// This will create 7 deep magama on the square the cursor is on. It does not // enable magma buildings at this time. #include #include #include using namespace std; #include #include int main (void) { int32_t x,y,z; DFHack::designations40d designations; DFHack::tiletypes40d tiles; DFHack::t_temperatures temp1,temp2; uint32_t x_max,y_max,z_max; DFHack::ContextManager DFMgr("Memory.xml"); DFHack::Context *DF; DFHack::Maps * Maps; DFHack::Position * Position; try { DF=DFMgr.getSingleContext(); DF->Attach(); Maps = DF->getMaps(); Maps->Start(); Maps->getSize(x_max,y_max,z_max); 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 brush="point"; 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 << "o - make obsidian wall instead" << 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 << "Brush:" << endl << "point - single tile" << endl << "block - block with cursor in it" << 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 == "o") { mode = "obsidian"; } else if(command == "clmn") { mode = "column"; } else if(command == "starruby") { mode = "starruby"; } else if(command == "darkhide") { mode = "darkhide"; } else if(command == "w") { mode = "water"; } else if(command == "f") { mode = "flowbits"; } else if(command == "point") { brush = "point"; } else if(command == "block") { brush = "block"; } 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; } if(mode == "obsidian") { Maps->ReadTileTypes((x/16),(y/16),z, &tiles); tiles[x%16][y%16] = 331; Maps->WriteTileTypes((x/16),(y/16),z, &tiles); } else if(mode == "column") { int zzz = z; int16_t tile; while ( zzz < z_max ) { Maps->ReadTileTypes((x/16),(y/16),zzz, &tiles); tile = tiles[x%16][y%16]; if (DFHack::tileTypeTable[tile].c == DFHack::WALL) break; tiles[x%16][y%16] = 331; Maps->WriteTileTypes((x/16),(y/16),zzz, &tiles); zzz++; } } // quick hack, do not use for serious stuff else if(mode == "starruby") { if(Maps->isValidBlock((x/16),(y/16),z)) { Maps->ReadTileTypes((x/16),(y/16),z, &tiles); Maps->ReadDesignations((x/16),(y/16),z, &designations); Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2); cout << "sizeof(designations) = " << sizeof(designations) << endl; cout << "sizeof(tiletypes) = " << sizeof(tiles) << endl; for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++) { cout<< xx << " " << yy <<": " << tiles[xx][yy] << endl; tiles[xx][yy] = 335;// 45 DFHack::naked_designation & des = designations[xx][yy].bits; des.feature_local = true; des.feature_global = false; des.flow_size = 0; des.skyview = 0; des.light = 0; des.subterranean = 1; temp1[xx][yy] = 10015; temp2[xx][yy] = 10015; } Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2); Maps->WriteDesignations((x/16),(y/16),z, &designations); Maps->WriteTileTypes((x/16),(y/16),z, &tiles); Maps->WriteLocalFeature((x/16),(y/16),z, 36); } } else if(mode == "darkhide") { int16_t zzz = z; while ( zzz >=0 ) { if(Maps->isValidBlock((x/16),(y/16),zzz)) { int xx = x %16; int yy = y %16; Maps->ReadDesignations((x/16),(y/16),zzz, &designations); designations[xx][yy].bits.skyview = 0; designations[xx][yy].bits.light = 0; designations[xx][yy].bits.subterranean = 1; Maps->WriteDesignations((x/16),(y/16),zzz, &designations); } zzz --; } } else { // place the magma Maps->ReadDesignations((x/16),(y/16),z, &designations); Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2); if(brush == "point") { if(mode != "flowbits") { // fix temperatures so we don't produce lethal heat traps if(amount == 0 || designations[x%16][y%16].bits.liquid_type == DFHack::liquid_magma && mode == "water") temp1[x%16][y%16] = temp2[x%16][y%16] = 10015; 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; } else { for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++) { if(mode != "flowbits") { // fix temperatures so we don't produce lethal heat traps if(amount == 0 || designations[xx][yy].bits.liquid_type == DFHack::liquid_magma && mode == "water") temp1[xx%16][yy%16] = temp2[xx%16][yy%16] = 10015; designations[xx][yy].bits.flow_size = amount; } if(mode == "magma") designations[xx][yy].bits.liquid_type = DFHack::liquid_magma; else if(mode == "water") designations[xx][yy].bits.liquid_type = DFHack::liquid_water; } } Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2); 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; }