Tile Types update, and new hellhole n deramp tools in playground

develop
zilpin 2010-10-17 00:21:18 -04:00
parent 6da86ef1de
commit 3acc410857
6 changed files with 1704 additions and 771 deletions

2
.gitignore vendored

@ -29,3 +29,5 @@ dfhack/python/pydfhack/_pydfhack.so
dfhack/python/PyDFHack.egg-info dfhack/python/PyDFHack.egg-info
dfhack/python/build dfhack/python/build
dfhack/python/dist dfhack/python/dist
/cmakeall.bat

@ -29,63 +29,232 @@ distribution.
namespace DFHack namespace DFHack
{ {
// tile class -- determines the general shape of the tile // tile class -- determines the general shape of the tile
enum TileClass // enum and lookup table for string names created using X macros
{ #define TILECLASS_MACRO \
EMPTY,// empty X(EMPTY, "") \
X(WALL, "") \
WALL, X(PILLAR, "") \
PILLAR, X(FORTIFICATION, "") \
FORTIFICATION, X(STAIR_UP, "") \
X(STAIR_DOWN, "") \
STAIR_UP, X(STAIR_UPDOWN, "") \
STAIR_DOWN, X(RAMP, "ramps have no direction" ) \
STAIR_UPDOWN, X(RAMP_TOP, "used for pathing?" ) \
X(FLOOR, "") \
RAMP,// ramps have no direction X(TREE_DEAD, "") \
RAMP_TOP,// the top of a ramp. I assume it's used for path finding. X(TREE_OK, "") \
X(SAPLING_DEAD, "") \
FLOOR,// generic floor X(SAPLING_OK, "") \
TREE_DEAD, X(SHRUB_DEAD, "") \
TREE_OK, X(SHRUB_OK, "") \
SAPLING_DEAD, X(BOULDER, "") \
SAPLING_OK, X(PEBBLES, "")
SHRUB_DEAD, //end TILECLASS_MACRO
SHRUB_OK,
BOULDER, //define tile class enum
PEBBLES #define X(name,comment) name,
enum TileClass {
tileclass_invalid=-1,
TILECLASS_MACRO
tileclass_count,
}; };
// material -- what material the tile is made of #undef X
enum TileMaterial
{ //Visual Studio screams if you don't do this for the const char* arrays
AIR,// empty #ifndef char_p
SOIL,// ordinary soil. material depends on geology typedef char * char_p;
STONE,// ordinary layer stone. material depends on geology #endif
FEATSTONE,// map feature stone. used for things like hell, the hell temple or adamantine tubes. material depends on local/global feature
OBSIDIAN,// cast obsidian //set tile class string lookup table (e.g. for printing to user)
#define X(name,comment) #name,
VEIN,// vein stone. material depends on mineral veins present const char_p TileClassString[tileclass_count+1] = {
ICE,// frozen water... not much to say. you can determine what was on the tile before it froze by looking into the 'ice vein' objects TILECLASS_MACRO
GRASS,// grass (has 4 variants) NULL
GRASS2,// grass (has 4 variants) };
GRASS_DEAD,// dead grass (has 4 variants) #undef X
GRASS_DRY,// dry grass (has 4 variants)
DRIFTWOOD,// non-specified wood - normally on top of the local layer stone/soil.
HFS,// the stuff demon pits are made of - this makes them different from ordinary pits. #define TILEMATERIAL_MACRO \
MAGMA,// material for semi-molten rock and 'magma flow' tiles X(AIR, "empty" ) \
CAMPFIRE,// human armies make them when they siege. The original tile may be lost? X(SOIL, "ordinary soil. material depends on geology" ) \
FIRE,// burning grass X(STONE, "ordinary layer stone. material depends on geology" ) \
ASHES,// what remains from a FIRE X(FEATSTONE, "map special stone. used for things like hell, the hell temple or adamantine tubes. material depends on local/global special" ) \
CONSTRUCTED,// tile material depends on the construction present X(OBSIDIAN, "cast obsidian" ) \
CYAN_GLOW// the glowy stuff that disappears from the demon temple when you take the sword. X(VEIN, "vein stone. material depends on mineral veins present" ) \
X(ICE, "frozen water... not much to say. you can determine what was on the tile before it froze by looking into the 'ice vein' objects" ) \
X(GRASS, "grass (has 4 variants)" ) \
X(GRASS2, "grass (has 4 variants)" ) \
X(GRASS_DEAD, "dead grass (has 4 variants)" ) \
X(GRASS_DRY, "dry grass (has 4 variants)" ) \
X(DRIFTWOOD, "non-specified wood - normally on top of the local layer stone/soil." ) \
X(HFS, "the stuff demon pits are made of - this makes them different from ordinary pits." ) \
X(MAGMA, "material for semi-molten rock and 'magma flow' tiles" ) \
X(CAMPFIRE, "human armies make them when they siege. The original tile may be lost?" ) \
X(FIRE, "burning grass" ) \
X(ASHES, "what remains from a FIRE" ) \
X(CONSTRUCTED,"tile material depends on the construction present" ) \
X(CYAN_GLOW, "the glowy stuff that disappears from the demon temple when you take the sword." )
//end TILEMATERIAL_MACRO
// material enum
#define X(name,comment) name,
enum TileMaterial {
tilematerial_invalid=-1,
TILEMATERIAL_MACRO
tilematerial_count,
};
#undef X
//string lookup table (e.g. for printing to user)
#define X(name,comment) #name,
const char_p TileMaterialString[tilematerial_count+1] = {
TILEMATERIAL_MACRO
NULL
};
#undef X
// Special specials of the tile.
// Not the best way to do this, but compatible with existing code.
// When the TileType class gets created, everything should be re-thought.
#define TILESPECIAL_MACRO \
X(NORMAL, "Default for all type, nothing present" ) \
X(SPECIAL, "General purpose, for any unique tile which can not otherwise be differenciated" ) \
X(POOL, "Murky Pool, will gather water from rain" ) \
X(STREAM, "Streams (and brooks too? maybe?)" ) \
X(STREAM_TOP, "The walkable surface of a stream/brook" ) \
X(RIVER_SOURCE, "Rivers Source, when it exists on a map" ) \
X(RIVER, "Rivers, and their entering and exiting tiles" ) \
X(WATERFALL, "Special case for Waterfall Landing. How's this used?" ) \
X(ENDLESS, "Eerie Pit and Old Chasm/Endless Pit" ) \
X(CRACKED, "Walls being dug" ) \
X(DAMAGED, "Walls being dug" ) \
X(WORN, "Walls being dug ??" ) \
X(SMOOTH, "Walls and floors." )
//end TILESPECIAL_MACRO
//special enum
#define X(name,comment) TILE_##name,
enum TileSpecial {
tilespecial_invalid=-1,
TILESPECIAL_MACRO
tilespecial_count,
}; };
#undef X
//string lookup table (e.g. for printing to user)
#define X(name,comment) #name,
const char_p TileSpecialString[tilespecial_count+1] = {
TILESPECIAL_MACRO
NULL
};
#undef X
// variants are used for tiles, where there are multiple variants of the same - like grass floors // variants are used for tiles, where there are multiple variants of the same - like grass floors
enum TileVariant enum TileVariant
{ {
VAR_1, tilevariant_invalid=-1,
VAR_1, //Yes, the value of VAR_1 is 0. It's legacy. Deal with it.
