Add a command for swapping body with another units in adventure mode.

Based on dfusion code, with lots of safety checks added. Supports two
swap modes: transient and permanent; the former does a minimal change
and is intended for managing companion inventory. The permanent one
performs all known actions necessary to turn it into the real adventurer.

Note: the transient mode is a hack and may cause the game to crash
      if not reverted while within range of the real adventurer unit.
develop
Alexander Gavrilov 2012-02-25 17:08:05 +04:00
parent bca78088e2
commit ad7b9d42a1
4 changed files with 341 additions and 1 deletions

@ -13,6 +13,13 @@ keybinding add Ctrl-Shift-K autodump-destroy-here
# any item:
keybinding add Ctrl-K autodump-destroy-item
##############################
# Generic adv mode bindings #
##############################
keybinding add Ctrl-B adv-bodyswap
keybinding add Ctrl-Shift-B "adv-bodyswap force"
#############################
# Context-specific bindings #
#############################

@ -1 +1 @@
Subproject commit 05bb1b96da5d53451782d32bf74755d8513d0c71
Subproject commit 62371227a8cbcc6f1807b714d7f0722803c5e673

@ -80,6 +80,7 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(fixpositions fixpositions.cpp)
DFHACK_PLUGIN(follow follow.cpp)
DFHACK_PLUGIN(changevein changevein.cpp)
DFHACK_PLUGIN(advtools advtools.cpp)
#DFHACK_PLUGIN(versionosd versionosd.cpp)
endif()

