dfhack/tools/playground/creature.cpp

981 lines
37 KiB
C++

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/*********************************************
* Purpose:
*
* - Display creatures
* - Modify skills and labors of creatures
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* - Kill creatures
* - Etc.
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*
* Version: 0.1.1
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* Date: 2011-04-07
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* Author: raoulxq (based on creaturedump.cpp from peterix)
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* Todo:
* - Option to add/remove single skills
* - Ghosts/Merchants/etc. should be tagged as not own creatures
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* - Filter by nickname with -n
* - Filter by first name with -fn
* - Filter by last name with -ln
* - Add pattern matching (or at least matching) to -n/-fn/-ln
* - Set nickname with --setnick (only if -i is given)
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* - Revive creature(s) with --revive
* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
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* - Make -1 the default for everything but -i
* - Imply -i if first argument is a number
* - Search for nick/profession if first argument is a string without - (i.e. no switch)
* - Switch --showhappy
* - Switch --makefriendly
* - Switch --listskills, showing first 3 important skills
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* Done:
* - Allow comma separated list of IDs for -i
* - '-c all' shows all creatures
* - Rename from skillmodify.cpp to creature.cpp
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* - Kill creature(s) with --kill
* - Hide skills with level 0 and 0 experience points
* - Add --showallflags flag to display all flags (default: display a few important ones)
* - Add --showdead flag to also display dead creatures
* - Display more creature flags
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* - Show creature type (again)
* - Add switch -1/--summary to only display one line for every creature. Good for an overview.
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* - Display current job (has been there all the time, but not shown in Windows due to missing memory offsets)
* - Remove magic numbers
* - Show social skills only when -ss is given
* - Hide hauler labors when +sh is given
* - Add -v for verbose
* - Override forbidden mass-designation with -f
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* - Option to add/remove single labors
* - Switches -ras and rl should only be possible with -nn or -i
* - Switch -rh removes hauler jobs
* - Dead creatures should not be displayed
* - Childs should not get labors assigned to
* - Babies should not get labors assigned to
* - Switch -al <n> adds labor number n
* - Switch -rl <n> removes labor number n
* - Switch -ral removes all labors
* - Switch -ll lists all available labors
*********************************************
*/
#include <iostream>
#include <climits>
#include <string.h>
#include <vector>
#include <stdio.h>
using namespace std;
#define DFHACK_WANT_MISCUTILS
#include <DFHack.h>
#include <dfhack/modules/Creatures.h>
/* Note about magic numbers:
* If you have an idea how to better solve this, tell me. Currently I'd be
* either dependent on Toady One's implementation (#defining numbers) or
* Memory.xml (#defining text). I voted for Toady One's numbers to be more
* stable, but could be wrong.
*/
#define SKILL_PERSUASION 72
#define SKILL_NEGOTIATION 73
#define SKILL_JUDGING_INTENT 74
#define SKILL_INTIMIDATION 79
#define SKILL_CONVERSATION 80
#define SKILL_COMEDY 81
#define SKILL_FLATTERY 82
#define SKILL_CONSOLING 83
#define SKILL_PACIFICATION 84
#define LABOR_STONE_HAULING 1
#define LABOR_WOOD_HAULING 2
#define LABOR_BURIAL 3
#define LABOR_FOOD_HAULING 4
#define LABOR_REFUSE_HAULING 5
#define LABOR_ITEM_HAULING 6
#define LABOR_FURNITURE_HAULING 7
#define LABOR_ANIMAL_HAULING 8
#define LABOR_CLEANING 9
#define LABOR_FEED_PATIENTS_PRISONERS 22
#define LABOR_RECOVERING_WOUNDED 23
