Added skillmodify.cpp

develop
Raoul XQ 2011-04-11 12:41:12 +02:00
parent cb1dee3f46
commit 62a7c3037c
1 changed files with 672 additions and 0 deletions

@ -0,0 +1,672 @@
/*********************************************
* tools/supported/skillmodify.cpp
*
* Purpose:
*
* - Display creatures
* - Modify skills and labors of creatures
*
* Version: 0.1
* Date: 2011-04-07
*
* Todo:
* - Option to add/remove single skills
* - Ghosts should not be displayed
* - Override forbidden mass-designation with -f
* - Filter by nickname with -n
* - Filter by first name with -fn
* - Filter by last name with -ln
* - Kill/revive creature(s) with --kill/--revive
* Done:
* - 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>
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
<< "-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" << 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
<< "-me : Make creature an engraver" << endl
<< "-mm : Make creature a mason" << 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 creatures" << endl
<< argv[0] << endl
<< endl
<< "Example 2: Just show dwarfs" << endl
<< argv[0] << " -c DWARF" << endl
<< endl
<< "Example 3: Remove skill from dwarf 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: Additionally assign the hauling labors and engraving" << endl
<< argv[0] << " -c DWARF -nn -ras -ral -me -ah" << endl
;
}
enum likeType
{
FAIL = 0,
MATERIAL = 1,
ITEM = 2,
FOOD = 3
};
DFHack::Materials * Materials;
DFHack::VersionInfo *mem;
vector< vector<string> > englishWords;
vector< vector<string> > foreignWords;
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;
}
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 != -1) && (creature.mood<5))
{
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;
if ( // leave out some skill that are not interesting and clutter the screen
skillid != 72
&& skillid != 73
&& skillid != 74
&& skillid != 79
&& skillid != 80
&& skillid != 81
&& skillid != 82
&& skillid != 83
&& skillid != 84
)
{
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)
{
//cout << "Found undefined labor (" << i << ")" << endl;
//cout << e.what() << endl;
laborname = "(Undefined)";
//continue;
}
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[])
{
bool quiet = true;
// 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 make_engraver = false;
bool make_mason = false;
bool add_labor = false;
int add_labor_n = -99999;
bool remove_labor = false;
int remove_labor_n = -99999;
bool set_happiness = false;
int set_happiness_n = -99999;
bool set_mood = false;
int set_mood_n = -99999;
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 = -99999;
/* 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 = -99999;
}
}
if(arg_cur == "-q")
{
quiet = true;
}
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 == -99999 || 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 == -99999 || 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 < -1 || arg_next_int >= 5) {
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 == "-mm")
{
make_mason = true;
}
else if(arg_cur == "-me")
{
make_engraver = 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);
}
catch (exception& e) {
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
|| make_engraver || make_mason
|| 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;
}
// cout << "dochange = " << int(dochange) << endl;
// cout << "remove_skills = " << int(remove_skills) << endl;
// cout << "remove_labors = " << int(remove_labors) << endl;
// cout << "add_labor = " << int(add_labor) << endl;
// cout << "remove_labor = " << int(remove_labor) << endl;
// cout << "make_hauler = " << int(make_hauler) << endl;
// cout << "remove_hauler = " << int(remove_hauler) << endl;
// cout << "make_engraver = " << int(make_engraver) << endl;
// cout << "make_mason = " << int(make_mason) << endl;
// cout << "allow_massdesignation = " << int(allow_massdesignation) << endl;
// cout << "force_massdesignation = " << int(force_massdesignation) << endl;
// cout << "creature.profession = " << int(creature.profession) << endl;
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 || make_engraver || make_mason)
{
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) {
cout << "Removing hauler labors..." << endl;
creature.labors[1] = 0;
creature.labors[2] = 0;
creature.labors[3] = 0;
creature.labors[4] = 0;
creature.labors[5] = 0;
creature.labors[6] = 0;
creature.labors[7] = 0;
creature.labors[8] = 0;
creature.labors[9] = 0;
creature.labors[22] = 0;
creature.labors[23] = 0;
}
if (make_hauler) {
cout << "Setting hauler labors..." << endl;
creature.labors[1] = 1;
creature.labors[2] = 1;
creature.labors[3] = 1;
creature.labors[4] = 1;
creature.labors[5] = 1;
creature.labors[6] = 1;
creature.labors[7] = 1;
creature.labors[8] = 1;
creature.labors[9] = 1;
creature.labors[22] = 1;
creature.labors[23] = 1;
}
if (make_engraver) {
cout << "Setting 'Stone Detailing'..." << endl;
creature.labors[12] = 1;
}
if (make_mason) {
cout << "Setting 'Masonry'..." << endl;
creature.labors[13] = 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;
}