Merge remote-tracking branch 'origin/master'
commit
56b29cf12e
@ -0,0 +1,259 @@
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#include <iostream>
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#include <string.h> // for memset
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#include <string>
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#include <vector>
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#include <stack>
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#include <map>
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#include <stdio.h>
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#include <cstdlib>
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using namespace std;
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#include <DFHack.h>
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#include <dfhack/extra/MapExtras.h>
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using namespace MapExtras;
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//#include <argstream.h>
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void usage(int argc, const char * argv[])
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||||
{
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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
|
||||
<< "-u <n> : Dig upwards <n> times (default 5)" << endl
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<< "-d <n> : Dig downwards <n> times (default 5)" << endl
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;
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}
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void digat(MapCache * MCache, DFHack::DFCoord xy)
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{
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int16_t tt;
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tt = MCache->tiletypeAt(xy);
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if(!DFHack::isWallTerrain(tt))
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return;
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// found a good tile, dig+unset material
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DFHack::t_designation des = MCache->designationAt(xy);
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if(MCache->testCoord(xy))
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{
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MCache->clearMaterialAt(xy);
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if(des.bits.dig == DFHack::designation_no)
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des.bits.dig = DFHack::designation_default;
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MCache->setDesignationAt(xy,des);
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}
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}
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int strtoint(const string &str)
|
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{
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stringstream ss(str);
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int result;
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return ss >> result ? result : -1;
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}
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||||
|
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typedef struct
|
||||
{
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||||
int16_t x;
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||||
int16_t y;
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} pos;
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int main (int argc, const char* argv[])
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{
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// Command line options
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bool updown = false;
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bool quiet = true;
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// 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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int dig_up_n = 5;
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int dig_down_n = 5;
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for(int i = 1; i < argc; i++)
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{
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string arg_cur = argv[i];
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string arg_next = "";
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int arg_next_int = -99999;
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/* Check if argv[i+1] is a number >= 0 */
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if (i < argc-1) {
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arg_next = argv[i+1];
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arg_next_int = strtoint(arg_next);
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if (arg_next != "0" && arg_next_int == 0) {
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arg_next_int = -99999;
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}
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}
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if (arg_cur == "-x")
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{
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updown = true;
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}
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else if (arg_cur == "-q")
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{
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quiet = true;
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}
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else if(arg_cur == "-u" && i < argc-1)
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{
|
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if (arg_next_int < 0 || arg_next_int >= 99999) {
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usage(argc, argv);
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return 1;
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}
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dig_up_n = arg_next_int;
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i++;
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}
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else if(arg_cur == "-d" && i < argc-1)
|
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{
|
||||
if (arg_next_int < 0 || arg_next_int >= 99999) {
|
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usage(argc, argv);
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return 1;
|
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}
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dig_down_n = arg_next_int;
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i++;
|
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}
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else
