diff options
Diffstat (limited to 'needs_porting/hellhole.cpp')
| -rw-r--r-- | needs_porting/hellhole.cpp | 1281 |
1 files changed, 1281 insertions, 0 deletions
diff --git a/needs_porting/hellhole.cpp b/needs_porting/hellhole.cpp new file mode 100644 index 00000000..a38d14cb --- /dev/null +++ b/needs_porting/hellhole.cpp @@ -0,0 +1,1281 @@ +// Burn a hole straight to hell! + +#include <stdlib.h> +#include <time.h> + +#include <iostream> +#include <vector> +#include <map> +#include <stddef.h> +#include <assert.h> +#include <math.h> +#include <stdlib.h> +#include <string.h> +#include <stdio.h> +#include <limits.h> +using namespace std; + +#include <DFHack.h> +#include <DFTileTypes.h> +#include <modules/Gui.h> +using namespace DFHack; + + +#ifdef LINUX_BUILD +#include <unistd.h> +void waitmsec (int delay) +{ + usleep(delay); +} +#else +#include <windows.h> +void waitmsec (int delay) +{ + Sleep(delay); +} +#endif + +#define minmax(MinV,V,MaxV) (max((MinV),min((MaxV),(V)))) + +//User interaction enums. +//Pit Type (these only have meaning within hellhole, btw) +#define PITTYPEMACRO \ + X(pitTypeChasm,"Bottomless Chasm" ) \ + X(pitTypeEerie,"Bottomless Eerie Pit" ) \ + X(pitTypeFloor,"Pit with floor" ) \ + X(pitTypeSolid,"Solid Pillar" ) \ + X(pitTypeOasis,"Oasis Pit (ends at magma, no hell access)" ) \ + X(pitTypeOPool,"Oasis Pool, with partial aquifer (default 5 z-levels)" ) \ + X(pitTypeMagma,"Magma Pit (similar to volcano, no hell access)" ) \ + X(pitTypeMPool,"Magma Pool (default 5 z-levels)" ) +//end PITTYPEMACRO + +#define X(name,desc) name, +enum e_pitType +{ + pitTypeInvalid=-1, + PITTYPEMACRO + pitTypeCount, +}; +#undef X + + +#define X(name,desc) desc, +const char * pitTypeDesc[pitTypeCount+1] = +{ + PITTYPEMACRO + "" +}; +#undef X + + + + +int getyesno( const char * msg , int default_value ) +{ + const int bufferlen=4; + static char buf[bufferlen]; + memset(buf,0,bufferlen); + while (-1) + { + if (msg) printf("\n%s (default=%s)\n:" , msg , (default_value?"yes":"no") ); + fflush(stdin); + fgets(buf,bufferlen,stdin); + switch (buf[0]) + { + case 0: + case 0x0d: + case 0x0a: + return default_value; + case 'y': + case 'Y': + case 'T': + case 't': + case '1': + return -1; + case 'n': + case 'N': + case 'F': + case 'f': + case '0': + return 0; + } + } + return 0; +} + +int getint( const char * msg , int min, int max, int default_value ) { + const int bufferlen=16; + static char buf[bufferlen]; + int n=0; + memset(buf,0,bufferlen); + while (-1) + { + if (msg) printf("\n%s (default=%d)\n:" , msg , default_value); + fflush(stdin); + fgets(buf,bufferlen,stdin); + if ( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) + { + return default_value; + } + if ( sscanf(buf,"%d", &n) ) + { + if (n>=min && n<=max ) + { + return n; + } + } + } +} + +int getint( const char * msg , int min, int max ) +{ + const int bufferlen=16; + static char buf[bufferlen]; + int n=0; + memset(buf,0,bufferlen); + while (-1) + { + if (msg) + { + printf("\n%s \n:" , msg ); + } + fflush(stdin); + fgets(buf,bufferlen,stdin); + + if ( !buf[0] || 0x0a==buf[0] || 0x0d==buf[0] ) + { + continue; + } + if ( sscanf(buf,"%d", &n) ) + { + if (n>=min && n<=max ) + { + return n; + } + } + } +} + + + +//Interactive, get pit type from user +e_pitType selectPitType() +{ + while ( -1 ) + { + printf("Enter the type of hole to dig:\n" ); + for (int n=0;n<pitTypeCount;++n) + { + printf("%2d) %s\n", n, pitTypeDesc[n] ); + } + printf(":"); + return (e_pitType)getint(NULL, 0, pitTypeCount-1 ); + } +} + + +void drawcircle(const int