// Dwarf Manipulator - a Therapist-style labor editor #include "Core.h" #include #include #include #include #include #include #include #include #include #include #include #include #include "df/world.h" #include "df/ui.h" #include "df/graphic.h" #include "df/enabler.h" #include "df/viewscreen_unitlistst.h" #include "df/interface_key.h" #include "df/unit.h" #include "df/unit_soul.h" #include "df/unit_skill.h" #include "df/creature_graphics_role.h" #include "df/creature_raw.h" #include "df/caste_raw.h" #include "df/historical_entity.h" #include "df/entity_raw.h" using std::set; using std::vector; using std::string; using namespace DFHack; using namespace df::enums; using df::global::world; using df::global::ui; using df::global::gps; using df::global::enabler; struct SkillLevel { const char *name; int points; char abbrev; }; #define NUM_SKILL_LEVELS (sizeof(skill_levels) / sizeof(SkillLevel)) // The various skill rankings. Zero skill is hardcoded to "Not" and '-'. const SkillLevel skill_levels[] = { {"Dabbling", 500, '0'}, {"Novice", 600, '1'}, {"Adequate", 700, '2'}, {"Competent", 800, '3'}, {"Skilled", 900, '4'}, {"Proficient", 1000, '5'}, {"Talented", 1100, '6'}, {"Adept", 1200, '7'}, {"Expert", 1300, '8'}, {"Professional",1400, '9'}, {"Accomplished",1500, 'A'}, {"Great", 1600, 'B'}, {"Master", 1700, 'C'}, {"High Master", 1800, 'D'}, {"Grand Master",1900, 'E'}, {"Legendary", 2000, 'U'}, {"Legendary+1", 2100, 'V'}, {"Legendary+2", 2200, 'W'}, {"Legendary+3", 2300, 'X'}, {"Legendary+4", 2400, 'Y'}, {"Legendary+5", 0, 'Z'} }; struct SkillColumn { int group; // for navigation and mass toggling int8_t color; // for column headers df::profession profession; // to display graphical tiles df::unit_labor labor; // toggled when pressing Enter df::job_skill skill; // displayed rating char label[3]; // column header bool special; // specified labor is mutually exclusive with all other special labors bool isValidLabor (df::historical_entity *entity = NULL) const { if (labor == unit_labor::NONE) return false; if (entity && entity->entity_raw && !entity->entity_raw->jobs.permitted_labor[labor]) return false; return true; } }; #define NUM_COLUMNS (sizeof(columns) / sizeof(SkillColumn)) // All of the skill/labor columns we want to display. const SkillColumn columns[] = { // Mining {0, 7, profession::MINER, unit_labor::MINE, job_skill::MINING, "Mi", true}, // Woodworking {1, 14, profession::CARPENTER, unit_labor::CARPENTER, job_skill::CARPENTRY, "Ca"}, {1, 14, profession::BOWYER, unit_labor::BOWYER, job_skill::BOWYER, "Bw"}, {1, 14, profession::WOODCUTTER, unit_labor::CUTWOOD, job_skill::WOODCUTTING, "WC", true}, // Stoneworking {2, 15, profession::MASON, unit_labor::MASON, job_skill::MASONRY, "Ma"}, {2, 15, profession::ENGRAVER, unit_labor::DETAIL, job_skill::DETAILSTONE, "En"}, // Hunting/Related {3, 2, profession::ANIMAL_TRAINER, unit_labor::ANIMALTRAIN, job_skill::ANIMALTRAIN, "Tn"}, {3, 2, profession::ANIMAL_CARETAKER, unit_labor::ANIMALCARE, job_skill::ANIMALCARE, "Ca"}, {3, 2, profession::HUNTER, unit_labor::HUNT, job_skill::SNEAK, "Hu", true}, {3, 2, profession::TRAPPER, unit_labor::TRAPPER, job_skill::TRAPPING, "Tr"}, {3, 2, profession::ANIMAL_DISSECTOR, unit_labor::DISSECT_VERMIN, job_skill::DISSECT_VERMIN, "Di"}, // Healthcare {4, 