dfhack/needs_porting/lair.cpp

75 lines
2.0 KiB
C++

// This is a simple bit writer... it marks the whole map as a creature lair, preventing item scatter.
#include <iostream>
#include <vector>
#include <map>
using namespace std;
#include <DFHack.h>
#include <extra/termutil.h>
int main (void)
{
bool temporary_terminal = TemporaryTerminal();
uint32_t x_max,y_max,z_max;
DFHack::occupancies40d occupancies;
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF;
try
{
DF = DFMgr.getSingleContext();
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
if(temporary_terminal)
cin.ignore();
return 1;
}
DFHack::Maps *Maps =DF->getMaps();
// init the map
if(!Maps->Start())
{
cerr << "Can't init map." << endl;
if(temporary_terminal)
cin.ignore();
return 1;
}
cout << "Designating, please wait..." << endl;
Maps->getSize(x_max,y_max,z_max);
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(Maps->isValidBlock(x,y,z))
{
// read block designations
Maps->ReadOccupancy(x,y,z, &occupancies);
//Maps->ReadTileTypes(x,y,z, &tiles);
// change the monster_lair flag to 1
for (uint32_t i = 0; i < 16;i++) for (uint32_t j = 0; j < 16;j++)
{
// add tile type chack here
occupancies[i][j].bits.monster_lair = 1;
}
// write the designations back
Maps->WriteOccupancy(x,y,z, &occupancies);
}
}
}
}
if(temporary_terminal)
{
cout << "The map has been marked as a creature lair. Items shouldn't scatter." << endl;
cin.ignore();
}
return 0;
}