168 lines
5.1 KiB
C++
168 lines
5.1 KiB
C++
// produces a list of vein materials available on the map. can be run with '-a' modifier to show even unrevealed minerals deep underground
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// with -b modifier, it will show base layer materials too
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// TODO: use material colors to make the output prettier
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// TODO: needs the tiletype filter!
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// TODO: tile override materials
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// TODO: material types, trees, ice, constructions
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// TODO: GUI
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#include <iostream>
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#include <stdint.h>
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#include <string.h> // for memset
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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 <DFTileTypes.h>
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#include <DFHackAPI.h>
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int main (int argc, const char* argv[])
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{
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bool showhidden = false;
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bool showbaselayers = false;
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for(int i = 0; i < argc; i++)
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{
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string test = argv[i];
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if(test == "-a")
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{
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showhidden = true;
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}
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else if(test == "-b")
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{
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showbaselayers = true;
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}
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else if(test == "-ab" || test == "-ba")
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{
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showhidden = true;
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showbaselayers = true;
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}
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}
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uint32_t x_max,y_max,z_max;
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uint16_t tiletypes[16][16];
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t_designation designations[16][16];
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uint8_t regionoffsets[16];
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map <int16_t, uint32_t> materials;
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materials.clear();
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vector<t_matgloss> stonetypes;
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vector< vector <uint16_t> > layerassign;
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// init the API
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DFHackAPI DF("Memory.xml");
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// attach
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if(!DF.Attach())
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{
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cerr << "DF not found" << endl;
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return 1;
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}
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// init the map
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DF.InitMap();
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DF.getSize(x_max,y_max,z_max);
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// get stone matgloss mapping
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if(!DF.ReadStoneMatgloss(stonetypes))
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{
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//DF.DestroyMap();
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cerr << "Can't get the materials." << endl;
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return 1;
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}
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// get region geology
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if(!DF.ReadGeology( layerassign ))
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{
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cerr << "Can't get region geology." << endl;
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return 1;
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}
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int16_t tempvein [16][16];
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vector <t_vein> veins;
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// walk the map!
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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(!DF.isValidBlock(x,y,z))
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continue;
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// read data
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DF.ReadTileTypes(x,y,z, (uint16_t *) tiletypes);
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DF.ReadDesignations(x,y,z, (uint32_t *) designations);
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memset(tempvein, -1, sizeof(tempvein));
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veins.clear();
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DF.ReadVeins(x,y,z,veins);
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if(showbaselayers)
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{
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DF.ReadRegionOffsets(x,y,z, regionoffsets);
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// get the layer materials
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for(uint32_t xx = 0;xx<16;xx++)
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{
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for (uint32_t yy = 0; yy< 16;yy++)
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{
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tempvein[xx][yy] =
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layerassign
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[regionoffsets[designations[xx][yy].bits.biome]]
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[designations[xx][yy].bits.geolayer_index];
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}
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}
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}
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// for each vein
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for(int i = 0; i < veins.size();i++)
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{
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//iterate through vein rows
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for(uint32_t j = 0;j<16;j++)
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{
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//iterate through the bits
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for (uint32_t k = 0; k< 16;k++)
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{
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// and the bit array with a one-bit mask, check if the bit is set
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bool set = ((1 << k) & veins[i].assignment[j]) >> k;
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if(set)
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{
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// store matgloss
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tempvein[k][j] = veins[i].type;
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}
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}
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}
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}
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// count the material types
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for(uint32_t xi = 0 ; xi< 16 ; xi++)
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{
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for(uint32_t yi = 0 ; yi< 16 ; yi++)
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{
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// hidden tiles are ignored unless '-a' is provided on the command line
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// non-wall tiles are ignored
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if(designations[xi][yi].bits.hidden && !showhidden || !isWallTerrain(tiletypes[xi][yi]))
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continue;
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if(tempvein[xi][yi] < 0)
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continue;
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if(materials.count(tempvein[xi][yi]))
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{
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materials[tempvein[xi][yi]] += 1;
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}
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else
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{
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materials[tempvein[xi][yi]] = 1;
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}
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}
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}
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}
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}
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}
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// print report
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map<int16_t, uint32_t>::iterator p;
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for(p = materials.begin(); p != materials.end(); p++)
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{
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cout << stonetypes[p->first].id << " : " << p->second << endl;
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}
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return 0;
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} |