本文整理汇总了C++中dfhack::Context::Suspend方法的典型用法代码示例。如果您正苦于以下问题:C++ Context::Suspend方法的具体用法?C++ Context::Suspend怎么用?C++ Context::Suspend使用的例子?那么恭喜您, 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dfhack::Context
的用法示例。
在下文中一共展示了Context::Suspend方法的7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: main
int main (void)
{
string blah;
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context * DF;
try
{
DF = DFMgr.getSingleContext();
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
cout << "Attached, DF should be suspended now" << endl;
getline(cin, blah);
DF->Resume();
cout << "Resumed, DF should be running" << endl;
getline(cin, blah);
DF->Suspend();
cout << "Suspended, DF should be suspended now" << endl;
getline(cin, blah);
DF->Resume();
cout << "Resumed, testing ForceResume. Suspend using SysInternals Process Explorer" << endl;
getline(cin, blah);
DF->ForceResume();
cout << "ForceResumed. DF should be running." << endl;
getline(cin, blah);
if(!DF->Detach())
{
cerr << "Can't detach from DF" << endl;
return 1;
}
cout << "Detached, DF should be running again" << endl;
getline(cin, blah);
return 0;
}
示例2: main
//.........这里部分代码省略.........
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
DFHack::Gui *Gui = DF->getGui();
DFHack::VersionInfo* mem = DF->getMemoryInfo();
DFHack::Process * p = DF->getProcess();
OffsetGroup * OG_Maps = mem->getGroup("Maps");
OffsetGroup * OG_MapBlock = OG_Maps->getGroup("block");
OffsetGroup * OG_LocalFt = OG_Maps->getGroup("features")->getGroup("local");
uint32_t designations = OG_MapBlock->getOffset("designation");
uint32_t block_feature1 = OG_MapBlock->getOffset("feature_local");
uint32_t block_feature2 = OG_MapBlock->getOffset("feature_global");
uint32_t region_x_offset = OG_Maps->getAddress("region_x");
uint32_t region_y_offset = OG_Maps->getAddress("region_y");
uint32_t region_z_offset = OG_Maps->getAddress("region_z");
uint32_t feature1_start_ptr = OG_LocalFt->getAddress("start_ptr");
int32_t regionX, regionY, regionZ;
// read position of the region inside DF world
p->readDWord (region_x_offset, (uint32_t &)regionX);
p->readDWord (region_y_offset, (uint32_t &)regionY);
p->readDWord (region_z_offset, (uint32_t &)regionZ);
while(1){
int32_t cx1,cy1,cz1;
cx1 = -30000;
while(cx1 == -30000)
{
DF->ForceResume();
cout << "Set cursor at first position, then press any key";
cin.ignore();
DF->Suspend();
Gui->getCursorCoords(cx1,cy1,cz1);
}
uint32_t tx1,ty1,tz1;
tx1 = cx1/16;
ty1 = cy1/16;
tz1 = cz1;
int32_t cx2,cy2,cz2;
cx2 = -30000;
while(cx2 == -30000)
{
DF->Resume();
cout << "Set cursor at second position, then press any key";
cin.ignore();
DF->Suspend();
Gui->getCursorCoords(cx2,cy2,cz2);
}
uint32_t tx2,ty2,tz2;
tx2 = cx2/16;
ty2 = cy2/16;
tz2 = cz2;
sort(tx1,tx2);
sort(ty1,ty2);
sort(tz1,tz2);
sort(cx1,cx2);
sort(cy1,cy2);
sort(cz1,cz2);
vector <vector<vector<string> > >dig(cz2-cz1+1,vector<vector<string> >(cy2-cy1+1,vector<string>(cx2-cx1+1)));
vector <vector<vector<string> > >build(cz2-cz1+1,vector<vector<string> >(cy2-cy1+1,vector<string>(cx2-cx1+1)));
mapblock40d block;
示例3: main
int main (int argc, char* argv[])
{
// Command line options
bool updown = false;
if(argc > 1 && strcmp(argv[1],"-x") == 0)
updown = true;
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context * DF;
try
{
DF = DFMgr.getSingleContext();
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
uint32_t x_max,y_max,z_max;
DFHack::Maps * Maps = DF->getMaps();
DFHack::Gui * Gui = DF->getGui();
// init the map
if(!Maps->Start())
{
cerr << "Can't init map. Make sure you have a map loaded in DF." << endl;
DF->Detach();
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
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);
while(cx == -30000)
{
cerr << "Cursor is not active. Point the cursor at a vein." << endl;
DF->Resume();
cin.ignore();
DF->Suspend();
Gui->getCursorCoords(cx,cy,cz);
}
DFHack::DFCoord xy ((uint32_t)cx,(uint32_t)cy,cz);
if(xy.x == 0 || xy.x == tx_max - 1 || xy.y == 0 || xy.y == ty_max - 1)
{
cerr << "I won't dig the borders. That would be cheating!" << endl;
DF->Detach();
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
MapCache * MCache = new MapCache(Maps);
DFHack::t_designation des = MCache->designationAt(xy);
int16_t tt = MCache->tiletypeAt(xy);
int16_t veinmat = MCache->veinMaterialAt(xy);
if( veinmat == -1 )
{
cerr << "This tile is non-vein. Bye :)" << endl;
delete MCache;
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;
//.........这里部分代码省略.........
