Kill creature(s) with --kill

develop
Raoul XQ 2011-04-13 14:42:53 +02:00
parent 547dbe05fa
commit 841c4b042c
1 changed files with 69 additions and 4 deletions

@ -1,13 +1,14 @@
/*********************************************
* skillmodify.cpp
*
* Purpose:
*
* - Display creatures
* - Modify skills and labors of creatures
* - Kill creatures
* - Etc.
*
* Version: 0.1.1
* Date: 2011-04-07
* Author: raoulxq (based on creaturedump.cpp from peterix)
* Todo:
* - Option to add/remove single skills
@ -17,12 +18,13 @@
* - Filter by last name with -ln
* - Add pattern matching (or at least matching) to -n/-fn/-ln
* - Set nickname with --setnick (only if -i is given)
* - Kill/revive creature(s) with --kill/--revive
* - Revive creature(s) with --revive
* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
* - Allow multiple -i switches
* - Hide skills with level 0 and 0 experience points
* Done:
* - Kill creature(s) with --kill
* - Hide skills with level 0 and 0 experience points
* - Add --showallflags flag to display all flags (default: display a few important ones)
* - Add --showdead flag to also display dead creatures
* - Display more creature flags
@ -148,6 +150,7 @@ void usage(int argc, const char * argv[])
<< "-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, buggy!)" << endl
<< "--kill : Kill creature(s) (may need to be called multiple times)" << endl
// Doesn't work, because hapiness is recalculated
//<< "--sethappiness <n> : Set happiness to n" << endl
<< "-f : Force an action" << endl
@ -481,6 +484,7 @@ int main (int argc, const char* argv[])
bool find_nicks = false;
bool remove_skills = false;
bool remove_labors = false;
bool kill_creature = false;
bool make_hauler = false;
bool remove_hauler = false;
bool add_labor = false;
@ -600,6 +604,12 @@ int main (int argc, const char* argv[])
set_happiness_n = arg_next_int;
i++;
}
else if(arg_cur == "--kill")
{
kill_creature = true;
showallflags = true;
showdead = true;
}
else if(arg_cur == "-ral")
{
remove_labors = true;
@ -751,6 +761,7 @@ int main (int argc, const char* argv[])
remove_skills
|| remove_labors || add_labor || remove_labor
|| make_hauler || remove_hauler
|| kill_creature
|| set_happiness
|| set_mood
);
@ -775,6 +786,60 @@ int main (int argc, const char* argv[])
{
if(creature.has_default_soul)
{
if (kill_creature)
{
/*
[quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055]
After extensive testing that just ate itself -.-;
Runesmith does not unset the following:
- Active Invader (sets if they are just about the invade, as Currently
Invading removes this one)
- Hidden Ambusher (Just in Case, however it is still set when an Active Invader)
- Hidden in Ambush (Just in Case, however it is still set when an Active Invader,
until discovery)
- Incoming (Sets if something is here yet... wave X of a siege here)
- Invader -Fleeing/Leaving
- Currently Invading
When it nukes something it basically just sets them to 'dead'. It does not also
set them to 'killed'. Show dead will show everything (short of 'vanished'/'deleted'
I'd suspect) so one CAN go through the intensive process to revive a broken siege. These
particular flags are not visible at the same exact time so multiple passes -even through
a narrow segment- are advised.
Problem I ran into (last thing before I mention something more DFHack related):
I set the Killed Flag (but not dead), and I got mortally wounded siegers that refused to
just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color].
*/
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
f1.bits.dead = 1;
f2.bits.killed = 1;
f1.bits.active_invader = 0; /*!< 17: Active invader (for organized ones) */
f1.bits.hidden_ambusher = 0; /*!< 21: Active marauder/invader moving inward? */
f1.bits.hidden_in_ambush = 0;
f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */
cout << "Setting f1.bits.dead = 1" << endl;
cout << "Setting f2.bits.killed = 1" << endl;
cout << "Setting f1.bits.active_invader = 0" << endl;
cout << "Setting f1.bits.hidden_ambusher = 0" << endl;
cout << "Setting f1.bits.hidden_in_ambush = 0" << endl;
cout << "Setting f1.bits.invades = 0" << endl;
cout << "Writing flags..." << endl;
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
// We want the flags to be shown after our modification, but they are not read back
creature.flags1 = f1;
creature.flags2 = f2;
}
if (set_mood)
{
cout << "Setting mood to " << set_mood_n << "..." << endl;