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{
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usage(argc, argv);
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return 1;
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}
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}
|
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DFHack::ContextManager DFMgr("Memory.xml");
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DFHack::Context * DF;
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try
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{
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DF = DFMgr.getSingleContext();
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DF->Attach();
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}
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catch (exception& e)
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{
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cerr << "Error getting context: " << e.what() << endl;
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if (!quiet)
|
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cin.ignore();
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return 1;
|
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}
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|
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uint32_t x_max,y_max,z_max;
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DFHack::Maps * Maps = DF->getMaps();
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DFHack::Gui * Gui = DF->getGui();
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// init the map
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if(!Maps->Start())
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{
|
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cerr << "Can't init map. Make sure you have a map loaded in DF." << endl;
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DF->Detach();
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if (!quiet)
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cin.ignore();
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return 1;
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}
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int32_t cx, cy, cz;
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Maps->getSize(x_max,y_max,z_max);
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uint32_t tx_max = x_max * 16;
|
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uint32_t ty_max = y_max * 16;
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Gui->getCursorCoords(cx,cy,cz);
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if (cx == -30000)
|
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{
|
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cerr << "Cursor is not active. Point the cursor at the position to dig at." << endl;
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DF->Detach();
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if (!quiet)
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{
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cin.ignore();
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}
|
||||
return 1;
|
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}
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DFHack::DFCoord xy ((uint32_t)cx,(uint32_t)cy,cz);
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if(xy.x == 0 || xy.x == tx_max - 1 || xy.y == 0 || xy.y == ty_max - 1)
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{
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cerr << "I won't dig the borders. That would be cheating!" << endl;
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DF->Detach();
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if (!quiet)
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{
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cin.ignore();
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}
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return 1;
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}
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MapCache * MCache = new MapCache(Maps);
|
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DFHack::t_designation des = MCache->designationAt(xy);
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int16_t tt = MCache->tiletypeAt(xy);
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int16_t veinmat = MCache->veinMaterialAt(xy);
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/*
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if( veinmat == -1 )
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{
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cerr << "This tile is non-vein. Bye :)" << endl;
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delete MCache;
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DF->Detach();
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if (!quiet) {
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cin.ignore();
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}
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return 1;
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}
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*/
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printf("Digging at (%d/%d/%d), tiletype: %d, veinmat: %d, designation: 0x%x ... DIGGING!\n", cx,cy,cz, tt, veinmat, des.whole);
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// 1 < xy.x < tx_max - 1
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// 1 < xy.y < ty_max - 1
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// xy.z
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// X____
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// X_XXX
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// XXXXX
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// __XXX
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// __XXX
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// _____
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pos map[] =
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{
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{ 0,0 }
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, { 0,1 }
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, { 0,2 } , { 2,2 }, { 3,2 }, { 4,2 }
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, { 0,3 }, { 1,3 }, { 2,3 }, { 3,3 }, { 4,3 }
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, { 2,4 }, { 3,4 }, { 4,4 }
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// this is mirrored, goes left instead of right
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, {-2,2 }, {-3,2 }, {-4,2 }
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, {-1,3 }, {-2,3 }, {-3,3 }, {-4,3 }
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, {-2,4 }, {-3,4 }, {-4,4 }
