本文整理汇总了C++中dfhack::Maps::WriteDirtyBit方法的典型用法代码示例。如果您正苦于以下问题:C++ Maps::WriteDirtyBit方法的具体用法?C++ Maps::WriteDirtyBit怎么用?C++ Maps::WriteDirtyBit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dfhack::Maps
的用法示例。
在下文中一共展示了Maps::WriteDirtyBit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: main
//.........这里部分代码省略.........
TileShape tc = tileShape(tiletype);
TileMaterial tm = tileMaterial(tiletype);
if( tc == WALL && tm == VEIN || tc == TREE_OK || tc == TREE_DEAD)
{
Block->designation[x][y].bits.dig = designation_default;
}
}
Maps->WriteDesignations(cursorX+i,cursorY+j,cursorZ, &(Block->designation));
}
// read temperature data
Maps->ReadTemperatures(cursorX+i,cursorY+j,cursorZ,&b_temp1, &b_temp2 );
if(dotwiddle)
{
bitset<32> bs = Block->designation[0][0].whole;
bs.flip(twiddle);
Block->designation[0][0].whole = bs.to_ulong();
Maps->WriteDesignations(cursorX+i,cursorY+j,cursorZ, &(Block->designation));
dotwiddle = false;
}
// do a dump of the block data
if(dump)
{
hexdump(DF,blockaddr,0x1E00,filenum);
filenum++;
}
// read/write dirty bit of the block
Maps->ReadDirtyBit(cursorX+i,cursorY+j,cursorZ,dirtybit);
Maps->ReadBlockFlags(cursorX+i,cursorY+j,cursorZ,bflags);
if(digbit)
{
dirtybit = !dirtybit;
Maps->WriteDirtyBit(cursorX+i,cursorY+j,cursorZ,dirtybit);
}
}
}
}
// Resume, print stuff to the terminal
DF->Resume();
for(int i = -1; i <= 1; i++) for(int j = -1; j <= 1; j++)
{
mapblock40d * Block = &blocks[i+1][j+1];
for(int x = 0; x < 16; x++) for(int y = 0; y < 16; y++)
{
int color = COLOR_BLACK;
color = pickColor(Block->tiletypes[x][y]);
/*
if(!Block->designation[x][y].bits.hidden)
{
puttile(x+(i+1)*16,y+(j+1)*16,Block->tiletypes[x][y], color);
}
else*/
{
attron(A_STANDOUT);
puttile(x+(i+1)*16,y+(j+1)*16,Block->tiletypes[x][y], color);
attroff(A_STANDOUT);
}
}
// print effects for the center tile
/*
if(i == 0 && j == 0)
{
for(uint zz = 0; zz < effects.size();zz++)
示例2: main
//.........这里部分代码省略.........
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::TILE_STREAM_TOP != tp->special)
{
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)
示例3: autodump_main
//.........这里部分代码省略.........
|| !itm->flags.on_ground
|| itm->flags.construction
|| itm->flags.hidden
|| itm->flags.in_building
|| itm->flags.in_chest
|| itm->flags.in_inventory
|| itm->flags.artifact1
)
continue;
if(!destroy) // move to cursor
{
// Change flags to indicate the dump was completed, as if by super-dwarfs
itm->flags.dump = false;
itm->flags.forbid = true;
// Don't move items if they're already at the cursor
if (pos_cursor == pos_item)
continue;
// Do we need to fix block-local item ID vector?
if(pos_item/16 != pos_cursor/16)
{
// yes...
cerr << "Moving from block to block!" << endl;
df_block * bl_src = Maps->getBlock(itm->x /16, itm->y/16, itm->z);
df_block * bl_tgt = Maps->getBlock(cx /16, cy/16, cz);
if(bl_src)
{
std::remove(bl_src->items.begin(), bl_src->items.end(),itm->id);
}
else
{
cerr << "No source block" << endl;
}
if(bl_tgt)
{
bl_tgt->items.push_back(itm->id);
}
else
{
cerr << "No target block" << endl;
}
}
// Move the item
itm->x = pos_cursor.x;
itm->y = pos_cursor.y;
itm->z = pos_cursor.z;
}
else // destroy
{
if (here && pos_item != pos_cursor)
continue;
itm->flags.garbage_colect = true;
// Cosmetic changes: make them disappear from view instantly
itm->flags.forbid = true;
itm->flags.hidden = true;
}
// keeping track of item pile sizes ;)
it->second --;
dumped_total++;
}
if(!destroy) // TODO: do we have to do any of this when destroying items?
{
// for each item pile, see if it reached zero. if so, unset item flag on the tile it's on
coordmap::iterator it = counts.begin();
coordmap::iterator end = counts.end();
while(it != end)
{
if(it->second == 0)
{
t_occupancy occ = MC.occupancyAt(it->first);
occ.bits.item = false;
MC.setOccupancyAt(it->first, occ);
}
it++;
}
// Set "item here" flag on target tile, if we moved any items to the target tile.
if (dumped_total > 0)
{
// assume there is a possibility the cursor points at some weird location with missing block data
Block * b = MC.BlockAt(pos_cursor / 16);
if(b)
{
t_occupancy occ = MC.occupancyAt(pos_cursor);
occ.bits.item = 1;
MC.setOccupancyAt(pos_cursor,occ);
}
}
// write map changes back to DF.
MC.WriteAll();
// Is this necessary? Is "forbid" a dirtyable attribute like "dig" is?
Maps->WriteDirtyBit(cx/16, cy/16, cz, true);
}
c->con.print("Done. %d items %s.\n", dumped_total, destroy ? "marked for desctruction" : "quickdumped");
return CR_OK;
}