示例4: main
//.........这里部分代码省略.........
temperature = WATER_SALT;
break;
case 'v':
temperature = WATER_STAGNANT;
break;
case 27: // escape key
DF->Detach();
return 0;
break;
default:
break;
}
cursorX = max(cursorX, 0);
cursorY = max(cursorY, 0);
cursorZ = max(cursorZ, 0);
cursorX = min(cursorX, x_max - 1);
cursorY = min(cursorY, y_max - 1);
cursorZ = min(cursorZ, z_max - 1);
if(twiddle > 31)
twiddle = 31;
// clear data before we suspend
memset(blocks,0,sizeof(blocks));
veinVector.clear();
IceVeinVector.clear();
effects.clear();
splatter.clear();
grass.clear();
dirtybit = 0;
// Supend, read/write data
DF->Suspend();
// restart cleared modules
Maps->Start();
if(hasmats)
{
Mats->Start();
if(hasInorgMats)
{
Mats->ReadInorganicMaterials();
}
if(hasPlantMats)
{
Mats->ReadOrganicMaterials();
}
if(hasCreatureMats)
{
Mats->ReadCreatureTypes();
}
}
/*
if(DF.InitReadEffects(effectnum))
{
for(uint32_t i = 0; i < effectnum;i++)
{
t_effect_df40d effect;
DF.ReadEffect(i,effect);
effects.push_back(effect);
}
}
*/
for(int i = -1; i <= 1; i++) for(int j = -1; j <= 1; j++)
{
mapblock40d * Block = &blocks[i+1][j+1];
示例5: main
int main (void)
{
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;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
DFHack::Maps *Maps =DF->getMaps();
DFHack::Gui *Gui =DF->getGui();
// 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.
Gui->SetPauseState(true);
DF->Resume();
waitmsec(1000);
DF->Suspend();
// init the map
if(!Maps->Start())
{
cerr << "Can't init map." << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
cout << "Revealing, please wait..." << endl;
Maps->getSize(x_max,y_max,z_max);
vector <hideblock> hidesaved;
for(uint32_t x = 0; x< x_max;x++)
{
for(uint32_t y = 0; y< y_max;y++)
{
for(uint32_t z = 0; z< z_max;z++)
{
if(Maps->isValidBlock(x,y,z))
{
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;
cout << "Unpausing can unleash the forces of hell!" << endl << endl;
cout << "Press any key to unreveal." << endl;
cout << "Close to keep the map revealed." << endl;
cin.ignore();
cout << "Unrevealing... please wait." << endl;
// FIXME: do some consistency checks here!
DF->Attach();
Maps = DF->getMaps();
Maps->Start();
for(int 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);
}
#ifndef LINUX_BUILD
//.........这里部分代码省略.........
示例6: main
int main (int argc, char** argv)
{
string command = "";
bool quiet = false;
bool cmdarg = false;
for(int i = 1; i < argc; i++)
{
string test = argv[i];
if(test == "-q")
{
quiet = true;
}
else
{
command = test;
cmdarg = true;
}
}
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context *DF = DFMgr.getSingleContext();
try
{
DF->Attach();
}
catch (std::exception& e)
{
std::cerr << e.what() << std::endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
World *W = DF->getWorld();
W->Start();
bool end = false;
while(!end)
{
WeatherType current = (WeatherType) W->ReadCurrentWeather();
DF->Resume();
printWeather(current);
if (command == "") getline(cin, command); // only read from stdin if command hasn't been passed on the console
DF->Suspend();
if(command == "c")
{
W->SetCurrentWeather(CLEAR);
}
else if(command == "r")
{
W->SetCurrentWeather(RAINING);
}
else if(command == "s")
{
W->SetCurrentWeather(SNOWING);
}
else if(command == "q")
{
end = true;
}
command = "";
if(cmdarg) end = true; // exit the loop when a cmd line arg has been passed.
}
#ifndef LINUX_BUILD
if (!quiet)
{
std::cout << "Done. Press any key to continue" << std::endl;
cin.ignore();
}
#endif
DF->Resume();
DF->Detach();
return 0;
}
示例7: main
//.........这里部分代码省略.........
flowmode = "f.";
}
else if(command == "s+")
{
setmode = "s+";
}
else if(command == "s-")
{
setmode = "s-";
}
else if(command == "s.")
{
setmode = "s.";
}
// blah blah, bad code, bite me.
else if(command == "0")
amount = 0;
else if(command == "1")
amount = 1;
else if(command == "2")
amount = 2;
else if(command == "3")
amount = 3;
else if(command == "4")
amount = 4;
else if(command == "5")
amount = 5;
else if(command == "6")
amount = 6;
else if(command == "7")
amount = 7;
else if(command.empty())
{
DF->Suspend();
do
{
if(!Maps->Start())
{
cout << "Can't see any DF map loaded." << endl;
break;
}
if(!Position->getCursorCoords(x,y,z))
{
cout << "Can't get cursor coords! Make sure you have a cursor active in DF." << endl;
break;
}
cout << "cursor coords: " << x << "/" << y << "/" << z << endl;
MapCache mcache(Maps);
DFHack::DFCoord cursor(x,y,z);
coord_vec all_tiles = brush->points(mcache,cursor);
cout << "working..." << endl;
if(mode == "obsidian")
{
coord_vec::iterator iter = all_tiles.begin();
while (iter != all_tiles.end())
{
mcache.setTiletypeAt(*iter, 331);
mcache.setTemp1At(*iter,10015);
mcache.setTemp2At(*iter,10015);
DFHack::t_designation des = mcache.designationAt(*iter);
des.bits.flow_size = 0;
mcache.setDesignationAt(*iter, des);
iter ++;
}
}
if(mode == "obsidian_floor")