_pos = b->getRaw()->region_pos;
|
||||
tile->set_world_x(region_pos.x*16+map_pos.x/3); //fixme: verify.
|
||||
tile->set_world_y(region_pos.y*16+map_pos.y/3);
|
||||
tile->set_world_z(map_pos.z);
|
||||
for(int z = 0; z < MP->maxZ(); z++)
|
||||
{
|
||||
EmbarkTileLayer * tile_layer = tile->add_tile_layer();
|
||||
gather_embark_tile_layer(EmbX, EmbY, z, tile_layer, MP);
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void gather_embark_tile_layer(int EmbX, int EmbY, int EmbZ, EmbarkTileLayer * tile, MapExtras::MapCache * MP)
|
||||
{
|
||||
for(int i = tile->mat_type_table_size(); i < 2304; i++) { //This is needed so we have a full array to work with, otherwise the size isn't updated correctly.
|
||||
tile->add_mat_type_table(AIR);
|
||||
tile->add_mat_subtype_table(0);
|
||||
}
|
||||
for(int yy = 0; yy < 3; yy++) {
|
||||
for(int xx = 0; xx < 3; xx++) {
|
||||
DFCoord current_coord;
|
||||
current_coord.x = EmbX+xx;
|
||||
current_coord.y = EmbY+yy;
|
||||
current_coord.z = EmbZ;
|
||||
MapExtras::Block * b = MP->BlockAt(current_coord);
|
||||
if(b && b->getRaw()) {
|
||||
for(int block_y=0; block_y<16; block_y++) {
|
||||
for(int block_x=0; block_x<16; block_x++) {
|
||||
df::coord2d block_coord;
|
||||
block_coord.x = block_x;
|
||||
block_coord.y = block_y;
|
||||
DFHack::t_matpair actual_mat = b->staticMaterialAt(block_coord);
|
||||
df::tiletype tile_type = b->staticTiletypeAt(block_coord);
|
||||
df::tile_designation designation = b->DesignationAt(block_coord);
|
||||
unsigned int array_index = coord_to_index_48(xx*16+block_x, yy*16+block_y);
|
||||
//make a new fake material at the given index
|
||||
if(tileMaterial(tile_type) == tiletype_material::FROZEN_LIQUID) { //Ice.
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::LIQUID); //Ice is totally a liquid, shut up.
|
||||
tile->set_mat_subtype_table(array_index, 0);
|
||||
}
|
||||
else if(designation.bits.flow_size) { //Contains either water or lava.
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::LIQUID);
|
||||
if(designation.bits.liquid_type) //Magma
|
||||
tile->set_mat_subtype_table(array_index, 2);
|
||||
else //water
|
||||
tile->set_mat_subtype_table(array_index, 1);
|
||||
}
|
||||
else if(tileShapeBasic(tileShape(tile_type)) != tiletype_shape_basic::Open) {
|
||||
if(actual_mat.mat_type == builtin_mats::INORGANIC) { //inorganic
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::INORGANIC);
|
||||
tile->set_mat_subtype_table(array_index, actual_mat.mat_index);
|
||||
}
|
||||
else if(actual_mat.mat_type >= 419) { //Wooden constructions. Different from growing plants.
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::WOOD);
|
||||
tile->set_mat_subtype_table(array_index, actual_mat.mat_index);
|
||||
}
|
||||
else { //Unknown and unsupported stuff. Will just be drawn as grey.
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::OTHER);
|
||||
tile->set_mat_subtype_table(array_index, actual_mat.mat_type);
|
||||
}
|
||||
}
|
||||
else {
|
||||
tile->set_mat_type_table(array_index, BasicMaterial::AIR);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,25 @@
|
||||
package isoworldremote;
|
||||
|
||||
//Describes a very basic material structure for the map embark
|
||||
option optimize_for = LITE_RUNTIME;
|
||||
|
||||
enum BasicMaterial {
|
||||
AIR = 0;
|
||||
OTHER = 1;
|
||||
INORGANIC = 2;
|
||||
LIQUID = 3;
|
||||
PLANT = 4;
|
||||
WOOD = 5;
|
||||
};
|
||||
|
||||
message EmbarkTileLayer {
|
||||
repeated BasicMaterial mat_type_table = 4 [packed=true];
|
||||
repeated int32 mat_subtype_table = 5 [packed=true];
|
||||
}
|
||||
|
||||
message EmbarkTile {
|
||||
required int32 world_X = 1;
|
||||
required int32 world_Y = 2;
|
||||
required sint32 world_Z = 3;
|
||||
repeated EmbarkTileLayer tile_layer = 4;
|
||||
}
|
Loading…
Reference in New Issue