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@ -1,13 +1,14 @@
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/*********************************************
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* skillmodify.cpp
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*
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* Purpose:
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*
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* - Display creatures
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* - Modify skills and labors of creatures
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* - Kill creatures
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* - Etc.
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*
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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:
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* - Option to add/remove single skills
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@ -17,12 +18,27 @@
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* - Filter by last name with -ln
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* - Add pattern matching (or at least matching) to -n/-fn/-ln
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* - Set nickname with --setnick (only if -i is given)
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* - Kill/revive creature(s) with --kill/--revive
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* - Revive creature(s) with --revive
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* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
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* - Allow multiple -i switches
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* - Display current job
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* - Make -1 the default for everything but -i
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* - Imply -i if first argument is a number
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* - Search for nick/profession if first argument is a string without - (i.e. no switch)
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* - Switch --showhappy
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* - Switch --makefriendly
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* - Switch --listskills, showing first 3 important skills
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* Done:
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* - Allow comma separated list of IDs for -i
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* - '-c all' shows all creatures
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* - Rename from skillmodify.cpp to creature.cpp
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* - Kill creature(s) with --kill
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* - Hide skills with level 0 and 0 experience points
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* - Add --showallflags flag to display all flags (default: display a few important ones)
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* - Add --showdead flag to also display dead creatures
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* - Display more creature flags
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* - Show creature type (again)
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* - 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)
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* - Remove magic numbers
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* - Show social skills only when -ss is given
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* - Hide hauler labors when +sh is given
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@ -67,25 +83,33 @@ using namespace std;
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#define SKILL_FLATTERY 82
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#define SKILL_CONSOLING 83
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#define SKILL_PACIFICATION 84
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#define LABOR_STONE_HAULING 1
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#define LABOR_WOOD_HAULING 2
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#define LABOR_BURIAL 3
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#define LABOR_FOOD_HAULING 4
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#define LABOR_REFUSE_HAULING 5
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#define LABOR_ITEM_HAULING 6
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#define LABOR_FURNITURE_HAULING 7
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#define LABOR_ANIMAL_HAULING 8
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#define LABOR_CLEANING 9
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#define LABOR_STONE_HAULING 1
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#define LABOR_WOOD_HAULING 2
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#define LABOR_BURIAL 3
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#define LABOR_FOOD_HAULING 4
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#define LABOR_REFUSE_HAULING 5
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#define LABOR_ITEM_HAULING 6
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#define LABOR_FURNITURE_HAULING 7
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#define LABOR_ANIMAL_HAULING 8
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#define LABOR_CLEANING 9
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#define LABOR_FEED_PATIENTS_PRISONERS 22
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#define LABOR_RECOVERING_WOUNDED 23
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#define LABOR_RECOVERING_WOUNDED 23
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#define NOT_SET INT_MIN
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#define MAX_MOOD 4
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#define NO_MOOD -1
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bool quiet;
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#define PROFESSION_CHILD 96
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#define PROFESSION_BABY 97
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bool quiet=true;
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bool verbose = false;
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bool showhauler = true;
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bool showsocial = false;
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bool showfirstlineonly = false;
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bool showdead = false;
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bool showallflags = false;
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int hauler_labors[] = {
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LABOR_STONE_HAULING
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,LABOR_WOOD_HAULING