radius, unsigned char pattern[16][16], unsigned char v ) +{ + //Small circles get better randomness if handled manually + if ( 1==radius ) + { + pattern[7][7]=v; + if ( (rand()&1) ) pattern[6][7]=v; + if ( (rand()&1) ) pattern[8][7]=v; + if ( (rand()&1) ) pattern[7][6]=v; + if ( (rand()&1) ) pattern[7][8]=v; + + } + else if ( 2==radius ) + { + pattern[7][7]=v; + pattern[7][5]=v; + pattern[7][6]=v; + pattern[7][8]=v; + pattern[7][9]=v; + pattern[6][7]=v; + pattern[8][7]=v; + pattern[9][7]=v; + pattern[6][6]=v; + pattern[6][8]=v; + pattern[8][6]=v; + pattern[8][8]=v; + pattern[5][7]=v; + + if ( (rand()&1) ) pattern[6][5]=v; + if ( (rand()&1) ) pattern[5][6]=v; + if ( (rand()&1) ) pattern[8][5]=v; + if ( (rand()&1) ) pattern[9][6]=v; + if ( (rand()&1) ) pattern[6][9]=v; + if ( (rand()&1) ) pattern[5][8]=v; + if ( (rand()&1) ) pattern[8][9]=v; + if ( (rand()&1) ) pattern[9][8]=v; + } + else + { + //radius 3 or larger, simple circle calculation. + int x,y; + for (y=0-radius; y<=radius; ++y) + { + for (x=0-radius; x<=radius; ++x) + { + if (x*x+y*y <= radius*radius + (rand()&31-8) ) + { + pattern[ minmax(0,7+x,15) ][ minmax(0,7+y,15) ]=v; + } + } + } + //Prevent boxy patterns with a quick modification on edges + if (rand()&1) pattern[ 7 ][ minmax(0,7+radius+1,15) ] = v; + if (rand()&1) pattern[ 7 ][ minmax(0,7-radius-1,15) ] = v; + if (rand()&1) pattern[ minmax(0,7+radius+1,15) ][ 7 ] = v; + if (rand()&1) pattern[ minmax(0,7-radius-1,15) ][ 7 ] = v; + } +} + +//Check all neighbors for a given value n. +//If found, and v>=0, replace with v. +//Returns number of neighbors found. +int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n , char v ) +{ + int r=0; + if ( x>0 && y>0 && n==pattern[x-1][y-1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( x>0 && n==pattern[x-1][y ] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( y>0 && n==pattern[x ][y-1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( x<15 && n==pattern[x+1][y ] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( x<15 && y>0 && n==pattern[x+1][y-1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( x<15 && y<15 && n==pattern[x+1][y+1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( y<15 && n==pattern[x ][y+1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + if ( x>0 && y<15 && n==pattern[x-1][y+1] ) + { + ++r; + if (v>-1) pattern[x][y]=v; + } + return r; +} +//convenience +int checkneighbors(unsigned char pattern[16][16], int x, int y, unsigned char n ) +{ + return checkneighbors(pattern,x,y,n,-1); +} + +void settileat(unsigned char pattern[16][16], const unsigned char needle, const unsigned char v, const int index ) +{ + int ok=0; + int safety=256*256; + int y,x,i=0; + //Scan for sequential index + while ( !ok && --safety ) + { + for (y=0 ; !ok && y<16 ; ++y ) + { + for (x=0 ; !ok && x<16 ; ++x ) + { + if ( needle==pattern[x][y] ) + { + ++i; + if ( index==i ) + { + //Got it! + pattern[x][y]=v; + ok=-1; + } + } + } + } + } +} + + +//FIXME: good candidate for adding to dfhack. Maybe the Maps should have those cached so they can be queried? +//Is a given feature present at the given tile? +int isfeature( + vector<DFHack::t_feature> global_features, + std::map <DFHack::DFCoord, std::vector<DFHack::t_feature *> > local_features, + const mapblock40d &block, const DFCoord &pc, const int x, const int y, const e_feature Feat +) +{ + //const TileRow * tp; + //tp = getTileTypeP(block.tiletypes[x][y]); + const t_designation * d; + d = &block.designation[x][y]; + + if ( block.local_feature > -1 && d->bits.feature_local ) { + if ( Feat==local_features[pc][block.local_feature]->type ) return Feat; + } + if ( block.global_feature > -1 && d->bits.feature_global ) { + if ( Feat==global_features[block.global_feature].type ) return Feat; + } + + return 0; +} + +// FIXME: use block cache, break into manageable bits +int main (void) +{ + srand ( (unsigned int)time(NULL) ); + + //Message of intent + cout << + "DF Hole" << endl << + "This tool will instantly dig a chasm, pit, pipe, etc through hell, wherever your cursor is." << endl << + "This can not be undone! End program now if you don't want hellish fun." << endl + ; + + //User selection of settings should have it own routine, a structure for settings, I know + //sloppy mess, but this is just a demo utility. + + //Pit Types. + e_pitType pittype = selectPitType(); + + //Here are all the settings. + //Default values are set here. + int pitdepth=0; + int roof=-1; + int holeradius=6; + int wallthickness=1; + int wallpillar=1; + int holepillar=1; + int exposehell = 0; + int fillmagma=0; + int fillwater=0; + int stopatmagma=0; + int exposemagma=0; + int aquify=0; + + //The Tile Type to use for the walls lining the hole + //263 is semi-molten rock, 331 is obsidian + uint32_t whell=263, wmolten=263, wmagma=331, wcave=331; + //The Tile Type to use for the hole's floor at bottom of the map + //35 is chasm, 42 is eerie pit , 340 is obsidian floor, 344 is featstone floor, 264 is 'magma flow' floor + uint32_t floor=35, cap=340; + int floorvar=0; + + + //Modify default settings based on pit type. + switch ( pittype ) + { + case pitTypeChasm: + floor=35; + break; + case pitTypeEerie: + floor=42; + break; + case pitTypeFloor: + floor=344; + floorvar=3; + break; + case pitTypeSolid: + holeradius=0; + wallthickness=7; + wallpillar=4; + break; + case pitTypeOasis: + stopatmagma=-1; + fillwater=-1; + holeradius=5; + wallthickness=2; + //aquify=-1; + floor=340; + floorvar=3; + break; + case pitTypeOPool: + pitdepth=5; + fillwater=-1; + holeradius=5; + wallthickness=2; + //aquify=-1; + floor=340; + floorvar=3; + break; + case pitTypeMagma: + stopatmagma=-1; + exposemagma=-1; + wallthickness=2; + fillmagma=-1; + floor=264; + break; + case pitTypeMPool: + pitdepth=5; + wallthickness=2; + fillmagma=-1; + floor=340; + floorvar=3; + break; + } + + + //Should tiles be revealed? + int reveal=0; + + + int accept = getyesno("Use default settings?",1); + + while ( !accept ) + { + //Pit Depth + pitdepth = getint( "Enter max depth (0 for bottom of map)", 0, INT_MAX, pitdepth ); + + //Hole Size + holeradius = getint( "Enter hole radius, 0 to 16", 0, 16, holeradius ); + + //Wall thickness + wallthickness = getint( "Enter wall thickness, 0 to 16", 0, 16, wallthickness ); + + //Obsidian Pillars + holepillar = getint( "Number of Obsidian Pillars in hole, 0 to 255", 0, 255, holepillar ); + wallpillar = getint( "Number of Obsidian Pillars in wall, 0 to 255", 0, 255, wallpillar ); + + //Open Hell? + exposehell=getyesno("Expose the pit to hell (no walls in hell)?",exposehell); + + //Stop when magma sea is hit? + stopatmagma=getyesno("Stop at magma sea?",stopatmagma); + exposemagma=getyesno("Expose magma sea (no walls in magma)?",exposemagma); + + //Fill? + fillmagma=getyesno("Fill with magma?",fillmagma); + if (fillmagma) aquify=fillwater=0; + fillwater=getyesno("Fill with water?",fillwater); + //aquify=getyesno("Aquifer?",aquify); + + + /////////////////////////////////////////////////////////////////////////////////////////////// + //Print settings. + //If a settings struct existed, this could