5, profession::DIAGNOSER, unit_labor::DIAGNOSE, job_skill::DIAGNOSE, "Di"}, {4, 5, profession::SURGEON, unit_labor::SURGERY, job_skill::SURGERY, "Su"}, {4, 5, profession::BONE_SETTER, unit_labor::BONE_SETTING, job_skill::SET_BONE, "Bo"}, {4, 5, profession::SUTURER, unit_labor::SUTURING, job_skill::SUTURE, "St"}, {4, 5, profession::DOCTOR, unit_labor::DRESSING_WOUNDS, job_skill::DRESS_WOUNDS, "Dr"}, {4, 5, profession::NONE, unit_labor::FEED_WATER_CIVILIANS, job_skill::NONE, "Fd"}, {4, 5, profession::NONE, unit_labor::RECOVER_WOUNDED, job_skill::NONE, "Re"}, // Farming/Related {5, 6, profession::BUTCHER, unit_labor::BUTCHER, job_skill::BUTCHER, "Bu"}, {5, 6, profession::TANNER, unit_labor::TANNER, job_skill::TANNER, "Ta"}, {5, 6, profession::PLANTER, unit_labor::PLANT, job_skill::PLANT, "Gr"}, {5, 6, profession::DYER, unit_labor::DYER, job_skill::DYER, "Dy"}, {5, 6, profession::SOAP_MAKER, unit_labor::SOAP_MAKER, job_skill::SOAP_MAKING, "So"}, {5, 6, profession::WOOD_BURNER, unit_labor::BURN_WOOD, job_skill::WOOD_BURNING, "WB"}, {5, 6, profession::POTASH_MAKER, unit_labor::POTASH_MAKING, job_skill::POTASH_MAKING, "Po"}, {5, 6, profession::LYE_MAKER, unit_labor::LYE_MAKING, job_skill::LYE_MAKING, "Ly"}, {5, 6, profession::MILLER, unit_labor::MILLER, job_skill::MILLING, "Ml"}, {5, 6, profession::BREWER, unit_labor::BREWER, job_skill::BREWING, "Br"}, {5, 6, profession::HERBALIST, unit_labor::HERBALIST, job_skill::HERBALISM, "He"}, {5, 6, profession::THRESHER, unit_labor::PROCESS_PLANT, job_skill::PROCESSPLANTS, "Th"}, {5, 6, profession::CHEESE_MAKER, unit_labor::MAKE_CHEESE, job_skill::CHEESEMAKING, "Ch"}, {5, 6, profession::MILKER, unit_labor::MILK, job_skill::MILK, "Mk"}, {5, 6, profession::SHEARER, unit_labor::SHEARER, job_skill::SHEARING, "Sh"}, {5, 6, profession::SPINNER, unit_labor::SPINNER, job_skill::SPINNING, "Sp"}, {5, 6, profession::COOK, unit_labor::COOK, job_skill::COOK, "Co"}, {5, 6, profession::PRESSER, unit_labor::PRESSING, job_skill::PRESSING, "Pr"}, {5, 6, profession::BEEKEEPER, unit_labor::BEEKEEPING, job_skill::BEEKEEPING, "Be"}, // Fishing/Related {6, 1, profession::FISHERMAN, unit_labor::FISH, job_skill::FISH, "Fi"}, {6, 1, profession::FISH_CLEANER, unit_labor::CLEAN_FISH, job_skill::PROCESSFISH, "Cl"}, {6, 1, profession::FISH_DISSECTOR, unit_labor::DISSECT_FISH, job_skill::DISSECT_FISH, "Di"}, // Metalsmithing {7, 8, profession::FURNACE_OPERATOR, unit_labor::SMELT, job_skill::SMELT, "Fu"}, {7, 8, profession::WEAPONSMITH, unit_labor::FORGE_WEAPON, job_skill::FORGE_WEAPON, "We"}, {7, 8, profession::ARMORER, unit_labor::FORGE_ARMOR, job_skill::FORGE_ARMOR, "Ar"}, {7, 8, profession::BLACKSMITH, unit_labor::FORGE_FURNITURE, job_skill::FORGE_FURNITURE, "Bl"}, {7, 8, profession::METALCRAFTER, unit_labor::METAL_CRAFT, job_skill::METALCRAFT, "Cr"}, // Jewelry {8, 10, profession::GEM_CUTTER, unit_labor::CUT_GEM, job_skill::CUTGEM, "Cu"}, {8, 10, profession::GEM_SETTER, unit_labor::ENCRUST_GEM, job_skill::ENCRUSTGEM, "Se"}, // Crafts {9, 9, profession::LEATHERWORKER, unit_labor::LEATHER, job_skill::LEATHERWORK, "Le"}, {9, 9, profession::WOODCRAFTER, unit_labor::WOOD_CRAFT, job_skill::WOODCRAFT, "Wo"}, {9, 9, profession::STONECRAFTER, unit_labor::STONE_CRAFT, job_skill::STONECRAFT, "St"}, {9, 