317 lines
12 KiB
C++
317 lines
12 KiB
C++
// This will create 7 deep magama on the square the cursor is on. It does not
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// enable magma buildings at this time.
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#include <iostream>
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#include <integers.h>
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#include <vector>
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#include <map>
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using namespace std;
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#include <DFTypes.h>
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#include <DFContextManager.h>
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#include <DFContext.h>
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#include <modules/Maps.h>
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#include <modules/Position.h>
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#include <DFTileTypes.h>
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int main (void)
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{
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int32_t x,y,z;
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DFHack::designations40d designations;
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DFHack::tiletypes40d tiles;
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DFHack::t_temperatures temp1,temp2;
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uint32_t x_max,y_max,z_max;
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DFHack::ContextManager DFMgr("Memory.xml");
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DFHack::Context *DF;
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DFHack::Maps * Maps;
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DFHack::Position * Position;
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try
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{
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DF=DFMgr.getSingleContext();
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DF->Attach();
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Maps = DF->getMaps();
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Position = DF->getPosition();
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}
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catch (exception& e)
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{
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cerr << e.what() << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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bool end = false;
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cout << "Welcome to the liquid spawner. type 'help' for a list of available commands, 'q' to quit." << endl;
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string mode="magma";
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string brush="point";
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string flowmode="f+";
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int amount = 7;
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while(!end)
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{
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Maps->getSize(x_max,y_max,z_max);
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DF->Resume();
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string command = "";
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cout <<"[" << mode << ":" << amount << ":" << flowmode << "]# ";
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getline(cin, command);
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if(command=="help")
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{
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cout << "Modes:" << endl
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<< "m - switch to magma" << endl
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<< "w - switch to water" << endl
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<< "o - make obsidian wall instead" << endl
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<< "f - flow bits only" << endl
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<< "Properties:" << endl
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<< "f+ - make the spawned liquid flow" << endl
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<< "f. - don't change flow state (read state in flow mode)" << endl
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<< "f- - make the spawned liquid static" << endl
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<< "0-7 - set liquid amount" << endl
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<< "Brush:" << endl
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<< "point - single tile" << endl
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<< "block - block with cursor in it" << endl
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<< "Other:" << endl
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<< "q - quit" << endl
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<< "help - print this list of commands" << endl
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<< "empty line - put liquid" << endl
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<< endl
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<< "Usage: point the DF cursor at a tile you want to modify" << endl
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<< "and use the commands available :)" << endl;
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}
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else if(command == "m")
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{
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mode = "magma";
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}
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else if(command == "o")
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{
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mode = "obsidian";
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}
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else if(command == "clmn")
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{
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mode = "column";
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}
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else if(command == "starruby")
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{
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mode = "starruby";
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}
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else if(command == "darkhide")
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{
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mode = "darkhide";
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}
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else if(command == "w")
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{
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mode = "water";
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}
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else if(command == "f")
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{
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mode = "flowbits";
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}
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else if(command == "point")
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{
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brush = "point";
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}
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else if(command == "block")
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{
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brush = "block";
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}
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else if(command == "q")
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{
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end = true;
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}
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else if(command == "f+")
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{
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flowmode = "f+";
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}
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else if(command == "f-")
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{
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flowmode = "f-";
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}
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else if(command == "f.")
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{
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flowmode = "f.";
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}
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// blah blah, bad code, bite me.
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else if(command == "0")
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amount = 0;
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else if(command == "1")
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amount = 1;
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else if(command == "2")
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amount = 2;
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else if(command == "3")
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amount = 3;
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else if(command == "4")
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amount = 4;
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else if(command == "5")
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amount = 5;
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else if(command == "6")
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amount = 6;
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else if(command == "7")
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amount = 7;
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else if(command.empty())
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{
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DF->Suspend();
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do
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{
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if(!Maps->Start())
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{
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cout << "Can't see any DF map loaded." << endl;
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break;
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}
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if(!Position->getCursorCoords(x,y,z))
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{
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cout << "Can't get cursor coords! Make sure you have a cursor active in DF." << endl;
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break;
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}
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cout << "cursor coords: " << x << "/" << y << "/" << z << endl;
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if(!Maps->isValidBlock(x/16,y/16,z))
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{
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cout << "Not a valid block." << endl;
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break;
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}
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if(mode == "obsidian")
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{
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Maps->ReadTileTypes((x/16),(y/16),z, &tiles);
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tiles[x%16][y%16] = 331;
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Maps->WriteTileTypes((x/16),(y/16),z, &tiles);
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}
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else if(mode == "column")
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{
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int zzz = z;
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int16_t tile;
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while ( zzz < z_max )
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{
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Maps->ReadTileTypes((x/16),(y/16),zzz, &tiles);
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tile = tiles[x%16][y%16];
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if (DFHack::tileTypeTable[tile].c == DFHack::WALL)
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break;
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tiles[x%16][y%16] = 331;
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Maps->WriteTileTypes((x/16),(y/16),zzz, &tiles);
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zzz++;
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}
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}
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// quick hack, do not use for serious stuff
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else if(mode == "starruby")
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{
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if(Maps->isValidBlock((x/16),(y/16),z))
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{
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Maps->ReadTileTypes((x/16),(y/16),z, &tiles);
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Maps->ReadDesignations((x/16),(y/16),z, &designations);
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Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2);
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cout << "sizeof(designations) = " << sizeof(designations) << endl;
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cout << "sizeof(tiletypes) = " << sizeof(tiles) << endl;
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for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++)
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{
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cout<< xx << " " << yy <<": " << tiles[xx][yy] << endl;
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tiles[xx][yy] = 335;// 45
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DFHack::naked_designation & des = designations[xx][yy].bits;
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des.feature_local = true;
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des.feature_global = false;
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des.flow_size = 0;
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des.skyview = 0;
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des.light = 0;
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des.subterranean = 1;
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temp1[xx][yy] = 10015;
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temp2[xx][yy] = 10015;
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}
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Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2);
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Maps->WriteDesignations((x/16),(y/16),z, &designations);
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Maps->WriteTileTypes((x/16),(y/16),z, &tiles);
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Maps->WriteLocalFeature((x/16),(y/16),z, 36);
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}
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}
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else if(mode == "darkhide")
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{
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int16_t zzz = z;
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while ( zzz >=0 )
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{
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if(Maps->isValidBlock((x/16),(y/16),zzz))
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{
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int xx = x %16;
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int yy = y %16;
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Maps->ReadDesignations((x/16),(y/16),zzz, &designations);
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designations[xx][yy].bits.skyview = 0;
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designations[xx][yy].bits.light = 0;
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designations[xx][yy].bits.subterranean = 1;
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Maps->WriteDesignations((x/16),(y/16),zzz, &designations);
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}
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zzz --;
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}
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}
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else
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{
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// place the magma
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Maps->ReadDesignations((x/16),(y/16),z, &designations);
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Maps->ReadTemperatures((x/16),(y/16),z, &temp1, &temp2);
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if(brush == "point")
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[x%16][y%16].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[x%16][y%16] = temp2[x%16][y%16] = 10015;
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designations[x%16][y%16].bits.flow_size = amount;
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}
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if(mode == "magma")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[x%16][y%16].bits.liquid_type = DFHack::liquid_water;
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}
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else
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{
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for(uint32_t xx = 0; xx < 16; xx++) for(uint32_t yy = 0; yy < 16; yy++)
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{
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if(mode != "flowbits")
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{
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// fix temperatures so we don't produce lethal heat traps
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if(amount == 0 || designations[xx][yy].bits.liquid_type == DFHack::liquid_magma && mode == "water")
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temp1[xx%16][yy%16] = temp2[xx%16][yy%16] = 10015;
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designations[xx][yy].bits.flow_size = amount;
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}
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if(mode == "magma")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_magma;
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else if(mode == "water")
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designations[xx][yy].bits.liquid_type = DFHack::liquid_water;
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}
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}
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Maps->WriteTemperatures((x/16),(y/16),z, &temp1, &temp2);
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Maps->WriteDesignations(x/16,y/16,z, &designations);
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}
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// make the magma flow :)
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DFHack::t_blockflags bflags;
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Maps->ReadBlockFlags((x/16),(y/16),z,bflags);
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// 0x00000001 = job-designated
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// 0x0000000C = run flows? - both bit 3 and 4 required for making magma placed on a glacier flow
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if(flowmode == "f+")
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{
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bflags.bits.liquid_1 = true;
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bflags.bits.liquid_2 = true;
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}
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else if(flowmode == "f-")
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{
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bflags.bits.liquid_1 = false;
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bflags.bits.liquid_2 = false;
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}
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else
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{
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cout << "flow bit 1 = " << bflags.bits.liquid_1 << endl;
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cout << "flow bit 2 = " << bflags.bits.liquid_2 << endl;
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}
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Maps->WriteBlockFlags((x/16),(y/16),z,bflags);
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cout << "OK" << endl;
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Maps->Finish();
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} while (0);
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}
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}
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DF->Detach();
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#ifndef LINUX_BUILD
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cout << "Done. Press any key to continue" << endl;
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cin.ignore();
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#endif
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return 0;
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}
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