be in a routine + printf("Using Settings:\n"); + printf("Pit Type......: %d = %s\n", pittype, pitTypeDesc[pittype]); + printf("Depth.........: %d\n", pitdepth); + printf("Hole Radius...: %d\n", holeradius); + printf("Wall Thickness: %d\n", wallthickness); + printf("Pillars, Hole.: %d\n", holepillar); + printf("Pillars, Wall.: %d\n", wallpillar); + printf("Expose Hell...: %c\n", (exposehell?'Y':'N') ); + printf("Stop at Magma.: %c\n", (stopatmagma?'Y':'N') ); + printf("Expose Magma..: %c\n", (exposemagma?'Y':'N') ); + printf("Magma Fill....: %c\n", (fillmagma?'Y':'N') ); + printf("Water Fill....: %c\n", (fillwater?'Y':'N') ); + printf("Aquifer.......: %c\n", (aquify?'Y':'N') ); + + accept = getyesno("Accept these settings?",1); + } + + + int64_t n; + uint32_t x_max,y_max,z_max; + + + //Pattern to dig + unsigned char pattern[16][16]; + + + for (int regen=1;regen; ) + { + regen=0; + + memset(pattern,0,sizeof(pattern)); + + //Calculate a randomized circle. + //These values found through experimentation. + int x=0, y=0, n=0; + + //Two concentric irregular circles + //Outer circle, solid. + if ( wallthickness ) + { + drawcircle(holeradius+wallthickness, pattern, 2); + } + //Inner circle, hole. + if ( holeradius ) + { + drawcircle(holeradius, pattern, 1); + } + + + //Post-process to be certain the wall totally encloses hole. + if (wallthickness) + { + for (y=0;y<16;++y) + { + for (x=0;x<16;++x) + { + if ( 1==pattern[x][y] ) + { + //No hole at edges. + if ( x<1 || x>14 || y<1 || y>14 ) + { + pattern[x][y]=2; + } + } + else if ( 0==pattern[x][y] ) + { + //check neighbors + checkneighbors( pattern , x,y, 1, 2); + } + } + } + } + + //Makes sure that somewhere random gets a vertical pillar of rock which is safe + //to dig stairs down, to permit access to anywhere within the pit from the top. + for (n=holepillar; n ; --n) + { + settileat( pattern , 1 , 3 , rand()&255 ); + } + for (n=wallpillar; n ; --n) + { + settileat( pattern , 2 , 3 , rand()&255 ); + } + + //Note: + //At this point, the pattern holds: + //0 for all tiles which will be ignored. + //1 for all tiles set to empty pit space. + //2 for all normal walls. + //3 for the straight obsidian top-to-bottom wall. + //4 is randomized between wall or floor (!not implemented!) + + printf("\nPattern:\n"); + const char patternkey[] = ".cW!?567890123"; + + //Print the pattern + for (y=0;y<16;++y) + { + for (x=0;x<16;++x) + { + cout << patternkey[ pattern[x][y] ]; + } + cout << endl; + } + cout << endl; + + regen = !getyesno("Acceptable Pattern?",1); + } + + //Post-process settings to fix problems here + if (pitdepth<1) + { + pitdepth=INT_MAX; + } + + + /////////////////////////////////////////////////////////////////////////////////////////////// + + + cerr << "Loading memory map..." << endl; + + //Connect to DF! + DFHack::ContextManager DFMgr("Memory.xml"); + DFHack::Context *DF = DFMgr.getSingleContext(); + + + + //Init + cerr << "Attaching to DF..." << endl; + try + { + DF->Attach(); + } + catch (exception& e) + { + cerr << e.what() << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + + // init the map + DFHack::Maps *Mapz = DF->getMaps(); + if (!Mapz->Start()) + { + cerr << "Can't init map. Exiting." << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + + Mapz->getSize(x_max,y_max,z_max); + + + //Get cursor + int32_t cursorX, cursorY, cursorZ; + DFHack::Gui *Gui = DF->getGui(); + Gui->getCursorCoords(cursorX,cursorY,cursorZ); + if (-30000==cursorX) + { + cout << "No cursor position found. Exiting." << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + + //Block coordinates + int32_t bx=cursorX/16, by=cursorY/16, bz=cursorZ; + //Tile coordinates within block + int32_t tx=cursorX%16, ty=cursorY%16, tz=cursorZ; + + /* + //Access the DF interface to pause the game. + //Copied from the reveal tool. + DFHack::Gui *Gui =DF->getGui(); + cout << "Pausing..." << endl; + Gui->SetPauseState(true); + DF->Resume(); + waitmsec(1000); + DF->Suspend(); + */ + + //Verify that every z-level at this location exists. + for (int32_t Z = 0; Z<= bz ;Z++) + { + if ( ! Mapz->isValidBlock(bx,by,Z) ) + { + cout << "This block does't exist! Exiting." << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + } + + //Get all the map features. + vector<DFHack::t_feature> global_features; + if (!Mapz->ReadGlobalFeatures(global_features)) + { + cout << "Couldn't load global features! Probably a version problem." << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + + std::map <DFHack::DFCoord, std::vector<DFHack::t_feature *> > local_features; + if (!Mapz->ReadLocalFeatures(local_features)) + { + cout << "Couldn't load local features! Probably a version problem." << endl; + #ifndef LINUX_BUILD + cin.ignore(); + #endif + return 1; + } + + //Get info on current tile, to determine how to generate the pit + mapblock40d topblock; + Mapz->ReadBlock40d( bx, by, bz , &topblock ); + //Related block info + DFCoord pc(bx,by); + mapblock40d block; + const TileRow * tp; + t_designation * d; + + ////////////////////////////////////// + //From top to bottom, dig this thing. + ////////////////////////////////////// + + //Top level, cap. + //Might make this an option in the future + //For now, no wall means no cap. + if (wallthickness) + { + Mapz->ReadBlock40d( bx, by, bz , &block ); + for (uint32_t x=0;x<16;++x) + { + for (uint32_t y=0;y<16;++y) + { + if ( (pattern[x][y]>1) || (roof && pattern[x][y]) ) + { + tp = getTileRow(block.tiletypes[x][y]); + d = &block.designation[x][y]; + //Only modify this level if it's 'empty' + if ( EMPTY != tp->shape && RAMP_TOP != tp->shape && STAIR_DOWN != tp->shape && DFHack::BROOK_TOP != tp->shape) + { + continue; + } + + //Need a floor for empty space. + if (reveal) + { + d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden; + } + //Always clear the dig designation. + d->bits.dig = designation_no; + //unlock fluids, so they fall down the pit. + d->bits.flow_forbid = d->bits.liquid_static=0; + block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1; + //Remove aquifer, to prevent bugginess + d->bits.water_table=0; + //Set the tile. + block.tiletypes[x][y] = cap + rand()%4; + } + } + } + //Write the block. + Mapz->WriteBlockFlags(bx,by,bz, block.blockflags ); + Mapz->WriteDesignations(bx,by,bz, &block.designation ); + Mapz->WriteTileTypes(bx,by,bz, &block.tiletypes ); + Mapz->WriteDirtyBit(bx,by,bz,1); + } + + /////////////////////////////////////////////////////////////////////////////////////////////// + //All levels in between. + int done=0; + uint32_t t,v; + int32_t z = bz-1; + int32_t bottom = max(0,bz-pitdepth-1); + assert( bottom>=0 && bottom<=bz ); + for ( ; !done && z>=bottom ; --z) + { + int watercount=0; + int magmacount=0; + int moltencount=0; + int rockcount=0; + int veincount=0; + int emptycount=0; + int hellcount=0; + int templecount=0; + int adamcount=0; + int featcount=0; + int tpat; + + cout << z << endl; + assert( Mapz->isValidBlock(bx,by,z) ); + if (!Mapz->ReadBlock40d( bx, by, z , &block )) + { + cout << "Bad block! " << bx << "," << by << "," << z << endl; + } + + //Pre-process this z-level, to