Add "showmood" plugin, provides a detailed description of the currently
active mood (if any)develop
parent
7f23c322a2
commit
e3f875b9a5
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// Show details of currently active strange mood, if any
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#include "Core.h"
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#include "Console.h"
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#include "Export.h"
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#include "PluginManager.h"
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#include "modules/Materials.h"
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#include "modules/Translation.h"
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#include "DataDefs.h"
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#include "df/world.h"
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#include "df/job.h"
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#include "df/job_item.h"
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#include "df/general_ref.h"
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#include "df/builtin_mats.h"
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#include "df/inorganic_raw.h"
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#include "df/matter_state.h"
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#include "df/unit.h"
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#include "df/building.h"
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using std::string;
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using std::vector;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::world;
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DFhackCExport command_result df_showmood (Core * c, vector <string> & parameters)
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{
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if (!parameters.empty())
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return CR_WRONG_USAGE;
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Translation *trans = c->getTranslation();
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trans->Start();
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CoreSuspender suspend(c);
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bool found = false;
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for (df::job_list_link *cur = world->job_list.next; cur != NULL; cur = cur->next)
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{
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df::job *job = cur->item;
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if ((job->job_type < job_type::StrangeMoodCrafter) || (job->job_type > job_type::StrangeMoodMechanics))
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continue;
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found = true;
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df::unit *unit = NULL;
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df::building *building = NULL;
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for (int i = 0; i < job->references.size(); i++)
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{
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df::general_ref *ref = job->references[i];
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if (ref->getType() == general_ref_type::UNIT_WORKER)
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unit = ref->getUnit();
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if (ref->getType() == general_ref_type::BUILDING_HOLDER)
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building = ref->getBuilding();
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}
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if (!unit)
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{
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c->con.printerr("Found strange mood not attached to any dwarf!\n");
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continue;
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}
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if (unit->mood == mood_type::None)
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{
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c->con.printerr("Dwarf with strange mood does not have a mood type!\n");
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continue;
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}
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c->con.print("%s %s is currently ", unit->name.first_name.c_str(), trans->TranslateName(&unit->name, false).c_str());
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switch (unit->mood)
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{
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case mood_type::Macabre:
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c->con.print("in a macabre mood");
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if (job->job_type != job_type::StrangeMoodBrooding)
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c->con.print(" (but isn't actually in a macabre mood?)");
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break;
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case mood_type::Fell:
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c->con.print("in a fell mood");
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if (job->job_type != job_type::StrangeMoodFell)
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c->con.print(" (but isn't actually in a fell mood?)");
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break;
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case mood_type::Fey:
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case mood_type::Secretive:
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case mood_type::Possessed:
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switch (unit->mood)
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{
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case mood_type::Fey:
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c->con.print("in a fey mood");
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break;
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case mood_type::Secretive:
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c->con.print("in a secretive mood");
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break;
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case mood_type::Possessed:
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c->con.print("possessed");
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break;
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}
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c->con.print(" with intent to ");
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switch (job->job_type)
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{
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case job_type::StrangeMoodCrafter:
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c->con.print("become a Craftsdwarf (or Engraver)");
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break;
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case job_type::StrangeMoodJeweller:
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c->con.print("become a Jeweler");
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break;
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case job_type::StrangeMoodForge:
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c->con.print("become a Metalworker");
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break;
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case job_type::StrangeMoodMagmaForge:
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c->con.print("become a Metalworker using a Magma Forge");
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break;
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case job_type::StrangeMoodCarpenter:
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c->con.print("become a Carpenter");
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break;
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case job_type::StrangeMoodMason:
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c->con.print("become a Mason (or Miner)");
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break;
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case job_type::StrangeMoodBowyer:
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c->con.print("become a Bowyer");
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break;
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case job_type::StrangeMoodTanner:
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c->con.print("become a Leatherworker (or Tanner)");
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break;
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case job_type::StrangeMoodWeaver:
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c->con.print("become a Clothier (or Weaver)");
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break;
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case job_type::StrangeMoodGlassmaker:
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c->con.print("become a Glassmaker");
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break;
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case job_type::StrangeMoodMechanics:
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c->con.print("become a Mechanic");
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break;
