dfhack/tools/supported/reveal.cpp

229 lines
6.4 KiB
C++

// This is a reveal program. It reveals the map.
#include <iostream>
#include <vector>
#include <map>
using namespace std;
#include <DFHack.h>
#include <dfhack/extra/MapExtras.h>
#include <xgetopt.h>
#include <dfhack/modules/Gui.h>
typedef std::vector<DFHack::t_feature*> FeatureListPointer;
typedef std::map<DFHack::DFCoord, FeatureListPointer> FeatureMap;
#ifdef LINUX_BUILD
#include <unistd.h>
void waitmsec (int delay)
{
usleep(delay);
}
#else
#include <windows.h>
void waitmsec (int delay)
{
Sleep(delay);
}
#endif
#include <dfhack/extra/termutil.h>
/*
* Anything that might reveal Hell is unsafe.
*/
bool isSafe(uint32_t x, uint32_t y, uint32_t z, DFHack::Maps *Maps,
MapExtras::MapCache &cache, FeatureMap localFeatures)
{
DFHack::t_feature *blockFeatureLocal = NULL;
DFHack::DFCoord blockCoord(x, y);
MapExtras::Block *b = cache.BlockAt(DFHack::DFCoord(x, y, z));
uint16_t index = b->raw.local_feature;
FeatureMap::const_iterator it = localFeatures.find(blockCoord);
if (it != localFeatures.end())
{
FeatureListPointer features = it->second;
if (index != -1 && index < features.size())
{
blockFeatureLocal = features[index];
}
}
if (blockFeatureLocal == NULL)
return true;
// Adamantine tubes and temples lead to Hell, and Hell *is* Hell.
if (blockFeatureLocal->type != DFHack::feature_Other)
return false;
return true;
}
struct hideblock
{
uint32_t x;
uint32_t y;
uint32_t z;
uint8_t hiddens [16][16];
};
int main (int argc, char *argv[])
{
bool doSafe = false;
char c;
xgetopt opt(argc, argv, "s");
opt.opterr = 0;
while ((c = opt()) != -1)
{
switch (c)
{
case 's':
doSafe = true;
break;
case '?':
switch (opt.optopt)
{
// For when we take arguments
default:
if (isprint(opt.optopt))
std::cerr << "Unknown option -" << opt.optopt << "!"
<< std::endl;
else
std::cerr << "Unknown option character " << (int) opt.optopt << "!"
<< std::endl;
}
default:
// Um.....
return 1;
}
}
bool temporary_terminal = TemporaryTerminal();
uint32_t x_max,y_max,z_max;
DFHack::designations40d designations;
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();
DFHack::World *World =DF->getWorld();
// walk the map, save the hide bits, reveal.
cout << "Pausing..." << endl;
// horrible hack to make sure the pause is really set
// preblem here is that we could be 'arriving' at the wrong time and DF could be in the middle of a frame.
// that could mean that revealing, even with suspending DF's thread, would mean unleashing hell *in the same frame*
// this here hack sets the pause state, resumes DF, waits a second for it to enter the pause (I know, BS value.) and suspends.
World->SetPauseState(true);
DF->Resume();
waitmsec(1000);
DF->Suspend();
cout << "Revealing, please wait..." << endl;
// init the map
if(!Maps->Start())
{
cerr << "Can't init map." << endl;
if(temporary_terminal)
cin.ignore();
return 1;
}
MapExtras::MapCache cache(Maps);
FeatureMap localFeatures;
if(doSafe && !Maps->ReadLocalFeatures(localFeatures))
{
std::cerr << "Unable to read local features; can't reveal map "
<< "safely" << std::endl;
if(temporary_terminal)
cin.ignore();
return 1;
}
Maps->getSize(x_max,y_max,z_max);
vector <hideblock> hidesaved;
// We go from the top z-level down, stopping as soon as we encounter
// something that might lead to Hell, so the player can unpause without
// spawning demons.
bool quit = false;
for(uint32_t z = z_max - 1; z > 0 && !quit;z--)
{
for(uint32_t y = 0; y < y_max;y++)
{
for(uint32_t x = 0; x < x_max;x++)
{
if(Maps->isValidBlock(x,y,z))
{
if (doSafe && !isSafe(x, y, z, Maps, cache, localFeatures))
quit = true;
hideblock hb;
hb.x = x;
hb.y = y;
hb.z = z;
// read block designations
Maps->ReadDesignations(x,y,z, &designations);
// change the hidden flag to 0
for (uint32_t i = 0; i < 16;i++) for (uint32_t j = 0; j < 16;j++)
{
hb.hiddens[i][j] = designations[i][j].bits.hidden;
designations[i][j].bits.hidden = 0;
}
hidesaved.push_back(hb);
// write the designations back
Maps->WriteDesignations(x,y,z, &designations);
}
}
}
}
// FIXME: force game pause here!
DF->Detach();
cout << "Map revealed. The game has been paused for you." << endl;
if (doSafe)
cout << "Unpausing *WON'T* reveal hell." << endl << endl;
else
cout << "Unpausing can unleash the forces of hell!" << endl << endl;
cout << "Press any key to unreveal." << endl;
cout << "Close to keep the map revealed !!FOREVER!!" << endl;
cin.ignore();
cout << "Unrevealing... please wait." << endl;
// FIXME: do some consistency checks here!
DF->Attach();
Maps = DF->getMaps();
Maps->Start();
for(size_t i = 0; i < hidesaved.size();i++)
{
hideblock & hb = hidesaved[i];
Maps->ReadDesignations(hb.x,hb.y,hb.z, &designations);
for (uint32_t i = 0; i < 16;i++) for (uint32_t j = 0; j < 16;j++)
{
designations[i][j].bits.hidden = hb.hiddens[i][j];
}
Maps->WriteDesignations(hb.x,hb.y,hb.z, &designations);
}
if(temporary_terminal)
{
cout << "Done. Press any key to continue" << endl;
cin.ignore();
}
return 0;
}