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@ -117,23 +141,32 @@ void usage(int argc, const char * argv[])
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cout
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<< "Usage:" << endl
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<< argv[0] << " [option 1] [option 2] [...]" << endl
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<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
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<< "-v : Increase verbosity" << endl
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<< "-c creature : Only show/modify this creature type instead of dwarfes" << endl
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<< "-i id : Only show/modify creature with this id" << endl
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<< "-nn : Only show/modify creatures with no custom nickname (migrants)" << endl
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<< "--nicks : Only show/modify creatures with custom nickname" << endl
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<< "-ll : List available labors" << endl
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<< "-al <n> : Add labor <n> to creature" << endl
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<< "-rl <n> : Remove labor <n> from creature" << endl
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<< "-ras : Remove all skills from creature" << endl
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<< "-ral : Remove all labors from creature" << endl
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<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
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<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
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<< "--setmood <n> : Set mood to n (-1 = no mood, max=4)" << endl
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// Doesn't work, because hapiness is recalculated
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<< endl
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<< "Display options:" << endl
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<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
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<< "-v : Increase verbosity" << endl
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<< "-c creature : Show/modify this creature type instead of dwarfes ('all' to show all creatures)" << endl
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<< "-1/--summary : Only display one line per creature" << endl
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<< "-i id1[,id2,...]: Only show/modify creature with this id" << endl
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<< "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl
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<< "--nicks : Only show/modify creatures with custom nickname" << endl
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<< "-ll/--listlabors: List available labors" << endl
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<< "--showdead : Also show/modify dead creatures" << endl
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<< "--showallflags : Show all flags of a creature" << endl
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<< endl
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<< "Modifying options:" << endl
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<< "-al <n> : Add labor <n> to creature" << endl
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<< "-rl <n> : Remove labor <n> from creature" << endl
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<< "-ras : Remove all skills from creature" << endl
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<< "-ral : Remove all labors from creature" << endl
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<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
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<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
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// Disabling mood doesn't work as intented
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<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << endl
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<< "--kill : Kill creature(s) (may need to be called multiple times)" << endl
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// 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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<< "-f : Force an action" << endl
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<< endl
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<< "Example 1: Show all dwarfs" << endl
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<< argv[0] << " -c Dwarf" << endl
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@ -141,8 +174,8 @@ void usage(int argc, const char * argv[])
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<< "Example 2: Show all Yaks" << endl
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<< argv[0] << " -c Yak" << endl
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<< endl
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<< "Example 3: Remove all skills from dwarf with id 32" << endl
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<< argv[0] << " -i 32 -ras" << endl
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<< "Example 3: Remove all skills from dwarfs 15 and 32" << endl
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<< argv[0] << " -i 15,32 -ras" << endl
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<< endl
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<< "Example 4: Remove all skills and labors from dwarfs with no custom nickname" << endl
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<< argv[0] << " -c DWARF -nn -ras -ral" << endl
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@ -171,13 +204,26 @@ DFHack::Creatures * Creatures = NULL;
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std::string toCaps(std::string s)
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{
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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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s[0] = std::toupper(s[0]);
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for(int i=1; i!=length ; ++i)
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for(int i=0; i!=length ; ++i)
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{
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s[i] = std::tolower(s[i]);
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if (caps)
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{
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s[i] = std::toupper(s[i]);
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caps = false;
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}
