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