VAR_2, VAR_2,
VAR_3, VAR_3,
VAR_4 VAR_4,
};
//Mainly walls and rivers
//Byte values are used because walls can have either 1 or 2 in any given direction.
const int TileDirectionCount = 4;
union TileDirection
{
uint32_t whole;
unsigned char b[TileDirectionCount];
struct {
//Maybe should add 'up' and 'down' for Z-levels?
unsigned char north,south,west,east;
};
inline TileDirection()
{
whole = 0;
}
TileDirection( uint32_t whole_bits)
{
whole = whole_bits;
}
TileDirection( unsigned char North, unsigned char South, unsigned char West, unsigned char East )
{
north=North; south=South; east=East; west=West;
}
TileDirection( const char *dir )
{
//This one just made for fun.
//Supports N S E W
const char *p = dir;
unsigned char *l=NULL;
north=south=east=west=0;
if(!dir) return;
for( ;*p;++p){
switch(*p){
case 'N': //North / Up
case 'n':
++north; l=&north; break;
case 'S': //South / Down
case 's':
++south; l=&south; break;
case 'E': //East / Right
case 'e':
++east; l=&east; break;
case 'W': //West / Left
case 'w':
++west; l=&west; break;
case '-':
case ' ':
//Explicitly ensure dash and space are ignored.
//Other characters/symbols may be assigned in the future.
break;
default:
if( l && '0' <= *p && '9' >= *p )
*l += *p - '0';
break;
}
}
}
//may be useful for some situations
inline uint32_t sum() const {
return 0L + north + south + east + west;
}
//Gives a string that represents the direction.
//This is a static string, overwritten with every call!
//Support values > 2 even though they should never happen.
//Copy string if it will be used.
inline char * getStr() const {
static char str[16];
//type punning trick
*( (uint64_t *)str ) = *( (uint64_t *)"--------" );
str[8]=0;
#define DIRECTION(x,i,c) \
if(x){ \
str[i]=c; \
if(1==x) ; \
else if(2==x) str[i+1]=c; \
else str[i+1]='0'+x; \
}
DIRECTION(north,0,'N')
DIRECTION(south,2,'S')
DIRECTION(west,4,'W')
DIRECTION(east,6,'E')
#undef DIRECTION
return str;
}
}; };
struct TileRow struct TileRow
@ -94,6 +263,8 @@ namespace DFHack
TileClass c; TileClass c;
TileMaterial m; TileMaterial m;
TileVariant v; TileVariant v;
TileSpecial s;
TileDirection d;
}; };
#define TILE_TYPE_ARRAY_LENGTH 520 #define TILE_TYPE_ARRAY_LENGTH 520
@ -103,7 +274,7 @@ namespace DFHack
// 0 // 0
{"void",EMPTY, AIR, VAR_1}, {"void",EMPTY, AIR, VAR_1},
{"ramp top",RAMP_TOP, AIR, VAR_1}, {"ramp top",RAMP_TOP, AIR, VAR_1},
{"pool",FLOOR, SOIL, VAR_1}, {"pool",FLOOR, SOIL, VAR_1, TILE_POOL},
{0, EMPTY, AIR, VAR_1}, {0, EMPTY, AIR, VAR_1},
{0, EMPTY, AIR, VAR_1}, {0, EMPTY, AIR, VAR_1},
{0, EMPTY, AIR, VAR_1}, {0, EMPTY, AIR, VAR_1},
@ -142,7 +313,7 @@ namespace DFHack
{"empty space",EMPTY, AIR, VAR_1}, {"empty space",EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"shrub",SHRUB_OK, SOIL, VAR_1}, {"shrub",SHRUB_OK, SOIL, VAR_1},
{"chasm",FLOOR, AIR, VAR_1}, {"chasm",FLOOR, AIR, VAR_1, TILE_ENDLESS },
{"obsidian stair up/down",STAIR_UPDOWN, OBSIDIAN, VAR_1}, {"obsidian stair up/down",STAIR_UPDOWN, OBSIDIAN, VAR_1},
{"obsidian stair down",STAIR_DOWN, OBSIDIAN, VAR_1}, {"obsidian stair down",STAIR_DOWN, OBSIDIAN, VAR_1},
{"obsidian stair up",STAIR_UP, OBSIDIAN, VAR_1}, {"obsidian stair up",STAIR_UP, OBSIDIAN, VAR_1},
@ -151,12 +322,12 @@ namespace DFHack
// 40 // 40
{"soil stair down",STAIR_DOWN, SOIL, VAR_1}, {"soil stair down",STAIR_DOWN, SOIL, VAR_1},
{"soil stair up",STAIR_UP, SOIL, VAR_1}, {"soil stair up",STAIR_UP, SOIL, VAR_1},
{"eerie pit",FLOOR, HFS, VAR_1}, {"eerie pit",FLOOR, HFS, VAR_1, TILE_ENDLESS},
{"smooth stone floor",FLOOR, STONE, VAR_1}, {"smooth stone floor",FLOOR, STONE, VAR_1 , TILE_SMOOTH },
{"smooth obsidian floor",FLOOR, OBSIDIAN, VAR_1}, {"smooth obsidian floor",FLOOR, OBSIDIAN, VAR_1 , TILE_SMOOTH },
{"smooth featstone? floor",FLOOR, FEATSTONE, VAR_1}, {"smooth featstone? floor",FLOOR, FEATSTONE, VAR_1 , TILE_SMOOTH },
{"smooth vein floor",FLOOR, VEIN, VAR_1}, {"smooth vein floor",FLOOR, VEIN, VAR_1 , TILE_SMOOTH },
{"smooth ice floor",FLOOR, ICE, VAR_1}, {"smooth ice floor",FLOOR, ICE, VAR_1 , TILE_SMOOTH },
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"grass stair up/down",STAIR_UPDOWN, GRASS, VAR_1}, {"grass stair up/down",STAIR_UPDOWN, GRASS, VAR_1},
@ -206,10 +377,10 @@ namespace DFHack
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"waterfall landing",FLOOR, SOIL, VAR_1}, // verify material {"waterfall landing",FLOOR, SOIL, VAR_1, TILE_WATERFALL }, // verify material
// 90 // 90
{"river source",FLOOR, SOIL, VAR_1}, // verify material {"river source",FLOOR, SOIL, VAR_1, TILE_RIVER_SOURCE }, // verify material
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
@ -311,9 +482,9 @@ namespace DFHack
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"cracked stone wall" ,WALL, STONE, VAR_1}, {"cracked stone wall" ,WALL, STONE, VAR_1, TILE_CRACKED },
{"damaged stone wall" ,WALL, STONE, VAR_1}, {"damaged stone wall" ,WALL, STONE, VAR_1, TILE_DAMAGED },
{"worn stone wall" ,WALL, STONE, VAR_1}, {"worn stone wall" ,WALL, STONE, VAR_1, TILE_WORN },
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
// 180 // 180
@ -422,79 +593,79 @@ namespace DFHack
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"glowing floor" ,FLOOR, CYAN_GLOW, VAR_1}, {"glowing floor" ,FLOOR, CYAN_GLOW, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{"smooth obsidian wall RD2",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall RD2",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--SS--E-" },
// 270 // 270
{"smooth obsidian wall R2D",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall R2D",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--S---EE" },
{"smooth obsidian wall R2U",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall R2U",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N-----EE" },
{"smooth obsidian wall RU2",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall RU2",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "NN----E-" },
