Merge branch '0.34.11-r5'

develop
expwnent 2014-06-20 03:47:41 -04:00
commit b031229de7
12 changed files with 537 additions and 149 deletions

@ -59,7 +59,7 @@ endif()
# set up versioning.
set(DF_VERSION "0.34.11")
SET(DFHACK_RELEASE "r4" CACHE STRING "Current release revision.")
SET(DFHACK_RELEASE "r5" CACHE STRING "Current release revision.")
set(DFHACK_VERSION "${DF_VERSION}-${DFHACK_RELEASE}")
add_definitions(-DDFHACK_VERSION="${DFHACK_VERSION}")

@ -364,7 +364,7 @@ ul.auto-toc {
<li>RossM &lt;<a class="reference external" href="mailto:Ross&#64;Gnome">Ross&#64;Gnome</a>&gt;</li>
<li>Tom Prince &lt;<a class="reference external" href="mailto:tom.prince&#64;ualberta.net">tom.prince&#64;ualberta.net</a>&gt;</li>
<li>Jared Adams &lt;<a class="reference external" href="mailto:jaxad0127&#64;gmail.com">jaxad0127&#64;gmail.com</a>&gt;</li>
<li>expwnent &lt;<a class="reference external" href="mailto:q309185&#64;gmail.com">q309185&#64;gmail.com</a>&gt;</li>
<li>expwnent</li>
<li>Erik Youngren &lt;<a class="reference external" href="mailto:artanis.00&#64;gmail.com">artanis.00&#64;gmail.com</a>&gt;</li>
<li>Espen Wiborg &lt;<a class="reference external" href="mailto:espen.wiborg&#64;telio.no">espen.wiborg&#64;telio.no</a>&gt;</li>
<li>Tim Walberg &lt;<a class="reference external" href="mailto:twalberg&#64;comcast.net">twalberg&#64;comcast.net</a>&gt;</li>
@ -401,6 +401,7 @@ ul.auto-toc {
<li>Caldfir &lt;<a class="reference external" href="mailto:caldfir&#64;hotmail.com">caldfir&#64;hotmail.com</a>&gt;</li>
<li>Antalia &lt;<a class="reference external" href="mailto:tamarakorr&#64;gmail.com">tamarakorr&#64;gmail.com</a>&gt;</li>
<li>Angus Mezick &lt;<a class="reference external" href="mailto:amezick&#64;gmail.com">amezick&#64;gmail.com</a>&gt;</li>
<li>PeridexisErrant &lt;<a class="reference external" href="mailto:PeridexisErrant&#64;gmail.com">PeridexisErrant&#64;gmail.com</a>&gt;</li>
</ul>
<p>And those are the cool people who made <strong>stonesense</strong>.</p>
<ul class="simple">

@ -24,7 +24,7 @@ The following is a list of people who have contributed to **DFHack**.
- RossM <Ross@Gnome>
- Tom Prince <tom.prince@ualberta.net>
- Jared Adams <jaxad0127@gmail.com>
- expwnent <q309185@gmail.com>
- expwnent
- Erik Youngren <artanis.00@gmail.com>
- Espen Wiborg <espen.wiborg@telio.no>
- Tim Walberg <twalberg@comcast.net>

@ -1,5 +1,9 @@
DFHack future
The future has not yet happened. Stay tuned!
DFHack v0.34.11-r5
Internals:
- support for calling a lua function via a protobuf request (demonstrated by dfhack-run --lua).
- support for basic filesystem operations (e.g. chdir, mkdir, rmdir, stat) in C++ and Lua
@ -8,7 +12,6 @@ DFHack future
- Lua API for running arbitrary DFHack commands
- support for multiple raw/init.d/*.lua init scripts in one save.
- eventful now has a more friendly way of making custom sidebars
- new plugin: building-hacks. Allows to add custom functionality and/or animations to buildings.
- on Linux and OSX the console now supports moving the cursor back and forward by a whole word.
New scripts:
@ -21,7 +24,6 @@ DFHack future
- dfstatus: show an overview of critical stock quantities, including food, drinks, wood, and bars.
New commands:
- move the 'grow', 'extirpate' and 'immolate' commands as 'plant' subcommands
- 'plant create' - spawn a new shrub under the cursor
- command-prompt: a dfhack command prompt in df.
@ -34,8 +36,11 @@ DFHack future
- rendermax: replace the renderer with something else. Most interesting is "rendermax light"- a lighting engine for df.
- stockflow (by eswald): queues manager jobs of the configured type based on the state of a stockpile.
- embark-tools: implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities
- building-hacks: Allows to add custom functionality and/or animations to buildings.
- petcapRemover: triggers pregnancies in creatures so that you can effectively raise the default pet population cap from the default 50
Misc improvements:
- plant: move the 'grow', 'extirpate' and 'immolate' commands as 'plant' subcommands
- digfort: improved csv parsing, add start() comment handling
- exterminate: allow specifying a caste (exterminate gob:male)
- createitem: in adventure mode it now defaults to the controlled unit as maker.

@ -520,79 +520,80 @@ access DF memory and allow for easier development of new tools.</p>
<li><a class="reference internal" href="#catsplosion" id="id127">catsplosion</a></li>
<li><a class="reference internal" href="#dfusion" id="id128">dfusion</a></li>
<li><a class="reference internal" href="#embark-tools" id="id129">embark-tools</a></li>
<li><a class="reference internal" href="#misery" id="id130">misery</a></li>
<li><a class="reference internal" href="#strangemood" id="id131">strangemood</a></li>
<li><a class="reference internal" href="#log-region" id="id132">log-region</a></li>
<li><a class="reference internal" href="#petcapremover" id="id130">petcapRemover</a></li>
<li><a class="reference internal" href="#misery" id="id131">misery</a></li>
<li><a class="reference internal" href="#strangemood" id="id132">strangemood</a></li>
<li><a class="reference internal" href="#log-region" id="id133">log-region</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#scripts" id="id133">Scripts</a><ul>
<li><a class="reference internal" href="#fix" id="id134">fix/*</a></li>
<li><a class="reference internal" href="#gui" id="id135">gui/*</a></li>
<li><a class="reference internal" href="#binpatch" id="id136">binpatch</a></li>
<li><a class="reference internal" href="#quicksave" id="id137">quicksave</a></li>
<li><a class="reference internal" href="#setfps" id="id138">setfps</a></li>
<li><a class="reference internal" href="#siren" id="id139">siren</a></li>
<li><a class="reference internal" href="#growcrops" id="id140">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id141">removebadthoughts</a></li>
<li><a class="reference internal" href="#exterminate" id="id142">exterminate</a></li>
<li><a class="reference internal" href="#source" id="id143">source</a></li>
<li><a class="reference internal" href="#masspit" id="id144">masspit</a></li>
<li><a class="reference internal" href="#digfort" id="id145">digfort</a></li>
<li><a class="reference internal" href="#invasion-now" id="id146">invasion-now</a></li>
<li><a class="reference internal" href="#digmat" id="id147">digmat</a></li>
<li><a class="reference internal" href="#superdwarf" id="id148">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id149">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id150">deathcause</a></li>
<li><a class="reference internal" href="#lua" id="id151">lua</a></li>
<li><a class="reference internal" href="#embark" id="id152">embark</a></li>
<li><a class="reference internal" href="#lever" id="id153">lever</a></li>
<li><a class="reference internal" href="#stripcaged" id="id154">stripcaged</a></li>
<li><a class="reference internal" href="#undump-buildings" id="id155">undump-buildings</a></li>
<li><a class="reference internal" href="#create-items" id="id156">create-items</a></li>
<li><a class="reference internal" href="#locate-ore" id="id157">locate-ore</a></li>
<li><a class="reference internal" href="#soundsense-season" id="id158">soundsense-season</a></li>
<li><a class="reference internal" href="#multicmd" id="id159">multicmd</a></li>
<li><a class="reference internal" href="#dfstatus" id="id160">dfstatus</a></li>
<li><a class="reference internal" href="#scripts" id="id134">Scripts</a><ul>
<li><a class="reference internal" href="#fix" id="id135">fix/*</a></li>
<li><a class="reference internal" href="#gui" id="id136">gui/*</a></li>
<li><a class="reference internal" href="#binpatch" id="id137">binpatch</a></li>
