Added skillmodify.cpp
parent
cb1dee3f46
commit
62a7c3037c
@ -0,0 +1,672 @@
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/*********************************************
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* tools/supported/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
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* Date: 2011-04-07
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*
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* Todo:
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* - Option to add/remove single skills
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* - Ghosts should not be displayed
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* - Override forbidden mass-designation with -f
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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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* - Kill/revive creature(s) with --kill/--revive
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* Done:
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* - Option to add/remove single labors
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* - Switches -ras and rl should only be possible with -nn or -i
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* - Switch -rh removes hauler jobs
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* - Dead creatures should not be displayed
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* - Childs should not get labors assigned to
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* - Babies should not get labors assigned to
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* - Switch -al <n> adds labor number n
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* - Switch -rl <n> removes labor number n
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* - Switch -ral removes all labors
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* - Switch -ll lists all available labors
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*********************************************
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*/
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#include <iostream>
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#include <climits>
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#include <string.h>
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#include <vector>
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#include <stdio.h>
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using namespace std;
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#define DFHACK_WANT_MISCUTILS
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#include <DFHack.h>
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#include <dfhack/modules/Creatures.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
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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" << 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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<< "-me : Make creature an engraver" << endl
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<< "-mm : Make creature a mason" << 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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//<< "--sethappiness <n> : Set happiness to n" << endl
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<< "-f : Force an action" << endl
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<< endl
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<< "Example 1: Show all creatures" << endl
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<< argv[0] << endl
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<< endl
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<< "Example 2: Just show dwarfs" << endl
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<< argv[0] << " -c DWARF" << endl
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<< endl
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<< "Example 3: Remove skill from dwarf 32" << endl
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<< argv[0] << " -i 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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<< endl
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<< "Example 5: Additionally assign the hauling labors and engraving" << endl
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<< argv[0] << " -c DWARF -nn -ras -ral -me -ah" << endl
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;
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}
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enum likeType
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{
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FAIL = 0,
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MATERIAL = 1,
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ITEM = 2,
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FOOD = 3
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};
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DFHack::Materials * Materials;
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DFHack::VersionInfo *mem;
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vector< vector<string> > englishWords;
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vector< vector<string> > foreignWords;
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DFHack::Creatures * Creatures = NULL;
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// Note that toCaps() changes the string itself and I'm using it a few times in
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// an unsafe way below. Didn't crash yet however.
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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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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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{
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s[i] = std::tolower(s[i]);
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}
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return s;
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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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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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if(creature.name.nickname[0])
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{
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cout << ", " << 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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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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}
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}
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string prof_string="";
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try {
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prof_string = 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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}
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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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}
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cout << ", Happy = " << creature.happiness;
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cout << endl;
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if((creature.mood != -1) && (creature.mood<5))
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{
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cout << "Creature is in a strange mood (mood=" << creature.mood << "), skill: " << mem->getSkill(creature.mood_skill) << endl;
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vector<DFHack::t_material> mymat;
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if(Creatures->ReadJob(&creature, mymat))
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{
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for(unsigned int i = 0; i < mymat.size(); i++)
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{
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printf("\t%s(%d)\t%d %d %d - %.8x\n", Materials->getDescription(mymat[i]).c_str(), mymat[i].itemType, mymat[i].subType, mymat[i].subIndex, mymat[i].index, mymat[i].flags);
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}
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}
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}
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if(creature.has_default_soul)
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{
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// Print out skills
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int skillid;
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int skillrating;
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int skillexperience;
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string skillname;
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cout << setiosflags(ios::left);
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for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
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{
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skillid = creature.defaultSoul.skills[i].id;
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if ( // leave out some skill that are not interesting and clutter the screen
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skillid != 72
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&& skillid != 73
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&& skillid != 74
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&& skillid != 79
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&& skillid != 80
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&& skillid != 81
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&& skillid != 82
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&& skillid != 83
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&& skillid != 84
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)
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{
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skillrating = creature.defaultSoul.skills[i].rating;
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skillexperience = creature.defaultSoul.skills[i].experience;
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try
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{
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skillname = mem->getSkill(skillid);
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}
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catch(DFHack::Error::AllMemdef &e)
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{
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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 << ": "
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<< skillrating << "/" << skillexperience << endl;
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}
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}
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for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++)
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{
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if(!creature.labors[i])
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continue;
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string laborname;
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try
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{
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laborname = mem->getLabor(i);
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}
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catch(exception &e)
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{
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//cout << "Found undefined labor (" << i << ")" << endl;
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//cout << e.what() << endl;
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laborname = "(Undefined)";
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//continue;
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}
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cout << "(Labor " << i << ") " << setw(16) << laborname << endl;
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}
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}
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/* FLAGS 1 */
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if(creature.flags1.bits.dead) { cout << "Flag: Dead" << endl; }
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if(creature.flags1.bits.on_ground) { cout << "Flag: On the ground" << endl; }
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if(creature.flags1.bits.skeleton) { cout << "Flag: Skeletal" << endl; }
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if(creature.flags1.bits.zombie) { cout << "Flag: Zombie" << endl; }
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if(creature.flags1.bits.tame) { cout << "Flag: Tame" << endl; }
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if(creature.flags1.bits.royal_guard){ cout << "Flag: Royal_guard" << endl; }
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if(creature.flags1.bits.fortress_guard){cout<<"Flag: Fortress_guard" << endl; }
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/* FLAGS 2 */
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if(creature.flags2.bits.killed) { cout << "Flag: Killed by kill function" << endl; }
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if(creature.flags2.bits.resident) { cout << "Flag: Resident" << endl; }
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if(creature.flags2.bits.gutted) { cout << "Flag: Gutted" << endl; }
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if(creature.flags2.bits.slaughter) { cout << "Flag: Marked for slaughter" << endl; }
