dfhack/tools/liquids.cpp

241 lines
8.0 KiB
C++

// This will create 7 deep magama on the square the cursor is on. It does not
// enable magma buildings at this time.
#include <iostream>
#include <integers.h>
#include <vector>
using namespace std;
#include <DFTypes.h>
#include <DFHackAPI.h>
#include <modules/Maps.h>
#include <modules/Position.h>
#include <DFTileTypes.h>
int main (void)
{
int32_t x,y,z;
DFHack::designations40d designations;
DFHack::tiletypes40d tiles;
uint32_t x_max,y_max,z_max;
DFHack::API DF("Memory.xml");
DFHack::Maps * Maps;
DFHack::Position * Position;
try
{
DF.Attach();
Maps = DF.getMaps();
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)
{
Maps->getSize(x_max,y_max,z_max);
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 == "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++;
}
}
else
{
// place the magma
Maps->ReadDesignations((x/16),(y/16),z, &designations);
if(brush == "point")
{
if(mode != "flowbits")
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")
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->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;
}