// Burn a hole straight to hell! #include #include #include #include #include #include #include #include #include #include #include #include using namespace std; #include #include #include using namespace DFHack; #ifdef LINUX_BUILD #include void waitmsec (int delay) { usleep(delay); } #else #include void waitmsec (int delay) { Sleep(delay); } #endif #define minmax(MinV,V,MaxV) (max((MinV),min((MaxV),(V)))) //User interaction enums. //Pit Type (these only have meaning within hellhole, btw) #define PITTYPEMACRO \ X(pitTypeChasm,"Bottomless Chasm" ) \ X(pitTypeEerie,"Bottomless Eerie Pit" ) \ X(pitTypeFloor,"Pit with floor" ) \ X(pitTypeSolid,"Solid Pillar" ) \ X(pitTypeOasis,"Oasis Pit (ends at magma, no hell access)" ) \ X(pitTypeOPool,"Oasis Pool, with partial aquifer (default 5 z-levels)" ) \ X(pitTypeMagma,"Magma Pit (similar to volcano, no hell access)" ) \ X(pitTypeMPool,"Magma Pool (default 5 z-levels)" ) //end PITTYPEMACRO #define X(name,desc) name, enum e_pitType { pitTypeInvalid=-1, PITTYPEMACRO pitTypeCount, }; #undef X #define X(name,desc) desc, const char * pitTypeDesc[pitTypeCount+1] = { PITTYPEMACRO "" }; #undef X int getyesno( const char * msg , int default_value ) { const int bufferlen=4; static char buf[bufferlen]; memset(buf,0,bufferlen); while (-1) { if (msg) printf("\n%s (default=%s)\n:" , msg , (default_value?"yes":"no") ); fflush(stdin); fgets(buf,bufferlen,stdin); switch (buf[0]) { case 0: case 0x0d: case 0x0a: return default_value; case 'y': case 'Y': case 'T': case 't': case '1': return -1; case 'n': case 'N': case 'F': case 'f': case '0': return 0; } } return 0; } int getint( const char * msg , int min, int max, int default_value ) { const int bufferlen=16; static char buf[bufferlen]; int n=0; memset(buf,0,bufferlen); while (-1) { if (msg) printf("\n%s (default=%d)\n:" , msg , default_value); fflush(stdin); fgets(buf,bufferlen,stdin); if ( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) { return default_value; } if ( sscanf(buf,"%d", &n) ) { if (n>=min && n<=max ) { return n; } } } } int getint( const char * msg , int min, int max ) { const int bufferlen=16; static char buf[bufferlen]; int n=0; memset(buf,0,bufferlen); while (-1) { if (msg) { printf("\n%s \n:" , msg ); } fflush(stdin); fgets(buf,bufferlen,stdin); if ( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) { continue; } if ( sscanf(buf,"%d", &n) ) { if (n>=min && n<=max ) { return n; } } } } //Interactive, get pit type from user e_pitType selectPitType() { while ( -1 ) { printf("Enter the type of hole to dig:\n" ); for (int n=0;n=0, replace with v. //Returns number of neighbors found. int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n , char v ) { int r=0; if ( x>0 && y>0 && n==pattern[x-1][y-1] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( x>0 && n==pattern[x-1][y ] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( y>0 && n==pattern[x ][y-1] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( x<15 && n==pattern[x+1][y ] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( x<15 && y>0 && n==pattern[x+1][y-1] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( x<15 && y<15 && n==pattern[x+1][y+1] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( y<15 && n==pattern[x ][y+1] ) { ++r; if (v>-1) pattern[x][y]=v; } if ( x>0 && y<15 && n==pattern[x-1][y+1] ) { ++r; if (v>-1) pattern[x][y]=v; } return r; } //convenience int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n ) { return checkneighbors(pattern,x,y,n,-1); } void settileat(unsigned char pattern[16][16], const unsigned char needle, const unsigned char v, const int index ) { int ok=0; int safety=256*256; int y,x,i=0; //Scan for sequential index while ( !ok && --safety ) { for (y=0 ; !ok && y<16 ; ++y ) { for (x=0 ; !ok && x<16 ; ++x ) { if ( needle==pattern[x][y] ) { ++i; if ( index==i ) { //Got it! pattern[x][y]=v; ok=-1; } } } } } } //FIXME: good candidate for adding to dfhack. Maybe