Rename magma_create to liquids to reflect change of functionality

develop
Petr Mrázek 2010-04-16 00:24:59 +02:00
parent 78e1a58867
commit 93c58005c2
4 changed files with 181 additions and 129 deletions

@ -0,0 +1,4 @@
mkdir build-real
cd build-real
cmake ..\.. -G"Visual Studio 10"
pause

@ -50,8 +50,8 @@ TARGET_LINK_LIBRARIES(dfdigger dfhack)
# a magma creation tool
# Author: Aleric
ADD_EXECUTABLE(dfmagma_create magma_create.cpp)
TARGET_LINK_LIBRARIES(dfmagma_create dfhack)
ADD_EXECUTABLE(dfliquids liquids.cpp)
TARGET_LINK_LIBRARIES(dfliquids dfhack)
IF(UNIX)
install(TARGETS

@ -0,0 +1,175 @@
// This will create 7 deep magama on the square the cursor is on. It does not
// enable magma buildings at this time.
#include <iostream>
#include <integers.h>
#include <vector>
using namespace std;
#include <DFTypes.h>
#include <DFHackAPI.h>
#include <modules/Maps.h>
#include <modules/Position.h>
int main (void)
{
int32_t x,y,z;
DFHack::designations40d designations;
DFHack::API DF("Memory.xml");
DFHack::Maps * Maps;
DFHack::Position * Position;
try
{
DF.Attach();
Maps = DF.getMaps();
Position = DF.getPosition();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
bool end = false;
cout << "Welcome to the liquid spawner. type 'help' for a list of available commands, 'q' to quit." << endl;
string mode="magma";
string flowmode="f+";
int amount = 7;
while(!end)
{
DF.Resume();
string command = "";
cout <<"[" << mode << ":" << amount << ":" << flowmode << "]# ";
getline(cin, command);
if(command=="help")
{
cout << "Modes:" << endl
<< "m - switch to magma" << endl
<< "w - switch to water" << endl
<< "f - flow bits only" << endl
<< "Properties:" << endl
<< "f+ - make the spawned liquid flow" << endl
<< "f. - don't change flow state (read state in flow mode)" << endl
<< "f- - make the spawned liquid static" << endl
<< "0-7 - set liquid amount" << endl
<< "Other:" << endl
<< "q - quit" << endl
<< "help - print this list of commands" << endl
<< "empty line - put liquid" << endl
<< endl
<< "Usage: point the DF cursor at a tile you want to modify" << endl
<< "and use the commands available :)" << endl;
}
else if(command == "m")
{
mode = "magma";
}
else if(command == "w")
{
mode = "water";
}
else if(command == "f")
{
mode = "flowbits";
}
else if(command == "q")
{
end = true;
}
else if(command == "f+")
{
flowmode = "f+";
}
else if(command == "f-")
{
flowmode = "f-";
}
else if(command == "f.")
{
flowmode = "f.";
}
// blah blah, bad code, bite me.
else if(command == "0")
amount = 0;
else if(command == "1")
amount = 1;
else if(command == "2")
amount = 2;
else if(command == "3")
amount = 3;
else if(command == "4")
amount = 4;
else if(command == "5")
amount = 5;
else if(command == "6")
amount = 6;
else if(command == "7")
amount = 7;
else if(command.empty())
{
DF.Suspend();
do
{
if(!Maps->Start())
{
cout << "Can't see any DF map loaded." << endl;
break;
}
if(!Position->getCursorCoords(x,y,z))
{
cout << "Can't get cursor coords! Make sure you have a cursor active in DF." << endl;
break;
}
cout << "cursor coords: " << x << "/" << y << "/" << z << endl;
if(!Maps->isValidBlock(x/16,y/16,z))
{
cout << "Not a valid block." << endl;
break;
}
// place the magma
Maps->ReadDesignations((x/16),(y/16),z, &designations);
if(mode != "flowbits")
designations[x%16][y%16].bits.flow_size = amount;
if(mode == "magma")
designations[x%16][y%16].bits.liquid_type = DFHack::liquid_magma;
else if(mode == "water")
designations[x%16][y%16].bits.liquid_type = DFHack::liquid_water;
Maps->WriteDesignations(x/16,y/16,z, &designations);
// make the magma flow :)
DFHack::t_blockflags bflags;
Maps->ReadBlockFlags((x/16),(y/16),z,bflags);
// 0x00000001 = job-designated
// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
if(flowmode == "f+")
{
bflags.bits.liquid_1 = true;
bflags.bits.liquid_2 = true;
}
else if(flowmode == "f-")
{
bflags.bits.liquid_1 = false;
bflags.bits.liquid_2 = false;
}
else
{
cout << "flow bit 1 = " << bflags.bits.liquid_1 << endl;
cout << "flow bit 2 = " << bflags.bits.liquid_2 << endl;
}
Maps->WriteBlockFlags((x/16),(y/16),z,bflags);
cout << "OK" << endl;
Maps->Finish();
} while (0);
}
}
DF.Detach();
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}

