// Map cleaner. Removes all the snow, mud spills, blood and vomit from map tiles. #include #include #include using namespace std; #include #include int main (void) { uint32_t x_max,y_max,z_max; uint32_t num_blocks = 0; uint32_t bytes_read = 0; t_occupancy occupancies[256]; DFHackAPI *pDF = CreateDFHackAPI("Memory.xml"); DFHackAPI &DF = *pDF; if(!DF.Attach()) { cerr << "DF not found" << endl; return 1; } DF.InitMap(); DF.getSize(x_max,y_max,z_max); // 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(DF.isValidBlock(x,y,z)) { // read block designations DF.ReadOccupancy(x,y,z, (uint32_t *) occupancies); // change the hidden flag to 0 for (uint32_t i = 0; i < 256;i++) { occupancies[i].unibits.splatter = 0; } // write the designations back DF.WriteOccupancy(x,y,z, (uint32_t *) occupancies); } } } } DF.Detach(); delete pDF; cout << "Done. Press any key to continue" << endl; cin.ignore(); return 0; }