{"smooth obsidian wall L2U",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall L2U",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N---WW--" },
{"smooth obsidian wall LU2",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LU2",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "NN--W---" },
{"smooth obsidian wall L2D",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall L2D",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--S-WW--" },
{"smooth obsidian wall LD2",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LD2",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--SSW---" },
{"smooth obsidian wall LRUD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LRUD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH ,"N-S-W-E-" },
{"smooth obsidian wall RUD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall RUD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N-S---E-" },
{"smooth obsidian wall LRD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LRD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--S-W-E-" },
// 280 // 280
{"smooth obsidian wall LRU",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LRU",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N---W-E-" },
{"smooth obsidian wall LUD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LUD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N-S-W---" },
{"smooth obsidian wall RD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall RD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--S---E-" },
{"smooth obsidian wall RU",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall RU",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N-----E-" },
{"smooth obsidian wall LU",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LU",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N---W---" },
{"smooth obsidian wall LD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "--S-W---" },
{"smooth obsidian wall UD",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall UD",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "N-S-----" },
{"smooth obsidian wall LR",WALL,OBSIDIAN,VAR_1}, {"smooth obsidian wall LR",WALL,OBSIDIAN,VAR_1 , TILE_SMOOTH , "----W-E-" },
{"smooth featstone wall RD2",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall RD2",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--SS--E-" },
{"smooth featstone wall R2D",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall R2D",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--S---EE" },
// 290 // 290
{"smooth featstone wall R2U",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall R2U",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N-----EE" },
{"smooth featstone wall RU2",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall RU2",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "NN----E-" },
{"smooth featstone wall L2U",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall L2U",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N---WW--" },
{"smooth featstone wall LU2",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LU2",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "NN--W---" },
{"smooth featstone wall L2D",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall L2D",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--S-WW--" },
{"smooth featstone wall LD2",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LD2",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--SSW---" },
{"smooth featstone wall LRUD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LRUD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH ,"N-S-W-E-" },
{"smooth featstone wall RUD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall RUD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N-S---E-" },
{"smooth featstone wall LRD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LRD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--S-W-E-" },
{"smooth featstone wall LRU",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LRU",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N---W-E-" },
//300 //300
{"smooth featstone wall LUD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LUD",WALL,FEATSTONE,VAR_1, TILE_SMOOTH , "N-S-W---" },
{"smooth featstone wall RD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall RD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--S---E-" },
{"smooth featstone wall RU",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall RU",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N-----E-" },
{"smooth featstone wall LU",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LU",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N---W---" },
{"smooth featstone wall LD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "--S-W---" },
{"smooth featstone wall UD",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall UD",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "N-S-----" },
{"smooth featstone wall LR",WALL,FEATSTONE,VAR_1}, {"smooth featstone wall LR",WALL,FEATSTONE,VAR_1 , TILE_SMOOTH , "----W-E-" },
{"smooth stone wall RD2",WALL,STONE,VAR_1}, {"smooth stone wall RD2",WALL,STONE,VAR_1 , TILE_SMOOTH , "--SS--E-" },
{"smooth stone wall R2D",WALL,STONE,VAR_1}, {"smooth stone wall R2D",WALL,STONE,VAR_1 , TILE_SMOOTH , "--S---EE" },
{"smooth stone wall R2U",WALL,STONE,VAR_1}, {"smooth stone wall R2U",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-----EE" },
//310 //310
{"smooth stone wall RU2",WALL,STONE,VAR_1}, {"smooth stone wall RU2",WALL,STONE,VAR_1 , TILE_SMOOTH , "NN----E-" },
{"smooth stone wall L2U",WALL,STONE,VAR_1}, {"smooth stone wall L2U",WALL,STONE,VAR_1 , TILE_SMOOTH , "N---WW--" },
{"smooth stone wall LU2",WALL,STONE,VAR_1}, {"smooth stone wall LU2",WALL,STONE,VAR_1 , TILE_SMOOTH , "NN--W---" },
{"smooth stone wall L2D",WALL,STONE,VAR_1}, {"smooth stone wall L2D",WALL,STONE,VAR_1 , TILE_SMOOTH , "--S-WW--" },