9, profession::BONE_CARVER, unit_labor::BONE_CARVE, job_skill::BONECARVE, "Bo"}, {9, 9, profession::GLASSMAKER, unit_labor::GLASSMAKER, job_skill::GLASSMAKER, "Gl"}, {9, 9, profession::WEAVER, unit_labor::WEAVER, job_skill::WEAVING, "We"}, {9, 9, profession::CLOTHIER, unit_labor::CLOTHESMAKER, job_skill::CLOTHESMAKING, "Cl"}, {9, 9, profession::STRAND_EXTRACTOR, unit_labor::EXTRACT_STRAND, job_skill::EXTRACT_STRAND, "Ad"}, {9, 9, profession::POTTER, unit_labor::POTTERY, job_skill::POTTERY, "Po"}, {9, 9, profession::GLAZER, unit_labor::GLAZING, job_skill::GLAZING, "Gl"}, {9, 9, profession::WAX_WORKER, unit_labor::WAX_WORKING, job_skill::WAX_WORKING, "Wx"}, // Engineering {10, 12, profession::SIEGE_ENGINEER, unit_labor::SIEGECRAFT, job_skill::SIEGECRAFT, "En"}, {10, 12, profession::SIEGE_OPERATOR, unit_labor::SIEGEOPERATE, job_skill::SIEGEOPERATE, "Op"}, {10, 12, profession::MECHANIC, unit_labor::MECHANIC, job_skill::MECHANICS, "Me"}, {10, 12, profession::PUMP_OPERATOR, unit_labor::OPERATE_PUMP, job_skill::OPERATE_PUMP, "Pu"}, // Hauling {11, 3, profession::NONE, unit_labor::HAUL_STONE, job_skill::NONE, "St"}, {11, 3, profession::NONE, unit_labor::HAUL_WOOD, job_skill::NONE, "Wo"}, {11, 3, profession::NONE, unit_labor::HAUL_ITEM, job_skill::NONE, "It"}, {11, 3, profession::NONE, unit_labor::HAUL_BODY, job_skill::NONE, "Bu"}, {11, 3, profession::NONE, unit_labor::HAUL_FOOD, job_skill::NONE, "Fo"}, {11, 3, profession::NONE, unit_labor::HAUL_REFUSE, job_skill::NONE, "Re"}, {11, 3, profession::NONE, unit_labor::HAUL_FURNITURE, job_skill::NONE, "Fu"}, {11, 3, profession::NONE, unit_labor::HAUL_ANIMALS, job_skill::NONE, "An"}, {11, 3, profession::NONE, unit_labor::HANDLE_VEHICLES, job_skill::NONE, "Ve"}, {11, 3, profession::NONE, unit_labor::HAUL_TRADE, job_skill::NONE, "Tr"}, {11, 3, profession::NONE, unit_labor::HAUL_WATER, job_skill::NONE, "Wa"}, // Other Jobs {12, 4, profession::ARCHITECT, unit_labor::ARCHITECT, job_skill::DESIGNBUILDING, "Ar"}, {12, 4, profession::ALCHEMIST, unit_labor::ALCHEMIST, job_skill::ALCHEMY, "Al"}, {12, 4, profession::NONE, unit_labor::CLEAN, job_skill::NONE, "Cl"}, {12, 4, profession::NONE, unit_labor::PULL_LEVER, job_skill::NONE, "Lv"}, {12, 4, profession::NONE, unit_labor::REMOVE_CONSTRUCTION, job_skill::NONE, "Co"}, // Military - Weapons {13, 7, profession::WRESTLER, unit_labor::NONE, job_skill::WRESTLING, "Wr"}, {13, 7, profession::AXEMAN, unit_labor::NONE, job_skill::AXE, "Ax"}, {13, 7, profession::SWORDSMAN, unit_labor::NONE, job_skill::SWORD, "Sw"}, {13, 7, profession::MACEMAN, unit_labor::NONE, job_skill::MACE, "Mc"}, {13, 7, profession::HAMMERMAN, unit_labor::NONE, job_skill::HAMMER, "Ha"}, {13, 7, profession::SPEARMAN, unit_labor::NONE, job_skill::SPEAR, "Sp"}, {13, 7, profession::CROSSBOWMAN, unit_labor::NONE, job_skill::CROSSBOW, "Cb"}, {13, 7, profession::THIEF, unit_labor::NONE, job_skill::DAGGER, "Kn"}, {13, 7, profession::BOWMAN, unit_labor::NONE, job_skill::BOW, "Bo"}, {13, 7, profession::BLOWGUNMAN, unit_labor::NONE, job_skill::BLOWGUN, "Bl"}, {13, 7, profession::PIKEMAN, unit_labor::NONE, job_skill::PIKE, "Pk"}, {13, 7, profession::LASHER, unit_labor::NONE, job_skill::WHIP, "La"}, // Military - Other Combat {14, 