<li><a class="reference internal" href="#quicksave" id="id138">quicksave</a></li>
<li><a class="reference internal" href="#setfps" id="id139">setfps</a></li>
<li><a class="reference internal" href="#siren" id="id140">siren</a></li>
<li><a class="reference internal" href="#growcrops" id="id141">growcrops</a></li>
<li><a class="reference internal" href="#removebadthoughts" id="id142">removebadthoughts</a></li>
<li><a class="reference internal" href="#exterminate" id="id143">exterminate</a></li>
<li><a class="reference internal" href="#source" id="id144">source</a></li>
<li><a class="reference internal" href="#masspit" id="id145">masspit</a></li>
<li><a class="reference internal" href="#digfort" id="id146">digfort</a></li>
<li><a class="reference internal" href="#invasion-now" id="id147">invasion-now</a></li>
<li><a class="reference internal" href="#digmat" id="id148">digmat</a></li>
<li><a class="reference internal" href="#superdwarf" id="id149">superdwarf</a></li>
<li><a class="reference internal" href="#drainaquifer" id="id150">drainaquifer</a></li>
<li><a class="reference internal" href="#deathcause" id="id151">deathcause</a></li>
<li><a class="reference internal" href="#lua" id="id152">lua</a></li>
<li><a class="reference internal" href="#embark" id="id153">embark</a></li>
<li><a class="reference internal" href="#lever" id="id154">lever</a></li>
<li><a class="reference internal" href="#stripcaged" id="id155">stripcaged</a></li>
<li><a class="reference internal" href="#undump-buildings" id="id156">undump-buildings</a></li>
<li><a class="reference internal" href="#create-items" id="id157">create-items</a></li>
<li><a class="reference internal" href="#locate-ore" id="id158">locate-ore</a></li>
<li><a class="reference internal" href="#soundsense-season" id="id159">soundsense-season</a></li>
<li><a class="reference internal" href="#multicmd" id="id160">multicmd</a></li>
<li><a class="reference internal" href="#dfstatus" id="id161">dfstatus</a></li>
</ul>
</li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id161">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id162">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id163">Search</a></li>
<li><a class="reference internal" href="#automaterial" id="id164">AutoMaterial</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id165">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id166">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id167">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id168">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id169">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-clone-uniform" id="id170">gui/clone-uniform</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id171">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id172">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id173">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id174">gui/assign-rack</a></li>
<li><a class="reference internal" href="#gui-advfort" id="id175">gui/advfort</a></li>
<li><a class="reference internal" href="#gui-companion-order" id="id176">gui/companion-order</a></li>
<li><a class="reference internal" href="#gui-gm-editor" id="id177">gui/gm-editor</a></li>
<li><a class="reference internal" href="#gui-mod-manager" id="id178">gui/mod-manager</a></li>
<li><a class="reference internal" href="#in-game-interface-tools" id="id162">In-game interface tools</a><ul>
<li><a class="reference internal" href="#dwarf-manipulator" id="id163">Dwarf Manipulator</a></li>
<li><a class="reference internal" href="#search" id="id164">Search</a></li>
<li><a class="reference internal" href="#automaterial" id="id165">AutoMaterial</a></li>
<li><a class="reference internal" href="#gui-liquids" id="id166">gui/liquids</a></li>
<li><a class="reference internal" href="#gui-mechanisms" id="id167">gui/mechanisms</a></li>
<li><a class="reference internal" href="#gui-rename" id="id168">gui/rename</a></li>
<li><a class="reference internal" href="#gui-room-list" id="id169">gui/room-list</a></li>
<li><a class="reference internal" href="#gui-choose-weapons" id="id170">gui/choose-weapons</a></li>
<li><a class="reference internal" href="#gui-clone-uniform" id="id171">gui/clone-uniform</a></li>
<li><a class="reference internal" href="#gui-guide-path" id="id172">gui/guide-path</a></li>
<li><a class="reference internal" href="#gui-workshop-job" id="id173">gui/workshop-job</a></li>
<li><a class="reference internal" href="#gui-workflow" id="id174">gui/workflow</a></li>
<li><a class="reference internal" href="#gui-assign-rack" id="id175">gui/assign-rack</a></li>
<li><a class="reference internal" href="#gui-advfort" id="id176">gui/advfort</a></li>
<li><a class="reference internal" href="#gui-companion-order" id="id177">gui/companion-order</a></li>
<li><a class="reference internal" href="#gui-gm-editor" id="id178">gui/gm-editor</a></li>
<li><a class="reference internal" href="#gui-mod-manager" id="id179">gui/mod-manager</a></li>
</ul>
</li>
<li><a class="reference internal" href="#behavior-mods" id="id179">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id180">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id181">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id182">Configuration UI</a></li>
<li><a class="reference internal" href="#behavior-mods" id="id180">Behavior Mods</a><ul>
<li><a class="reference internal" href="#siege-engine" id="id181">Siege Engine</a><ul>
<li><a class="reference internal" href="#rationale" id="id182">Rationale</a></li>
<li><a class="reference internal" href="#configuration-ui" id="id183">Configuration UI</a></li>
</ul>
</li>
<li><a class="reference internal" href="#power-meter" id="id183">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id184">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id185">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id186">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id187">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id188">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id189">Save files</a></li>
<li><a class="reference internal" href="#power-meter" id="id184">Power Meter</a></li>
<li><a class="reference internal" href="#steam-engine" id="id185">Steam Engine</a><ul>
<li><a class="reference internal" href="#id1" id="id186">Rationale</a></li>
<li><a class="reference internal" href="#construction" id="id187">Construction</a></li>
<li><a class="reference internal" href="#operation" id="id188">Operation</a></li>
<li><a class="reference internal" href="#explosions" id="id189">Explosions</a></li>
<li><a class="reference internal" href="#save-files" id="id190">Save files</a></li>
</ul>
</li>
<li><a class="reference internal" href="#add-spatter" id="id190">Add Spatter</a></li>
<li><a class="reference internal" href="#add-spatter" id="id191">Add Spatter</a></li>
</ul>
</li>
</ul>
@ -2233,7 +2234,10 @@ With this tweak, items made from cloth and leather will gain a level of wear eve
</td>
</tr>
<tr class="field"><th class="field-name" colspan="2">adamantine-cloth-wear:</th></tr>
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first last">Prevents adamantine clothing from wearing out while being worn (bug 6481).</p>
<tr class="field"><td>&nbsp;</td><td class="field-body"><p class="first">Prevents adamantine clothing from wearing out while being worn (bug 6481).</p>
</td>
</tr>
<tr class="field"><th class="field-name">confirm-embark:</th><td class="field-body"><p class="first last">Adds a prompt before embarking (on the &quot;prepare carefully&quot; screen).</p>
</td>
</tr>
</tbody>
@ -2973,8 +2977,22 @@ embark-tools enable/disable tool [tool]...