{"smooth stone wall LD2",WALL,STONE,VAR_1}, {"smooth stone wall LD2",WALL,STONE,VAR_1 , TILE_SMOOTH , "--SSW---" },
{"smooth stone wall LRUD",WALL,STONE,VAR_1}, {"smooth stone wall LRUD",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-S-W-E-" },
{"smooth stone wall RUD",WALL,STONE,VAR_1}, {"smooth stone wall RUD",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-S---E-" },
{"smooth stone wall LRD",WALL,STONE,VAR_1}, {"smooth stone wall LRD",WALL,STONE,VAR_1 , TILE_SMOOTH , "--S-W-E-" },
{"smooth stone wall LRU",WALL,STONE,VAR_1}, {"smooth stone wall LRU",WALL,STONE,VAR_1 , TILE_SMOOTH , "N---W-E-" },
{"smooth stone wall LUD",WALL,STONE,VAR_1}, {"smooth stone wall LUD",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-S-W---" },
//320 //320
{"smooth stone wall RD",WALL,STONE,VAR_1}, {"smooth stone wall RD",WALL,STONE,VAR_1 , TILE_SMOOTH , "--S---E-" },
{"smooth stone wall RU",WALL,STONE,VAR_1}, {"smooth stone wall RU",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-----E-" },
{"smooth stone wall LU",WALL,STONE,VAR_1}, {"smooth stone wall LU",WALL,STONE,VAR_1 , TILE_SMOOTH , "N---W---" },
{"smooth stone wall LD",WALL,STONE,VAR_1}, {"smooth stone wall LD",WALL,STONE,VAR_1 , TILE_SMOOTH , "--S-W---" },
{"smooth stone wall UD",WALL,STONE,VAR_1}, {"smooth stone wall UD",WALL,STONE,VAR_1 , TILE_SMOOTH , "N-S-----" },
{"smooth stone wall LR",WALL,STONE,VAR_1}, {"smooth stone wall LR",WALL,STONE,VAR_1 , TILE_SMOOTH , "----W-E-" },
{"obsidian fortification",FORTIFICATION,OBSIDIAN,VAR_1}, {"obsidian fortification",FORTIFICATION,OBSIDIAN,VAR_1},
{"featstone? fortification",FORTIFICATION,FEATSTONE,VAR_1}, {"featstone? fortification",FORTIFICATION,FEATSTONE,VAR_1},
{"cracked obsidian wall",WALL,OBSIDIAN,VAR_1}, {"cracked obsidian wall",WALL,OBSIDIAN,VAR_1, TILE_CRACKED },
{"damaged obsidian wall",WALL,OBSIDIAN,VAR_1}, {"damaged obsidian wall",WALL,OBSIDIAN,VAR_1, TILE_DAMAGED },
// 330 // 330
{"worn obsidian wall",WALL,OBSIDIAN,VAR_1}, {"worn obsidian wall",WALL,OBSIDIAN,VAR_1},
@ -503,9 +674,9 @@ namespace DFHack
MAPTILE_FEATSTONE_WALL_WORN2, MAPTILE_FEATSTONE_WALL_WORN2,
MAPTILE_FEATSTONE_WALL_WORN3, MAPTILE_FEATSTONE_WALL_WORN3,
MAPTILE_FEATSTONE_WALL,*/ MAPTILE_FEATSTONE_WALL,*/
{"cracked featstone wall",WALL,STONE,VAR_1}, {"cracked featstone wall",WALL,STONE,VAR_1, TILE_CRACKED },
{"damaged featstone wall",WALL,STONE,VAR_1}, {"damaged featstone wall",WALL,STONE,VAR_1, TILE_DAMAGED },
{"worn featstone wall",WALL,STONE,VAR_1}, {"worn featstone wall",WALL,STONE,VAR_1, TILE_WORN },
{"featstone wall",WALL,STONE,VAR_1}, {"featstone wall",WALL,STONE,VAR_1},
{"stone floor",FLOOR,STONE,VAR_1}, {"stone floor",FLOOR,STONE,VAR_1},
{"stone floor",FLOOR,STONE,VAR_2}, {"stone floor",FLOOR,STONE,VAR_2},
@ -538,31 +709,31 @@ namespace DFHack
// 360 // 360
{"ice fortification",FORTIFICATION,ICE,VAR_1}, {"ice fortification",FORTIFICATION,ICE,VAR_1},
{"cracked ice wall",WALL,ICE,VAR_1}, {"cracked ice wall",WALL,ICE,VAR_1, TILE_CRACKED},
{"damaged ice wall",WALL,ICE,VAR_1}, {"damaged ice wall",WALL,ICE,VAR_1, TILE_DAMAGED},
{"worn ice wall",WALL,ICE,VAR_1}, {"worn ice wall",WALL,ICE,VAR_1, TILE_WORN },
{"ice wall",WALL,ICE,VAR_1}, {"ice wall",WALL,ICE,VAR_1},
{"river N",FLOOR,SOIL,VAR_1}, {"river N",FLOOR,SOIL,VAR_1, TILE_RIVER , "N" },
{"river S",FLOOR,SOIL,VAR_1}, {"river S",FLOOR,SOIL,VAR_1, TILE_RIVER , "S" },
{"river E",FLOOR,SOIL,VAR_1}, {"river E",FLOOR,SOIL,VAR_1, TILE_RIVER , "E" },
{"river W",FLOOR,SOIL,VAR_1}, {"river W",FLOOR,SOIL,VAR_1, TILE_RIVER , "W" },
{"river NW",FLOOR,SOIL,VAR_1}, {"river NW",FLOOR,SOIL,VAR_1, TILE_RIVER, "NW"},
//370 //370
{"river NE",FLOOR,SOIL,VAR_1}, {"river NE",FLOOR,SOIL,VAR_1, TILE_RIVER , "NE" },
{"river SW",FLOOR,SOIL,VAR_1}, {"river SW",FLOOR,SOIL,VAR_1, TILE_RIVER , "SW" },
{"river SE",FLOOR,SOIL,VAR_1}, {"river SE",FLOOR,SOIL,VAR_1, TILE_RIVER , "SE" },
{"stream bed N",FLOOR,SOIL,VAR_1}, {"stream bed N",FLOOR,SOIL,VAR_1, TILE_STREAM , "N" },
{"stream bed S",FLOOR,SOIL,VAR_1}, {"stream bed S",FLOOR,SOIL,VAR_1, TILE_STREAM , "S" },
{"stream bed E",FLOOR,SOIL,VAR_1}, {"stream bed E",FLOOR,SOIL,VAR_1, TILE_STREAM , "E" },
{"stream bed W",FLOOR,SOIL,VAR_1}, {"stream bed W",FLOOR,SOIL,VAR_1, TILE_STREAM , "W" },
{"stream bed NW",FLOOR,SOIL,VAR_1}, {"stream bed NW",FLOOR,SOIL,VAR_1, TILE_STREAM, "NW" },
{"stream bed NE",FLOOR,SOIL,VAR_1}, {"stream bed NE",FLOOR,SOIL,VAR_1, TILE_STREAM, "NE" },
{"stream bed SW",FLOOR,SOIL,VAR_1}, {"stream bed SW",FLOOR,SOIL,VAR_1, TILE_STREAM, "SW" },
// 380 // 380
{"stream bed SE",FLOOR,SOIL,VAR_1}, {"stream bed SE",FLOOR,SOIL,VAR_1, TILE_STREAM, "SE" },
{"stream top",FLOOR,SOIL,VAR_1}, {"stream top",FLOOR,SOIL,VAR_1, TILE_STREAM_TOP },
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
@ -604,33 +775,33 @@ namespace DFHack
{"featstone? pebbles",PEBBLES,FEATSTONE,VAR_2}, {"featstone? pebbles",PEBBLES,FEATSTONE,VAR_2},
{"featstone? pebbles",PEBBLES,FEATSTONE,VAR_3}, {"featstone? pebbles",PEBBLES,FEATSTONE,VAR_3},
{"featstone? pebbles",PEBBLES,FEATSTONE,VAR_4}, {"featstone? pebbles",PEBBLES,FEATSTONE,VAR_4},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--SS--E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--S---EE"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-----EE" },
// 420 // 420
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "NN----E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N---WW--"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "NN--W---"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--S-WW--" },
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--SSW---"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-S-W-E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-S---E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--S-W-E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N---W-E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-S-W---"},
// 430 // 430