get some tile statistics. + for (int32_t x=0;x<16;++x) + { + for (int32_t y=0;y<16;++y) + { + t=0; + tp = getTileRow(block.tiletypes[x][y]); + d = &block.designation[x][y]; + tpat=pattern[x][y]; + + //Tile type material categories + switch ( tp->material ) + { + case AIR: + ++emptycount; + break; + case MAGMA: + ++moltencount; + break; + case VEIN: + ++veincount; + break; + case FEATSTONE: + case HFS: + case OBSIDIAN: + //basicly, ignored. + break; + default: + if ( EMPTY == tp->shape || RAMP_TOP == tp->shape || STAIR_DOWN == tp->shape ) + { + ++emptycount; + } + else + { + ++rockcount; + } + break; + } + + //Magma and water + if ( d->bits.flow_size ) + { + if (d->bits.liquid_type) + { + ++magmacount; + } + else + { + ++watercount; + } + } + + + //Check for Features + if ( block.local_feature > -1 || block.global_feature > -1 ) + { + //Count tiles which actually are in the feature. + //It is possible for a block to have a feature, but no tiles to be feature. + if ( d->bits.feature_global || d->bits.feature_local ) + { + //All features + ++featcount; + + if ( d->bits.feature_global && d->bits.feature_local ) + { + cout << "warn:tile is global and local at same time!" << endl; + } + + n=0; + if ( block.global_feature > -1 && d->bits.feature_global ) + { + n=global_features[block.global_feature].type; + switch ( n ) + { + case feature_Other: + //no count + break; + case feature_Adamantine_Tube: + ++adamcount; + break; + case feature_Underworld: + ++hellcount; + break; + case feature_Hell_Temple: + ++templecount; + break; + default: + //something here. for debugging, it may be interesting to know. + if (n) cout << '(' << n << ')'; + } + } + + n=0; + if ( block.local_feature > -1 && d->bits.feature_local ) + { + n=local_features[pc][block.local_feature]->type; + switch ( n ) + { + case feature_Other: + //no count + break; + case feature_Adamantine_Tube: + ++adamcount; + break; + case feature_Underworld: + ++hellcount; + break; + case feature_Hell_Temple: + ++templecount; + break; + default: + //something here. for debugging, it may be interesting to know. + if (n) cout << '[' << n << ']'; + } + } + } + } + } + } + + + //If stopping at magma, and no no non-feature stone in this layer, and magma found, then we're either at + //or below the magma sea / molten rock. + if ( stopatmagma && (moltencount || magmacount) && (!exposemagma || !rockcount) ) + { + //If not exposing magma, quit at the first sign of magma. + //If exposing magma, quite once magma is exposed. + done=-1; + } + + + ///////////////////////////////////////////////////////////////////////////////////////////////// + //Some checks, based on settings and stats collected + //First check, are we at illegal depth? + if ( !done && hellcount && stopatmagma ) + { + //Panic! + done=-1; + tpat=0; + cout << "error: illegal breach of hell!" << endl; + } + + ///////////////////////////////////////////////////////////////////////////////////////////////// + //Actually process the current z-level. + //These loops do the work. + for (int32_t x=0;!done && x<16;++x) + { + for (int32_t y=0;!done && y<16;++y) + { + t=0; + tp = getTileRow(block.tiletypes[x][y]); + d = &block.designation[x][y]; + tpat=pattern[x][y]; + + //Up front, remove aquifer, to prevent bugginess + //It may be added back if aquify is set. + d->bits.water_table=0; + + //Change behaviour based on settings and stats from this z-level + + //In hell? + if ( tpat && tpat!=3 && isfeature(global_features, local_features,block,pc,x,y,feature_Underworld ) ) + { + if ( exposehell ) + { + tpat=0; + } + } + + //Expose magma? + if ( tpat && tpat!