<li><tt class="docutils literal">sticky</tt>: Maintains the selected local area while navigating the world map</li>
</ul>
</div>
<div class="section" id="petcapremover">
<h3><a class="toc-backref" href="#id130">petcapRemover</a></h3>
<p>This plugin allows you to remove or raise the pet population cap. In vanilla DF, pets will not reproduce unless the population is below 50 and the number of children of that species is below a certain percentage. This plugin allows removing the second restriction and removing or raising the first. Pets still require PET or PET_EXOTIC tags in order to reproduce. Type help petcapRemover for exact usage. In order to make population more stable and avoid sudden population booms as you go below the raised population cap, this plugin counts pregnancies toward the new population cap. It can still go over, but only in the case of multiple births.</p>
<dl class="docutils">
<dt><cite>petcapRemover</cite></dt>
<dd>cause pregnancies now and schedule the next check</dd>
<dt><cite>petcapRemover every n</cite></dt>
<dd>set how often in ticks the plugin checks for possible pregnancies</dd>
<dt><cite>petcapRemover cap n</cite></dt>
<dd>set the new cap to n. if n = 0, no cap</dd>
<dt><cite>petcapRemover pregtime n</cite></dt>
<dd>sets the pregnancy duration to n ticks. natural pregnancies are 300000 ticks for the current race and 200000 for everyone else</dd>
</dl>
</div>
<div class="section" id="misery">
<h3><a class="toc-backref" href="#id130">misery</a></h3>
<h3><a class="toc-backref" href="#id131">misery</a></h3>
<p>When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).</p>
<p>Usage:</p>
<table class="docutils field-list" frame="void" rules="none">
@ -2996,7 +3014,7 @@ embark-tools enable/disable tool [tool]...
</table>
</div>
<div class="section" id="strangemood">
<h3><a class="toc-backref" href="#id131">strangemood</a></h3>
<h3><a class="toc-backref" href="#id132">strangemood</a></h3>
<p>Creates a strange mood job the same way the game itself normally does it.</p>
<p>Options:</p>
<blockquote>
@ -3020,13 +3038,13 @@ Valid values are &quot;miner&quot;, &quot;carpenter&quot;, &quot;engraver&quot;,
<p>Known limitations: if the selected unit is currently performing a job, the mood will not be started.</p>
</div>
<div class="section" id="log-region">
<h3><a class="toc-backref" href="#id132">log-region</a></h3>
<h3><a class="toc-backref" href="#id133">log-region</a></h3>
<p>When enabled in dfhack.init, each time a fort is loaded identifying information will be written to the gamelog. Assists in parsing the file if you switch between forts, and adds information for story-building.</p>
</div>
</div>
</div>
<div class="section" id="scripts">
<h1><a class="toc-backref" href="#id133">Scripts</a></h1>
<h1><a class="toc-backref" href="#id134">Scripts</a></h1>
<p>Lua or ruby scripts placed in the hack/scripts/ directory are considered for
execution as if they were native DFHack commands. They are listed at the end
of the 'ls' command output.</p>
@ -3035,7 +3053,7 @@ only be listed by ls if called as 'ls -a'. This is intended as a way to hide
scripts that are obscure, developer-oriented, or should be used as keybindings.</p>
<p>Some notable scripts:</p>
<div class="section" id="fix">
<h2><a class="toc-backref" href="#id134">fix/*</a></h2>
<h2><a class="toc-backref" href="#id135">fix/*</a></h2>
<p>Scripts in this subdirectory fix various bugs and issues, some of them obscure.</p>
<ul>
<li><p class="first">fix/dead-units</p>
@ -3072,12 +3090,12 @@ hopefully avoid jamming it again, and unsuspends them.</p>
</ul>
</div>
<div class="section" id="gui">
<h2><a class="toc-backref" href="#id135">gui/*</a></h2>
<h2><a class="toc-backref" href="#id136">gui/*</a></h2>
<p>Scripts that implement dialogs inserted into the main game window are put in this
directory.</p>
</div>
<div class="section" id="binpatch">
<h2><a class="toc-backref" href="#id136">binpatch</a></h2>
<h2><a class="toc-backref" href="#id137">binpatch</a></h2>
<p>Checks, applies or removes binary patches directly in memory at runtime:</p>
<pre class="literal-block">
binpatch check/apply/remove &lt;patchname&gt;
@ -3087,17 +3105,17 @@ script uses <tt class="docutils literal"><span class="pre">hack/patches/&lt;df-v
the version appropriate for the currently loaded executable.</p>
</div>
<div class="section" id="quicksave">
<h2><a class="toc-backref" href="#id137">quicksave</a></h2>
<h2><a class="toc-backref" href="#id138">quicksave</a></h2>
<p>If called in dwarf mode, makes DF immediately auto-save the game by setting a flag
normally used in seasonal auto-save.</p>
</div>
<div class="section" id="setfps">
<h2><a class="toc-backref" href="#id138">setfps</a></h2>
<h2><a class="toc-backref" href="#id139">setfps</a></h2>
<p>Run <tt class="docutils literal">setfps &lt;number&gt;</tt> to set the FPS cap at runtime, in case you want to watch
combat in slow motion or something :)</p>
</div>
<div class="section" id="siren">
<h2><a class="toc-backref" href="#id139">siren</a></h2>
<h2><a class="toc-backref" href="#id140">siren</a></h2>
<p>Wakes up sleeping units, cancels breaks and stops parties either everywhere,
or in the burrows given as arguments. In return, adds bad thoughts about
noise, tiredness and lack of protection. Also, the units with interrupted
@ -3105,7 +3123,7 @@ breaks will go on break again a lot sooner. The script is intended for
emergencies, e.g. when a siege appears, and all your military is partying.</p>
</div>
<div class="section" id="growcrops">
<h2><a class="toc-backref" href="#id140">growcrops</a></h2>
<h2><a class="toc-backref" href="#id141">growcrops</a></h2>
<p>Instantly grow seeds inside farming plots.</p>
<p>With no argument, this command list the various seed types currently in
use in your farming plots.
@ -3117,7 +3135,7 @@ growcrops plump 40
</pre>
</div>
<div class="section" id="removebadthoughts">
<h2><a class="toc-backref" href="#id141">removebadthoughts</a></h2>
<h2><a class="toc-backref" href="#id142">removebadthoughts</a></h2>
<p>This script remove negative thoughts from your dwarves. Very useful against
tantrum spirals.</p>
<p>The script can target a single creature, when used with the <tt class="docutils literal">him</tt> argument,
@ -3131,7 +3149,7 @@ but in the short term your dwarves will get much more joyful.</p>
quickly after you unpause.</p>
</div>
<div class="section" id="exterminate">
<h2><a class="toc-backref" href="#id142">exterminate</a></h2>
<h2><a class="toc-backref" href="#id143">exterminate</a></h2>
<p>Kills any unit of a given race.</p>
<p>With no argument, lists the available races and count eligible targets.</p>
<p>With the special argument <tt class="docutils literal">him</tt>, targets only the selected creature.</p>
@ -3163,7 +3181,7 @@ exterminate elve magma
</pre>
</div>
<div class="section" id="source">
<h2><a class="toc-backref" href="#id143">source</a></h2>
<h2><a class="toc-backref" href="#id144">source</a></h2>
<p>Create an infinite magma or water source or drain on a tile.</p>
<p>This script registers a map tile as a liquid source, and every 12 game ticks
that tile receives or remove 1 new unit of flow based on the configuration.</p>
@ -3185,14 +3203,14 @@ source add water 0 - water drain
</pre>
</div>
<div class="section" id="masspit">
<h2><a class="toc-backref" href="#id144">masspit</a></h2>
<h2><a class="toc-backref" href="#id145">masspit</a></h2>
<p>Designate all creatures in cages on top of a pit/pond activity zone for pitting.
Works best with an animal stockpile on top of the zone.</p>
<p>Works with a zone number as argument (eg <tt class="docutils literal">Activity Zone #6</tt> -&gt; <tt class="docutils literal">masspit 6</tt>)
or with the game cursor on top of the area.</p>
</div>
<div class="section" id="digfort">
<h2><a class="toc-backref" href="#id145">digfort</a></h2>
<h2><a class="toc-backref" href="#id146">digfort</a></h2>
<p>A script to designate an area for digging according to a plan in csv format.</p>
<p>This script, inspired from quickfort, can designate an area for digging.