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else if (s[i] == '_' || s[i] == ' ')
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{
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s[i] = ' ';
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caps = true;
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}
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else
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{
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s[i] = std::tolower(s[i]);
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}
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}
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return s;
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}
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@ -201,53 +247,107 @@ bool is_in(int m, int set[], int set_size)
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return false;
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}
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int * find_int(std::vector<int> v, int comp)
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{
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for (int i=0; i<v.size(); i++)
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{
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//fprintf(stderr, "Comparing %d with %d and returning %x...\n", v[i], comp, &v[i]);
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if (v[i] == comp)
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return &v[i];
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}
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return NULL;
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}
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void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, int index)
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{
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cout << "Creature[" << index << "]: " << toCaps(Materials->raceEx[creature.race].rawname);
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DFHack::Translation *Tran = DF->getTranslation();
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DFHack::VersionInfo *mem = DF->getMemoryInfo();
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string type="(no type)";
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if (Materials->raceEx[creature.race].rawname[0])
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{
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type = toCaps(Materials->raceEx[creature.race].rawname);
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}
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string name="(no name)";
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if(creature.name.nickname[0])
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{
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cout << ", " << creature.name.nickname;
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name = creature.name.nickname;
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}
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else
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{
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if(creature.name.first_name[0])
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{
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cout << ", " << toCaps(creature.name.first_name);
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}
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name = toCaps(creature.name.first_name);
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string transName = Tran->TranslateName(creature.name,false);
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if(!transName.empty())
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{
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cout << " " << toCaps(transName);
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string transName = Tran->TranslateName(creature.name,false);
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if(!transName.empty())
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{
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name += " " + toCaps(transName);
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}
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}
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}
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string prof_string="";
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string profession="";
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try {
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prof_string = mem->getProfession(creature.profession);
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profession = mem->getProfession(creature.profession);
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}
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catch (exception& e)
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{
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cout << "Error retrieving creature profession: " << e.what() << endl;
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}
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cout << ", " << toCaps(prof_string) << "(" << int(creature.profession) << ")";
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if(creature.custom_profession[0])
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{
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cout << "/" << creature.custom_profession;
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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)
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{
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cout << ", current job: " << mem->getJob(creature.current_job.jobId);
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job=mem->getJob(creature.current_job.jobId);
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int p=job.size();
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while (p>0 && (job[p]==' ' || job[p]=='\t'))
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p--;
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if (p <= 1)
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{
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stringstream ss;
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ss << creature.current_job.jobId;
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job = ss.str();
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}
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}
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cout << ", Happy = " << creature.happiness;
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cout << endl;
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if (showfirstlineonly)
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{
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printf("%3d", index);
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printf(" %-17s", type.c_str());