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if(creature.flags2.bits.underworld) { cout << "Flag: From the underworld" << endl; }
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if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) )
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{
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string artifact_name = Tran->TranslateName(creature.artifact_name,false);
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cout << "Artifact: " << artifact_name << endl;
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}
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}
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int main (int argc, const char* argv[])
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{
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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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string creature_type = "Dwarf";
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string creature_id = "";
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int creature_id_int = 0;
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bool find_nonicks = false;
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bool find_nicks = false;
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bool remove_skills = false;
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bool remove_labors = false;
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bool make_hauler = false;
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bool remove_hauler = false;
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bool make_engraver = false;
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bool make_mason = false;
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bool add_labor = false;
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int add_labor_n = -99999;
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bool remove_labor = false;
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int remove_labor_n = -99999;
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bool set_happiness = false;
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int set_happiness_n = -99999;
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bool set_mood = false;
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int set_mood_n = -99999;
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bool list_labors = false;
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bool force_massdesignation = false;
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if (argc == 1) {
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usage(argc, argv);
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return 1;
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}
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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 == "-q")
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{
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quiet = true;
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}
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else if(arg_cur == "-ras")
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{
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remove_skills = true;
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}
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else if(arg_cur == "-f")
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{
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force_massdesignation = true;
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}
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// list labors
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else if(arg_cur == "-ll")
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{
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list_labors = true;
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}
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// add single labor
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else if(arg_cur == "-al" && i < argc-1)
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{
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if (arg_next_int == -99999 || arg_next_int >= NUM_CREATURE_LABORS) {
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usage(argc, argv);
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return 1;
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}
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add_labor = true;
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add_labor_n = arg_next_int;
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i++;
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}
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// remove single labor
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else if(arg_cur == "-rl" && i < argc-1)
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{
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if (arg_next_int == -99999 || arg_next_int >= NUM_CREATURE_LABORS) {
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usage(argc, argv);
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return 1;
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}
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remove_labor = true;
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remove_labor_n = arg_next_int;
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i++;
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}
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else if(arg_cur == "--setmood" && i < argc-1)
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{
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if (arg_next_int < -1 || arg_next_int >= 5) {
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usage(argc, argv);
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return 1;
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}
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set_mood = true;
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set_mood_n = arg_next_int;
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i++;
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}
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else if(arg_cur == "--sethappiness" && i < argc-1)
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{
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if (arg_next_int < 1 || arg_next_int >= 2000) {
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usage(argc, argv);
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return 1;
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}
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set_happiness = true;
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set_happiness_n = arg_next_int;
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i++;
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}
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else if(arg_cur == "-ral")
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{
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remove_labors = true;
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}
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else if(arg_cur == "-ah")
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{
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make_hauler = true;
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}
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else if(arg_cur == "-rh")
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{
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remove_hauler = true;
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}
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else if(arg_cur == "-mm")
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{
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make_mason = true;
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}
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else if(arg_cur == "-me")
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{
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make_engraver = true;
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}
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else if(arg_cur == "-nn")
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{
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find_nonicks = true;
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}
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else if(arg_cur == "--nicks")
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{
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find_nicks = true;
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}
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else if(arg_cur == "-c" && i < argc-1)
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{
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creature_type = argv[i+1];
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i++;
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}
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else if(arg_cur == "-i" && i < argc-1)
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{
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creature_id = argv[i+1];
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sscanf(argv[i+1], "%d", &creature_id_int);
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i++;
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}
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else
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{
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if (arg_cur != "-h") {
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cout << "Unknown option '" << arg_cur << "'" << endl;
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cout << endl;
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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 << e.what() << endl;
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if (quiet == false)
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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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Creatures = DF->getCreatures();
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Materials = DF->getMaterials();
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DFHack::Translation * Tran = DF->getTranslation();
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uint32_t numCreatures;
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if(!Creatures->Start(numCreatures))
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{
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cerr << "Can't get creatures" << endl;
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if (quiet == false)
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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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if(!numCreatures)
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{
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cerr << "No creatures to print" << endl;
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if (quiet == false)
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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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mem = DF->getMemoryInfo();
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Materials->ReadInorganicMaterials();
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Materials->ReadOrganicMaterials();
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Materials->ReadWoodMaterials();
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Materials->ReadPlantMaterials();
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Materials->ReadCreatureTypes();
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Materials->ReadCreatureTypesEx();
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Materials->ReadDescriptorColors();
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if(!Tran->Start())
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{
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cerr << "Can't get name tables" << endl;
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return 1;
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}
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// List all available labors (reproduces contents of Memory.xml)
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if (list_labors == true) {
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string laborname;
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for (int i=0; i < NUM_CREATURE_LABORS; i++) {
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try {
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laborname = mem->getLabor(i);
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}
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catch (exception& e) {
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laborname = "Unknown";
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}
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cout << "Labor " << int(i) << ": " << laborname << endl;
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}
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}
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else
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{
|
||||
vector<uint32_t> addrs;
|
||||
for(uint32_t creature_idx = 0; creature_idx < numCreatures; creature_idx++)
|
||||
{
|
||||
DFHack::t_creature creature;
|
||||
Creatures->ReadCreature(creature_idx,creature);
|
||||
/* Check if we want to display/change this creature or skip it */
|
||||
bool hasnick = (creature.name.nickname[0] != '\0');
|
||||
|
||||
if (
|
||||
// Check for -i <num>
|
||||
(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;
|
||||
}
|
Loading…
Reference in New Issue