Your plan should be stored in a .csv file like this:</p>
@ -3214,7 +3232,7 @@ as an offset for the pattern: instead of starting at the cursor, it will start
Dwarf Fortress.exe is found).</p>
</div>
<div class="section" id="invasion-now">
<h2><a class="toc-backref" href="#id146">invasion-now</a></h2>
<h2><a class="toc-backref" href="#id147">invasion-now</a></h2>
<p>Triggers an invasion, or several in the near future.</p>
<p><cite>invasion-now civName</cite> trigger an invasion from the civilization with the id civName, starting in about ten ticks</p>
<p><cite>invasion-now civName start</cite> trigger an invasion from civName in a number of ticks between 10*start and 11*start-1 (inclusive)</p>
@ -3222,7 +3240,7 @@ Dwarf Fortress.exe is found).</p>
<p>Probably fails if the start time of a triggered invasion is later than the start of the next year.</p>
</div>
<div class="section" id="digmat">
<h2><a class="toc-backref" href="#id147">digmat</a></h2>
<h2><a class="toc-backref" href="#id148">digmat</a></h2>
<p>Designates a tile for digging. Monitors the tile, and when it is dug out, add
surrounding discovered tiles of the same material for digging. Similar to 'digv',
but less cheaty. Works for stone layers, soil layers, veins, etc.</p>
@ -3231,7 +3249,7 @@ same designation for future digging (eg dig up/downstairs). When digging stairs,
also designate tiles on z-1 and z+1 when they are discovered.</p>
</div>
<div class="section" id="superdwarf">
<h2><a class="toc-backref" href="#id148">superdwarf</a></h2>
<h2><a class="toc-backref" href="#id149">superdwarf</a></h2>
<p>Similar to fastdwarf, per-creature.</p>
<p>To make any creature superfast, target it ingame using 'v' and:</p>
<pre class="literal-block">
@ -3241,17 +3259,17 @@ superdwarf add
<p>This plugin also shortens the 'sleeping' and 'on break' periods of targets.</p>
</div>
<div class="section" id="drainaquifer">
<h2><a class="toc-backref" href="#id149">drainaquifer</a></h2>
<h2><a class="toc-backref" href="#id150">drainaquifer</a></h2>
<p>Remove all 'aquifer' tag from the map blocks. Irreversible.</p>
</div>
<div class="section" id="deathcause">
<h2><a class="toc-backref" href="#id150">deathcause</a></h2>
<h2><a class="toc-backref" href="#id151">deathcause</a></h2>
<p>Focus a body part ingame, and this script will display the cause of death of
the creature.
Also works when selecting units from the 'u'nitlist viewscreen.</p>
</div>
<div class="section" id="lua">
<h2><a class="toc-backref" href="#id151">lua</a></h2>
<h2><a class="toc-backref" href="#id152">lua</a></h2>
<p>There are the following ways to invoke this command:</p>
<ol class="arabic">
<li><p class="first"><tt class="docutils literal">lua</tt> (without any parameters)</p>
@ -3270,11 +3288,11 @@ directory. If the filename is not supplied, it loads &quot;dfhack.lua&quot;.</p>
</ol>
</div>
<div class="section" id="embark">
<h2><a class="toc-backref" href="#id152">embark</a></h2>
<h2><a class="toc-backref" href="#id153">embark</a></h2>
<p>Allows to embark anywhere. Currently windows only.</p>
</div>
<div class="section" id="lever">
<h2><a class="toc-backref" href="#id153">lever</a></h2>
<h2><a class="toc-backref" href="#id154">lever</a></h2>
<p>Allow manipulation of in-game levers from the dfhack console.</p>
<p>Can list levers, including state and links, with:</p>
<pre class="literal-block">
@ -3288,7 +3306,7 @@ lever pull 42 --now
</pre>
</div>
<div class="section" id="stripcaged">
<h2><a class="toc-backref" href="#id154">stripcaged</a></h2>
<h2><a class="toc-backref" href="#id155">stripcaged</a></h2>
<p>For dumping items inside cages. Will mark selected items for dumping, then
a dwarf may come and actually dump it. See also <tt class="docutils literal">autodump</tt>.</p>
<p>With the <tt class="docutils literal">items</tt> argument, only dumps items laying in the cage, excluding
@ -3306,11 +3324,11 @@ stripcaged weapons 25321 34228
</pre>
</div>
<div class="section" id="undump-buildings">
<h2><a class="toc-backref" href="#id155">undump-buildings</a></h2>
<h2><a class="toc-backref" href="#id156">undump-buildings</a></h2>
<p>Undesignates building base materials for dumping.</p>
</div>
<div class="section" id="create-items">
<h2><a class="toc-backref" href="#id156">create-items</a></h2>
<h2><a class="toc-backref" href="#id157">create-items</a></h2>
<p>Spawn arbitrary items under the cursor.</p>
<p>The first argument gives the item category, the second gives the material,
and the optionnal third gives the number of items to create (defaults to 20).</p>
@ -3332,7 +3350,7 @@ create-items bar adamantine
</pre>
</div>
<div class="section" id="locate-ore">
<h2><a class="toc-backref" href="#id157">locate-ore</a></h2>
<h2><a class="toc-backref" href="#id158">locate-ore</a></h2>
<p>Scan the map for metal ores.</p>
<p>Finds and designate for digging one tile of a specific metal ore.
Only works for native metal ores, does not handle reaction stuff (eg STEEL).</p>
@ -3345,7 +3363,7 @@ locate-ore iron</dd>
</dl>
</div>
<div class="section" id="soundsense-season">
<h2><a class="toc-backref" href="#id158">soundsense-season</a></h2>
<h2><a class="toc-backref" href="#id159">soundsense-season</a></h2>
<p>It is a well known issue that Soundsense cannot detect the correct
current season when a savegame is loaded and has to play random
season music until a season switch occurs.</p>
@ -3354,7 +3372,7 @@ to gamelog.txt on every map load to fix this. For best results
call the script from <tt class="docutils literal">dfhack.init</tt>.</p>
</div>
<div class="section" id="multicmd">
<h2><a class="toc-backref" href="#id159">multicmd</a></h2>
<h2><a class="toc-backref" href="#id160">multicmd</a></h2>
<p>Run multiple dfhack commands. The argument is split around the
character ; and all parts are run sequencially as independent
dfhack commands. Useful for hotkeys.</p>
@ -3364,12 +3382,12 @@ dfhack commands. Useful for hotkeys.</p>
</dl>
</div>
<div class="section" id="dfstatus">
<h2><a class="toc-backref" href="#id160">dfstatus</a></h2>
<h2><a class="toc-backref" href="#id161">dfstatus</a></h2>
<p>Show a quick overview of critical stock quantities, including food, dirnks, wood, and various bars.</p>
</div>
</div>
<div class="section" id="in-game-interface-tools">
<h1><a class="toc-backref" href="#id161">In-game interface tools</a></h1>
<h1><a class="toc-backref" href="#id162">In-game interface tools</a></h1>
<p>These tools work by displaying dialogs or overlays in the game window, and
are mostly implemented by lua scripts.</p>
<div class="note">
@ -3384,7 +3402,7 @@ guideline because it arguably just fixes small usability bugs in the game UI.</p
you must enable the plugins which provide them.</p>
</div>
<div class="section" id="dwarf-manipulator">
<h2><a class="toc-backref" href="#id162">Dwarf Manipulator</a></h2>
<h2><a class="toc-backref" href="#id163">Dwarf Manipulator</a></h2>
<p>Implemented by the 'manipulator' plugin.</p>
<p>To activate, open the unit screen and press 'l'.</p>
<img alt="images/manipulator.png" src="images/manipulator.png" />
@ -3425,7 +3443,7 @@ cursor onto that cell instead of toggling it.</li>
directly to the main dwarf mode screen.</p>
</div>
<div class="section" id="search">
<h2><a class="toc-backref" href="#id163">Search</a></h2>
<h2><a class="toc-backref" href="#id164">Search</a></h2>
<p>Implemented by the 'search' plugin.</p>
<p>The search plugin adds search to the Stocks, Animals, Trading, Stockpile,