#define NOT_SET INT_MIN
#define MAX_MOOD 4
#define NO_MOOD -1
#define PROFESSION_CHILD 96
#define PROFESSION_BABY 97
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bool quiet=true;
bool verbose = false;
bool showhauler = true;
bool showsocial = false;
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bool showfirstlineonly = false;
bool showdead = false;
bool showallflags = false;
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int hauler_labors[] = {
LABOR_STONE_HAULING
,LABOR_WOOD_HAULING
,LABOR_BURIAL
,LABOR_FOOD_HAULING
,LABOR_REFUSE_HAULING
,LABOR_ITEM_HAULING
,LABOR_FURNITURE_HAULING
,LABOR_ANIMAL_HAULING
,LABOR_CLEANING
,LABOR_FEED_PATIENTS_PRISONERS
,LABOR_RECOVERING_WOUNDED
};
int social_skills[] =
{
SKILL_PERSUASION
,SKILL_NEGOTIATION
,SKILL_JUDGING_INTENT
,SKILL_INTIMIDATION
,SKILL_CONVERSATION
,SKILL_COMEDY
,SKILL_FLATTERY
,SKILL_CONSOLING
,SKILL_PACIFICATION
};
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void usage(int argc, const char * argv[])
{
cout
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<< "Usage:" << endl
<< argv[0] << " [option 1] [option 2] [...]" << endl
<< endl
<< "Display options:" << endl
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<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
<< "-v : Increase verbosity" << endl
<< "-c creature : Show/modify this creature type instead of dwarfes ('all' to show all creatures)" << endl
<< "-1/--summary : Only display one line per creature" << endl
<< "-i id : Only show/modify creature with this id" << endl
<< "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl
<< "--nicks : Only show/modify creatures with custom nickname" << endl
<< "-ll/--listlabors: List available labors" << endl
<< "--showdead : Also show/modify dead creatures" << endl
<< "--showallflags : Show all flags of a creature" << endl
<< endl
<< "Modifying options:" << endl
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<< "-al <n> : Add labor <n> to creature" << endl
<< "-rl <n> : Remove labor <n> from creature" << endl
<< "-ras : Remove all skills from creature" << endl
<< "-ral : Remove all labors from creature" << endl
<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
// Disabling mood doesn't work as intented
<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << endl
<< "--kill : Kill creature(s) (may need to be called multiple times)" << endl
// Setting happiness doesn't work, because hapiness is recalculated
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//<< "--sethappiness <n> : Set happiness to n" << endl
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<< "-f : Force an action" << endl
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<< endl
<< "Example 1: Show all dwarfs" << endl
<< argv[0] << " -c Dwarf" << endl
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<< endl
<< "Example 2: Show all Yaks" << endl
<< argv[0] << " -c Yak" << endl
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<< endl
<< "Example 3: Remove all skills from dwarf with id 32" << endl
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<< argv[0] << " -i 32 -ras" << endl
<< endl
<< "Example 4: Remove all skills and labors from dwarfs with no custom nickname" << endl
<< argv[0] << " -c DWARF -nn -ras -ral" << endl
<< endl
<< "Example 5: Add hauling labors to all migrants" << endl
<< argv[0] << " -c DWARF -nn -ah" << endl
<< endl
<< "Example 6: Show list of labor ids" << endl
<< argv[0] << " -c DWARF -ll" << endl
<< endl
<< "Example 7: Add engraving labor to all migrants (get the id from the list of labor ids)" << endl
<< argv[0] << " -c DWARF -nn -al 13" << endl
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;
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if (quiet == false) {
cout << "Press any key to continue" << endl;
cin.ignore();
}
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}
DFHack::Materials * Materials;
DFHack::VersionInfo *mem;
DFHack::Creatures * Creatures = NULL;
// Note that toCaps() changes the string itself and I'm using it a few times in
// an unsafe way below. Didn't crash yet however.