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--S---E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-----E-"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N---W---"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "--S-W---"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "N-S-----"},
{"smooth vein wall",WALL,VEIN,VAR_1}, {"smooth vein wall",WALL,VEIN,VAR_1 , TILE_SMOOTH , "----W-E-"},
{"vein fortification",FORTIFICATION,VEIN,VAR_1}, {"vein fortification",FORTIFICATION,VEIN,VAR_1},
{"cracked vein wall",WALL,VEIN,VAR_1}, {"cracked vein wall",WALL,VEIN,VAR_1, TILE_CRACKED },
{"damaged vein wall",WALL,VEIN,VAR_1}, {"damaged vein wall",WALL,VEIN,VAR_1, TILE_DAMAGED },
{"worn vein wall",WALL,VEIN,VAR_1}, {"worn vein wall",WALL,VEIN,VAR_1 , TILE_WORN },
// 440 // 440
{"vein wall",WALL,VEIN,VAR_1}, {"vein wall",WALL,VEIN,VAR_1},
@ -645,27 +816,27 @@ namespace DFHack
{"vein pebbles",PEBBLES,VEIN,VAR_4}, {"vein pebbles",PEBBLES,VEIN,VAR_4},
// 450 // 450
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--SS--E-"},
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--S---EE" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-----EE" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "NN----E-"},
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N---WW--" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "NN--W---" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--S-WW--" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--SSW---" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-S-W-E-"},
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-S---E-" },
// 460 // 460
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--S-W-E-" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N---W-E-" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-S-W---"},
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--S---E-"},
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-----E-" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N---W---" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "--S-W---" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "N-S-----" },
{"smooth ice wall",WALL,ICE,VAR_1}, {"smooth ice wall",WALL,ICE,VAR_1 , TILE_SMOOTH , "----W-E-"},
{0 ,EMPTY, AIR, VAR_1}, {0 ,EMPTY, AIR, VAR_1},
// 470 // 470
@ -699,29 +870,29 @@ namespace DFHack
{"constructed floor",FLOOR,CONSTRUCTED, VAR_1}, {"constructed floor",FLOOR,CONSTRUCTED, VAR_1},
{"constructed fortification",FORTIFICATION,CONSTRUCTED, VAR_1}, {"constructed fortification",FORTIFICATION,CONSTRUCTED, VAR_1},
{"constructed pillar",PILLAR,CONSTRUCTED, VAR_1}, {"constructed pillar",PILLAR,CONSTRUCTED, VAR_1},
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--SS--E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--S---EE" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-----EE" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "NN----E-" },
// 500 // 500
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N---WW--" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "NN--W---" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--S-WW--" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--SSW---" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-S-W-E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-S---E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--S-W-E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N---W-E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-S-W---" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--S---E-" },
// 510 // 510
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-----E-" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N---W---" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "--S-W---" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "N-S-----" },
{"constructed wall",WALL,CONSTRUCTED, VAR_1}, {"constructed wall",WALL,CONSTRUCTED, VAR_1 ,TILE_NORMAL, "----W-E-" },
{"constructed stair up/down",STAIR_UPDOWN,CONSTRUCTED, VAR_1}, {"constructed stair up/down",STAIR_UPDOWN,CONSTRUCTED, VAR_1},
{"constructed stair down",STAIR_DOWN,CONSTRUCTED, VAR_1}, {"constructed stair down",STAIR_DOWN,CONSTRUCTED, VAR_1},
{"constructed stair up",STAIR_UP,CONSTRUCTED, VAR_1}, {"constructed stair up",STAIR_UP,CONSTRUCTED, VAR_1},
@ -764,6 +935,91 @@ namespace DFHack
{ {
return tileTypeTable[in].c; return tileTypeTable[in].c;
} }
//zilpin: for convenience, when you'll be using the tile information a lot.
inline const
TileRow * getTileTypeP(int in)
{
if( in<0 || in>=TILE_TYPE_ARRAY_LENGTH ) return NULL;
return ( const TileRow * ) &tileTypeTable[in];
}
//zilpin: Find the first tile entry which matches the given search criteria.
//All parameters are optional.
//To omit, use the 'invalid' enum for that type (e.g. tileclass_invalid, tilematerial_invalid, etc)
//For tile directions, pass NULL to omit.
//Returns matching index in tileTypeTable, or -1 if none found.
inline
int32_t findTileType( const TileClass tclass, const TileMaterial tmat, const TileVariant tvar, const TileSpecial tspecial, const TileDirection tdir )
{
int32_t tt;
for(tt=0;tt<TILE_TYPE_ARRAY_LENGTH; ++tt){
if( tclass>-1 ) if( tclass != tileTypeTable[tt].c ) continue;
if( tmat>-1 ) if( tmat != tileTypeTable[tt].m ) continue;
if( tvar>-1 ) if( tvar != tileTypeTable[tt].v ) continue;
if( tspecial>-1 ) if( tspecial != tileTypeTable[tt].s ) continue;
if( tdir.whole ) if( tdir.whole != tileTypeTable[tt].d.whole ) continue;
//Match!
return tt;
}
return -1;
}
//Convenience version of the above, to pass strings as the direction
inline
int32_t findTileType( const TileClass tclass, const TileMaterial tmat, const TileVariant tvar, const TileSpecial tspecial, const char *tdirStr )
{
if(tdirStr){
TileDirection tdir(tdirStr);
return findTileType(tclass,tmat,tvar,tspecial, tdir );
}else{
return findTileType(tclass,tmat,tvar,tspecial, NULL );
}
}
//zilpin: Find a tile type similar to the one given, but with a different class.
//Useful for tile-editing operations.
