New actions and creature filters, plus minor stuff

Multiple changes:
* Slight rearrangement of help message.
* Fixed bug where "Dead" flag wasn't being displayed with
  --showallflags.
* Added option "-saf" as a shortcut for --showallflags.
* Creature origin (memory pointer) and civilization number are
  displayed in the multi-line listing.
* Split logic for testing if creature is to be used off into it's
  own function, which is easier to read.
* Added "--type" filter, which can select tame creatures, wild
  creatures, demonic creatures, and so on.  If the creature type
  hasn't been changed from the default of DWARF then's it's
  automatically changed to ALL (but can still explicitly be set
  via '-c DWARF')
* Added actions to tame selected creatures and to mark them for
  butchering.
develop
Matthew Cline 2011-07-07 00:48:57 -07:00
parent b7b48ba1bb
commit 87e7ce5b1d
1 changed files with 290 additions and 30 deletions

@ -189,18 +189,45 @@ void usage(int argc, const char * argv[])
<< "Display options:" << endl << "Display options:" << endl
<< "-q : Suppress \"Press any key to continue\" at program termination" << endl << "-q : Suppress \"Press any key to continue\" at program termination" << endl
<< "-v : Increase verbosity" << endl << "-v : Increase verbosity" << endl
<< "-c creature : Show/modify this creature type instead of dwarfes ('all' to show all creatures)" << endl << endl
<< "-1/--summary : Only display one line per creature" << endl
<< "Choosing which creatures to display and/or modify "
<< "(note that all criteria" << endl << "must match, so adding "
<< " more narrows things down):" << endl
<< "-i id1[,id2,...]: Only show/modify creature with this id" << endl << "-i id1[,id2,...]: Only show/modify creature with this id" << endl
<< "-c creature : Show/modify this creature type instead of dwarves" << endl
<< " ('all' to show all creatures)" << endl
<< "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl << "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl
<< "--nicks : Only show/modify creatures with custom nickname" << endl << "--nicks : Only show/modify creatures with custom nickname" << endl
<< "-ll/--listlabors: List available labors" << endl
<< "--showdead : Also show/modify dead creatures" << endl << "--showdead : Also show/modify dead creatures" << endl
<< "--type : Show/modify all creatures of given type" << endl
<< " : Can be used multiple times" << endl
<< " types:" << endl
<< " * dead: all dead creatures" << endl
<< " * demon: all demons" << endl
<< " * diplomat: all diplomats" << endl
<< " * FB: all forgotten beasts" << endl
<< " * female: all female creatures" << endl
<< " * male: all male creatures" << endl
<< " * merchants: all merchants (including pack animals)" << endl
<< " * neuter: all neuter creatuers" << endl
<< " * pregnant: all pregnant creatures" << endl
<< " * tame: all tame creatues" << endl
<< " * wild: all wild creatures" << endl
<< endl
<< "What information to display:" << endl
<< "-saf : Show all flags of a creature" << endl
<< "--showallflags : Show all flags of a creature" << endl << "--showallflags : Show all flags of a creature" << endl
<< "-ll/--listlabors: List available labors" << endl
<< "-ss : Show social skills" << endl << "-ss : Show social skills" << endl
<< "+sh : Hide hauler labors" << endl << "+sh : Hide hauler labors" << endl
<< "-1/--summary : Only display one line per creature" << endl
<< endl << endl
<< "Modifying options:" << endl
<< "Options to modify selected creatures:" << endl
<< "-al <n> : Add labor <n> to creature" << endl << "-al <n> : Add labor <n> to creature" << endl
<< "-rl <n> : Remove labor <n> from creature" << endl << "-rl <n> : Remove labor <n> from creature" << endl
<< "-ras : Remove all skills from creature (i.e. set them to zero)" << endl << "-ras : Remove all skills from creature (i.e. set them to zero)" << endl
@ -212,6 +239,9 @@ void usage(int argc, const char * argv[])
// Disabling mood doesn't work as intented // Disabling mood doesn't work as intented
<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << 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 << "--kill : Kill creature(s) (may need to be called multiple times)" << endl
<< "--tame : Tames animals, recruits intelligent creatures." << endl
<< "--slaugher : Mark a creature for slaughter, even sentients" << endl