std::string toCaps(std::string s)
{
const int length = s.length();
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bool caps=true;
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if (length == 0) {
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return s;
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}
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for(int i=0; i!=length ; ++i)
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{
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if (caps)
{
s[i] = std::toupper(s[i]);
caps = false;
}
else if (s[i] == '_' || s[i] == ' ')
{
s[i] = ' ';
caps = true;
}
else
{
s[i] = std::tolower(s[i]);
}
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}
return s;
}
int strtoint(const string &str)
{
stringstream ss(str);
int result;
return ss >> result ? result : -1;
}
// A C++ standard library function should be used instead
bool is_in(int m, int set[], int set_size)
{
for (int i=0; i<set_size; i++)
{
if (m == set[i])
return true;
}
return false;
}
int * find_int(std::vector<int> v, int comp)
{
for (int i=0; i<v.size(); i++)
{
//fprintf(stderr, "Comparing %d with %d and returning %x...\n", v[i], comp, &v[i]);
if (v[i] == comp)
return &v[i];
}
return NULL;
}
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void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, int index)
{
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DFHack::Translation *Tran = DF->getTranslation();
DFHack::VersionInfo *mem = DF->getMemoryInfo();
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string type="(no type)";
if (Materials->raceEx[creature.race].rawname[0])
{
type = toCaps(Materials->raceEx[creature.race].rawname);
}
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string name="(no name)";
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if(creature.name.nickname[0])
{
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name = creature.name.nickname;
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}
else
{
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if(creature.name.first_name[0])
{
name = toCaps(creature.name.first_name);
string transName = Tran->TranslateName(creature.name,false);
if(!transName.empty())
{
name += " " + toCaps(transName);
}
}
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}
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string profession="";
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try {
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profession = mem->getProfession(creature.profession);
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}
catch (exception& e)
{
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cout << "Error retrieving creature profession: " << e.what() << endl;
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}
if(creature.custom_profession[0])
{
profession = creature.custom_profession;
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}
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string job="No Job";
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if(creature.current_job.active)
{
job=mem->getJob(creature.current_job.jobId);
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}
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if (showfirstlineonly)
{
printf("%3d", index);
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printf(" %-17s", type.c_str());
printf(" %-32s", name.c_str());
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printf(" %-16s", toCaps(profession).c_str());
printf(" %-30s", job.c_str());
printf(" %5d", creature.happiness);
if (showdead)
{
printf(" %-5s", creature.flags1.bits.dead ? "Dead" : "Alive");
}
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printf("\n");
return;
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}
else
{
printf("ID: %d", index);
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printf(", %s", type.c_str());
printf(", %s", name.c_str());
printf(", %s", toCaps(profession).c_str());
printf(", Job: %s", job.c_str());
printf(", Happiness: %d", creature.happiness);
printf("\n");
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}
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if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD))
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{
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cout << "Creature is in a strange mood (mood=" << creature.mood << "), skill: " << mem->getSkill(creature.mood_skill) << endl;
