// produces a list of vein materials available on the map. can be run with '-a' modifier to show even unrevealed minerals deep underground // with -b modifier, it will show base layer materials too // TODO: use material colors to make the output prettier // TODO: needs the tiletype filter! // TODO: tile override materials // TODO: material types, trees, ice, constructions // TODO: GUI #include #include #include // for memset #include #include #include using namespace std; #include #include #include int main (int argc, const char* argv[]) { bool showhidden = false; bool showbaselayers = false; for(int i = 0; i < argc; i++) { string test = argv[i]; if(test == "-a") { showhidden = true; } else if(test == "-b") { showbaselayers = true; } else if(test == "-ab" || test == "-ba") { showhidden = true; showbaselayers = true; } } // let's be more useful when double-clicked on windows #ifndef LINUX_BUILD showhidden = true; #endif uint32_t x_max,y_max,z_max; uint16_t tiletypes[16][16]; t_designation designations[16][16]; uint8_t regionoffsets[16]; map materials; materials.clear(); vector stonetypes; vector< vector > layerassign; // init the API DFHackAPI *pDF = CreateDFHackAPI("Memory.xml"); DFHackAPI &DF = *pDF; // attach if(!DF.Attach()) { cerr << "DF not found" << endl; return 1; } // init the map DF.InitMap(); DF.getSize(x_max,y_max,z_max); // get stone matgloss mapping if(!DF.ReadStoneMatgloss(stonetypes)) { //DF.DestroyMap(); cerr << "Can't get the materials." << endl; return 1; } // get region geology if(!DF.ReadGeology( layerassign )) { cerr << "Can't get region geology." << endl; return 1; } int16_t tempvein [16][16]; vector veins; // 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)) continue; // read data DF.ReadTileTypes(x,y,z, (uint16_t *) tiletypes); DF.ReadDesignations(x,y,z, (uint32_t *) designations); memset(tempvein, -1, sizeof(tempvein)); veins.clear(); DF.ReadVeins(x,y,z,veins); if(showbaselayers) { DF.ReadRegionOffsets(x,y,z, regionoffsets); // get the layer materials for(uint32_t xx = 0;xx<16;xx++) { for (uint32_t yy = 0; yy< 16;yy++) { tempvein[xx][yy] = layerassign [regionoffsets[designations[xx][yy].bits.biome]] [designations[xx][yy].bits.geolayer_index]; } } } // for each vein for(int i = 0; i < (int)veins.size();i++) { //iterate through vein rows for(uint32_t j = 0;j<16;j++) { //iterate through the bits for (uint32_t k = 0; k< 16;k++) { // and the bit array with a one-bit mask, check if the bit is set bool set = !!(((1 << k) & veins[i].assignment[j]) >> k); if(set) { // store matgloss tempvein[k][j] = veins[i].type; } } } } // count the material types for(uint32_t xi = 0 ; xi< 16 ; xi++) { for(uint32_t yi = 0 ; yi< 16 ; yi++) { // hidden tiles are ignored unless '-a' is provided on the command line // non-wall tiles are ignored if(designations[xi][yi].bits.hidden && !showhidden || !isWallTerrain(tiletypes[xi][yi])) continue; if(tempvein[xi][yi] < 0) continue; if(materials.count(tempvein[xi][yi])) { materials[tempvein[xi][yi]] += 1; } else { materials[tempvein[xi][yi]] = 1; } } } } } } // print report map::iterator p; for(p = materials.begin(); p != materials.end(); p++) { cout << stonetypes[p->first].id << " : " << p->second << endl; } DF.Detach(); #ifndef LINUX_BUILD cout << "Done. Press any key to continue" << endl; cin.ignore(); #endif delete pDF; return 0; }