Allow defining commands with guard conditions, and binding
one or more commands to alphabetic and function keys. When
the relevant key is pressed, the first listed command with
successfully evaluated guard is chosen.
For consistency, the guard is also checked when the command
is invoked from the console; this requires suspending the
core inside PluginManager, before invoking plugin code.
Items module:
* Identified flags for "owned by hostile" and "owned by trader".
* Identified an unknown uint32_t field as being the item age.
* Added and documented ClassNameCheck for more item ref types, though
they aren't used yet (other than to mark that item ref class as a
"known" class).
* Added method to get list of an item's unknown item ref classes.
* Made all unknown flags have name 'unk#', instead of some also having
the name 'u_ngrd#'.
Itemhacks plugin:
* Folded second command into "dumpitems unknown", which will list
any items which have the unknown vector field non-empty (which seems
to be associated with tasked items).
* "dumpitems unknown" will also dump any item with a set unknown flag
or with item refs of an unknown class.
Get value, wall tile, boulder tile, smelting info and strand extraction
info for inorganic materials. Prospector uses this to separete out vein
materials into ores, gems and other.
Offsets provided for both Linux and Windows, but only tested on Linux.
This is the start of the vermin module. Right now it just gets a list
of the positions at which vermin are created (spawn points). Most
spawn points are invisible and transient, but colonies (ant hills and
such) are permanent and visible. The address of the spawn points vector
is only provided for Linux 0.31.25
The colonies plugin uses the vermin module to list the location and
species of colonies, and can either wipe them all out or turn them all
into honey bee colonies.
Added support for reading and writing the third creature flag group,
t_creaturflags3 (the offest already exists in Memory.xml). So far I've
only figured out three of the flags (out of an apparent 13):
1) announce_titan, which causes the creature to be announced as if
it was a titan or FB which had just arrived.
2) scuttle, which causes the creature to be die like it had been
killed in the game. That is, it leaves behind a corpse, and
will generate unhappy thoughts in dwarves if approriate.
3) ghostly, for creatures which are the ghosts of dead dwarves.
I updated creaturemanager to use scuttle for --kill, and added the
action --erase to kill in the old way which doesn't leave a corpse or
creatre unhappy thoughts.