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case job_type::StrangeMoodBrooding:
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c->con.print("enter a macabre mood?");
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break;
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case job_type::StrangeMoodFell:
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c->con.print("enter a fell mood?");
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break;
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}
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break;
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default:
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c->con.print("insane?");
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break;
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}
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if (building)
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{
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string name;
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building->getName(&name);
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c->con.print(" and has claimed a %s\n", name.c_str());
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}
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else
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c->con.print(" and has not yet claimed a workshop\n");
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for (int i = 0; i < job->job_items.size(); i++)
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{
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df::job_item *item = job->job_items[i];
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c->con.print("Item %i: ", i + 1);
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MaterialInfo matinfo(item->mat_type, item->mat_index);
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string mat_name = matinfo.toString();
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if (mat_name == "NONE")
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mat_name = "any";
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switch (item->item_type)
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{
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case item_type::BOULDER:
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c->con.print("%s boulder", mat_name.c_str());
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break;
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case item_type::BLOCKS:
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c->con.print("%s blocks", mat_name.c_str());
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break;
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case item_type::WOOD:
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c->con.print("%s logs", mat_name.c_str());
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break;
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case item_type::BAR:
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if (mat_name == "rock")
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mat_name = "metal";
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if ((matinfo.mode == MaterialInfo::Inorganic) && (matinfo.inorganic->flags.is_set(inorganic_flags::WAFERS)))
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c->con.print("%s wafers", mat_name.c_str());
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else
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c->con.print("%s bars", mat_name.c_str());
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break;
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case item_type::SMALLGEM:
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c->con.print("%s cut gems", mat_name.c_str());
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break;
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case item_type::ROUGH:
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if (item->mat_type == 0)
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{
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if (item->mat_index == -1)
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mat_name = "any";
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c->con.print("%s rough gems", mat_name.c_str());
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}
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else
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c->con.print("raw %s", mat_name.c_str());
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break;
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case item_type::SKIN_TANNED:
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c->con.print("%s leather", mat_name.c_str());
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break;
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case item_type::CLOTH:
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if (mat_name == "any")
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{
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if (item->flags2.bits.plant)
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mat_name = "any plant fiber";
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else if (item->flags2.bits.silk)
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mat_name = "any silk";
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else if (item->flags2.bits.yarn)
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mat_name = "any yarn";
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}
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c->con.print("%s cloth", mat_name.c_str());
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break;
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case item_type::NONE:
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if (item->flags2.bits.body_part)
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{
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if (item->flags2.bits.bone)
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c->con.print("%s bones", mat_name.c_str());
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else if (item->flags2.bits.shell)
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c->con.print("%s shells", mat_name.c_str());
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else if (item->flags2.bits.horn)
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c->con.print("%s horns", mat_name.c_str());
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else if (item->flags2.bits.pearl)
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c->con.print("%s pearls", mat_name.c_str());
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else if (item->flags2.bits.ivory_tooth)
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c->con.print("%s ivory/teeth", mat_name.c_str());
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else
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c->con.print("%s unknown body parts", mat_name.c_str());
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}
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else
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c->con.print("indeterminate %s item", mat_name.c_str());
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break;
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default:
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c->con.print("item %s:%s with flags %08x,%08x,%08x",
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df::enums::item_type::get_key(item->item_type),
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(item->item_subtype == -1) ? "NONE" : "???",
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item->flags1.whole,
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item->flags2.whole,
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item->flags3.whole);
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break;
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}
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c->con.print(", quantity %i\n", item->quantity);
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}
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}
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trans->Finish();
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if (!found)
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c->con.print("No strange moods currently active.\n");
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return CR_OK;
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}
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DFhackCExport const char *plugin_name ( void )
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{
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return "showmood";
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}
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DFhackCExport command_result plugin_init (Core *c, std::vector<PluginCommand> &commands)
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{
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commands.clear();
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commands.push_back(PluginCommand("showmood", "Shows items needed for current strange mood.", df_showmood));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( Core * c )
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{
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return CR_OK;
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}
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