@ -1,127 +0,0 @@
// This will create 7 deep magama on the square the cursor is on. It does not
// enable magma buildings at this time.
#include <iostream>
#include <integers.h>
#include <vector>
using namespace std;
#include <DFTypes.h>
#include <DFHackAPI.h>
#include <modules/Maps.h>
#include <modules/Position.h>
int main (void)
{
int32_t x,y,z;
DFHack::designations40d designations;
DFHack::API DF("Memory.xml");
DFHack::Maps * Maps;
DFHack::Position * Position;
try
{
DF.Attach();
Maps = DF.getMaps();
Position = DF.getPosition();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
bool end = false;
cout << "Welcome to the liquid spawner. type 'help' for a list of available commands." << endl;
string mode="magma";
int amount = 7;
while(!end)
{
DF.Resume();
string command = "";
cout << mode << ":" << amount << " >";
getline(cin, command);
if(command=="help")
{
cout << "m - switch to magma" << endl
<< "w - switch to water" << endl
<< "return - put liquid" << endl
<< "0-7 - set liquid amount" << endl
<< "q - quit" << endl
<< "help - print this list of commands" << endl;
}
else if(command == "m")
{
mode = "magma";
}
else if(command == "w")
{
mode = "water";
}
else if(command == "q")
{
end = true;
}
// blah blah, bad code, bite me.
else if(command == "0")
amount = 0;
else if(command == "1")
amount = 1;
else if(command == "2")
amount = 2;
else if(command == "3")
amount = 3;
else if(command == "4")
amount = 4;
else if(command == "5")
amount = 5;
else if(command == "6")
amount = 6;
else if(command == "7")
amount = 7;
else// if(command.empty())
{
DF.Suspend();
Maps->Start();
if(Position->getCursorCoords(x,y,z))
{
cout << "cursor coords: " << x << "/" << y << "/" << z << endl;
if(Maps->isValidBlock(x/16,y/16,z))
{
// place the magma
Maps->ReadDesignations((x/16),(y/16),z, &designations);
designations[x%16][y%16].bits.flow_size = amount;
if(mode == "magma")
designations[x%16][y%16].bits.liquid_type = DFHack::liquid_magma;
if(mode == "water")
designations[x%16][y%16].bits.liquid_type = DFHack::liquid_water;
Maps->WriteDesignations(x/16,y/16,z, &designations);
// make the magma flow :)
DFHack::t_blockflags bflags;
Maps->ReadBlockFlags((x/16),(y/16),z,bflags);
// 0x00000001 = job-designated
// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
bflags.bits.liquid_1 = true;
bflags.bits.liquid_2 = true;
Maps->WriteBlockFlags((x/16),(y/16),z,bflags);
Maps->Finish();
cout << "OK" << endl;
}
else
cout << "Not a valid block." << endl;
}
else
cout << "NO" << endl;
Maps->Finish();
}
}
DF.Detach();
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}