@ -0,0 +1,332 @@
#include "Core.h"
#include "Console.h"
#include "Export.h"
#include "PluginManager.h"
#include "MiscUtils.h"
#include "modules/World.h"
#include "modules/Translation.h"
#include "DataDefs.h"
#include "df/world.h"
#include "df/ui_advmode.h"
#include "df/unit.h"
#include "df/nemesis_record.h"
#include "df/general_ref_is_nemesisst.h"
#include "df/viewscreen_optionst.h"
#include "df/viewscreen_dungeonmodest.h"
#include "df/viewscreen_dungeon_monsterstatusst.h"
using namespace DFHack;
using namespace df::enums;
using df::global::world;
using df::global::ui_advmode;
using namespace DFHack::Simple::Translation;
static bool bodyswap_hotkey(Core *c, df::viewscreen *top);
command_result adv_bodyswap (Core * c, std::vector <std::string> & parameters);
DFHACK_PLUGIN("advtools");
DFhackCExport command_result plugin_init ( Core * c, std::vector <PluginCommand> &commands)
{
commands.clear();
if (!ui_advmode)
return CR_OK;
commands.push_back(PluginCommand(
"adv-bodyswap", "Change the adventurer unit.",
adv_bodyswap, bodyswap_hotkey,
" - When viewing unit details, body-swaps into that unit.\n"
" - In the main adventure mode screen, reverts transient swap.\n"
"Options:\n"
" force\n"
" Allow swapping into non-companion units.\n"
" permanent\n"
" Permanently change the unit to be the adventurer.\n"
" Otherwise it will revert if adv-bodyswap is called\n"
" in the main screen, or if the main menu, Fast Travel\n"
" or Sleep/Wait screen is opened.\n"
" no-make-leader\n"
" In permanent mode, don't swap companions to the new unit.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( Core * c )
{
return CR_OK;
}
df::nemesis_record *getPlayerNemesis(Core *c, bool restore_swap);
static bool in_transient_swap = false;
DFhackCExport command_result plugin_onstatechange(Core* c, state_change_event event)
{
switch (event) {
case SC_GAME_LOADED:
case SC_GAME_UNLOADED:
in_transient_swap = false;
break;
default:
break;
}
return CR_OK;
}
DFhackCExport command_result plugin_onupdate ( Core * c )
{
// Revert transient swaps before trouble happens
if (in_transient_swap)
{
auto screen = c->getTopViewscreen();
bool revert = false;
if (strict_virtual_cast<df::viewscreen_dungeonmodest>(screen))
{
using namespace df::enums::ui_advmode_menu;
switch (ui_advmode->menu)
{
case Travel:
case Sleep:
revert = true;
break;
default:
break;
}
}
else if (strict_virtual_cast<df::viewscreen_optionst>(screen))
{
// Options may mean save game
revert = true;
}
if (revert)
{
getPlayerNemesis(c, true);
in_transient_swap = false;
}
}
return CR_OK;
}
static bool bodyswap_hotkey(Core *c, df::viewscreen *top)
{
return !!virtual_cast<df::viewscreen_dungeonmodest>(top) ||
!!virtual_cast<df::viewscreen_dungeon_monsterstatusst>(top);
}
df::unit *getCurUnit(Core *c)
{
auto top = c->getTopViewscreen();
if (VIRTUAL_CAST_VAR(ms, df::viewscreen_dungeon_monsterstatusst, top))
return ms->unit;
return NULL;
}
df::nemesis_record *getNemesis(df::unit *unit)
{
if (!unit)
return NULL;
for (unsigned i = 0; i < unit->refs.size(); i++)
{
df::nemesis_record *rv = unit->refs[i]->getNemesis();
if (rv && rv->unit == unit)
return rv;
}
return NULL;
}
bool bodySwap(Core *c, df::unit *player)
{
if (!player)
{
c->con.printerr("Unit to swap is NULL\n");
return false;
}
auto &vec = world->units.other[0];
int idx = linear_index(vec, player);
if (idx < 0)
{
c->con.printerr("Unit to swap not found: %d\n", player->id);
return false;
}
if (idx != 0)
std::swap(vec[0], vec[idx]);
return true;
}
df::nemesis_record *getPlayerNemesis(Core *c, bool restore_swap)
{
auto real_nemesis = df::nemesis_record::find(ui_advmode->player_id);
if (!real_nemesis || !real_nemesis->unit)
{
c->con.printerr("Invalid player nemesis id: %d\n", ui_advmode->player_id);
return NULL;
}
if (restore_swap)
{
df::unit *ctl = world->units.other[0][0];
auto ctl_nemesis = getNemesis(ctl);
if (ctl_nemesis != real_nemesis)
{
if (!bodySwap(c, real_nemesis->unit))
return NULL;
auto name = TranslateName(&real_nemesis->unit->name, false);
c->con.print("Returned into the body of %s.\n", name.c_str());
}
real_nemesis->unit->relations.group_leader_id = -1;
in_transient_swap = false;
}
return real_nemesis;
}
void changeGroupLeader(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
{
auto &cvec = new_nemesis->companions;
// Swap companions
cvec.swap(old_nemesis->companions);
vector_erase_at(cvec, linear_index(cvec, new_nemesis->id));
insert_into_vector(cvec, old_nemesis->id);
// Update follow
new_nemesis->group_leader_id = -1;
new_nemesis->unit->relations.group_leader_id = -1;
for (unsigned i = 0; i < cvec.size(); i++)
{
auto nm = df::nemesis_record::find(cvec[i]);
if (!nm)
continue;
nm->group_leader_id = new_nemesis->id;
if (nm->unit)
nm->unit->relations.group_leader_id = new_nemesis->unit_id;
}
}
void copyAcquaintances(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
{
auto &svec = old_nemesis->unit->adventurer_knows;
auto &tvec = new_nemesis->unit->adventurer_knows;
for (unsigned i = 0; i < svec.size(); i++)
insert_into_vector(tvec, svec[i]);
insert_into_vector(tvec, old_nemesis->unit_id);
}
command_result adv_bodyswap (Core * c, std::vector <std::string> & parameters)
{
// HOTKEY COMMAND; CORE IS SUSPENDED
bool force = false;
bool permanent = false;
bool no_make_leader = false;
for (unsigned i = 0; i < parameters.size(); i++)
{
auto &item = parameters[i];
if (item == "force")
force = true;
else if (item == "permanent")
permanent = true;
else if (item == "no-make-leader")
no_make_leader = true;
else
return CR_WRONG_USAGE;
}
// Get the real player; undo previous transient swap
auto real_nemesis = getPlayerNemesis(c, true);
if (!real_nemesis)
return CR_FAILURE;
// Get the unit to swap to
auto new_unit = getCurUnit(c);
auto new_nemesis = getNemesis(new_unit);
if (!new_nemesis)
{
if (new_unit)
{
c->con.printerr("Cannot swap into a non-historical unit.\n");
return CR_FAILURE;
}
return CR_OK;
}
if (new_nemesis == real_nemesis)
return CR_OK;
// Verify it's a companion
if (!force && linear_index(real_nemesis->companions, new_nemesis->id) < 0)
{
c->con.printerr("This is not your companion - use force to bodyswap.\n");
return CR_FAILURE;
}
// Swap
if (!bodySwap(c, new_nemesis->unit))
return CR_FAILURE;
auto name = TranslateName(&new_nemesis->unit->name, false);
c->con.print("Swapped into the body of %s.\n", name.c_str());
// Permanently re-link everything
if (permanent)
{
ui_advmode->player_id = new_nemesis->id;
// Flag 0 appears to be the 'active adventurer' flag, and
// the player_id field above seems to be computed using it
// when a savegame is loaded.
// Also, unless this is set, it is impossible to retire.
real_nemesis->flags.set(0, false);
new_nemesis->flags.set(0, true);
real_nemesis->flags.set(1, true); // former retired adventurer
new_nemesis->flags.set(2, true); // blue color in legends
// Reassign companions and acquaintances
if (!no_make_leader)
{
changeGroupLeader(new_nemesis, real_nemesis);
copyAcquaintances(new_nemesis, real_nemesis);
}
}
else
{
in_transient_swap = true;
// Make the player unit follow around to avoid bad consequences
// if it is unloaded before the transient swap is reverted.
real_nemesis->unit->relations.group_leader_id = new_nemesis->unit_id;
}
return CR_OK;
}