vector<DFHack::t_material> mymat;
if(Creatures->ReadJob(&creature, mymat))
{
for(unsigned int i = 0; i < mymat.size(); i++)
{
printf("\t%s(%d)\t%d %d %d - %.8x\n", Materials->getDescription(mymat[i]).c_str(), mymat[i].itemType, mymat[i].subType, mymat[i].subIndex, mymat[i].index, mymat[i].flags);
}
}
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}
if(creature.has_default_soul)
{
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// Print out skills
int skillid;
int skillrating;
int skillexperience;
string skillname;
cout << setiosflags(ios::left);
for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
{
skillid = creature.defaultSoul.skills[i].id;
bool is_social = is_in(skillid, social_skills, sizeof(social_skills)/sizeof(social_skills[0]));
if (!is_social || (is_social && showsocial))
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{
skillrating = creature.defaultSoul.skills[i].rating;
skillexperience = creature.defaultSoul.skills[i].experience;
try
{
skillname = mem->getSkill(skillid);
}
catch(DFHack::Error::AllMemdef &e)
{
skillname = "Unknown skill";
cout << e.what() << endl;
}
if (skillrating > 0 || skillexperience > 0)
{
cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": "
<< skillrating << "/" << skillexperience << endl;
}
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}
}
for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++)
{
if(!creature.labors[i])
continue;
string laborname;
try
{
laborname = mem->getLabor(i);
}
catch(exception &e)
{
laborname = "(Undefined)";
}
bool is_labor = is_in(i, hauler_labors, sizeof(hauler_labors)/sizeof(hauler_labors[0]));
if (!is_labor || (is_labor && showhauler))
cout << "(Labor " << i << ") " << setw(16) << laborname << endl;
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}
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}
if (showallflags)
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{
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
if(f1.bits.had_mood){cout<<toCaps("Flag: had_mood") << endl; }
if(f1.bits.marauder){cout<<toCaps("Flag: marauder") << endl; }
if(f1.bits.drowning){cout<<toCaps("Flag: drowning") << endl; }
if(f1.bits.merchant){cout<<toCaps("Flag: merchant") << endl; }
if(f1.bits.forest){cout<<toCaps("Flag: forest") << endl; }
if(f1.bits.left){cout<<toCaps("Flag: left") << endl; }
if(f1.bits.rider){cout<<toCaps("Flag: rider") << endl; }
if(f1.bits.incoming){cout<<toCaps("Flag: incoming") << endl; }
if(f1.bits.diplomat){cout<<toCaps("Flag: diplomat") << endl; }
if(f1.bits.zombie){cout<<toCaps("Flag: zombie") << endl; }
if(f1.bits.skeleton){cout<<toCaps("Flag: skeleton") << endl; }
if(f1.bits.can_swap){cout<<toCaps("Flag: can_swap") << endl; }
if(f1.bits.on_ground){cout<<toCaps("Flag: on_ground") << endl; }
if(f1.bits.projectile){cout<<toCaps("Flag: projectile") << endl; }
if(f1.bits.active_invader){cout<<toCaps("Flag: active_invader") << endl; }
if(f1.bits.hidden_in_ambush){cout<<toCaps("Flag: hidden_in_ambush") << endl; }
if(f1.bits.invader_origin){cout<<toCaps("Flag: invader_origin") << endl; }
if(f1.bits.coward){cout<<toCaps("Flag: coward") << endl; }
if(f1.bits.hidden_ambusher){cout<<toCaps("Flag: hidden_ambusher") << endl; }
if(f1.bits.invades){cout<<toCaps("Flag: invades") << endl; }
if(f1.bits.check_flows){cout<<toCaps("Flag: check_flows") << endl; }
if(f1.bits.ridden){cout<<toCaps("Flag: ridden") << endl; }
if(f1.bits.caged){cout<<toCaps("Flag: caged") << endl; }
if(f1.bits.tame){cout<<toCaps("Flag: tame") << endl; }
if(f1.bits.chained){cout<<toCaps("Flag: chained") << endl; }
if(f1.bits.royal_guard){cout<<toCaps("Flag: royal_guard") << endl; }
if(f1.bits.fortress_guard){cout<<toCaps("Flag: fortress_guard") << endl; }
if(f1.bits.suppress_wield){cout<<toCaps("Flag: suppress_wield") << endl; }
if(f1.bits.important_historical_figure){cout<<toCaps("Flag: important_historical_figure") << endl; }
if(f2.bits.swimming){cout<<toCaps("Flag: swimming") << endl; }
if(f2.bits.sparring){cout<<toCaps("Flag: sparring") << endl; }
if(f2.bits.no_notify){cout<<toCaps("Flag: no_notify") << endl; }
if(f2.bits.unused){cout<<toCaps("Flag: unused") << endl; }
if(f2.bits.calculated_nerves){cout<<toCaps("Flag: calculated_nerves") << endl; }
if(f2.bits.calculated_bodyparts){cout<<toCaps("Flag: calculated_bodyparts") << endl; }
if(f2.bits.important_historical_figure){cout<<toCaps("Flag: important_historical_figure") << endl; }