the Maps should have those cached so they can be queried? //Is a given feature present at the given tile? int isfeature( vector global_features, std::map > local_features, const mapblock40d &block, const DFCoord &pc, const int x, const int y, const e_feature Feat ) { //const TileRow * tp; //tp = getTileTypeP(block.tiletypes[x][y]); const t_designation * d; d = &block.designation[x][y]; if ( block.local_feature > -1 && d->bits.feature_local ) { if ( Feat==local_features[pc][block.local_feature]->type ) return Feat; } if ( block.global_feature > -1 && d->bits.feature_global ) { if ( Feat==global_features[block.global_feature].type ) return Feat; } return 0; } // FIXME: use block cache, break into manageable bits int main (void) { srand ( (unsigned int)time(NULL) ); //Message of intent cout << "DF Hole" << endl << "This tool will instantly dig a chasm, pit, pipe, etc through hell, wherever your cursor is." << endl << "This can not be undone! End program now if you don't want hellish fun." << endl ; //User selection of settings should have it own routine, a structure for settings, I know //sloppy mess, but this is just a demo utility. //Pit Types. e_pitType pittype = selectPitType(); //Here are all the settings. //Default values are set here. int pitdepth=0; int roof=-1; int holeradius=6; int wallthickness=1; int wallpillar=1; int holepillar=1; int exposehell = 0; int fillmagma=0; int fillwater=0; int stopatmagma=0; int exposemagma=0; int aquify=0; //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, 344 is featstone floor, 264 is 'magma flow' floor uint32_t floor=35, cap=340; int floorvar=0; //Modify default settings based on pit type. switch ( pittype ) { case pitTypeChasm: floor=35; break; case pitTypeEerie: floor=42; break; case pitTypeFloor: floor=344; floorvar=3; break; case pitTypeSolid: holeradius=0; wallthickness=7; wallpillar=4; break; case pitTypeOasis: stopatmagma=-1; fillwater=-1; holeradius=5; wallthickness=2; //aquify=-1; floor=340; floorvar=3; break; case pitTypeOPool: pitdepth=5; fillwater=-1; holeradius=5; wallthickness=2; //aquify=-1; floor=340; floorvar=3; break; case pitTypeMagma: stopatmagma=-1; exposemagma=-1; wallthickness=2; fillmagma=-1; floor=264; break; case pitTypeMPool: pitdepth=5; wallthickness=2; fillmagma=-1; floor=340; floorvar=3; break; } //Should tiles be revealed? int reveal=0; int accept = getyesno("Use default settings?",1); while ( !accept ) { //Pit Depth pitdepth = getint( "Enter max depth (0 for bottom of map)", 0, INT_MAX, pitdepth ); //Hole Size holeradius = getint( "Enter hole radius, 0 to 16", 0, 16, holeradius ); //Wall thickness wallthickness = getint( "Enter wall thickness, 0 to 16", 0, 16, wallthickness ); //Obsidian Pillars holepillar = getint( "Number of Obsidian Pillars in hole, 0 to 255", 0, 255, holepillar ); wallpillar = getint( "Number of Obsidian Pillars in wall, 0 to 255", 0, 255, wallpillar ); //Open Hell? exposehell=getyesno("Expose the pit to hell (no walls in hell)?",exposehell); //Stop when magma sea is hit? stopatmagma=getyesno("Stop at magma sea?",stopatmagma); exposemagma=getyesno("Expose magma sea (no walls in magma)?",exposemagma); //Fill? fillmagma=getyesno("Fill with magma?",fillmagma); if (fillmagma) aquify=fillwater=0; fillwater=getyesno("Fill with water?",fillwater); //aquify=getyesno("Aquifer?",aquify); /////////////////////////////////////////////////////////////////////////////////////////////// //Print settings. //If a settings struct existed, this could be in a routine printf("Using Settings:\n"); printf("Pit Type......: %d = %s\n", pittype, pitTypeDesc[pittype]); printf("Depth.........: %d\n", pitdepth); printf("Hole Radius...: %d\n", holeradius); printf("Wall Thickness: %d\n", wallthickness); printf("Pillars, Hole.: %d\n", holepillar); printf("Pillars, Wall.: %d\n", wallpillar); printf("Expose Hell...: %c\n", (exposehell?'Y':'N') ); printf("Stop at Magma.: %c\n", (stopatmagma?'Y':'N') ); printf("Expose Magma..: %c\n", (exposemagma?'Y':'N') ); printf("Magma Fill....: %c\n", (fillmagma?'Y':'N') ); printf("Water Fill....: %c\n", (fillwater?'Y':'N') ); printf("Aquifer.......: %c\n", (aquify?'Y':'N') ); accept = getyesno("Accept these settings?",1); } int64_t n; uint32_t x_max,y_max,z_max; //Pattern to dig unsigned char pattern[16][16]; for (int regen=1;regen; ) { regen=0; memset(pattern,0,sizeof(pattern)); //Calculate a randomized circle. //These values found through experimentation. int x=0, y=0, n=0; //Two concentric irregular circles //Outer circle, solid. if ( wallthickness ) { drawcircle(holeradius+wallthickness, pattern, 2); } //Inner circle, hole. if ( holeradius ) { drawcircle(holeradius, pattern, 1); } //Post-process to be certain the wall totally encloses hole. if (wallthickness) { 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 checkneighbors( pattern , x,y, 1, 2); } } } } //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 (n=holepillar; n ; --n) { settileat( pattern , 1 , 3 , rand()&255 ); } for (n=wallpillar; n ; --n) { settileat( pattern , 2 , 3 , rand()&255 ); } //Note: //At this point, the pattern holds: //0 for all tiles which will be ignored. //1 for all tiles set to empty pit space. //2 for all normal walls. //3 for the straight obsidian top-to-bottom wall. //4 is randomized between wall or floor (!not implemented!) printf("\nPattern:\n"); const char patternkey[] = ".cW!?567890123"; //Print the pattern for (y=0;y<16;++y) { for (x=0;x<16;++x) { cout << patternkey[ pattern[x][y] ]; } cout << endl; } cout << endl; regen = !getyesno("Acceptable Pattern?",1); } //Post-process settings to fix problems here if (pitdepth<1) { pitdepth=INT_MAX; } /////////////////////////////////////////////////////////////////////////////////////////////// cerr << "Loading memory map..." << endl; //Connect to DF! DFHack::ContextManager DFMgr("Memory.xml"); DFHack::Context *DF = DFMgr.getSingleContext(); //Init cerr << "Attaching to DF..." << endl; 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::Gui *Gui = DF->getGui(); Gui->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 (int32_t Z = 0; Z<= bz ;Z++) { if ( ! Mapz->isValidBlock(bx,by,Z) ) { cout << "This block does't exist! Exiting." << endl; #ifndef LINUX_BUILD cin.ignore(); #endif return 1; } } //Get all the map features. vector 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 > 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 DFCoord pc(bx,by); mapblock40d block; const TileRow * tp; t_designation * d; ////////////////////////////////////// //From top to bottom, dig this thing. ////////////////////////////////////// //Top level, cap. //Might make this an option in the future //For now, no wall means no cap. if (wallthickness) { 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]>1) || (roof && pattern[x][y]) ) { tp = getTileRow(block.tiletypes[x][y]); d = &block.designation[x][y]; //Only modify this level if it's 'empty' if ( EMPTY != tp->shape && RAMP_TOP != tp->shape && STAIR_DOWN != tp->shape && DFHack::BROOK_TOP != tp->shape) { 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. int done=0; uint32_t t,v; int32_t z = bz-1; int32_t bottom = max(0,bz-pitdepth-1); assert( bottom>=0 && bottom<=bz ); for ( ; !done && z>=bottom ; --z) { int watercount=0; int magmacount=0; int moltencount=0; int rockcount=0; int veincount=0; int emptycount=0; int hellcount=0; int templecount=0; int adamcount=0; int featcount=0; int tpat; cout << z << endl; assert( Mapz->isValidBlock(bx,by,z) ); if (!Mapz->ReadBlock40d( bx, by, z , &block )) { cout << "Bad block! " << bx << "," << by << "," << z << endl; } //Pre-process this z-level, to get some tile statistics. for (int32_t x=0;x<16;++x) { for (int32_t y=0;y<16;++y) { t=0; tp = getTileRow(block.tiletypes[x][y]); d = &block.designation[x][y]; tpat=pattern[x][y]; //Tile type material categories switch ( tp->material ) { case AIR: ++emptycount; break; case MAGMA: ++moltencount; break; case VEIN: ++veincount; break; case FEATSTONE: case HFS: case OBSIDIAN: //basicly, ignored. break; default: if ( EMPTY == tp->shape || RAMP_TOP == tp->shape || STAIR_DOWN == tp->shape ) { ++emptycount; } else { ++rockcount; } break; } //Magma and water if ( d->bits.flow_size ) { if (d->bits.liquid_type) { ++magmacount; } else { ++watercount; } } //Check for Features if ( block.local_feature > -1 || block.global_feature > -1 ) { //Count tiles which actually are in the feature. //It is possible for a block to have a feature, but no tiles to be feature. if ( d->bits.feature_global || d->bits.feature_local ) { //All features ++featcount; if ( d->bits.feature_global && d->bits.feature_local ) { cout << "warn:tile is global and local at same time!" << endl; } n=0; if ( block.global_feature > -1 && d->bits.feature_global ) { n=global_features[block.global_feature].type; switch ( n ) { case feature_Other: //no count break; case feature_Adamantine_Tube: ++adamcount; break; case feature_Underworld: ++hellcount; break; case feature_Hell_Temple: ++templecount; break; default: //something here. for debugging, it may be interesting to know. if (n) cout << '(' << n << ')'; } } n=0; if ( block.local_feature > -1 && d->bits.feature_local ) { n=local_features[pc][block.local_feature]->type; switch ( n ) { case feature_Other: //no count break; case feature_Adamantine_Tube: ++adamcount; break; case feature_Underworld: ++hellcount; break; case feature_Hell_Temple: ++templecount; break; default: //something here. for debugging, it may be interesting to know. if (n) cout << '[' << n << ']'; } } } } } } //If stopping at magma, and no no non-feature stone in this layer, and magma found, then we're either at //or below the magma sea / molten rock. if ( stopatmagma && (moltencount || magmacount) && (!exposemagma || !rockcount) ) { //If not exposing magma, quit at the first sign of magma. //If exposing magma, quite once magma is exposed. done=-1; } ///////////////////////////////////////////////////////////////////////////////////////////////// //Some checks, based on settings and stats collected //First check, are we at illegal depth? if ( !done && hellcount && stopatmagma ) { //Panic! done=-1; tpat=0; cout << "error: illegal breach of hell!" << endl; } ///////////////////////////////////////////////////////////////////////////////////////////////// //Actually process the current z-level. //These loops do the work. for (int32_t x=0;!done && x<16;++x) { for (int32_t y=0;!done && y<16;++y) { t=0; tp = getTileRow(block.tiletypes[x][y]); d = &block.designation[x][y]; tpat=pattern[x][y]; //Up front, remove aquifer, to prevent bugginess //It may be added back if aquify is set. d->bits.water_table=0; //Change behaviour based on settings and stats from this z-level //In hell? if ( tpat && tpat!=3 && isfeature(global_features, local_features,block,pc,x,y,feature_Underworld ) ) { if ( exposehell ) { tpat=0; } } //Expose magma? if ( tpat && tpat!=3 && exposemagma ) { //Leave certain tiles unchanged. switch ( tp->material ) { case HFS: case FEATSTONE: case MAGMA: tpat=0; default: break; } //Adamantine may be left unchanged... if ( isfeature(global_features, local_features,block,pc,x,y,feature_Adamantine_Tube ) ) { tpat=0; } //Leave magma sea unchanged. if ( d->bits.flow_size && d->bits.liquid_type) { tpat=0; } } //For all situations... //Special modification for walls, always for adamantine. if ( isfeature(global_features, local_features,block,pc,x,y,feature_Adamantine_Tube ) ) { if ( 2==pattern[x][y] || 3==pattern[x][y] ) { tpat=2; } } //Border or space? switch (tpat) { 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; //Water? Magma? if (fillmagma || fillwater) { d->bits.flow_size=7; d->bits.water_stagnant = false; d->bits.water_salt = false; if (fillmagma) { d->bits.liquid_type=liquid_magma; } else { d->bits.liquid_type=liquid_water; } } else { //Otherwise, remove all liquids. d->bits.flow_size=0; d->bits.water_stagnant = false; d->bits.water_salt = false; d->bits.liquid_type = liquid_water; } break; case 2: //Wall. //First guess based on current material switch ( tp->material ) { 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; } //Adamantine (a local feature) trumps veins. { //Local Feature? if ( block.local_feature > -1 ) { switch ( n=local_features[pc][block.local_feature]->type ) { case feature_Underworld: case feature_Hell_Temple: //Only adopt these if there is no global feature present if ( block.global_feature >-1 ) { break; } case feature_Adamantine_Tube: //Always for adamantine, sometimes for others //Whatever the feature is made of. "featstone wall" d->bits.feature_global = 0; d->bits.feature_local = 1; t=335; break; } } //Global Feature? else if (block.global_feature > -1 && !d->bits.feature_local ) { 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; } } } //Erase any liquids, as they cause problems. d->bits.flow_size=0; d->bits.water_stagnant = false; d->bits.water_salt = false; d->bits.liquid_type=liquid_water; //Placing an aquifer? //(bugged, these aquifers don't generate water!) if ( aquify ) { //Only normal stone types can be aquified if ( tp->material!=MAGMA && tp->material!=FEATSTONE && tp->material!=HFS ) { //Only place next to the hole. //If no hole, place in middle. if ( checkneighbors(pattern,x,y,1) || (7==x && 7==y) ) { d->bits.water_table = 1; //t=265; //soil wall } } } break; case 3: ////No obsidian walls on bottom of map! //if(z<1 && (d->bits.feature_global || d->bits.feature_local) ) { // t=335; //} //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.water_stagnant = false; d->bits.water_salt = false; d->bits.liquid_type=liquid_water; break; default: cout << ".error,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; //Make it underground, because it is capped d->bits.subterranean=1; d->bits.light=0; d->bits.skyview=0; //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] = 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); } //Re-process the last z-level handled above. z++; assert( z>=0 ); /////////////////////////////////////////////////////////////////////////////////////////////// //The bottom level is special. if (-1) { if (!Mapz->ReadBlock40d( bx, by, z , &block )) { cout << "Bad block! " << bx << "," << by << "," << z << endl; } for (uint32_t x=0;x<16;++x) { for (uint32_t y=0;y<16;++y) { t=floor; v=floorvar; tp = getTileRow(block.tiletypes[x][y]); d = &block.designation[x][y]; if ( exposehell ) { //Leave hell tiles unchanged when exposing hell. if ( isfeature(global_features,local_features,block,pc,x,y,feature_Underworld) ) { continue; } } //Does expose magma need anything at this level? if ( exposemagma && stopatmagma ) { continue; } switch (pattern[x][y]) { case 0: continue; break; case 1: //Empty becomes floor. //Base floor type on the z-level first, features, then tile type. if (!z) { //Bottom of map, use the floor specified, always. break; } ////Only place floor where ground is already solid when exposing //if( EMPTY == tp->c || RAMP_TOP == tp->c || STAIR_DOWN == tp->c ){ // continue; //} if ( d->bits.feature_global || d->bits.feature_global ) { //Feature Floor! t=344; break; } //Tile material check. switch ( tp->material ) { case OBSIDIAN: t=340; v=3; break; case MAGMA: v=0; t=264; //magma flow break; case HFS: //should only happen at bottom of map break; case VEIN: t=441; //vein floor v=3; break; case FEATSTONE: t=344; v=3; break; } break; case 2: case 3: //Walls already drawn. //Ignore. continue; break; } //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 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] = t + ( v ? rand()&v : 0 ); } } //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); } DF->Detach(); #ifndef LINUX_BUILD cout << "Done. Press any key to continue" << endl; cin.ignore(); #endif return 0; }