<< "--butcher : Same as --slaugher" << endl
// Doesn't seem to work // Doesn't seem to work
//<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl //<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl
// Setting happiness doesn't work really, because hapiness is recalculated // Setting happiness doesn't work really, because hapiness is recalculated
@ -249,6 +279,9 @@ void usage(int argc, const char * argv[])
<< endl << endl
<< "Make Urist, Stodir and Ingish miners:" << endl << "Make Urist, Stodir and Ingish miners:" << endl
<< argv[0] << " -i 31,42,77 -al 0" << endl << argv[0] << " -i 31,42,77 -al 0" << endl
<< endl
<< "Make all demons friendly:" << endl
<< argv[0] << " --type demon --tame" << endl
; ;
if (quiet == false) { if (quiet == false) {
cout << "Press any key to continue" << endl; cout << "Press any key to continue" << endl;
@ -413,6 +446,8 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
printf(", Job: %s", job.c_str()); printf(", Job: %s", job.c_str());
printf(", Happiness: %d", creature.happiness); printf(", Happiness: %d", creature.happiness);
printf("\n"); printf("\n");
printf("Origin: %p\n", creature.origin);
printf("Civ #: %d\n", creature.civ);
} }
if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD)) if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD))
@ -486,6 +521,7 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
DFHack::t_creaturflags1 f1 = creature.flags1; DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2; DFHack::t_creaturflags2 f2 = creature.flags2;
if(f1.bits.dead){cout << "Flag: dead" << endl; }
if(f1.bits.had_mood){cout<<toCaps("Flag: had_mood") << endl; } if(f1.bits.had_mood){cout<<toCaps("Flag: had_mood") << endl; }
if(f1.bits.marauder){cout<<toCaps("Flag: marauder") << endl; } if(f1.bits.marauder){cout<<toCaps("Flag: marauder") << endl; }
if(f1.bits.drowning){cout<<toCaps("Flag: drowning") << endl; } if(f1.bits.drowning){cout<<toCaps("Flag: drowning") << endl; }
@ -574,17 +610,181 @@ void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, in
cout << endl; cout << endl;
} }
class creature_filter
{
public:
enum sex_filter
{
SEX_FEMALE = 0,
SEX_MALE = 1,
SEX_ANY = 254, // Our magin number for ignoring sex.
SEX_NEUTER = 255
};
bool dead;
bool demon;
bool diplomat;
bool find_nonicks;
bool find_nicks;
bool forgotten_beast;
bool merchant;
bool pregnant;
bool tame;
bool wild;
sex_filter sex;
string creature_type;
std::vector<int> creature_id;
#define DEFAULT_CREATURE_STR "Default"
creature_filter()
{
// By default we only select dwarves, except that if we use the
// --type option we want to default to everyone. So we start out
// with a special string, and if remains unchanged after all
// the options have been processed we turn it to DWARF.
creature_type = DEFAULT_CREATURE_STR;
dead = false;
demon = false;
diplomat = false;
find_nonicks = false;
find_nicks = false;
forgotten_beast = false;
merchant = false;
pregnant = false;
sex = SEX_ANY;
tame = false;
wild = false;
}
// If the creature type is still the default, then change it to allow
// for all creatures. If the creature type has been explicitly set,
// then don't alter it.
void defaultTypeToAll()
{
if (creature_type == DEFAULT_CREATURE_STR)
creature_type = "";
}
// If the creature type is still the default, change it to DWARF
void defaultTypeToDwarf()
{
if (creature_type == DEFAULT_CREATURE_STR)
creature_type = "Dwarf";
}
void process_type(string type)
{
type = toCaps(type);
// If we're going by type, then by default all species are
// permitted.
defaultTypeToAll();
if (type == "Dead")
{
dead = true;
showdead = true;
}
else if (type == "Demon")
demon = true;
else if (type == "Diplomat")
diplomat = true;
else if (type == "Fb" || type == "Beast")
forgotten_beast = true;
else if (type == "Merchant")
merchant = true;
else if (type == "Pregnant")
pregnant = true;
else if (type == "Tame")
tame = true;
else if (type == "Wild")
wild = true;
else if (type == "Male")
sex = SEX_MALE;
else if (type == "Female")
sex = SEX_FEMALE;
else if (type == "Neuter")
sex = SEX_NEUTER;
else
{
cerr << "ERROR: Unknown type '" << type << "'" << endl;
}
}
void doneProcessingOptions()
{
string temp = toCaps(creature_type);
creature_type = temp;
defaultTypeToDwarf();
}
bool creatureMatches(const DFHack::t_creature & creature,
uint32_t creature_idx)
{
// A list of ids overrides everything else.