if(f2.bits.killed){cout<<toCaps("Flag: killed") << endl; }
if(f2.bits.cleanup_1){cout<<toCaps("Flag: cleanup_1") << endl; }
if(f2.bits.cleanup_2){cout<<toCaps("Flag: cleanup_2") << endl; }
if(f2.bits.cleanup_3){cout<<toCaps("Flag: cleanup_3") << endl; }
if(f2.bits.for_trade){cout<<toCaps("Flag: for_trade") << endl; }
if(f2.bits.trade_resolved){cout<<toCaps("Flag: trade_resolved") << endl; }
if(f2.bits.has_breaks){cout<<toCaps("Flag: has_breaks") << endl; }
if(f2.bits.gutted){cout<<toCaps("Flag: gutted") << endl; }
if(f2.bits.circulatory_spray){cout<<toCaps("Flag: circulatory_spray") << endl; }
if(f2.bits.locked_in_for_trading){cout<<toCaps("Flag: locked_in_for_trading") << endl; }
if(f2.bits.slaughter){cout<<toCaps("Flag: slaughter") << endl; }
if(f2.bits.underworld){cout<<toCaps("Flag: underworld") << endl; }
if(f2.bits.resident){cout<<toCaps("Flag: resident") << endl; }
if(f2.bits.cleanup_4){cout<<toCaps("Flag: cleanup_4") << endl; }
if(f2.bits.calculated_insulation){cout<<toCaps("Flag: calculated_insulation") << endl; }
if(f2.bits.visitor_uninvited){cout<<toCaps("Flag: visitor_uninvited") << endl; }
if(f2.bits.visitor){cout<<toCaps("Flag: visitor") << endl; }
if(f2.bits.calculated_inventory){cout<<toCaps("Flag: calculated_inventory") << endl; }
if(f2.bits.vision_good){cout<<toCaps("Flag: vision_good") << endl; }
if(f2.bits.vision_damaged){cout<<toCaps("Flag: vision_damaged") << endl; }
if(f2.bits.vision_missing){cout<<toCaps("Flag: vision_missing") << endl; }
if(f2.bits.breathing_good){cout<<toCaps("Flag: breathing_good") << endl; }
if(f2.bits.breathing_problem){cout<<toCaps("Flag: breathing_problem") << endl; }
if(f2.bits.roaming_wilderness_population_source){cout<<toCaps("Flag: roaming_wilderness_population_source") << endl; }
if(f2.bits.roaming_wilderness_population_source_not_a_map_feature){cout<<toCaps("Flag: roaming_wilderness_population_source_not_a_map_feature") << endl; }
}
else
{
/* FLAGS 1 */
if(creature.flags1.bits.dead) { cout << "Flag: Dead" << endl; }
if(creature.flags1.bits.on_ground) { cout << "Flag: On the ground" << endl; }
if(creature.flags1.bits.tame) { cout << "Flag: Tame" << endl; }
if(creature.flags1.bits.royal_guard) { cout << "Flag: Royal guard" << endl; }
if(creature.flags1.bits.fortress_guard) { cout << "Flag: Fortress guard" << endl; }
/* FLAGS 2 */
if(creature.flags2.bits.killed) { cout << "Flag: Killed by kill function" << endl; }
if(creature.flags2.bits.resident) { cout << "Flag: Resident" << endl; }
if(creature.flags2.bits.gutted) { cout << "Flag: Gutted" << endl; }
if(creature.flags2.bits.slaughter) { cout << "Flag: Marked for slaughter" << endl; }
if(creature.flags2.bits.underworld) { cout << "Flag: From the underworld" << endl; }
if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) )
{
string artifact_name = Tran->TranslateName(creature.artifact_name,false);
cout << "Artifact: " << artifact_name << endl;
}
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}
cout << endl;
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}
int main (int argc, const char* argv[])
{
// let's be more useful when double-clicked on windows
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#ifndef LINUX_BUILD
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quiet = false;
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#endif
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string creature_type = "Dwarf";
std::vector<int> creature_id;
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bool find_nonicks = false;
bool find_nicks = false;
bool remove_skills = false;
bool remove_labors = false;
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bool kill_creature = false;
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bool make_hauler = false;
bool remove_hauler = false;
bool add_labor = false;
int add_labor_n = NOT_SET;
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bool remove_labor = false;
int remove_labor_n = NOT_SET;
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bool set_happiness = false;
int set_happiness_n = NOT_SET;
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bool set_mood = false;
int set_mood_n = NOT_SET;
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bool list_labors = false;
bool force_massdesignation = false;
if (argc == 1) {
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usage(argc, argv);
return 1;
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}
for(int i = 1; i < argc; i++)
{