//If no match found, returns the sourceType
//Definitely needs improvement for wall directions, etc.
inline
int32_t findSimilarTileType( const int32_t sourceTileType, const TileClass tclass ){
int32_t tt, maybe=0, match=0;
int value=0, matchv=0;
const TileRow *source = &tileTypeTable[sourceTileType];
const char * sourcename = source->name;
const uint32_t sourcenameint = *((const uint32_t *)sourcename);
#ifdef assert
assert( sourceTileType >=0 && sourceTileType < TILE_TYPE_ARRAY_LENGTH );
#endif
for(tt=0;tt<TILE_TYPE_ARRAY_LENGTH; ++tt){
if( tclass == tileTypeTable[tt].c ){
//shortcut null entries
if(!tileTypeTable[tt].name) continue;
//Special flag match is absolutely mandatory!
if( source->s != tileTypeTable[tt].s ) continue;
maybe=tt; value=0;
//Material is high-value match
if( tileTypeTable[tt].m == source->m ) value|=8;
//Direction is medium value match
if( tileTypeTable[tt].d.whole == source->d.whole ) value|=4;
//Variant is low-value match
if( tileTypeTable[tt].v == source->v ) value|=1;
//Check value against last match
if( value>matchv ){
match=tt;
matchv=value;
}
}
}
if( match ) return match;
return sourceTileType;
}
} }

@ -67,6 +67,31 @@ TARGET_LINK_LIBRARIES(dfcopypaste dfhack)
ADD_EXECUTABLE(dfpaths paths.cpp) ADD_EXECUTABLE(dfpaths paths.cpp)
TARGET_LINK_LIBRARIES(dfpaths dfhack) TARGET_LINK_LIBRARIES(dfpaths dfhack)
# deramp
# Author: zilpin
# seeks entire map for 'remove ramp' designation, makes a floor, removes designation.
# intended use is to simulate old 'channel' functionality.
ADD_EXECUTABLE(dfderamp deramp.cpp)
TARGET_LINK_LIBRARIES(dfderamp dfhack)
# printtiletypes
# Author: zilpin
# Prints CSV dump of all tile type information.
# No DF process needed. Intended only for debugging and information purposes.
ADD_EXECUTABLE(dfprinttiletypes printtiletypes.cpp)
TARGET_LINK_LIBRARIES(dfprinttiletypes dfhack)
# hellhole
# Author: zilpin
# Creates a bottomless hole to hell.
# Experimental version hard-codes values.
# Will have many options in the future.
ADD_EXECUTABLE(dfhellhole hellhole.cpp)
TARGET_LINK_LIBRARIES(dfhellhole dfhack)
# this needs the C bindings # this needs the C bindings
IF(BUILD_DFHACK_C_BINDINGS) IF(BUILD_DFHACK_C_BINDINGS)
# for trying out some 'stuff' # for trying out some 'stuff'
@ -83,6 +108,9 @@ dfmoodump
dfdigger dfdigger
dfdigger2 dfdigger2
dfcatsplosion dfcatsplosion
dfderamp
dfprinttiletypes
dfhellhole
RUNTIME DESTINATION bin RUNTIME DESTINATION bin
) )
IF(UNIX) IF(UNIX)

@ -0,0 +1,128 @@
// De-ramp. All ramps marked for removal are replaced with given tile (presently, normal floor).
#include <iostream>
#include <vector>
#include <map>
#include <stddef.h>
#include <assert.h>
using namespace std;
#include <DFHack.h>
#include <dfhack/DFTileTypes.h>
int main (void)
{
uint32_t x_max,y_max,z_max;
uint32_t num_blocks = 0;
uint32_t bytes_read = 0;
DFHack::designations40d designations;
DFHack::tiletypes40d tiles;
DFHack::tiletypes40d tilesAbove;
//DFHack::TileRow *ptile;
int32_t oldT, newT;
int16_t t;
int dirty=0, count=0;
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF = DFMgr.getSingleContext();
//sanity check
assert( sizeof(designations) == (16*16*sizeof(DFHack::t_designation)) );
//Init
try
{
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
DFHack::Maps *Mapz = DF->getMaps();
// init the map
if(!Mapz->Start())
{
cerr << "Can't init map." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
Mapz->getSize(x_max,y_max,z_max);
uint8_t zeroes [16][16] = {0};
// walk the map
for(uint32_t x = 0; x< x_max;x++)
{
for(uint32_t y = 0; y< y_max;y++)
{
for(uint32_t z = 0; z< z_max;z++)
{
if(Mapz->isValidBlock(x,y,z))
{
dirty=0;
Mapz->ReadDesignations(x,y,z, &designations);
Mapz->ReadTileTypes(x,y,z, &tiles);
if(Mapz->isValidBlock(x,y,z+1)){
Mapz->ReadTileTypes(x,y,z+1, &tilesAbove);
}else{
memset(&tilesAbove,0,sizeof(tilesAbove));
}
for(uint32_t ty=0;ty<16;++ty){
for(uint32_t tx=0;tx<16;++tx){
//Only the remove ramp designation (ignore channel designation, etc)
oldT = tiles[tx][ty];
if( DFHack::designation_default == designations[tx][ty].bits.dig
&& DFHack::RAMP==DFHack::tileTypeTable[oldT].c
){
//Current tile is a ramp.
//Set current tile, as accurately as can be expected
newT = DFHack::findSimilarTileType(oldT,DFHack::FLOOR);
//If no change, skip it (couldn't find a good tile type)
if( oldT == newT) continue;
//Set new tile type, clear designation
tiles[tx][ty] = newT;
designations[tx][ty].bits.dig = DFHack::designation_no;
//Check the tile above this one, in case a downward slope needs to be removed.
if( DFHack::RAMP_TOP == DFHack::tileTypeTable[tilesAbove[tx][ty]].c ){
tilesAbove[tx][ty] = 32;
}
dirty=-1;
++count;
}
}
}
//If anything was changed, write it all.
if(dirty){
Mapz->WriteDesignations(x,y,z, &designations);
Mapz->WriteTileTypes(x,y,z, &tiles);
if(Mapz->isValidBlock(x,y,z+1)){
Mapz->WriteTileTypes(x,y,z+1, &tilesAbove);
}
}
}
}
}
}
DF->Detach();
cout << "Found and changed " << count << " tiles." << endl;
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}

@ -0,0 +1,426 @@
// Burn a hole straight to hell!