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printf(" %-32s", name.c_str());
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printf(" %-16s", toCaps(profession).c_str());
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printf(" %-30s", job.c_str());
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printf(" %5d", creature.happiness);
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if (showdead)
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{
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printf(" %-5s", creature.flags1.bits.dead ? "Dead" : "Alive");
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}
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printf("\n");
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return;
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}
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else
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{
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printf("ID: %d", index);
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printf(", %s", type.c_str());
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printf(", %s", name.c_str());
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printf(", %s", toCaps(profession).c_str());
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printf(", Job: %s", job.c_str());
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printf(", Happiness: %d", creature.happiness);
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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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@ -289,8 +389,11 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
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skillname = "Unknown skill";
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cout << e.what() << endl;
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}
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cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": "
|
|
|
|
|
<< skillrating << "/" << skillexperience << endl;
|
|
|
|
|
if (skillrating > 0 || skillexperience > 0)
|
|
|
|
|
{
|
|
|
|
|
cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": "
|
|
|
|
|
<< skillrating << "/" << skillexperience << endl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -312,26 +415,97 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
|
|
|
|
|
cout << "(Labor " << i << ") " << setw(16) << laborname << endl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/* 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.skeleton) { cout << "Flag: Skeletal" << endl; }
|
|
|
|
|
if(creature.flags1.bits.zombie) { cout << "Flag: Zombie" << 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 ) )
|
|
|
|
|
if (showallflags)
|
|
|
|
|
{
|
|
|
|
|
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
|
|
|
|
|
{
|
|
|
|
|
string artifact_name = Tran->TranslateName(creature.artifact_name,false);
|
|
|
|
|
cout << "Artifact: " << artifact_name << endl;
|
|
|
|
|
/* 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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
cout << endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int main (int argc, const char* argv[])
|
|
|
|
@ -342,12 +516,12 @@ int main (int argc, const char* argv[])
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
string creature_type = "Dwarf";
|
|
|
|
|
string creature_id = "";
|
|
|
|
|
int creature_id_int = 0;
|
|
|
|
|
std::vector<int> creature_id;
|
|
|
|
|
bool find_nonicks = false;
|
|
|
|
|
bool find_nicks = false;
|
|
|
|
|
bool remove_skills = false;
|
|
|
|
|
bool remove_labors = false;
|
|
|
|
|
bool kill_creature = false;
|
|
|
|
|
bool make_hauler = false;
|
|
|
|
|
bool remove_hauler = false;
|
|
|
|
|
bool add_labor = false;
|
|
|
|
@ -392,6 +566,10 @@ int main (int argc, const char* argv[])
|
|
|
|
|
{
|
|
|
|
|
verbose = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-1" || arg_cur == "--summary")
|
|
|
|
|
{
|
|
|
|
|
showfirstlineonly = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-ss" || arg_cur == "--showsocial")
|
|
|
|
|
{
|
|
|
|
|
showsocial = true;
|
|
|
|
@ -400,6 +578,14 @@ int main (int argc, const char* argv[])
|
|
|
|
|
{
|
|
|
|
|
showhauler = false;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "--showdead")
|
|
|
|
|
{
|
|
|
|
|
showdead = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "--showallflags")
|
|
|
|
|
{
|
|
|
|
|
showallflags = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-ras")
|
|
|
|
|
{
|
|
|
|
|
remove_skills = true;
|
|
|
|
@ -409,7 +595,7 @@ int main (int argc, const char* argv[])
|
|
|
|
|
force_massdesignation = true;
|
|
|
|
|
}
|
|
|
|
|
// list labors
|
|
|
|
|
else if(arg_cur == "-ll")
|
|
|
|
|
else if(arg_cur == "-ll" || arg_cur == "--listlabors")
|
|
|
|
|
{
|
|
|
|
|
list_labors = true;
|
|
|
|
|
}
|
|
|
|
@ -455,6 +641,12 @@ int main (int argc, const char* argv[])
|
|
|
|
|
set_happiness_n = arg_next_int;
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "--kill")
|
|
|
|
|
{
|
|
|
|
|
kill_creature = true;
|
|
|
|
|
showallflags = true;
|
|
|
|
|
showdead = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-ral")
|
|
|
|
|
{
|
|
|
|
|
remove_labors = true;
|
|
|
|
@ -467,7 +659,7 @@ int main (int argc, const char* argv[])
|
|
|
|
|
{
|
|
|
|
|
remove_hauler = true;
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-nn")
|
|
|
|
|
else if(arg_cur == "-nn" || arg_cur == "--nonicks")
|
|
|
|
|
{
|
|
|
|
|
find_nonicks = true;
|
|
|
|
|
}
|
|
|
|
@ -482,8 +674,15 @@ int main (int argc, const char* argv[])
|
|
|
|
|
}
|
|
|
|
|
else if(arg_cur == "-i" && i < argc-1)
|
|
|
|
|
{
|
|
|
|
|
creature_id = argv[i+1];
|
|
|
|
|
sscanf(argv[i+1], "%d", &creature_id_int);
|
|
|
|
|
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
|
|
|
|
|
showdead = true;
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
@ -572,6 +771,12 @@ int main (int argc, const char* argv[])
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
if (showfirstlineonly)
|
|
|
|
|
{
|
|
|
|
|
printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":"");
|
|
|
|
|
printf("--- ----------------- -------------------------------- ---------------- ------------------------------ -----%s\n", showdead?" -----":"");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vector<uint32_t> addrs;
|
|
|
|
|
for(uint32_t creature_idx = 0; creature_idx < numCreatures; creature_idx++)
|
|
|
|
|
{
|
|
|
|
@ -581,16 +786,16 @@ int main (int argc, const char* argv[])
|
|
|
|
|
bool hasnick = (creature.name.nickname[0] != '\0');
|
|
|
|
|
|
|
|
|
|
if (
|
|
|
|
|
// Check for -i <num>
|
|
|
|
|
(creature_id.empty() || creature_idx == creature_id_int)
|
|
|
|
|
// Check for -c <type>
|
|
|
|
|
&& (creature_type.empty() || toCaps(string(Materials->raceEx[creature.race].rawname)) == toCaps(creature_type))
|
|
|
|
|
// Check for -i <num> and -c <type>
|
|
|
|
|
(NULL != find_int(creature_id, creature_idx)
|
|
|
|
|