Noble (assignment candidates), Military (position candidates), Burrows
@ -3456,7 +3474,7 @@ only fat or tallow by forbidding fats, then searching for fat/tallow, and
using Permit Fats again while the list is filtered.</p>
</div>
<div class="section" id="automaterial">
<h2><a class="toc-backref" href="#id164">AutoMaterial</a></h2>
<h2><a class="toc-backref" href="#id165">AutoMaterial</a></h2>
<p>Implemented by the 'automaterial' plugin.</p>
<p>This makes building constructions (walls, floors, fortifications, etc) a little bit
easier by saving you from having to trawl through long lists of materials each time
@ -3484,7 +3502,7 @@ materials, it returns you back to this screen. If you use this along with severa
enabled materials, you should be able to place complex constructions more conveniently.</p>
</div>
<div class="section" id="gui-liquids">
<h2><a class="toc-backref" href="#id165">gui/liquids</a></h2>
<h2><a class="toc-backref" href="#id166">gui/liquids</a></h2>
<p>To use, bind to a key (the example config uses Alt-L) and activate in the 'k' mode.</p>
<img alt="images/liquids.png" src="images/liquids.png" />
<p>This script is a gui front-end to the liquids plugin and works similar to it,
@ -3504,7 +3522,7 @@ rivers power water wheels even when full and technically not flowing.</p>
<p>After setting up the desired operations using the described keys, use <tt class="docutils literal">Enter</tt> to apply them.</p>
</div>
<div class="section" id="gui-mechanisms">
<h2><a class="toc-backref" href="#id166">gui/mechanisms</a></h2>
<h2><a class="toc-backref" href="#id167">gui/mechanisms</a></h2>
<p>To use, bind to a key (the example config uses Ctrl-M) and activate in the 'q' mode.</p>
<img alt="images/mechanisms.png" src="images/mechanisms.png" />
<p>Lists mechanisms connected to the building, and their links. Navigating the list centers
@ -3514,7 +3532,7 @@ focus on the current one. Shift-Enter has an effect equivalent to pressing Enter
re-entering the mechanisms ui.</p>
</div>
<div class="section" id="gui-rename">
<h2><a class="toc-backref" href="#id167">gui/rename</a></h2>
<h2><a class="toc-backref" href="#id168">gui/rename</a></h2>
<p>Backed by the rename plugin, this script allows entering the desired name
via a simple dialog in the game ui.</p>
<ul>
@ -3537,7 +3555,7 @@ their species string.</p>
unit profession change to Ctrl-Shift-T.</p>
</div>
<div class="section" id="gui-room-list">
<h2><a class="toc-backref" href="#id168">gui/room-list</a></h2>
<h2><a class="toc-backref" href="#id169">gui/room-list</a></h2>
<p>To use, bind to a key (the example config uses Alt-R) and activate in the 'q' mode,
either immediately or after opening the assign owner page.</p>
<img alt="images/room-list.png" src="images/room-list.png" />
@ -3545,7 +3563,7 @@ either immediately or after opening the assign owner page.</p>
list, and allows unassigning them.</p>
</div>
<div class="section" id="gui-choose-weapons">
<h2><a class="toc-backref" href="#id169">gui/choose-weapons</a></h2>
<h2><a class="toc-backref" href="#id170">gui/choose-weapons</a></h2>
<p>Bind to a key (the example config uses Ctrl-W), and activate in the Equip-&gt;View/Customize
page of the military screen.</p>
<p>Depending on the cursor location, it rewrites all 'individual choice weapon' entries
@ -3556,14 +3574,14 @@ only that entry, and does it even if it is not 'individual choice'.</p>
and may lead to inappropriate weapons being selected.</p>
</div>
<div class="section" id="gui-clone-uniform">
<h2><a class="toc-backref" href="#id170">gui/clone-uniform</a></h2>
<h2><a class="toc-backref" href="#id171">gui/clone-uniform</a></h2>
<p>Bind to a key (the example config uses Ctrl-C), and activate in the Uniforms
page of the military screen with the cursor in the leftmost list.</p>
<p>When invoked, the script duplicates the currently selected uniform template,
and selects the newly created copy.</p>
</div>
<div class="section" id="gui-guide-path">
<h2><a class="toc-backref" href="#id171">gui/guide-path</a></h2>
<h2><a class="toc-backref" href="#id172">gui/guide-path</a></h2>
<p>Bind to a key (the example config uses Alt-P), and activate in the Hauling menu with
the cursor over a Guide order.</p>
<img alt="images/guide-path.png" src="images/guide-path.png" />
@ -3571,7 +3589,7 @@ the cursor over a Guide order.</p>
computes it when the order is executed for the first time.</p>
</div>
<div class="section" id="gui-workshop-job">
<h2><a class="toc-backref" href="#id172">gui/workshop-job</a></h2>
<h2><a class="toc-backref" href="#id173">gui/workshop-job</a></h2>
<p>Bind to a key (the example config uses Alt-A), and activate with a job selected in
a workshop in the 'q' mode.</p>
<img alt="images/workshop-job.png" src="images/workshop-job.png" />
@ -3607,7 +3625,7 @@ and then try to change the input item type, now it won't let you select <em>plan
you have to unset the material first.</p>
</div>
<div class="section" id="gui-workflow">
<h2><a class="toc-backref" href="#id173">gui/workflow</a></h2>
<h2><a class="toc-backref" href="#id174">gui/workflow</a></h2>
<p>Bind to a key (the example config uses Alt-W), and activate with a job selected
in a workshop in the 'q' mode.</p>
<img alt="images/workflow.png" src="images/workflow.png" />
@ -3654,7 +3672,7 @@ the current stock value. The bright green dashed line is the target
limit (maximum) and the dark green line is that minus the gap (minimum).</p>
</div>
<div class="section" id="gui-assign-rack">
<h2><a class="toc-backref" href="#id174">gui/assign-rack</a></h2>
<h2><a class="toc-backref" href="#id175">gui/assign-rack</a></h2>
<p>Bind to a key (the example config uses P), and activate when viewing a weapon
rack in the 'q' mode.</p>
<img alt="images/assign-rack.png" src="images/assign-rack.png" />
@ -3678,7 +3696,7 @@ the intended user. In order to aid in the choice, it shows the number
of currently assigned racks for every valid squad.</p>
</div>
<div class="section" id="gui-advfort">
<h2><a class="toc-backref" href="#id175">gui/advfort</a></h2>
<h2><a class="toc-backref" href="#id176">gui/advfort</a></h2>
<p>This script allows to perform jobs in adventure mode. For more complete help
press '?' while script is running. It's most confortable to use this as a
keybinding. (e.g. keybinding set Ctrl-T gui/advfort). Possible arguments:</p>
@ -3697,7 +3715,7 @@ implies -a</li>
</div>
</div>
<div class="section" id="gui-companion-order">
<h2><a class="toc-backref" href="#id176">gui/companion-order</a></h2>
<h2><a class="toc-backref" href="#id177">gui/companion-order</a></h2>
<p>A script to issue orders for companions. Select companions with lower case chars, issue orders with upper
case. Must be in look or talk mode to issue command on tile.</p>
<img alt="images/companion-order.png" src="images/companion-order.png" />
@ -3713,7 +3731,7 @@ case. Must be in look or talk mode to issue command on tile.</p>
</ul>
</div>
<div class="section" id="gui-gm-editor">
<h2><a class="toc-backref" href="#id177">gui/gm-editor</a></h2>
<h2><a class="toc-backref" href="#id178">gui/gm-editor</a></h2>
<p>There are three ways to open this editor:</p>
<ul class="simple">
<li>using gui/gm-editor command/keybinding - opens editor on what is selected
@ -3728,14 +3746,14 @@ the same as version above.</li>
in-game help.</p>
</div>
<div class="section" id="gui-mod-manager">
<h2><a class="toc-backref" href="#id178">gui/mod-manager</a></h2>
<h2><a class="toc-backref" href="#id179">gui/mod-manager</a></h2>