15, profession::NONE, unit_labor::NONE, job_skill::BITE, "Bi"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::GRASP_STRIKE, "St"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::STANCE_STRIKE, "Ki"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::MISC_WEAPON, "Mi"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::MELEE_COMBAT, "Fg"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::RANGED_COMBAT, "Ac"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::ARMOR, "Ar"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::SHIELD, "Sh"}, {14, 15, profession::NONE, unit_labor::NONE, job_skill::DODGING, "Do"}, // Military - Misc {15, 8, profession::NONE, unit_labor::NONE, job_skill::LEADERSHIP, "Ld"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::TEACHING, "Te"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::KNOWLEDGE_ACQUISITION, "St"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::DISCIPLINE, "Di"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::CONCENTRATION, "Co"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::SITUATIONAL_AWARENESS, "Ob"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::COORDINATION, "Cr"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::BALANCE, "Ba"}, {15, 8, profession::NONE, unit_labor::NONE, job_skill::CLIMBING, "Cl"}, // Social {16, 3, profession::NONE, unit_labor::NONE, job_skill::PERSUASION, "Pe"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::NEGOTIATION, "Ne"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::JUDGING_INTENT, "Ju"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::LYING, "Li"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::INTIMIDATION, "In"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::CONVERSATION, "Cn"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::COMEDY, "Cm"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::FLATTERY, "Fl"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::CONSOLE, "Cs"}, {16, 3, profession::NONE, unit_labor::NONE, job_skill::PACIFY, "Pc"}, // Noble {17, 5, profession::TRADER, unit_labor::NONE, job_skill::APPRAISAL, "Ap"}, {17, 5, profession::ADMINISTRATOR, unit_labor::NONE, job_skill::ORGANIZATION, "Or"}, {17, 5, profession::CLERK, unit_labor::NONE, job_skill::RECORD_KEEPING, "RK"}, // Miscellaneous {18, 3, profession::NONE, unit_labor::NONE, job_skill::THROW, "Th"}, {18, 3, profession::NONE, unit_labor::NONE, job_skill::CRUTCH_WALK, "CW"}, {18, 3, profession::NONE, unit_labor::NONE, job_skill::SWIMMING, "Sw"}, {18, 3, profession::NONE, unit_labor::NONE, job_skill::KNAPPING, "Kn"}, {19, 6, profession::NONE, unit_labor::NONE, job_skill::WRITING, "Wr"}, {19, 6, profession::NONE, unit_labor::NONE, job_skill::PROSE, "Pr"}, {19, 6, profession::NONE, unit_labor::NONE, job_skill::POETRY, "Po"}, {19, 6, profession::NONE, unit_labor::NONE, job_skill::READING, "Rd"}, {19, 6, profession::NONE, unit_labor::NONE, job_skill::SPEAKING, "Sp"}, {20, 5, profession::NONE, unit_labor::NONE, job_skill::MILITARY_TACTICS, "MT"}, {20, 5, profession::NONE, unit_labor::NONE, job_skill::TRACKING, "Tr"}, {20, 5, profession::NONE, unit_labor::NONE, job_skill::MAGIC_NATURE, "Dr"}, }; struct UnitInfo { df::unit *unit; bool allowEdit; string name; string transname; string profession; int8_t color; int active_index; string squad_effective_name; string squad_info; }; enum altsort_mode { ALTSORT_NAME, ALTSORT_PROFESSION_OR_SQUAD, ALTSORT_STRESS, ALTSORT_ARRIVAL, ALTSORT_MAX }; bool descending; df::job_skill sort_skill; df::unit_labor sort_labor; bool sortByName (const UnitInfo *d1, const UnitInfo *d2) { if (descending) return (d1->name > d2->name); else return (d1->name < d2->name); } bool sortByProfession (const UnitInfo *d1, const UnitInfo *d2) { if (descending) return (d1->profession > d2->profession); else return (d1->profession < d2->profession); } bool sortBySquad (const UnitInfo *d1, const UnitInfo *d2) { bool gt = false; if (d1->unit->military.squad_id == -1 && d2->unit->military.squad_id == -1) gt = d1->name > d2->name; else if (d1->unit->military.squad_id == -1) gt = true; else if (d2->unit->military.squad_id == -1) gt = false; else if (d1->unit->military.squad_id != d2->unit->military.squad_id) gt = d1->squad_effective_name > d2->squad_effective_name; else gt = d1->unit->military.squad_position > d2->unit->military.squad_position; return descending ? gt : !gt; } bool sortByStress (const UnitInfo *d1, const UnitInfo *d2) { if (!d1->unit->status.current_soul) return !descending; if (!d2->unit->status.current_soul) return descending; if (descending) return (d1->unit->status.current_soul->personality.stress_level > d2->unit->status.current_soul->personality.stress_level); else return (d1->unit->status.current_soul->personality.stress_level < d2->unit->status.current_soul->personality.stress_level); } bool sortByArrival (const UnitInfo *d1, const UnitInfo *d2) { if (descending) return (d1->active_index > d2->active_index); else return (d1->active_index < d2->active_index); } bool sortBySkill (const UnitInfo *d1, const UnitInfo *d2) { if (sort_skill != job_skill::NONE) { if (!d1->unit->status.current_soul) return !descending; if (!d2->unit->status.current_soul) return descending; df::unit_skill *s1 = binsearch_in_vector(d1->unit->status.current_soul->skills, &df::unit_skill::id, sort_skill); df::unit_skill *s2 = binsearch_in_vector(d2->unit->status.current_soul->skills, &df::unit_skill::id, sort_skill); int l1 = s1 ? s1->rating : 0; int l2 = s2 ? s2->rating : 0; int e1 = s1 ? s1->experience : 0; int e2 = s2 ? s2->experience : 0; if (descending) { if (l1 != l2) return l1 > l2; if (e1 != e2) return e1 > e2; } else { if (l1 != l2) return l1 < l2; if (e1 != e2) return e1 < e2; } } if (sort_labor != unit_labor::NONE) { if (descending) return d1->unit->status.labors[sort_labor] > d2->unit->status.labors[sort_labor]; else return d1->unit->status.labors[sort_labor] < d2->unit->status.labors[sort_labor]; } return sortByName(d1, d2); } enum display_columns { DISP_COLUMN_STRESS, DISP_COLUMN_NAME, DISP_COLUMN_PROFESSION_OR_SQUAD, DISP_COLUMN_LABORS, DISP_COLUMN_MAX, }; class viewscreen_unitlaborsst : public dfhack_viewscreen { public: void feed(set *events); void logic() { dfhack_viewscreen::logic(); if (do_refresh_names) refreshNames(); } void render(); void resize(int w, int h) { calcSize(); } void help() { } std::string getFocusString() { return "unitlabors"; } df::unit *getSelectedUnit(); viewscreen_unitlaborsst(vector &src, int cursor_pos); ~viewscreen_unitlaborsst() { }; protected: vector units; altsort_mode altsort; bool show_squad; bool do_refresh_names; int first_row, sel_row, num_rows; int first_column, sel_column; int col_widths[DISP_COLUMN_MAX]; int