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