string arg_cur = argv[i];
string arg_next = "";
int arg_next_int = NOT_SET;
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/* Check if argv[i+1] is a number >= 0 */
if (i < argc-1) {
arg_next = argv[i+1];
arg_next_int = strtoint(arg_next);
if (arg_next != "0" && arg_next_int == 0) {
arg_next_int = NOT_SET;
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}
}
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if(arg_cur == "-q")
{
quiet = true;
}
else if(arg_cur == "+q")
{
quiet = false;
}
else if(arg_cur == "-v")
{
verbose = true;
}
else if(arg_cur == "-1" || arg_cur == "--summary")
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{
showfirstlineonly = true;
}
else if(arg_cur == "-ss" || arg_cur == "--showsocial")
{
showsocial = true;
}
else if(arg_cur == "+sh" || arg_cur == "-nosh" || arg_cur == "--noshowhauler")
{
showhauler = false;
}
else if(arg_cur == "--showdead")
{
showdead = true;
}
else if(arg_cur == "--showallflags")
{
showallflags = true;
}
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else if(arg_cur == "-ras")
{
remove_skills = true;
}
else if(arg_cur == "-f")
{
force_massdesignation = true;
}
// list labors
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else if(arg_cur == "-ll" || arg_cur == "--listlabors")
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{
list_labors = true;
}
// add single labor
else if(arg_cur == "-al" && i < argc-1)
{
if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) {
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usage(argc, argv);
return 1;
}
add_labor = true;
add_labor_n = arg_next_int;
i++;
}
// remove single labor
else if(arg_cur == "-rl" && i < argc-1)
{
if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) {
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usage(argc, argv);
return 1;
}
remove_labor = true;
remove_labor_n = arg_next_int;
i++;
}
else if(arg_cur == "--setmood" && i < argc-1)
{
if (arg_next_int < NO_MOOD || arg_next_int > MAX_MOOD) {
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usage(argc, argv);
return 1;
}
set_mood = true;
set_mood_n = arg_next_int;
i++;
}
else if(arg_cur == "--sethappiness" && i < argc-1)
{
if (arg_next_int < 1 || arg_next_int >= 2000) {
usage(argc, argv);
return 1;
}
set_happiness = true;
set_happiness_n = arg_next_int;
i++;
}
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else if(arg_cur == "--kill")
{
kill_creature = true;
showallflags = true;
showdead = true;
}
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else if(arg_cur == "-ral")
{
remove_labors = true;
}
else if(arg_cur == "-ah")
{
make_hauler = true;
}
else if(arg_cur == "-rh")
{
remove_hauler = true;
}
else if(arg_cur == "-nn" || arg_cur == "--nonicks")
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{
find_nonicks = true;
}
else if(arg_cur == "--nicks")
{
find_nicks = true;
}
else if(arg_cur == "-c" && i < argc-1)
{
creature_type = argv[i+1];
i++;
}
else if(arg_cur == "-i" && i < argc-1)
{
std::stringstream ss(argv[i+1]);
int num;
while (ss >> num) {
creature_id.push_back(num);
ss.ignore(1);
}
creature_type = ""; // if -i is given, match all creatures
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i++;
}
else
{
if (arg_cur != "-h") {
cout << "Unknown option '" << arg_cur << "'" << endl;
cout << endl;
}
usage(argc, argv);
return 1;
}
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}
DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context* DF;
try
{
DF = DFMgr.getSingleContext();
DF->Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
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if (quiet == false)
{
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cin.ignore();
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}
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return 1;
}
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Creatures = DF->getCreatures();
Materials = DF->getMaterials();
DFHack::Translation * Tran = DF->getTranslation();
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uint32_t numCreatures;
if(!Creatures->Start(numCreatures))
{
cerr << "Can't get creatures" << endl;
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if (quiet == false)
{
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cin.ignore();
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}
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return 1;
}
if(!numCreatures)
{
cerr << "No creatures to print" << endl;