if(find_int(creature_id, creature_idx))
return true;
// If it's not a list of ids, it has not match all given criteria.
const DFHack::t_creaturflags1 &f1 = creature.flags1;
const DFHack::t_creaturflags2 &f2 = creature.flags2;
if(f1.bits.dead && !showdead)
return false;
bool hasnick = (creature.name.nickname[0] != '\0');
if(hasnick && find_nonicks)
return false;
if(!hasnick && find_nicks)
return false;
string race_name = string(Materials->raceEx[creature.race].rawname);
if(!creature_type.empty() && creature_type != toCaps(race_name))
return false;
if(dead && !f1.bits.dead)
return false;
if(demon && !f2.bits.underworld)
return false;
if(diplomat && !f1.bits.diplomat)
return false;
if(forgotten_beast && !f2.bits.visitor_uninvited)
return false;
if(merchant && !f1.bits.merchant)
return false;
if(pregnant && creature.pregnancy_timer == 0)
return false;
if (sex != SEX_ANY && creature.sex != (uint8_t) sex)
return false;
if(tame && !f1.bits.tame)
return false;
if(wild && !f2.bits.roaming_wilderness_population_source &&
!f2.bits.roaming_wilderness_population_source_not_a_map_feature)
{
return false;
}
return true;
}
};
int main (int argc, const char* argv[]) int main (int argc, const char* argv[])
{ {
// let's be more useful when double-clicked on windows // let's be more useful when double-clicked on windows
#ifndef LINUX_BUILD #ifndef LINUX_BUILD
quiet = false; quiet = false;
#endif #endif
creature_filter filter;
string creature_type = "Dwarf";
std::vector<int> creature_id;
bool find_nonicks = false;
bool find_nicks = false;
bool remove_skills = false; bool remove_skills = false;
bool remove_civil_skills = false; bool remove_civil_skills = false;
bool remove_military_skills = false; bool remove_military_skills = false;
@ -603,6 +803,8 @@ int main (int argc, const char* argv[])
int set_mood_n = NOT_SET; int set_mood_n = NOT_SET;
bool list_labors = false; bool list_labors = false;
bool force_massdesignation = false; bool force_massdesignation = false;
bool tame_creature = false;
bool slaughter_creature = false;
if (argc == 1) { if (argc == 1) {
usage(argc, argv); usage(argc, argv);
@ -651,7 +853,7 @@ int main (int argc, const char* argv[])
{ {
showdead = true; showdead = true;
} }
else if(arg_cur == "--showallflags") else if(arg_cur == "--showallflags" || arg_cur == "-saf")
{ {
showallflags = true; showallflags = true;
} }
@ -744,15 +946,15 @@ int main (int argc, const char* argv[])
} }
else if(arg_cur == "-nn" || arg_cur == "--nonicks") else if(arg_cur == "-nn" || arg_cur == "--nonicks")
{ {
find_nonicks = true; filter.find_nonicks = true;
} }
else if(arg_cur == "--nicks") else if(arg_cur == "--nicks")
{ {
find_nicks = true; filter.find_nicks = true;
} }
else if(arg_cur == "-c" && i < argc-1) else if(arg_cur == "-c" && i < argc-1)
{ {
creature_type = argv[i+1]; filter.creature_type = argv[i+1];
i++; i++;
} }
else if(arg_cur == "-i" && i < argc-1) else if(arg_cur == "-i" && i < argc-1)
@ -760,14 +962,23 @@ int main (int argc, const char* argv[])
std::stringstream ss(argv[i+1]); std::stringstream ss(argv[i+1]);
int num; int num;
while (ss >> num) { while (ss >> num) {
creature_id.push_back(num); filter.creature_id.push_back(num);
ss.ignore(1); ss.ignore(1);
} }
creature_type = ""; // if -i is given, match all creatures filter.creature_type = ""; // if -i is given, match all creatures
showdead = true; showdead = true;
i++; i++;
} }
else if(arg_cur == "--type" && i < argc-1)
{
filter.process_type(arg_next);
i++;
}
else if (arg_cur == "--tame")
tame_creature = true;
else if (arg_cur == "--slaugher" || arg_cur == "--butcher")
slaughter_creature = true;