<p>A way to simply install and remove small mods. It looks for specially formatted mods in
df subfolder 'mods'. Mods are not included, for example mods see: <a class="reference external" href="https://github.com/warmist/df-mini-mods">github mini mod repository</a></p>
<img alt="images/mod-manager.png" src="images/mod-manager.png" />
</div>
</div>
<div class="section" id="behavior-mods">
<h1><a class="toc-backref" href="#id179">Behavior Mods</a></h1>
<h1><a class="toc-backref" href="#id180">Behavior Mods</a></h1>
<p>These plugins, when activated via configuration UI or by detecting certain
structures in RAWs, modify the game engine behavior concerning the target
objects to add features not otherwise present.</p>
@ -3746,20 +3764,20 @@ technical challenge, and do not represent any long-term plans to produce more
similar modifications of the game.</p>
</div>
<div class="section" id="siege-engine">
<h2><a class="toc-backref" href="#id180">Siege Engine</a></h2>
<h2><a class="toc-backref" href="#id181">Siege Engine</a></h2>
<p>The siege-engine plugin enables siege engines to be linked to stockpiles, and
aimed at an arbitrary rectangular area across Z levels, instead of the original
four directions. Also, catapults can be ordered to load arbitrary objects, not
just stones.</p>
<div class="section" id="rationale">
<h3><a class="toc-backref" href="#id181">Rationale</a></h3>
<h3><a class="toc-backref" href="#id182">Rationale</a></h3>
<p>Siege engines are a very interesting feature, but sadly almost useless in the current state
because they haven't been updated since 2D and can only aim in four directions. This is an
attempt to bring them more up to date until Toady has time to work on it. Actual improvements,
e.g. like making siegers bring their own, are something only Toady can do.</p>
</div>
<div class="section" id="configuration-ui">
<h3><a class="toc-backref" href="#id182">Configuration UI</a></h3>
<h3><a class="toc-backref" href="#id183">Configuration UI</a></h3>
<p>The configuration front-end to the plugin is implemented by the gui/siege-engine
script. Bind it to a key (the example config uses Alt-A) and activate after selecting
a siege engine in 'q' mode.</p>
@ -3782,7 +3800,7 @@ menu.</p>
</div>
</div>
<div class="section" id="power-meter">
<h2><a class="toc-backref" href="#id183">Power Meter</a></h2>
<h2><a class="toc-backref" href="#id184">Power Meter</a></h2>
<p>The power-meter plugin implements a modified pressure plate that detects power being
supplied to gear boxes built in the four adjacent N/S/W/E tiles.</p>
<p>The configuration front-end is implemented by the gui/power-meter script. Bind it to a
@ -3793,11 +3811,11 @@ in the build menu.</p>
configuration page, but configures parameters relevant to the modded power meter building.</p>
</div>
<div class="section" id="steam-engine">
<h2><a class="toc-backref" href="#id184">Steam Engine</a></h2>
<h2><a class="toc-backref" href="#id185">Steam Engine</a></h2>
<p>The steam-engine plugin detects custom workshops with STEAM_ENGINE in
their token, and turns them into real steam engines.</p>
<div class="section" id="id1">
<h3><a class="toc-backref" href="#id185">Rationale</a></h3>
<h3><a class="toc-backref" href="#id186">Rationale</a></h3>
<p>The vanilla game contains only water wheels and windmills as sources of
power, but windmills give relatively little power, and water wheels require
flowing water, which must either be a real river and thus immovable and
@ -3808,7 +3826,7 @@ it can be done just by combining existing features of the game engine
in a new way with some glue code and a bit of custom logic.</p>
</div>
<div class="section" id="construction">
<h3><a class="toc-backref" href="#id186">Construction</a></h3>
<h3><a class="toc-backref" href="#id187">Construction</a></h3>
<p>The workshop needs water as its input, which it takes via a
passable floor tile below it, like usual magma workshops do.
The magma version also needs magma.</p>
@ -3832,7 +3850,7 @@ short axles that can be built later than both of the engines.</p>
</div>
</div>
<div class="section" id="operation">
<h3><a class="toc-backref" href="#id187">Operation</a></h3>
<h3><a class="toc-backref" href="#id188">Operation</a></h3>
<p>In order to operate the engine, queue the Stoke Boiler job (optionally
on repeat). A furnace operator will come, possibly bringing a bar of fuel,
and perform it. As a result, a &quot;boiling water&quot; item will appear
@ -3863,7 +3881,7 @@ decrease it by further 4%, and also decrease the whole steam
use rate by 10%.</p>
</div>
<div class="section" id="explosions">
<h3><a class="toc-backref" href="#id188">Explosions</a></h3>
<h3><a class="toc-backref" href="#id189">Explosions</a></h3>
<p>The engine must be constructed using barrel, pipe and piston
from fire-safe, or in the magma version magma-safe metals.</p>
<p>During operation weak parts get gradually worn out, and
@ -3872,7 +3890,7 @@ toppled during operation by a building destroyer, or a
tantruming dwarf.</p>
</div>
<div class="section" id="save-files">
<h3><a class="toc-backref" href="#id189">Save files</a></h3>
<h3><a class="toc-backref" href="#id190">Save files</a></h3>
<p>It should be safe to load and view engine-using fortresses
from a DF version without DFHack installed, except that in such
case the engines won't work. However actually making modifications
@ -3883,7 +3901,7 @@ being generated.</p>
</div>
</div>
<div class="section" id="add-spatter">
<h2><a class="toc-backref" href="#id190">Add Spatter</a></h2>
<h2><a class="toc-backref" href="#id191">Add Spatter</a></h2>
<p>This plugin makes reactions with names starting with <tt class="docutils literal">SPATTER_ADD_</tt>
produce contaminants on the items instead of improvements. The produced
contaminants are immune to being washed away by water or destroyed by

@ -1397,6 +1397,8 @@ Subcommands that persist until disabled or DF quit:
:adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (bug 6481).
:confirm-embark: Adds a prompt before embarking (on the "prepare carefully" screen).
fix-armory
----------
@ -2068,6 +2070,20 @@ Tools:
* ``sand``: Displays an indicator when sand is present in the currently-selected area, similar to the default clay/stone indicators.
* ``sticky``: Maintains the selected local area while navigating the world map
petcapRemover
-------------
This plugin allows you to remove or raise the pet population cap. In vanilla DF, pets will not reproduce unless the population is below 50 and the number of children of that species is below a certain percentage. This plugin allows removing the second restriction and removing or raising the first. Pets still require PET or PET_EXOTIC tags in order to reproduce. Type help petcapRemover for exact usage. In order to make population more stable and avoid sudden population booms as you go below the raised population cap, this plugin counts pregnancies toward the new population cap. It can still go over, but only in the case of multiple births.
`petcapRemover`
cause pregnancies now and schedule the next check
`petcapRemover every n`
set how often in ticks the plugin checks for possible pregnancies
`petcapRemover cap n`
set the new cap to n. if n = 0, no cap
`petcapRemover pregtime n`
sets the pregnancy duration to n ticks. natural pregnancies are 300000 ticks for the current race and 200000 for everyone else
misery
------
When enabled, every new negative dwarven thought will be multiplied by a factor (2 by default).