=3 && exposemagma ) + { + //Leave certain tiles unchanged. + switch ( tp->material ) + { + case HFS: + case FEATSTONE: + case MAGMA: + tpat=0; + default: + break; + } + //Adamantine may be left unchanged... + if ( isfeature(global_features, local_features,block,pc,x,y,feature_Adamantine_Tube ) ) + { + tpat=0; + } + //Leave magma sea unchanged. + if ( d->bits.flow_size && d->bits.liquid_type) + { + tpat=0; + } + } + + + //For all situations... + //Special modification for walls, always for adamantine. + if ( isfeature(global_features, local_features,block,pc,x,y,feature_Adamantine_Tube ) ) + { + if ( 2==pattern[x][y] || 3==pattern[x][y] ) + { + tpat=2; + } + } + + + //Border or space? + switch (tpat) + { + case 0: + continue; + break; + case 1: + //Empty Space + t=32; + //d->bits.light = topblock.designation[x][y].bits.light; + //d->bits.skyview = topblock.designation[x][y].bits.skyview; + //d->bits.subterranean = topblock.designation[x][y].bits.subterranean; + + //Erase special markers? + //d->bits.feature_global = d->bits.feature_local = 0; + + //Water? Magma? + if (fillmagma || fillwater) + { + d->bits.flow_size=7; + d->bits.water_stagnant = false; + d->bits.water_salt = false; + if (fillmagma) + { + d->bits.liquid_type=liquid_magma; + } + else + { + d->bits.liquid_type=liquid_water; + } + } + else + { + //Otherwise, remove all liquids. + d->bits.flow_size=0; + d->bits.water_stagnant = false; + d->bits.water_salt = false; + d->bits.liquid_type = liquid_water; + } + + break; + case 2: + //Wall. + //First guess based on current material + switch ( tp->material ) + { + case OBSIDIAN: + t=wmagma; + break; + case MAGMA: + t=wmolten; + break; + case HFS: + //t=whell; + break; + case VEIN: + t=440; //Solid vein block + break; + case FEATSTONE: + t=335; //Solid feature stone block + break; + default: + t=wcave; + } + //Adamantine (a local feature) trumps veins. + { + //Local Feature? + if ( block.local_feature > -1 ) + { + switch ( n=local_features[pc][block.local_feature]->type ) + { + case feature_Underworld: + case feature_Hell_Temple: + //Only adopt these if there is no global feature present + if ( block.global_feature >-1 ) + { + break; + } + case feature_Adamantine_Tube: + //Always for adamantine, sometimes for others + //Whatever the feature is made of. "featstone wall" + d->bits.feature_global = 0; + d->bits.feature_local = 1; + t=335; + break; + } + } + //Global Feature? + else if (block.global_feature > -1 && !d->bits.feature_local ) + { + switch ( n=global_features[block.global_feature].type ) + { + case feature_Adamantine_Tube: + case feature_Underworld: + case feature_Hell_Temple: + //Whatever the feature is made of. "featstone wall" + d->bits.feature_global = 1; + t=335; + break; + } + } + } + + //Erase any liquids, as they cause problems. + d->bits.flow_size=0; + d->bits.water_stagnant = false; + d->bits.water_salt = false; + d->bits.liquid_type=liquid_water; + + //Placing an aquifer? + //(bugged, these aquifers don't generate water!) + if ( aquify ) + { + //Only normal stone types can be aquified + if ( tp->material!=MAGMA && tp->material!=FEATSTONE && tp->material!