else else
{ {
if (arg_cur != "-h") { if (arg_cur != "-h") {
@ -779,6 +990,8 @@ int main (int argc, const char* argv[])
} }
} }
filter.doneProcessingOptions();
DFHack::ContextManager DFMgr("Memory.xml"); DFHack::ContextManager DFMgr("Memory.xml");
DFHack::Context* DF; DFHack::Context* DF;
try try
@ -866,20 +1079,7 @@ int main (int argc, const char* argv[])
DFHack::t_creature creature; DFHack::t_creature creature;
Creatures->ReadCreature(creature_idx,creature); Creatures->ReadCreature(creature_idx,creature);
/* Check if we want to display/change this creature or skip it */ /* Check if we want to display/change this creature or skip it */
bool hasnick = (creature.name.nickname[0] != '\0'); if(filter.creatureMatches(creature, creature_idx))
if (
// Check for -i <num> and -c <type>
(NULL != find_int(creature_id, creature_idx)
|| toCaps(string(Materials->raceEx[creature.race].rawname)) == toCaps(creature_type)
|| "All" == toCaps(creature_type))
// Check for -nn
&& ((find_nonicks == true && hasnick == false)
|| (find_nicks == true && hasnick == true)
|| (find_nicks == false && find_nonicks == false))
&& (find_nonicks == false || creature.name.nickname[0] == '\0')
&& (showdead == true || !creature.flags1.bits.dead)
)
{ {
printCreature(DF,creature,creature_idx); printCreature(DF,creature,creature_idx);
addrs.push_back(creature.origin); addrs.push_back(creature.origin);
@ -892,16 +1092,20 @@ int main (int argc, const char* argv[])
|| revive_creature || revive_creature
|| set_happiness || set_happiness
|| set_mood || set_mood
|| tame_creature || slaughter_creature
); );
if (toCaps(creature_type) == "Dwarf" if (toCaps(filter.creature_type) == "Dwarf"
&& (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY)) && (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY))
{ {
dochange = false; dochange = false;
} }
bool allow_massdesignation = bool allow_massdesignation =
creature_id.size()==0 || toCaps(creature_type) != "Dwarf" || find_nonicks == true || force_massdesignation; filter.creature_id.size()==0 ||
toCaps(filter.creature_type) != "Dwarf" ||
filter.find_nonicks == true ||
force_massdesignation;
if (dochange == true && allow_massdesignation == false) if (dochange == true && allow_massdesignation == false)
{ {
cout cout
@ -1095,6 +1299,62 @@ int main (int argc, const char* argv[])
cout << "Error writing labors." << endl; cout << "Error writing labors." << endl;
} }
} }
if (tame_creature)
{
bool tame = true;
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
// Site residents are intelligent, so don't
// tame them.
if (f2.bits.resident)
tame = false;
f1.bits.diplomat = false;
f1.bits.merchant = false;
f2.bits.resident = false;
f2.bits.underworld = false;
f2.bits.visitor_uninvited = false;
f2.bits.roaming_wilderness_population_source = false;
f2.bits.roaming_wilderness_population_source_not_a_map_feature = false;
// Creatures which already belong to a civ might
// be intelligent, so don't tame them.
if (creature.civ == -1)
f1.bits.tame = tame;
if (!Creatures->WriteFlags(creature_idx,
f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
int32_t civ = Creatures->GetDwarfCivId();
if (!Creatures->WriteCiv(creature_idx, civ))
{
cout << "Error writing creature civ!" << endl;
}
creature.flags1 = f1;
creature.flags2 = f2;
}
if (slaughter_creature)
{
DFHack::t_creaturflags1 f1 = creature.flags1;
DFHack::t_creaturflags2 f2 = creature.flags2;
f2.bits.slaughter = true;
if (!Creatures->WriteFlags(creature_idx,
f1.whole, f2.whole))
{
cout << "Error writing creature flags!" << endl;
}
creature.flags1 = f1;
creature.flags2 = f2;
}
} }
else else
{ {