|| toCaps(string(Materials->raceEx[creature.race].rawname)) == toCaps(creature_type)
|
|
|
|
|
|| "All" == toCaps(creature_type))
|
|
|
|
|
// 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')
|
|
|
|
|
&& (!creature.flags1.bits.dead)
|
|
|
|
|
&& (showdead == true || !creature.flags1.bits.dead)
|
|
|
|
|
)
|
|
|
|
|
{
|
|
|
|
|
printCreature(DF,creature,creature_idx);
|
|
|
|
@ -600,23 +805,24 @@ int main (int argc, const char* argv[])
|
|
|
|
|
remove_skills
|
|
|
|
|
|| remove_labors || add_labor || remove_labor
|
|
|
|
|
|| make_hauler || remove_hauler
|
|
|
|
|
|| kill_creature
|
|
|
|
|
|| set_happiness
|
|
|
|
|
|| set_mood
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// 96=Child, 97=Baby
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if (creature.profession == 96 || creature.profession == 97)
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if (toCaps(creature_type) == "Dwarf"
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&& (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY))
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{
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dochange = false;
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}
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bool allow_massdesignation =
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!creature_id.empty() || toCaps(creature_type) != "Dwarf" || find_nonicks == true || force_massdesignation;
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creature_id.size()==0 || toCaps(creature_type) != "Dwarf" || find_nonicks == true || force_massdesignation;
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if (dochange == true && allow_massdesignation == false)
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{
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cout
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<< "Not changing creature because none of -c (other than dwarf), -i or -nn was" << endl
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<< "selected. Add -f to still do mass designation." << endl;
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<< "selected. Add -f (force) to override this safety measure." << endl;
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dochange = false;
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}
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@ -624,10 +830,74 @@ int main (int argc, const char* argv[])
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{
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if(creature.has_default_soul)
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{
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if (kill_creature)
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{
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/*
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[quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055]
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After extensive testing that just ate itself -.-;
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Runesmith does not unset the following:
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- Active Invader (sets if they are just about the invade, as Currently
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Invading removes this one)
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- Hidden Ambusher (Just in Case, however it is still set when an Active Invader)
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- Hidden in Ambush (Just in Case, however it is still set when an Active Invader,
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until discovery)
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- Incoming (Sets if something is here yet... wave X of a siege here)
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- Invader -Fleeing/Leaving
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- Currently Invading
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When it nukes something it basically just sets them to 'dead'. It does not also
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set them to 'killed'. Show dead will show everything (short of 'vanished'/'deleted'
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I'd suspect) so one CAN go through the intensive process to revive a broken siege. These
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particular flags are not visible at the same exact time so multiple passes -even through
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a narrow segment- are advised.
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|
Problem I ran into (last thing before I mention something more DFHack related):
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I set the Killed Flag (but not dead), and I got mortally wounded siegers that refused to
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just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color].
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|
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*/
|
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|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
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|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
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|
|
f1.bits.dead = 1;
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|
|
f2.bits.killed = 1;
|
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|
|
f1.bits.active_invader = 0; /*!< 17: Active invader (for organized ones) */
|
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|
|
f1.bits.hidden_ambusher = 0; /*!< 21: Active marauder/invader moving inward? */
|
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|
|
f1.bits.hidden_in_ambush = 0;
|
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|
|
f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */
|
|
|
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|
|
cout << "Setting f1.bits.dead = 1" << endl;
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|
|
|
|
cout << "Setting f2.bits.killed = 1" << endl;
|
|
|
|
|
cout << "Setting f1.bits.active_invader = 0" << endl;
|
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|
|
|
cout << "Setting f1.bits.hidden_ambusher = 0" << endl;
|
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|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (set_mood)
|
|
|
|
|
{
|
|
|
|
|
/* Doesn't really work to disable a mood */
|
|
|
|
|
cout << "Setting mood to " << set_mood_n << "..." << endl;
|
|
|
|
|
Creatures->WriteMood(creature_idx, set_mood_n);
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (set_happiness)
|
|
|
|
@ -705,7 +975,6 @@ int main (int argc, const char* argv[])
|
|
|
|
|
}
|
|
|
|
|
printCreature(DF,creature,creature_idx);
|
|
|
|
|
} /* End remove skills/labors */
|
|
|
|
|
cout << endl;
|
|
|
|
|
} /* if (print creature) */
|
|
|
|
|
} /* End for(all creatures) */
|
|
|
|
|
} /* End if (we need to walk creatures) */
|