@ -182,7 +182,7 @@ enum _filetype {
namespace DFHack {
namespace Filesystem {
DFHACK_EXPORT bool chdir (std::string path);
DFHACK_EXPORT char * getcwd ();
DFHACK_EXPORT std::string getcwd ();
DFHACK_EXPORT bool mkdir (std::string path);
DFHACK_EXPORT bool rmdir (std::string path);
DFHACK_EXPORT bool stat (std::string path, STAT_STRUCT &info);

@ -54,14 +54,18 @@ bool DFHack::Filesystem::chdir (std::string path)
return !(bool)::chdir(path.c_str());
}
char * DFHack::Filesystem::getcwd ()
std::string DFHack::Filesystem::getcwd ()
{
char *path;
char buf[LFS_MAXPATHLEN];
if ((path = ::getcwd(buf, LFS_MAXPATHLEN)) == NULL)
return NULL;
else
return path;
std::string result = "";
#ifdef _WIN32
if ((path = ::_getcwd(buf, LFS_MAXPATHLEN)) != NULL)
#else
if ((path = ::getcwd(buf, LFS_MAXPATHLEN)) != NULL)
#endif
result = buf;
return result;
}
bool DFHack::Filesystem::mkdir (std::string path)
@ -88,7 +92,7 @@ bool DFHack::Filesystem::rmdir (std::string path)
}
#ifdef _WIN32
_filetype *mode2type (unsigned short mode) {
_filetype mode2type (unsigned short mode) {
#else
_filetype mode2type (mode_t mode) {
#endif

@ -167,6 +167,7 @@ if (BUILD_SUPPORTED)
DFHACK_PLUGIN(command-prompt command-prompt.cpp)
DFHACK_PLUGIN(building-hacks building-hacks.cpp LINK_LIBRARIES lua)
DFHACK_PLUGIN(embark-tools embark-tools.cpp)
DFHACK_PLUGIN(petcapRemover petcapRemover.cpp)
endif()
# this is the skeleton plugin. If you want to make your own, make a copy and then change it

@ -12,11 +12,13 @@
#include <set>
#include <list>
#include <utility>
#include <vector>
#include "df/interface_key.h"
#include "df/ui.h"
#include "df/graphic.h"
#include "df/enabler.h"
using namespace DFHack;
using namespace df::enums;
@ -24,6 +26,8 @@ using df::global::ui;
using df::global::gps;
using df::global::enabler;
std::vector<std::string> command_history;
class viewscreen_commandpromptst;
class prompt_ostream:public buffered_color_ostream
{
@ -44,12 +48,25 @@ public:
void render();
void help() { }
int8_t movies_okay() { return 0; }
std::string getFocusString() { return "commandprompt"; }
viewscreen_commandpromptst(std::string entry):is_response(false),entry(entry)
viewscreen_commandpromptst(std::string entry):is_response(false)
{
show_fps=df::global::gps->display_frames;
df::global::gps->display_frames=0;
cursor_pos = 0;
frame = 0;
history_idx = command_history.size();
if (history_idx > 0)
{
if (command_history[history_idx - 1] == "")
{
command_history.pop_back();
history_idx--;
}
}
command_history.push_back(entry);
}
~viewscreen_commandpromptst()
{
@ -65,12 +82,50 @@ public:
responses.push_back(std::make_pair(v, part + '\n'));
}
}
std::string get_entry()
{
return command_history[history_idx];
}
void set_entry(std::string entry)
{
command_history[history_idx] = entry;
}
void back_word()
{
std::string entry = get_entry();
if (cursor_pos == 0)
return;
cursor_pos--;
while (cursor_pos > 0 && !isalnum(entry[cursor_pos]))
cursor_pos--;
while (cursor_pos > 0 && isalnum(entry[cursor_pos]))
cursor_pos--;
if (!isalnum(entry[cursor_pos]) && cursor_pos != 0)
cursor_pos++;
}
void forward_word()
{
std::string entry = get_entry();
int len = entry.size();
if (cursor_pos == len)
return;
cursor_pos++;
while (cursor_pos <= len && !isalnum(entry[cursor_pos]))
cursor_pos++;
while (cursor_pos <= len && isalnum(entry[cursor_pos]))
cursor_pos++;
if (cursor_pos > len)
cursor_pos = len;
}
protected:
std::list<std::pair<color_value,std::string> > responses;
int cursor_pos;
int history_idx;
bool is_response;
bool show_fps;
int frame;
void submit();
std::string entry;
};
void prompt_ostream::flush_proxy()
{
@ -82,6 +137,9 @@ void prompt_ostream::flush_proxy()
}
void viewscreen_commandpromptst::render()
{
++frame;
if (frame >= df::global::enabler->gfps)
frame = 0;
if (Screen::isDismissed(this))
return;
@ -101,14 +159,25 @@ void viewscreen_commandpromptst::render()
}
else
{
std::string entry = get_entry();
Screen::fillRect(Screen::Pen(' ', 7, 0),0,0,dim.x,0);
Screen::paintString(Screen::Pen(' ', 7, 0), 0, 0,"[DFHack]#");
if(entry.size()<dim.x)
std::string cursor = (frame < df::global::enabler->gfps / 2) ? "_" : " ";
if(cursor_pos < (dim.x - 10))
{
Screen::paintString(Screen::Pen(' ', 7, 0), 10,0 , entry);
if (entry.size() > dim.x - 10)
Screen::paintTile(Screen::Pen('\032', 7, 0), dim.x - 1, 0);
if (cursor != " ")
Screen::paintString(Screen::Pen(' ', 10, 0), 10 + cursor_pos, 0, cursor);
}
else
{
Screen::paintTile(Screen::Pen('>', 7, 0), 9, 0);
Screen::paintString(Screen::Pen(' ', 7, 0), 10, 0, entry.substr(entry.size()-dim.x));
size_t start = cursor_pos - dim.x + 10 + 1;
Screen::paintTile(Screen::Pen('\033', 7, 0), 9, 0);
Screen::paintString(Screen::Pen(' ', 7, 0), 10, 0, entry.substr(start));
if (cursor != " ")
Screen::paintString(Screen::Pen(' ', 10, 0), dim.x - 1, 0, cursor);
}
}
}
@ -120,9 +189,8 @@ void viewscreen_commandpromptst::submit()
Screen::dismiss(this);
return;
}
//color_ostream_proxy out(Core::getInstance().getConsole());
prompt_ostream out(this);
Core::getInstance().runCommand(out, entry);
Core::getInstance().runCommand(out, get_entry());
if(out.empty() && responses.empty())
Screen::dismiss(this);
else
@ -132,7 +200,8 @@ void viewscreen_commandpromptst::submit()
}
void viewscreen_commandpromptst::feed(std::set<df::interface_key> *events)
{
int old_pos = cursor_pos;
std::string entry = get_entry();
bool leave_all = events->count(interface_key::LEAVESCREEN_ALL);
if (leave_all || events->count(interface_key::LEAVESCREEN))
{
@ -144,6 +213,8 @@ void viewscreen_commandpromptst::feed(std::set<df::interface_key> *events)
parent->feed(events);
events->clear();
}
//if (command_history.size() && !entry.size())
// command_history.pop_back();
return;
}
if (events->count(interface_key::SELECT))
@ -158,16 +229,75 @@ void viewscreen_commandpromptst::feed(std::set<df::interface_key> *events)
auto key = *it;
if (key==interface_key::STRING_A000) //delete?
{
if(entry.size())
entry.resize(entry.size()-1);
if(entry.size() && cursor_pos > 0)
{
entry.erase(cursor_pos - 1, 1);
cursor_pos--;
}
if(cursor_pos > entry.size())
cursor_pos = entry.size();
continue;
}
if (key >= interface_key::STRING_A000 &&
key <= interface_key::STRING_A255)
{
entry.push_back(char(key - interface_key::STRING_A000));
entry.insert(cursor_pos, 1, char(key - interface_key::STRING_A000));
cursor_pos++;
set_entry(entry);
return;
}
}
// Prevent number keys from moving cursor
if(events->count(interface_key::CURSOR_RIGHT))
{
cursor_pos++;
if (cursor_pos > entry.size())
cursor_pos = entry.size();
}
else if(events->count(interface_key::CURSOR_LEFT))
{
cursor_pos--;
if (cursor_pos < 0) cursor_pos = 0;
}
else if(events->count(interface_key::CURSOR_RIGHT_FAST))
{
forward_word();
}
else if(events->count(interface_key::CURSOR_LEFT_FAST))
{
back_word();
}
else if(events->count(interface_key::CUSTOM_CTRL_A))
{
cursor_pos = 0;
}
else if(events->count(interface_key::CUSTOM_CTRL_E))
{
cursor_pos = entry.size();
}
else if(events->count(interface_key::CURSOR_UP))
{
history_idx--;
if (history_idx < 0)
history_idx = 0;
entry = get_entry();
cursor_pos = entry.size();
}
else if(events->count(interface_key::CURSOR_DOWN))
{
if (history_idx < command_history.size() - 1)
{
history_idx++;
if (history_idx >= command_history.size())
history_idx = command_history.size() - 1;
entry = get_entry();
cursor_pos = entry.size();
}
}
set_entry(entry);
if (old_pos != cursor_pos)
frame = 0;
}
DFHACK_PLUGIN("command-prompt");
command_result show_prompt(color_ostream &out, std::vector <std::string> & parameters)

@ -0,0 +1,213 @@
#include "Console.h"
#include "Core.h"
#include "DataDefs.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/EventManager.h"
#include "modules/Maps.h"
#include "df/caste_raw.h"
#include "df/caste_raw_flags.h"
#include "df/creature_raw.h"
#include "df/profession.h"
#include "df/unit.h"
#include "df/world.h"
#include <map>
#include <vector>
using namespace DFHack;
using namespace std;
static int32_t howOften = 10000;
static int32_t popcap = 100;
static int32_t pregtime = 200000;
DFHACK_PLUGIN_IS_ENABLED(is_enabled);
command_result petcapRemover (color_ostream &out, std::vector <std::string> & parameters);
DFHACK_PLUGIN("petcapRemover");
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand(
"petcapRemover",
"Removes the pet population cap by causing pregnancies.",
petcapRemover,
false, //allow non-interactive use
"petcapRemover\n"
" does pregnancies now and schedules the next check\n"
"petcapRemover every n\n"
" set how often in ticks the plugin checks for possible pregnancies\n"
"petcapRemover cap n\n"
" sets the new cap to n. if n = 0, no cap. Caps between 1 and 50 effectively don't do anything because normal DF pregnancies will continue to happen below that cap.\n"
"petcapRemover pregtime n\n"
" sets the pregnancy duration to n ticks. Natural pregnancies are 300000 ticks for the current race and 200000 ticks for everyone else.\n"
));
return CR_OK;
}
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
return CR_OK;
}
bool impregnate(df::unit* female, df::unit* male);
void impregnateMany() {
map<int32_t, vector<int32_t> > males;
map<int32_t, vector<int32_t> > females;
map<int32_t, int32_t> popcount;
auto units = df::global::world->units.all;
for ( size_t a = 0; a < units.size(); a++ ) {
df::unit* unit = units[a];
if ( unit->flags1.bits.dead || unit->flags1.bits.active_invader || unit->flags2.bits.underworld || unit->flags2.bits.visitor_uninvited || unit->flags2.bits.visitor )
continue;
popcount[unit->race]++;
if ( unit->relations.pregnancy_genes ) {
//already pregnant
//for player convenience and population stability, count the fetus toward the population cap
popcount[unit->race]++;
continue;
}
if ( unit->flags1.bits.caged )
continue;
int32_t race = unit->race;
int16_t caste = unit->caste;
df::creature_raw* creatureRaw = df::global::world->raws.creatures.all[race];
df::caste_raw* casteRaw = creatureRaw->caste[caste];
//must have PET or PET_EXOTIC
if ( !(casteRaw->flags.is_set(df::enums::caste_raw_flags::PET) || casteRaw->flags.is_set(df::enums::caste_raw_flags::PET_EXOTIC) ) )
continue;
//check for adulthood
if ( unit->profession == df::enums::profession::CHILD || unit->profession == df::enums::profession::BABY )
continue;
if ( unit->sex == 1 )
males[unit->race].push_back(a);
else
females[unit->race].push_back(a);
}
for ( auto i = females.begin(); i != females.end(); i++ ) {
int32_t race = i->first;
vector<int32_t>& femalesList = i->second;
for ( size_t a = 0; a < femalesList.size(); a++ ) {
if ( popcap > 0 && popcount[race] >= popcap )
break;
vector<int32_t> compatibles;
df::coord pos1 = units[femalesList[a]]->pos;
if ( males.find(i->first) == males.end() )
continue;
vector<int32_t>& malesList = males[i->first];
for ( size_t b = 0; b < malesList.size(); b++ ) {
df::coord pos2 = units[malesList[b]]->pos;
if ( Maps::canWalkBetween(pos1,pos2) )
compatibles.push_back(malesList[b]);
}
if ( compatibles.empty() )
continue;
size_t maleIndex = (size_t)(compatibles.size()*((float)rand() / (1+(float)RAND_MAX)));
if ( impregnate(units[femalesList[a]], units[compatibles[maleIndex]]) )
popcount[race]++;
}
}
}
bool impregnate(df::unit* female, df::unit* male) {
if ( !female || !male )
return false;
if ( female->relations.pregnancy_genes )
return false;
df::unit_genes* preg = new df::unit_genes;
*preg = male->appearance.genes;
female->relations.pregnancy_genes = preg;
female->relations.pregnancy_timer = pregtime; //300000 for dwarves
female->relations.pregnancy_caste = male->caste;
return true;
}
void tickHandler(color_ostream& out, void* data) {
if ( !is_enabled )
return;
CoreSuspender suspend;
impregnateMany();
EventManager::unregisterAll(plugin_self);
EventManager::EventHandler handle(tickHandler, howOften);
EventManager::registerTick(handle, howOften, plugin_self);
}
command_result petcapRemover (color_ostream &out, std::vector <std::string> & parameters)
{
CoreSuspender suspend;
for ( size_t a = 0; a < parameters.size(); a++ ) {
if ( parameters[a] == "every" ) {
if ( a+1 >= parameters.size() )
return CR_WRONG_USAGE;
int32_t old = howOften;
howOften = atoi(parameters[a+1].c_str());
if (howOften < -1) {
howOften = old;
return CR_WRONG_USAGE;
}
a++;
continue;
} else if ( parameters[a] == "cap" ) {
if ( a+1 >= parameters.size() )
return CR_WRONG_USAGE;
int32_t old = popcap;
popcap = atoi(parameters[a+1].c_str());
if ( popcap < 0 ) {
popcap = old;
return CR_WRONG_USAGE;
}
a++;
continue;
} else if ( parameters[a] == "pregtime" ) {
if ( a+1 >= parameters.size() )
return CR_WRONG_USAGE;
int32_t old = pregtime;
pregtime = atoi(parameters[a+1].c_str());
if ( pregtime <= 0 ) {
pregtime = old;
return CR_WRONG_USAGE;
}
a++;
continue;
}
out.print("%s, line %d: invalid argument: %s\n", __FILE__, __LINE__, parameters[a].c_str());
return CR_WRONG_USAGE;
}
if ( howOften < 0 ) {
is_enabled = false;
return CR_OK;
}
is_enabled = true;
EventManager::unregisterAll(plugin_self);
EventManager::EventHandler handle(tickHandler, howOften);
EventManager::registerTick(handle, howOften, plugin_self);
out.print("petcapRemover: howOften = every %d ticks, popcap per species = %d, preg time = %d ticks.\n", howOften, popcap, pregtime);
return CR_OK;
}
DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
if (enable != is_enabled)
{
is_enabled = enable;
if ( !is_enabled ) {
EventManager::unregisterAll(plugin_self);
}
}
return CR_OK;
}

@ -407,7 +407,7 @@ struct confirm_embark_hook : df::viewscreen_setupdwarfgamest
x = 2, y = 4;
int32_t points = this->points_remaining;
OutputString(COLOR_WHITE, x, y, "Points left: ");
OutputString((points ? COLOR_YELLOW : COLOR_LIGHTGREEN), x, y, std::to_string(points));
OutputString((points ? COLOR_YELLOW : COLOR_LIGHTGREEN), x, y, std::to_string((unsigned long long/*won't compile on windows otherwise*/)points));
x = dim.x - 10, y = dim.y - 1;
OutputString(COLOR_WHITE, x, y, "DFHack");
}