#include <stdlib.h>
#include <time.h>
#include <iostream>
#include <vector>
#include <map>
#include <stddef.h>
#include <assert.h>
#include <math.h>
#include <stdlib.h>
using namespace std;
#include <DFHack.h>
#include <dfhack/DFTileTypes.h>
#include <dfhack/modules/Gui.h>
using namespace DFHack;
#ifdef LINUX_BUILD
#include <unistd.h>
void waitmsec (int delay)
{
usleep(delay);
}
#else
#include <windows.h>
void waitmsec (int delay)
{
Sleep(delay);
}
#endif
int main (void)
{
srand ( time(NULL) );
int64_t n;
uint32_t x_max,y_max,z_max;
//The Tile Type to use for the walls lining the hole
//263 is semi-molten rock, 331 is obsidian
uint32_t whell=263, wmolten=263, wmagma=331, wcave=331;
//The Tile Type to use for the hole's floor at bottom of the map
//35 is chasm, 42 is eerie pit , 340 is obsidian floor
uint32_t floor=35, cap=340;
//Should tiles be revealed?
int reveal=0;
//Pattern to dig
unsigned char pattern[16][16] = {0,};
{
//Calculate a randomized circle.
//These values found through experimentation.
int radius=6;
int x=0, y=0;
for(y=-radius; y<=radius; ++y){
for(x=-radius; x<=radius; ++x){
if(x*x+y*y <= radius*radius + (rand()&31) ){
pattern[7+x][7+y]=1;
}
}
}
//Post-process to figure out where to put walls.
for(y=0;y<16;++y){
for(x=0;x<16;++x){
if( 1==pattern[x][y] ){
//No hole at edges.
if( x<1 || x>14 || y<1 || y>14 ){
pattern[x][y]=2;
}
}else if( 0==pattern[x][y] ){
//check neighbors
if( x>0 && y>0 && 1==pattern[x-1][y-1] ){ pattern[x][y]=2; continue; }
if( x>0 && 1==pattern[x-1][y ] ){ pattern[x][y]=2; continue; }
if( y>0 && 1==pattern[x ][y-1] ){ pattern[x][y]=2; continue; }
if( x<15 && 1==pattern[x+1][y ] ){ pattern[x][y]=2; continue; }
if( x<15&& y>0 && 1==pattern[x+1][y-1] ){ pattern[x][y]=2; continue; }
if( x<15&& y<15&& 1==pattern[x+1][y+1] ){ pattern[x][y]=2; continue; }
if( y<15&& 1==pattern[x ][y+1] ){ pattern[x][y]=2; continue; }
if( x>0 && y<15&& 1==pattern[x-1][y+1] ){ pattern[x][y]=2; continue; }
}
}
}
//Final pass, makes sure that somewhere random gets a vertical pillar of rock which is safe
//to dig stairs down, to permit access to anywhere within the pit from the top.
for(x=0, y=0; 1!=pattern[x][y]; x=rand()&15, y=rand()&15 ){}
pattern[x][y]=3;
#if 0
cout << endl;
//Print the pattern (debugging)
for(y=0;y<16;++y){
for(x=0;x<16;++x){
printf("%d",pattern[x][y]);
}
cout << endl;
}
cout << endl;
cin.ignore();
return 0;
#endif
}
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF = DFMgr.getSingleContext();
//Message of intent
cout <<
"DF Hell Hole" << endl <<
"This program will instantly dig a hole through hell, wherever your cursor is." << endl <<
"This can not be undone! End program now if you don't want hellish fun." << endl
;
cin.ignore();
//Init
try
{
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
// init the map
DFHack::Maps *Mapz = DF->getMaps();
if(!Mapz->Start())
{
cerr << "Can't init map. Exiting." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
Mapz->getSize(x_max,y_max,z_max);
//Get cursor
int32_t cursorX, cursorY, cursorZ;
DFHack::Position *Pos = DF->getPosition();
Pos->getCursorCoords(cursorX,cursorY,cursorZ);
if(-30000==cursorX){
cout << "No cursor position found. Exiting." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
//Block coordinates
int32_t bx=cursorX/16, by=cursorY/16, bz=cursorZ;
//Tile coordinates within block
int32_t tx=cursorX%16, ty=cursorY%16, tz=cursorZ;
/*
//Access the DF interface to pause the game.
//Copied from the reveal tool.
DFHack::Gui *Gui =DF->getGui();
cout << "Pausing..." << endl;
Gui->SetPauseState(true);
DF->Resume();
waitmsec(1000);
DF->Suspend();
*/
//Verify that every z-level at this location exists.
for(uint32_t z = 0; z<= bz ;z++){
if( ! Mapz->isValidBlock(bx,by,z) ){
cout << "This block does't exist yet!" << endl << "Designate the lowest level for digging to make DF allocate the block, then try again." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
}
//Get all the map features.
vector<DFHack::t_feature> global_features;
if(!Mapz->ReadGlobalFeatures(global_features)){
cout << "Couldn't load global features! Probably a version problem." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
std::map <DFHack::planecoord, std::vector<DFHack::t_feature *> > local_features;
if(!Mapz->ReadLocalFeatures(local_features)){
cout << "Couldn't load local features! Probably a version problem." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
//Get info on current tile, to determine how to generate the pit
mapblock40d topblock;
Mapz->ReadBlock40d( bx, by, bz , &topblock );
//Related block info
planecoord pc;
pc.dim.x=bx; pc.dim.y=by;
mapblock40d block;
const TileRow * tp;
t_designation * d;
//From top to bottom, dig this dude.
//Top level, cap.
Mapz->ReadBlock40d( bx, by, bz , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
if(pattern[x][y]){
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//Only modify this level if it's 'empty'
if( EMPTY != tp->c && RAMP_TOP != tp->c && STAIR_DOWN != tp->c && DFHack::TILE_STREAM_TOP != tp->s) continue;
//Need a floor for empty space.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids, so they fall down the pit.
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Remove aquifer, to prevent bugginess
d->bits.water_table=0;
//Set the tile.
block.tiletypes[x][y] = cap + rand()%4;
}
}
}
//Write the block.
Mapz->WriteBlockFlags(bx,by,bz, block.blockflags );
Mapz->WriteDesignations(bx,by,bz, &block.designation );
Mapz->WriteTileTypes(bx,by,bz, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,bz,1);
//All levels in between.
uint32_t t;
for(uint32_t z = bz-1; z>0 ; --z){
cout << z << endl;
assert( Mapz->isValidBlock(bx,by,z) );
if(!Mapz->ReadBlock40d( bx, by, z , &block )){
cout << "Bad block! " << bx << "," << by << "," << z;
}
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
t=0;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//Border or space?
switch(pattern[x][y]){
case 0:
continue;
break;
case 1:
//Empty Space
t=32;
//d->bits.light = topblock.designation[x][y].bits.light;
//d->bits.skyview = topblock.designation[x][y].bits.skyview;
//d->bits.subterranean = topblock.designation[x][y].bits.subterranean;
//Erase special markers
d->bits.feature_global = d->bits.feature_local = 0;
break;
case 2:
//Border.