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||||
};
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DFHack::DFCoord npos = xy;
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||||
if (dig_up_n > 0)
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{
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||||
for (int j = 0; j < dig_up_n; j++)
|
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{
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for (int i = 0; i < sizeof(map)/sizeof(map[0]); i++)
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{
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npos=xy;
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npos.x += map[i].x;
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npos.y -= 4*j + map[i].y;
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printf("Digging at (%d/%d/%d)\n", npos.x, npos.y, npos.z);
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digat(MCache, npos);
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}
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}
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}
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if (dig_down_n > 0)
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{
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for (int j = 0; j < dig_down_n; j++)
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{
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for (int i = 0; i < sizeof(map)/sizeof(map[0]); i++)
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{
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npos=xy;
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npos.x += map[i].x;
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npos.y += 4*j + map[i].y;
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printf("Digging at (%d/%d/%d)\n", npos.x, npos.y, npos.z);
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digat(MCache, npos);
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}
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}
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}
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MCache->WriteAll();
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delete MCache;
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DF->Detach();
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if (!quiet) {
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cout << "Done. Press any key to continue" << endl;
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cin.ignore();
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}
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return 0;
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}
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@ -0,0 +1,721 @@
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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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*
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* Version: 0.1.1
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* Date: 2011-04-07
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* Todo:
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* - Option to add/remove single skills
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* - Ghosts/Merchants/etc. should be tagged as not own creatures
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* - Filter by nickname with -n
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* - Filter by first name with -fn
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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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||||
* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
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||||
* - Allow multiple -i switches
|
||||
* - Display current job
|
||||
|
||||
* Done:
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||||
* - 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
|
||||
* - 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
|
||||
|
||||
bool quiet;
|
||||
bool verbose = false;
|
||||
bool showhauler = true;
|
||||
bool showsocial = false;
|
||||
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
|
||||
};
|
||||
|
||||
void usage(int argc, const char * argv[])
|
||||
{
|
||||
cout
|
||||
<< "Usage:" << endl
|
||||
<< argv[0] << " [option 1] [option 2] [...]" << endl
|
||||
<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
|
||||
<< "-v : Increase verbosity" << endl
|
||||
<< "-c creature : Only show/modify this creature type instead of dwarfes" << endl
|
||||
<< "-i id : Only show/modify creature with this id" << endl
|
||||
<< "-nn : Only show/modify creatures with no custom nickname (migrants)" << endl
|
||||
<< "--nicks : Only show/modify creatures with custom nickname" << endl
|
||||
<< "-ll : List available labors" << endl
|
||||
<< "-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
|
||||
<< "--setmood <n> : Set mood to n (-1 = no mood, max=4)" << endl
|
||||
// Doesn't work, because hapiness is recalculated
|
||||
//<< "--sethappiness <n> : Set happiness to n" << endl
|
||||
<< "-f : Force an action" << endl
|
||||
<< endl
|
||||
<< "Example 1: Show all dwarfs" << endl
|
||||
<< argv[0] << " -c Dwarf" << endl
|
||||
<< endl
|
||||
<< "Example 2: Show all Yaks" << endl
|
||||
<< argv[0] << " -c Yak" << endl
|
||||
<< endl
|
||||
<< "Example 3: Remove all skills from dwarf with id 32" << endl
|
||||
<< 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
|
||||
;
|
||||
if (quiet == false) {
|
||||
cout << "Press any key to continue" << endl;
|
||||
cin.ignore();
|
||||
}
|
||||
}
|
||||
|
||||
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();
|
||||
if (length == 0) {
|
||||
return s;
|
||||
}
|
||||
s[0] = std::toupper(s[0]);
|
||||
for(int i=1; i!=length ; ++i)
|
||||
{
|
||||
s[i] = std::tolower(s[i]);
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, int index)
|
||||
{
|
||||
cout << "Creature[" << index << "]: " << toCaps(Materials->raceEx[creature.race].rawname);
|
||||
|
||||
DFHack::Translation *Tran = DF->getTranslation();
|
||||
DFHack::VersionInfo *mem = DF->getMemoryInfo();
|
||||
|
||||
if(creature.name.nickname[0])
|
||||
{
|
||||
cout << ", " << creature.name.nickname;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(creature.name.first_name[0])
|
||||
{
|
||||
cout << ", " << toCaps(creature.name.first_name);
|
||||
}
|
||||
|
||||
string transName = Tran->TranslateName(creature.name,false);
|
||||
if(!transName.empty())
|
||||
{
|
||||
cout << " " << toCaps(transName);
|
||||
}
|
||||
}
|
||||
|
||||
string prof_string="";
|
||||
try {
|
||||
prof_string = mem->getProfession(creature.profession);
|
||||
}
|
||||
catch (exception& e)
|
||||
{
|
||||
cout << "Error retrieving creature profession: " << e.what() << endl;
|
||||
}
|
||||
cout << ", " << toCaps(prof_string) << "(" << int(creature.profession) << ")";
