dfhack/plugins/cursecheck.cpp

304 lines
10 KiB
C++

// cursecheck plugin
//
// check single tile or whole map/world for cursed creatures by checking if a valid curse date (!=-1) is set
// if a cursor is active only the selected tile will be observed
// without cursor the whole map will be checked
// by default cursed creatures will be only counted
//
// the tool was intended to help finding vampires but it will also list necromancers, werebeasts and zombies
//
// Options:
// detail - print full name, date of birth, date of curse (vamp might use fake identity, though)
// show if the creature is active or dead, missing, ghostly (ghost vampires should not exist in 34.05)
// identify type of curse (works fine for vanilla ghosts, vamps, werebeasts, zombies and necromancers)
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// nick - set nickname to type of curse(does not always show up ingame, some vamps don't like nicknames)
// all - don't ignore dead and inactive creatures (former ghosts, dead necromancers, ...)
// verbose - acts like detail but also lists all curse tags (if you want to know it all).
#include <iostream>
#include <iomanip>
#include <climits>
#include <vector>
#include <string>
#include <sstream>
#include <ctime>
#include <cstdio>
using namespace std;
#include "Core.h"
#include "Console.h"
#include "PluginManager.h"
#include "modules/Units.h"
#include <modules/Translation.h>
#include "modules/Gui.h"
#include "MiscUtils.h"
#include "df/unit.h"
#include "df/unit_soul.h"
#include "df/historical_entity.h"
#include "df/historical_figure.h"
#include "df/historical_figure_info.h"
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#include "df/identity.h"
#include "df/language_name.h"
#include "df/world.h"
#include "df/world_raws.h"
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#include "df/incident.h"
using std::vector;
using std::string;
using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("cursecheck");
REQUIRE_GLOBAL(world);
REQUIRE_GLOBAL(cursor);
command_result cursecheck (color_ostream &out, vector <string> & parameters);
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand("cursecheck",
"Checks for cursed creatures (vampires, necromancers, zombies, ...).",
cursecheck, false ));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
// code for setting nicknames is copypasta from rename.cpp
// will not work in all cases, some vampires don't like to get nicks
static void set_nickname(df::language_name *name, std::string nick)
{
if (!name->has_name)
{
*name = df::language_name();
name->language = 0;
name->has_name = true;
}
name->nickname = nick;
}
void setUnitNickname(df::unit *unit, const std::string &nick)
{
// There are >=3 copies of the name, and the one
// in the unit is not the authoritative one.
// This is the reason why military units often
// lose nicknames set from Dwarf Therapist.
set_nickname(&unit->name, nick);
if (unit->status.current_soul)
set_nickname(&unit->status.current_soul->name, nick);
df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
if (figure)
{
set_nickname(&figure->name, nick);
// v0.34.01: added the vampire's assumed identity
if (figure->info && figure->info->reputation)
{
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auto identity = df::identity::find(figure->info->reputation->cur_identity);
if (identity)
{
auto id_hfig = df::historical_figure::find(identity->histfig_id);
if (id_hfig)
{
// Even DF doesn't do this bit, because it's apparently
// only used for demons masquerading as gods, so you
// can't ever change their nickname in-game.
set_nickname(&id_hfig->name, nick);
}
else
set_nickname(&identity->name, nick);
}
}
}
}
std::string determineCurse(df::unit * unit)
{
string cursetype = "unknown";
// ghosts: ghostly, duh
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// as of DF 34.05 and higher vampire ghosts and the like should not be possible
// if they get reintroduced later it will become necessary to watch 'ghostly' seperately
if(unit->flags3.bits.ghostly)
cursetype = "ghost";
// zombies: undead or hate life (according to ag), not bloodsuckers
if( (unit->curse.add_tags1.bits.OPPOSED_TO_LIFE || unit->curse.add_tags1.bits.NOT_LIVING)
&& !unit->curse.add_tags1.bits.BLOODSUCKER )
cursetype = "zombie";
// necromancers: alive, don't eat, don't drink, don't age
if(!unit->curse.add_tags1.bits.NOT_LIVING
&& unit->curse.add_tags1.bits.NO_EAT
&& unit->curse.add_tags1.bits.NO_DRINK
&& unit->curse.add_tags2.bits.NO_AGING
)
cursetype = "necromancer";
// werecreatures: alive, DO eat, DO drink, don't age
if(!unit->curse.add_tags1.bits.NOT_LIVING
&& !unit->curse.add_tags1.bits.NO_EAT
&& !unit->curse.add_tags1.bits.NO_DRINK
&& unit->curse.add_tags2.bits.NO_AGING )
cursetype = "werebeast";
// vampires: bloodsucker (obvious enough)
if(unit->curse.add_tags1.bits.BLOODSUCKER)
cursetype = "vampire";
return cursetype;
}
command_result cursecheck (color_ostream &out, vector <string> & parameters)
{
CoreSuspender suspend;
int32_t cursorX, cursorY, cursorZ;
Gui::getCursorCoords(cursorX,cursorY,cursorZ);
bool giveDetails = false;
bool giveNick = false;
bool ignoreDead = true;
bool verbose = false;
size_t cursecount = 0;
for(size_t i = 0; i < parameters.size();i++)
{
if(parameters[i] == "help" || parameters[i] == "?")
{
out.print( " Search for cursed creatures (ghosts, vampires, necromancers, zombies, werebeasts).\n"
" With map cursor active only the current tile will be checked.\n"
" Without an in-game cursor the whole map/world will be scanned.\n"
" By default cursed creatures are only counted to make it more interesting.\n"
" By default dead and passive creatures (aka really dead) are ignored.\n"
"Options:\n"
" detail - show details (name and age shown ingame might differ)\n"
" nick - try to set cursetype as nickname (does not always work)\n"
" all - include dead and passive creatures\n"
" verbose - show all curse tags (if you really want to know it all)\n"
);
return CR_OK;
}
if(parameters[i] == "detail")
giveDetails = true;
if(parameters[i] == "nick")
giveNick = true;
if(parameters[i] == "all")
ignoreDead = false;
if(parameters[i] == "verbose")
{
// verbose makes no sense without enabling details
giveDetails = true;
verbose = true;
}
}
// check whole map if no cursor is active
bool checkWholeMap = false;
if(cursorX == -30000)
{
out.print("No cursor; will check all units on the map.\n");
checkWholeMap = true;
}
for(size_t i = 0; i < world->units.all.size(); i++)
{
df::unit * unit = world->units.all[i];
// don't spam all completely dead creatures if not explicitly wanted
if(unit->flags1.bits.dead && ignoreDead)
{
continue;
}
// bail out if we have a map cursor and creature is not at that specific position
if ( !checkWholeMap && (unit->pos.x != cursorX || unit->pos.y != cursorY || unit->pos.z != cursorZ) )
{
continue;
}
// non-cursed creatures have curse_year == -1
if(unit->relations.curse_year != -1)
{
cursecount++;
string cursetype = determineCurse(unit);
if(giveNick)
{
setUnitNickname(unit, cursetype); //"CURSED");
}
if(giveDetails)
{
if(unit->name.has_name)
{
string firstname = unit->name.first_name;
string restofname = Translation::TranslateName(&unit->name, false);
firstname[0] = toupper(firstname[0]);
// if creature has no nickname, restofname will already contain firstname
// no need for double output
if(restofname.compare(0, firstname.length(),firstname) != 0)
out.print("%s ", firstname.c_str());
out.print("%s ", restofname.c_str());
}
else
{
// happens with unnamed zombies and resurrected body parts
out.print("Unnamed creature ");
}
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auto death = df::incident::find(unit->counters.death_id);
bool missing = false;
if (death && !death->flags.bits.discovered)
{
missing = true;
}
out.print("born in %d, cursed in %d to be a %s. (%s%s%s)\n",
unit->relations.birth_year,
unit->relations.curse_year,
cursetype.c_str(),
// technically most cursed creatures are undead,
// therefore output 'active' if they are not completely dead
unit->flags1.bits.dead ? "deceased" : "active",
unit->flags3.bits.ghostly ? "-ghostly" : "",
missing ? "-missing" : ""
);
if (missing)
{
out.print("- You can use 'tweak clear-missing' to allow engraving a memorial easier.\n");
}
// dump all curse flags on demand
if (verbose)
{
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out << "Curse flags: "
<< bitfield_to_string(unit->curse.add_tags1) << endl
<< bitfield_to_string(unit->curse.add_tags2) << endl;
}
}
}
}
if (checkWholeMap)
out.print("Number of cursed creatures on map: %d \n", cursecount);
else
out.print("Number of cursed creatures on tile: %d \n", cursecount);
return CR_OK;
}