//First guess based on current material
switch( tp->m ){
case OBSIDIAN:
t=wmagma;
break;
case MAGMA:
t=wmolten;
break;
case HFS:
t=whell;
break;
case VEIN:
t=440; //Solid vein block
break;
case FEATSTONE:
t=335; //Solid feature stone block
break;
default:
t=wcave;
}
//If the tile already is a feature, or if it is a vein, we're done.
//Otherwise, adopt block features.
if( VEIN!=tp->m && !d->bits.feature_global && !d->bits.feature_local ){
//Local Feature?
if( block.local_feature > -1 ){
switch( n=local_features[pc][block.local_feature]->type ){
case feature_Adamantine_Tube:
case feature_Underworld:
case feature_Hell_Temple:
//Whatever the feature is made of. "featstone wall"
d->bits.feature_local = 1;
t=335;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '(' << n << ')';
}
}
//Global Feature?
else if(block.global_feature > -1 ){
switch( n=global_features[block.global_feature].type ){
case feature_Adamantine_Tube:
case feature_Underworld:
case feature_Hell_Temple:
//Whatever the feature is made of. "featstone wall"
d->bits.feature_global = 1;
t=335;
break;
default:
//something here. for debugging, it may be interesting to know.
if(n) cout << '[' << n << ']';
}
}
}
//Erase any liquids, as they cause problems.
d->bits.flow_size=0;
d->bits.liquid_character = liquid_fresh;
d->bits.liquid_type=liquid_water;
break;
case 3:
//Special wall, always sets to obsidian, to give a stairway
t=331;
//Erase special markers
d->bits.feature_global = d->bits.feature_local = 0;
//Erase any liquids, as they cause problems.
d->bits.flow_size=0;
d->bits.liquid_character = liquid_fresh;
d->bits.liquid_type=liquid_water;
break;
default:
cout << ".err,bad pattern.";
}
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids, so they fall down the pit.
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Remove aquifer, to prevent bugginess
d->bits.water_table=0;
//Set the tile.
block.tiletypes[x][y] = t;
}
}
//Write the block.
Mapz->WriteBlockFlags(bx,by,z, block.blockflags );
Mapz->WriteDesignations(bx,by,z, &block.designation );
Mapz->WriteTileTypes(bx,by,z, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,z,1);
}
//The bottom level is special.
Mapz->ReadBlock40d( bx, by, 0 , &block );
for(uint32_t x=0;x<16;++x){
for(uint32_t y=0;y<16;++y){
//Only the portion below the empty space is handled.
if(pattern[x][y]){
if( 1==pattern[x][y] ) t=floor;
else if( 3==pattern[x][y] ) t=331;
else continue;
tp = getTileTypeP(block.tiletypes[x][y]);
d = &block.designation[x][y];
//For all tiles.
if(reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden;
//Always clear the dig designation.
d->bits.dig=designation_no;
//unlock fluids, so they fall down the pit.
d->bits.flow_forbid = d->bits.liquid_static=0;
block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1;
//Set the tile.
block.tiletypes[x][y] = floor;
}
}
}
//Write the block.
Mapz->WriteBlockFlags(bx,by,0, block.blockflags );
Mapz->WriteDesignations(bx,by,0, &block.designation );
Mapz->WriteTileTypes(bx,by,0, &block.tiletypes );
Mapz->WriteDirtyBit(bx,by,0,1);
DF->Detach();
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}

@ -0,0 +1,93 @@
// Prints all the Tile Types known by DFHack.
// File is both fixed-field and CSV parsable.
#include <stdio.h>
#include <string.h>
#include <iostream>
#include <vector>
#include <map>
#include <stddef.h>
#include <assert.h>
using namespace std;
#include <DFHack.h>
#include <dfhack/DFTileTypes.h>
using namespace DFHack;
int main (int argc, char **argv)
{
FILE *f=stdout;
const int Columns = 7;
const char * Headings[Columns] = {"TileTypeID","Class","Material","V","Special","Direction","Description"};
size_t Size[ Columns ] = {};
int i;
//First, figure out column widths.
for(i=0;i<Columns;++i){
Size[i]=strlen(Headings[i])+1;
}
//Classes
fprintf(f,"\nTile Type Classes:\n");
for(i=0;i<tileclass_count;++i){
Size[1]=max<size_t>(Size[1],strlen(TileClassString[i]));
fprintf(f,"%4i ; %s\n", i, TileClassString[i] ,0 );
}
//Materials
fprintf(f,"\nTile Type Materials:\n");
for(i=0;i<tilematerial_count;++i){
Size[2]=max<size_t>(Size[2],strlen(TileMaterialString[i]));
fprintf(f,"%4i ; %s\n", i, TileMaterialString[i] ,0 );
}
//Specials
fprintf(f,"\nTile Type Specials:\n");
for(i=0;i<tilespecial_count;++i){
Size[4]=max<size_t>(Size[4],strlen(TileSpecialString[i]));
fprintf(f,"%4i ; %s\n", i, TileSpecialString[i] ,0 );
}
/* - Not needed for now -
//Direction is tricky
for(i=0;i<TILE_TYPE_ARRAY_LENGTH;++i)
Size[5]=max(Size[5], tileTypeTable[i].d.sum()+1 );
*/
//Print the headings first.
fprintf(f,"\nTile Types:\n");
for(i=0;i<Columns;++i){
if(i) putc(';',f);
fprintf(f," %-*s ",Size[i],Headings[i],0);
}
fprintf(f,"\n");
//Process the whole array.
//A macro should be used for making the strings safe, but they are left in naked ? blocks
//to illustrate the array references more clearly.
for(i=0;i<TILE_TYPE_ARRAY_LENGTH;++i){
fprintf(f," %*i ; %-*s ; %-*s ; %*c ; %-*s ; %-*s ; %s\n",
Size[0], i,
Size[1], ( tileTypeTable[i].name ? TileClassString[ tileTypeTable[i].c ] : "" ),
Size[2], ( tileTypeTable[i].name ? TileMaterialString[ tileTypeTable[i].m ] : "" ),
Size[3], ( tileTypeTable[i].v ? '0'+tileTypeTable[i].v : ' ' ),
Size[4], ( tileTypeTable[i].s ? TileSpecialString[ tileTypeTable[i].s ] : "" ),
Size[5], ( tileTypeTable[i].d.whole ? tileTypeTable[i].d.getStr() : "" ),
( tileTypeTable[i].name ? tileTypeTable[i].name : "" ),
0
);
}
fprintf(f,"\n");
#ifndef LINUX_BUILD
if( 1== argc){
cout << "Done. Press any key to continue" << endl;
cin.ignore();
}
#endif
return 0;
}