@ -336,12 +336,11 @@ DFhackCExport command_result plugin_onupdate ( color_ostream &out )
int32_t getUnitAge ( df : : unit * unit ) ;
int32_t getUnitAge ( df : : unit * unit ) ;
bool isTame ( df : : unit * unit ) ;
bool isTame ( df : : unit * unit ) ;
bool isTrained ( df : : unit * unit ) ;
bool isTrained ( df : : unit * unit ) ;
bool isTrained ( df : : unit * creature ) ;
bool isWar ( df : : unit * unit ) ;
bool isWar ( df : : unit * creature ) ;
bool isHunter ( df : : unit * unit ) ;
bool isHunter ( df : : unit * creature ) ;
bool isOwnCiv ( df : : unit * unit ) ;
bool isOwnCiv ( df : : unit * creature ) ;
bool isMerchant ( df : : unit * unit ) ;
bool isMerchant ( df : : unit * creature ) ;
bool isForest ( df : : unit * unit ) ;
bool isForest ( df : : unit * creature ) ;
bool isActivityZone ( df : : building * building ) ;
bool isActivityZone ( df : : building * building ) ;
bool isPenPasture ( df : : building * building ) ;
bool isPenPasture ( df : : building * building ) ;
@ -433,44 +432,46 @@ bool isTame(df::unit* creature)
}
}
// check if trained (might be useful if pasturing war dogs etc)
// check if trained (might be useful if pasturing war dogs etc)
bool isTrained ( df : : unit * creature )
bool isTrained ( df : : unit * unit )
{
{
// case a: trained for war/hunting (those don't have a training level, strangely)
if ( isWar ( unit ) | | isHunter ( unit ) )
return true ;
// case b: tamed and trained wild creature, gets a training level
bool trained = false ;
bool trained = false ;
if ( creature - > flags1 . bits . tame )
switch ( unit - > training_level )
{
{
switch ( creature - > training_level )
case df : : animal_training_level : : Trained :
{
case df : : animal_training_level : : WellTrained :
case df : : animal_training_level : : Trained :
case df : : animal_training_level : : SkilfullyTrained :
case df : : animal_training_level : : WellTrained :
case df : : animal_training_level : : ExpertlyTrained :
case df : : animal_training_level : : SkilfullyTrained :
case df : : animal_training_level : : ExceptionallyTrained :
case df : : animal_training_level : : ExpertlyTrained :
case df : : animal_training_level : : MasterfullyTrained :
case df : : animal_training_level : : ExceptionallyTrained :
//case df::animal_training_level::Domesticated:
case df : : animal_training_level : : MasterfullyTrained :
trained = true ;
//case df::animal_training_level::Domesticated:
break ;
trained = true ;
default :
break ;
break ;
default :
break ;
}
}
}
return trained ;
return trained ;
}
}
// check for profession "war creature"
// check for profession "war creature"
bool isWar ( df : : unit * creature )
bool isWar ( df : : unit * unit )
{
{
if ( creature - > profession = = df : : profession : : TRAINED_WAR
if ( unit - > profession = = df : : profession : : TRAINED_WAR
| | creature - > profession2 = = df : : profession : : TRAINED_WAR )
| | unit - > profession2 = = df : : profession : : TRAINED_WAR )
return true ;
return true ;
else
else
return false ;
return false ;
}
}
// check for profession "hunting creature"
// check for profession "hunting creature"
bool isHunter ( df : : unit * creature )
bool isHunter ( df : : unit * unit )
{
{
if ( creature - > profession = = df : : profession : : TRAINED_HUNTER
if ( unit - > profession = = df : : profession : : TRAINED_HUNTER
| | creature - > profession2 = = df : : profession : : TRAINED_HUNTER )
| | unit - > profession2 = = df : : profession : : TRAINED_HUNTER )
return true ;
return true ;
else
else
return false ;
return false ;
@ -478,16 +479,16 @@ bool isHunter(df::unit* creature)
// check if creature belongs to the player's civilization
// check if creature belongs to the player's civilization
// (don't try to pasture/slaughter random untame animals)
// (don't try to pasture/slaughter random untame animals)
bool isOwnCiv ( df : : unit * creature )
bool isOwnCiv ( df : : unit * unit )
{
{
return creature - > civ_id = = ui - > civ_id ;
return unit - > civ_id = = ui - > civ_id ;
}
}
// check if creature belongs to the player's race
// check if creature belongs to the player's race
// (in combination with check for civ helps to filter out own dwarves)
// (in combination with check for civ helps to filter out own dwarves)
bool isOwnRace ( df : : unit * creature )
bool isOwnRace ( df : : unit * unit )
{
{
return creature - > race = = ui - > race_id ;
return unit - > race = = ui - > race_id ;
}
}
string getRaceName ( int32_t id )
string getRaceName ( int32_t id )
@ -1728,7 +1729,17 @@ command_result df_zone (color_ostream &out, vector <string> & parameters)
find_not_war = true ;
find_not_war = true ;
invert_filter = false ;
invert_filter = false ;
}
}
else if ( p = = " own " & & ! invert_filter )
else if ( p = = " hunting " & & ! invert_filter )
{
out < < " Filter by 'trained hunting creature'. " < < endl ;
find_hunter = true ;
}
else if ( p = = " hunting " & & invert_filter )
{
out < < " Filter by 'not a trained hunting creature'. " < < endl ;
find_not_hunter = true ;
invert_filter = false ;
} else if ( p = = " own " & & ! invert_filter )
{
{
out < < " Filter by 'own civilization'. " < < endl ;
out < < " Filter by 'own civilization'. " < < endl ;
find_own = true ;
find_own = true ;