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if (quiet == false)
{
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cin.ignore();
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}
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return 1;
}
mem = DF->getMemoryInfo();
Materials->ReadInorganicMaterials();
Materials->ReadOrganicMaterials();
Materials->ReadWoodMaterials();
Materials->ReadPlantMaterials();
Materials->ReadCreatureTypes();
Materials->ReadCreatureTypesEx();
Materials->ReadDescriptorColors();
if(!Tran->Start())
{
cerr << "Can't get name tables" << endl;
return 1;
}
// List all available labors (reproduces contents of Memory.xml)
if (list_labors == true) {
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string laborname;
for (int i=0; i < NUM_CREATURE_LABORS; i++) {
try {
laborname = mem->getLabor(i);
cout << "Labor " << int(i) << ": " << laborname << endl;
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}
catch (exception& e) {
if (verbose)
{
laborname = "Unknown";
cout << "Labor " << int(i) << ": " << laborname << endl;
}
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}
}
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}
else
{
if (showfirstlineonly)
{
printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":"");
printf("--- ----------------- -------------------------------- ---------------- ------------------------------ -----%s\n", showdead?" -----":"");
}
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vector<uint32_t> addrs;
for(uint32_t creature_idx = 0; creature_idx < numCreatures; creature_idx++)
{
DFHack::t_creature creature;
Creatures->ReadCreature(creature_idx,creature);
/* Check if we want to display/change this creature or skip it */
bool hasnick = (creature.name.nickname[0] != '\0');
if (
// Check for -i <num> and -c <type>
(NULL != find_int(creature_id, creature_idx)
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|| toCaps(string(Materials->raceEx[creature.race].rawname)) == toCaps(creature_type)
|| "All" == toCaps(creature_type))
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// Check for -nn
&& ((find_nonicks == true && hasnick == false)
|| (find_nicks == true && hasnick == true)
|| (find_nicks == false && find_nonicks == false))
&& (find_nonicks == false || creature.name.nickname[0] == '\0')
&& (showdead == true || !creature.flags1.bits.dead)
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)
{
printCreature(DF,creature,creature_idx);
addrs.push_back(creature.origin);
bool dochange = (
remove_skills
|| remove_labors || add_labor || remove_labor
|| make_hauler || remove_hauler
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|| kill_creature
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|| set_happiness
|| set_mood
);
if (toCaps(creature_type) == "Dwarf"
&& (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY))
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{
dochange = false;
}
bool allow_massdesignation =
creature_id.size()==0 || toCaps(creature_type) != "Dwarf" || find_nonicks == true || force_massdesignation;
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if (dochange == true && allow_massdesignation == false)
{
cout
<< "Not changing creature because none of -c (other than dwarf), -i or -nn was" << endl
<< "selected. Add -f (force) to override this safety measure." << endl;
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dochange = false;
}
if (dochange)
{
if(creature.has_default_soul)
{
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if (kill_creature)
{
/*
[quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055]
After extensive testing that just ate itself -.-;
Runesmith does not unset the following:
- Active Invader (sets if they are just about the invade, as Currently
Invading removes this one)
- Hidden Ambusher (Just in Case, however it is still set when an Active Invader)
- Hidden in Ambush (Just in Case, however it is still set when an Active Invader,
until discovery)
- Incoming (Sets if something is here yet... wave X of a siege here)
- Invader -Fleeing/Leaving
- Currently Invading
When it nukes something it basically just sets them to 'dead'. It does not also
set them to 'killed'. Show dead will show everything (short of 'vanished'/'deleted'
I'd suspect) so one CAN go through the intensive process to revive a broken siege. These
particular flags are not visible at the same exact time so multiple passes -even through
a narrow segment- are advised.