=HFS ) + { + //Only place next to the hole. + //If no hole, place in middle. + if ( checkneighbors(pattern,x,y,1) || (7==x && 7==y) ) + { + d->bits.water_table = 1; + //t=265; //soil wall + } + } + } + break; + case 3: + ////No obsidian walls on bottom of map! + //if(z<1 && (d->bits.feature_global || d->bits.feature_local) ) { + // t=335; + //} + + //Special wall, always sets to obsidian, to give a stairway + t=331; + + //Erase special markers + d->bits.feature_global = d->bits.feature_local = 0; + + //Erase any liquids, as they cause problems. + d->bits.flow_size=0; + d->bits.water_stagnant = false; + d->bits.water_salt = false; + d->bits.liquid_type=liquid_water; + break; + default: + cout << ".error,bad pattern."; + } + + //For all tiles. + if (reveal) + { + d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden; + } + //Always clear the dig designation. + d->bits.dig=designation_no; + //Make it underground, because it is capped + d->bits.subterranean=1; + d->bits.light=0; + d->bits.skyview=0; + //unlock fluids, so they fall down the pit. + d->bits.flow_forbid = d->bits.liquid_static=0; + block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1; + //Set the tile. + block.tiletypes[x][y] = t; + + } + } + + //Write the block. + Mapz->WriteBlockFlags(bx,by,z, block.blockflags ); + Mapz->WriteDesignations(bx,by,z, &block.designation ); + Mapz->WriteTileTypes(bx,by,z, &block.tiletypes ); + Mapz->WriteDirtyBit(bx,by,z,1); + + } + + //Re-process the last z-level handled above. + z++; + assert( z>=0 ); + + + /////////////////////////////////////////////////////////////////////////////////////////////// + //The bottom level is special. + if (-1) + { + if (!Mapz->ReadBlock40d( bx, by, z , &block )) + { + cout << "Bad block! " << bx << "," << by << "," << z << endl; + } + for (uint32_t x=0;x<16;++x) + { + for (uint32_t y=0;y<16;++y) + { + t=floor; + v=floorvar; + tp = getTileRow(block.tiletypes[x][y]); + d = &block.designation[x][y]; + + if ( exposehell ) + { + //Leave hell tiles unchanged when exposing hell. + if ( isfeature(global_features,local_features,block,pc,x,y,feature_Underworld) ) + { + continue; + } + } + + //Does expose magma need anything at this level? + if ( exposemagma && stopatmagma ) + { + continue; + } + + switch (pattern[x][y]) + { + case 0: + continue; + break; + case 1: + //Empty becomes floor. + + //Base floor type on the z-level first, features, then tile type. + if (!z) { + //Bottom of map, use the floor specified, always. + break; + } + + ////Only place floor where ground is already solid when exposing + //if( EMPTY == tp->c || RAMP_TOP == tp->c || STAIR_DOWN == tp->c ){ + // continue; + //} + + if ( d->bits.feature_global || d->bits.feature_global ) { + //Feature Floor! + t=344; + break; + } + + //Tile material check. + switch ( tp->material ) + { + case OBSIDIAN: + t=340; + v=3; + break; + case MAGMA: + v=0; + t=264; //magma flow + break; + case HFS: + //should only happen at bottom of map + break; + case VEIN: + t=441; //vein floor + v=3; + break; + case FEATSTONE: + t=344; + v=3; + break; + } + + break; + case 2: + case 3: + //Walls already drawn. + //Ignore. + continue; + break; + } + + //For all tiles. + if (reveal) d->bits.hidden = 0; //topblock.designation[x][y].bits.hidden; + //Always clear the dig designation. + d->bits.dig=designation_no; + //unlock fluids + d->bits.flow_forbid = d->bits.liquid_static=0; + block.blockflags.bits.liquid_1 = block.blockflags.bits.liquid_2 = 1; + + //Set the tile. + block.tiletypes[x][y] = t + ( v ? rand()&v : 0 ); + } + } + //Write the block. + Mapz->WriteBlockFlags(bx,by,z, block.blockflags ); + Mapz->WriteDesignations(bx,by,z, &block.designation ); + Mapz->WriteTileTypes(bx,by,z, &block.tiletypes ); + Mapz->WriteDirtyBit(bx,by,z,1); + } + + DF->Detach(); +#ifndef LINUX_BUILD + cout << "Done. Press any key to continue" << endl; + cin.ignore(); +#endif + return 0; +} |
