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@ -17,8 +17,12 @@ using MapExtras::MapCache;
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typedef std::map <DFCoord, uint32_t> coordmap;
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typedef std::map <DFCoord, uint32_t> coordmap;
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int main ()
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int main (int argc, char * argv[])
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{
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{
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// Command line options
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bool destroy = false;
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if(argc > 1 && strcmp(argv[1],"-d") == 0)
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destroy = true;
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DFHack::ContextManager CM ("Memory.xml");
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DFHack::ContextManager CM ("Memory.xml");
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DFHack::Context * DF;
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DFHack::Context * DF;
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@ -74,27 +78,30 @@ int main ()
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int dumped_total = 0;
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int dumped_total = 0;
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int cx, cy, cz;
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int cx, cy, cz;
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DFCoord pos_cursor;
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if (!Gui->getCursorCoords(cx,cy,cz))
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if(!destroy)
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{
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cerr << "Cursor position not found. Please enabled the cursor." << 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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DFCoord pos_cursor(cx,cy,cz);
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{
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{
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Block * b = MC.BlockAt(pos_cursor / 16);
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if (!Gui->getCursorCoords(cx,cy,cz))
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if(!b)
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{
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{
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cerr << "Cursor is in an invalid area. Place it over something save first." << endl;
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cerr << "Cursor position not found. Please enabled the cursor." << endl;
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#ifndef LINUX_BUILD
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#ifndef LINUX_BUILD
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cin.ignore();
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cin.ignore();
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#endif
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#endif
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return 1;
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return 1;
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}
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}
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// TODO: check if the target is floor? maybe?
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pos_cursor = DFCoord(cx,cy,cz);
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{
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Block * b = MC.BlockAt(pos_cursor / 16);
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if(!b)
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{
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cerr << "Cursor is in an invalid area. Place it over something save first." << 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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// TODO: check if the target is floor? maybe?
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}
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}
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}
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coordmap counts;
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coordmap counts;
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// proceed with the dumpification operation
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// proceed with the dumpification operation
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@ -121,53 +128,62 @@ int main ()
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if (!temp.base.flags.dump || !temp.base.flags.on_ground)
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if (!temp.base.flags.dump || !temp.base.flags.on_ground)
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continue;
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continue;
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// Change flags to indicate the dump was completed, as if by super-dwarfs
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if(!destroy) // move to cursor
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temp.base.flags.dump = 0;
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{
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temp.base.flags.forbid = 1;
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// Change flags to indicate the dump was completed, as if by super-dwarfs
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temp.base.flags.dump = false;
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// Don't move items if they're already at the cursor
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temp.base.flags.forbid = true;
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if (pos_cursor == pos_item)
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continue;
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// Don't move items if they're already at the cursor
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if (pos_cursor == pos_item)
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// Move the item
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continue;
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temp.base.x = pos_cursor.x;
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temp.base.y = pos_cursor.y;
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// Move the item
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temp.base.z = pos_cursor.z;
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temp.base.x = pos_cursor.x;
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temp.base.y = pos_cursor.y;
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temp.base.z = pos_cursor.z;
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}
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else // destroy
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{
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temp.base.flags.garbage_colect = true;
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}
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Items->writeItem(temp);
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Items->writeItem(temp);
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// keeping track of item pile sizes ;)
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// keeping track of item pile sizes ;)
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it->second --;
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it->second --;
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dumped_total++;
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dumped_total++;
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}
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}
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// for each item pile, see if it reached zero. if so, unset item flag on the tile it's on
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if(!destroy) // TODO: do we have to do any of this when destroying items?
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coordmap::iterator it = counts.begin();
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coordmap::iterator end = counts.end();
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while(it != end)
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{
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{
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if(it->second == 0)
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// for each item pile, see if it reached zero. if so, unset item flag on the tile it's on
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coordmap::iterator it = counts.begin();
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coordmap::iterator end = counts.end();
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while(it != end)
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{
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{
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t_occupancy occ = MC.occupancyAt(it->first);
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if(it->second == 0)
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occ.bits.item = false;
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{
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MC.setOccupancyAt(it->first, occ);
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t_occupancy occ = MC.occupancyAt(it->first);
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occ.bits.item = false;
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MC.setOccupancyAt(it->first, occ);
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}
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it++;
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}
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}
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it++;
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// Set "item here" flag on target tile, if we moved any items to the target tile.
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}
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if (dumped_total > 0)
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// Set "item here" flag on target tile, if we moved any items to the target tile.
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if (dumped_total > 0)
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{
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// assume there is a possibility the cursor points at some weird location with missing block data
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Block * b = MC.BlockAt(pos_cursor / 16);
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if(b)
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{
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{
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t_occupancy occ = MC.occupancyAt(pos_cursor);
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// assume there is a possibility the cursor points at some weird location with missing block data
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occ.bits.item = 1;
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Block * b = MC.BlockAt(pos_cursor / 16);
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MC.setOccupancyAt(pos_cursor,occ);
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if(b)
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{
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t_occupancy occ = MC.occupancyAt(pos_cursor);
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occ.bits.item = 1;
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MC.setOccupancyAt(pos_cursor,occ);
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}
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}
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}
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// write map changes back to DF.
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MC.WriteAll();
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// Is this necessary? Is "forbid" a dirtyable attribute like "dig" is?
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Maps->WriteDirtyBit(cx/16, cy/16, cz, true);
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}
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}
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// write map changes back to DF.
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MC.WriteAll();
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// Is this necessary? Is "forbid" a dirtyable attribute like "dig" is?
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Maps->WriteDirtyBit(cx/16, cy/16, cz, true);
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DF->Detach();
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DF->Detach();
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cout << "Done. " << dumped_total << " items quickdumped." << endl;
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cout << "Done. " << dumped_total << " items quickdumped." << endl;
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#ifndef LINUX_BUILD
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#ifndef LINUX_BUILD
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