Problem I ran into (last thing before I mention something more DFHack related):
I set the Killed Flag (but not dead), and I got mortally wounded siegers that refused to
just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color].
*/
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
f1.bits.dead = 1;
f2.bits.killed = 1;
f1.bits.active_invader = 0; /*!< 17: Active invader (for organized ones) */
f1.bits.hidden_ambusher = 0; /*!< 21: Active marauder/invader moving inward? */
f1.bits.hidden_in_ambush = 0;
f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */
cout << "Setting f1.bits.dead = 1" << endl;
cout << "Setting f2.bits.killed = 1" << endl;
cout << "Setting f1.bits.active_invader = 0" << endl;
cout << "Setting f1.bits.hidden_ambusher = 0" << endl;
cout << "Setting f1.bits.hidden_in_ambush = 0" << endl;
cout << "Setting f1.bits.invades = 0" << endl;
cout << "Writing flags..." << endl;
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
// We want the flags to be shown after our modification, but they are not read back
creature.flags1 = f1;
creature.flags2 = f2;
}
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if (set_mood)
{
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/* Doesn't really work to disable a mood */
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cout << "Setting mood to " << set_mood_n << "..." << endl;
Creatures->WriteMood(creature_idx, set_mood_n);
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DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
f1.bits.has_mood = (set_mood_n == NO_MOOD ? 0 : 1);
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
creature.flags1 = f1;
creature.flags2 = f2;
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}
if (set_happiness)
{
cout << "Setting happiness to " << set_happiness_n << "..." << endl;
Creatures->WriteHappiness(creature_idx, set_happiness_n);
}
if (remove_skills)
{
DFHack::t_soul & soul = creature.defaultSoul;
cout << "Removing skills..." << endl;
for(unsigned int sk = 0; sk < soul.numSkills;sk++)
{
soul.skills[sk].rating=0;
soul.skills[sk].experience=0;
}
// Doesn't work anyways, so better leave it alone
//soul.numSkills=0;
if (Creatures->WriteSkills(creature_idx, soul) == true) {
cout << "Success writing skills." << endl;
} else {
cout << "Error writing skills." << endl;
}
}
if (add_labor || remove_labor || remove_labors || make_hauler || remove_hauler)
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{
if (add_labor) {
cout << "Adding labor " << add_labor_n << "..." << endl;
creature.labors[add_labor_n] = 1;
}
if (remove_labor) {
cout << "Removing labor " << remove_labor_n << "..." << endl;
creature.labors[remove_labor_n] = 0;
}
if (remove_labors) {
cout << "Removing labors..." << endl;
for(unsigned int lab = 0; lab < NUM_CREATURE_LABORS; lab++) {
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creature.labors[lab] = 0;
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}
}
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if (remove_hauler) {
for (int labs=0;
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
labs++)
{
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creature.labors[hauler_labors[labs]] = 0;
}
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}
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if (make_hauler) {
cout << "Setting hauler labors..." << endl;
for (int labs=0;
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
labs++)
{
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creature.labors[hauler_labors[labs]] = 1;
}
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}
if (Creatures->WriteLabors(creature_idx, creature.labors) == true) {
cout << "Success writing labors." << endl;
} else {
cout << "Error writing labors." << endl;
}
}
}
else
{
cout << "Error removing skills: Creature has no default soul." << endl;
}
printCreature(DF,creature,creature_idx);
} /* End remove skills/labors */
} /* if (print creature) */
} /* End for(all creatures) */
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} /* End if (we need to walk creatures) */
Creatures->Finish();
DF->Detach();
if (quiet == false)
{
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cout << "Done. Press any key to continue" << endl;
cin.ignore();
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}
return 0;
}