|
||||
|
||||
if(creature.custom_profession[0])
|
||||
{
|
||||
cout << "/" << creature.custom_profession;
|
||||
}
|
||||
|
||||
if(creature.current_job.active)
|
||||
{
|
||||
cout << ", current job: " << mem->getJob(creature.current_job.jobId);
|
||||
}
|
||||
|
||||
cout << ", Happy = " << creature.happiness;
|
||||
cout << endl;
|
||||
|
||||
if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD))
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(creature.has_default_soul)
|
||||
{
|
||||
// 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))
|
||||
{
|
||||
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;
|
||||
}
|
||||
cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": "
|
||||
<< skillrating << "/" << skillexperience << endl;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
/* 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 ) )
|
||||
{
|
||||
string artifact_name = Tran->TranslateName(creature.artifact_name,false);
|
||||
cout << "Artifact: " << artifact_name << endl;
|
||||
}
|
||||
}
|
||||
|
||||
int main (int argc, const char* argv[])
|
||||
{
|
||||
// let's be more useful when double-clicked on windows
|
||||
#ifndef LINUX_BUILD
|
||||
quiet = false;
|
||||
#endif
|
||||
|
||||
string creature_type = "Dwarf";
|
||||
string creature_id = "";
|
||||
int creature_id_int = 0;
|
||||
bool find_nonicks = false;
|
||||
bool find_nicks = false;
|
||||
bool remove_skills = false;
|
||||
bool remove_labors = false;
|
||||
bool make_hauler = false;
|
||||
bool remove_hauler = false;
|
||||
bool add_labor = false;
|
||||
int add_labor_n = NOT_SET;
|
||||
bool remove_labor = false;
|
||||
int remove_labor_n = NOT_SET;
|
||||
bool set_happiness = false;
|
||||
int set_happiness_n = NOT_SET;
|
||||
bool set_mood = false;
|
||||
int set_mood_n = NOT_SET;
|
||||
bool list_labors = false;
|
||||
bool force_massdesignation = false;
|
||||
|
||||
if (argc == 1) {
|
||||
usage(argc, argv);
|
||||
return 1;
|
||||
}
|
||||
|
||||
for(int i = 1; i < argc; i++)
|
||||
{
|
||||
string arg_cur = argv[i];
|
||||
string arg_next = "";
|
||||
int arg_next_int = NOT_SET;
|
||||
/* 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;
|
||||
}
|
||||
}
|
||||
|
||||
if(arg_cur == "-q")
|
||||
{
|
||||
quiet = true;
|
||||
}
|
||||
else if(arg_cur == "+q")
|
||||
{
|
||||
quiet = false;
|
||||
}
|
||||
else if(arg_cur == "-v")
|
||||
{
|
||||
verbose = 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 == "-ras")
|
||||
{
|
||||
remove_skills = true;
|
||||
}
|
||||
else if(arg_cur == "-f")
|
||||
{
|
||||
force_massdesignation = true;
|
||||
}
|
||||
// list labors
|
||||
else if(arg_cur == "-ll")
|
||||
{
|
||||
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) {
|
||||
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) {
|
||||
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) {
|
||||
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++;
|
||||
}
|
||||
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")
|
||||
{
|
||||
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)
|
||||
{
|
||||
creature_id = argv[i+1];
|
||||
sscanf(argv[i+1], "%d", &creature_id_int);
|
||||
i++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (arg_cur != "-h") {
|
||||
cout << "Unknown option '" << arg_cur << "'" << endl;
|
||||
cout << endl;
|
||||
}
|
||||
usage(argc, argv);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
DFHack::ContextManager DFMgr("Memory.xml");
|
||||
DFHack::Context* DF;
|
||||
try
|
||||
{
|
||||
DF = DFMgr.getSingleContext();
|
||||
DF->Attach();
|
||||
}
|
||||
catch (exception& e)
|
||||
{
|
||||
cerr << e.what() << endl;
|
||||
if (quiet == false)
|
||||
{
|
||||
cin.ignore();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
Creatures = DF->getCreatures();
|
||||
Materials = DF->getMaterials();
|
||||
DFHack::Translation * Tran = DF->getTranslation();
|
||||
|
||||
uint32_t numCreatures;
|
||||
if(!Creatures->Start(numCreatures))
|
||||
{
|
||||
cerr << "Can't get creatures" << endl;
|
||||
if (quiet == false)
|
||||
{
|
||||
cin.ignore();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
if(!numCreatures)
|
||||
{
|
||||
cerr << "No creatures to print" << endl;
|
||||
if (quiet == false)
|
||||
{
|
||||
cin.ignore();
|
||||
}
|
||||
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) {
|
||||
string laborname;
|
||||
for (int i=0; i < NUM_CREATURE_LABORS; i++) {
|
||||
try {
|
||||
laborname = mem->getLabor(i);
|
||||
cout << "Labor " << int(i) << ": " << laborname << endl;
|
||||
}
|
||||
catch (exception& e) {
|
||||
if (verbose)
|
||||
{
|
||||
laborname = "Unknown";
|
||||
cout << "Labor " << int(i) << ": " << laborname << endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
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>
|
||||
(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 -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)
|
||||
)
|
||||
{
|
||||
printCreature(DF,creature,creature_idx);
|
||||
addrs.push_back(creature.origin);
|
||||
|
||||
bool dochange = (
|
||||
remove_skills
|
||||
|| remove_labors || add_labor || remove_labor
|
||||
|| make_hauler || remove_hauler
|
||||
|| set_happiness
|
||||
|| set_mood
|
||||
);
|
||||
|
||||
// 96=Child, 97=Baby
|
||||
if (creature.profession == 96 || creature.profession == 97)
|
||||
{
|
||||
dochange = false;
|
||||
}
|
||||
|
||||
bool allow_massdesignation =
|
||||
!creature_id.empty() || toCaps(creature_type) != "Dwarf" || find_nonicks == true || force_massdesignation;
|
||||
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 to still do mass designation." << endl;
|
||||
dochange = false;
|
||||
}
|
||||
|
||||
if (dochange)
|
||||
{
|
||||
if(creature.has_default_soul)
|
||||
{
|
||||
if (set_mood)
|
||||
{
|
||||
cout << "Setting mood to " << set_mood_n << "..." << endl;
|
||||
Creatures->WriteMood(creature_idx, set_mood_n);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
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++) {
|
||||
creature.labors[lab] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (remove_hauler) {
|
||||
for (int labs=0;
|
||||
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
|
||||
labs++)
|
||||
{
|
||||
creature.labors[hauler_labors[labs]] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (make_hauler) {
|
||||
cout << "Setting hauler labors..." << endl;
|
||||
for (int labs=0;
|
||||
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
|
||||
labs++)
|
||||
{
|
||||
creature.labors[hauler_labors[labs]] = 1;
|
||||
}
|
||||
}
|
||||
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 */
|
||||
cout << endl;
|
||||
} /* if (print creature) */
|
||||
} /* End for(all creatures) */
|
||||
} /* End if (we need to walk creatures) */
|
||||
|
||||
Creatures->Finish();
|
||||
DF->Detach();
|
||||
if (quiet == false)
|
||||
{
|
||||
cout << "Done. Press any key to continue" << endl;
|
||||
cin.ignore();
|
||||
}
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue