本文整理汇总了C++中MapCache::testCoord方法的典型用法代码示例。如果您正苦于以下问题:C++ MapCache::testCoord方法的具体用法?C++ MapCache::testCoord怎么用?C++ MapCache::testCoord使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MapCache
的用法示例。
在下文中一共展示了MapCache::testCoord方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: points
coord_vec points(MapCache & mc, DFHack::DFCoord start)
{
coord_vec v;
bool juststarted = true;
while (mc.testCoord(start))
{
uint16_t tt = mc.tiletypeAt(start);
if(DFHack::LowPassable(tt) || juststarted && DFHack::HighPassable(tt))
{
v.push_back(start);
juststarted = false;
start.z++;
}
else break;
}
return v;
};
示例2: main
//.........这里部分代码省略.........
DF->Detach();
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
printf("%d/%d/%d tiletype: %d, veinmat: %d, designation: 0x%x ... DIGGING!\n", cx,cy,cz, tt, veinmat, des.whole);
stack <DFHack::DFCoord> flood;
flood.push(xy);
while( !flood.empty() )
{
DFHack::DFCoord current = flood.top();
flood.pop();
int16_t vmat2 = MCache->veinMaterialAt(current);
tt = MCache->tiletypeAt(current);
if(!DFHack::isWallTerrain(tt))
continue;
if(vmat2!=veinmat)
continue;
// found a good tile, dig+unset material
DFHack::t_designation des = MCache->designationAt(current);
DFHack::t_designation des_minus;
DFHack::t_designation des_plus;
des_plus.whole = des_minus.whole = 0;
int16_t vmat_minus = -1;
int16_t vmat_plus = -1;
bool below = 0;
bool above = 0;
if(updown)
{
if(MCache->testCoord(current-1))
{
below = 1;
des_minus = MCache->designationAt(current-1);
vmat_minus = MCache->veinMaterialAt(current-1);
}
if(MCache->testCoord(current+1))
{
above = 1;
des_plus = MCache->designationAt(current+1);
vmat_plus = MCache->veinMaterialAt(current+1);
}
}
if(MCache->testCoord(current))
{
MCache->clearMaterialAt(current);
if(current.x < tx_max - 2)
{
flood.push(DFHack::DFCoord(current.x + 1, current.y, current.z));
if(current.y < ty_max - 2)
{
flood.push(DFHack::DFCoord(current.x + 1, current.y + 1,current.z));
flood.push(DFHack::DFCoord(current.x, current.y + 1,current.z));
}
if(current.y > 1)
{
flood.push(DFHack::DFCoord(current.x + 1, current.y - 1,current.z));
flood.push(DFHack::DFCoord(current.x, current.y - 1,current.z));
}
}
if(current.x > 1)
{
示例3: revflood
command_result revflood(color_ostream &out, vector<string> & params)
{
for(size_t i = 0; i < params.size();i++)
{
if(params[i] == "help" || params[i] == "?")
return CR_WRONG_USAGE;
}
CoreSuspender suspend;
uint32_t x_max,y_max,z_max;
if (!Maps::IsValid())
{
out.printerr("Map is not available!\n");
return CR_FAILURE;
}
if(revealed != NOT_REVEALED)
{
out.printerr("This is only safe to use with non-revealed map.\n");
return CR_FAILURE;
}
t_gamemodes gm;
World::ReadGameMode(gm);
if(!World::isFortressMode(gm.g_type) || gm.g_mode != game_mode::DWARF )
{
out.printerr("Only in proper dwarf mode.\n");
return CR_FAILURE;
}
int32_t cx, cy, cz;
Maps::getSize(x_max,y_max,z_max);
uint32_t tx_max = x_max * 16;
uint32_t ty_max = y_max * 16;
Gui::getCursorCoords(cx,cy,cz);
if(cx == -30000)
{
out.printerr("Cursor is not active. Point the cursor at some empty space you want to be unhidden.\n");
return CR_FAILURE;
}
DFCoord xy ((uint32_t)cx,(uint32_t)cy,cz);
MapCache * MCache = new MapCache;
df::tiletype tt = MCache->tiletypeAt(xy);
if(isWallTerrain(tt))
{
out.printerr("Point the cursor at some empty space you want to be unhidden.\n");
delete MCache;
return CR_FAILURE;
}
// hide all tiles, flush cache
Maps::getSize(x_max,y_max,z_max);
for(size_t i = 0; i < world->map.map_blocks.size(); i++)
{
df::map_block * b = world->map.map_blocks[i];
// change the hidden flag to 0
for (uint32_t x = 0; x < 16; x++) for (uint32_t y = 0; y < 16; y++)
{
b->designation[x][y].bits.hidden = 1;
}
}
MCache->trash();
typedef std::pair <DFCoord, bool> foo;
std::stack < foo > flood;
flood.push( foo(xy,false) );
while( !flood.empty() )
{
foo tile = flood.top();
DFCoord & current = tile.first;
bool & from_below = tile.second;
flood.pop();
if(!MCache->testCoord(current))
continue;
df::tiletype tt = MCache->baseTiletypeAt(current);
df::tile_designation des = MCache->designationAt(current);
if(!des.bits.hidden)
{
continue;
}
bool below = 0;
bool above = 0;
bool sides = 0;
bool unhide = 1;
// by tile shape, determine behavior and action
switch (tileShape(tt))
{
// walls:
case tiletype_shape::WALL:
if(from_below)
unhide = 0;
break;
// air/free space
case tiletype_shape::EMPTY:
case tiletype_shape::RAMP_TOP:
case tiletype_shape::STAIR_UPDOWN:
case tiletype_shape::STAIR_DOWN:
case tiletype_shape::BROOK_TOP:
above = below = sides = true;
break;
// has floor
//.........这里部分代码省略.........