col_offsets[DISP_COLUMN_MAX]; void refreshNames(); void calcSize (); }; viewscreen_unitlaborsst::viewscreen_unitlaborsst(vector &src, int cursor_pos) { std::map active_idx; auto &active = world->units.active; for (size_t i = 0; i < active.size(); i++) active_idx[active[i]] = i; for (size_t i = 0; i < src.size(); i++) { df::unit *unit = src[i]; if (!unit) { if (cursor_pos > i) cursor_pos--; continue; } UnitInfo *cur = new UnitInfo; cur->unit = unit; cur->allowEdit = true; cur->active_index = active_idx[unit]; if (unit->race != ui->race_id) cur->allowEdit = false; if (unit->civ_id != ui->civ_id) cur->allowEdit = false; if (unit->flags1.bits.dead) cur->allowEdit = false; if (!ENUM_ATTR(profession, can_assign_labor, unit->profession)) cur->allowEdit = false; cur->color = Units::getProfessionColor(unit); units.push_back(cur); } altsort = ALTSORT_NAME; show_squad = false; first_column = sel_column = 0; refreshNames(); first_row = 0; sel_row = cursor_pos; calcSize(); // recalculate first_row to roughly match the original layout first_row = 0; while (first_row < sel_row - num_rows + 1) first_row += num_rows + 2; // make sure the selection stays visible if (first_row > sel_row) first_row = sel_row - num_rows + 1; // don't scroll beyond the end if (first_row > units.size() - num_rows) first_row = units.size() - num_rows; } void viewscreen_unitlaborsst::refreshNames() { do_refresh_names = false; for (size_t i = 0; i < units.size(); i++) { UnitInfo *cur = units[i]; df::unit *unit = cur->unit; cur->name = Translation::TranslateName(Units::getVisibleName(unit), false); cur->transname = Translation::TranslateName(Units::getVisibleName(unit), true); cur->profession = Units::getProfessionName(unit); if (unit->military.squad_id > -1) { cur->squad_effective_name = Units::getSquadName(unit); cur->squad_info = stl_sprintf("%i", unit->military.squad_position + 1) + "." + cur->squad_effective_name; } else { cur->squad_effective_name = ""; cur->squad_info = ""; } } calcSize(); } void viewscreen_unitlaborsst::calcSize() { auto dim = Screen::getWindowSize(); num_rows = dim.y - 11; if (num_rows > units.size()) num_rows = units.size(); int num_columns = dim.x - DISP_COLUMN_MAX - 1; // min/max width of columns int col_minwidth[DISP_COLUMN_MAX]; int col_maxwidth[DISP_COLUMN_MAX]; col_minwidth[DISP_COLUMN_STRESS] = 6; col_maxwidth[DISP_COLUMN_STRESS] = 6; col_minwidth[DISP_COLUMN_NAME] = 16; col_maxwidth[DISP_COLUMN_NAME] = 16; // adjusted in the loop below col_minwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10; col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = 10; // adjusted in the loop below col_minwidth[DISP_COLUMN_LABORS] = 1; col_maxwidth[DISP_COLUMN_LABORS] = NUM_COLUMNS; // get max_name/max_prof from strings length for (size_t i = 0; i < units.size(); i++) { if (col_maxwidth[DISP_COLUMN_NAME] < units[i]->name.size()) col_maxwidth[DISP_COLUMN_NAME] = units[i]->name.size(); if (show_squad) { if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->squad_info.size()) col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->squad_info.size(); } else { if (col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] < units[i]->profession.size()) col_maxwidth[DISP_COLUMN_PROFESSION_OR_SQUAD] = units[i]->profession.size(); } } // check how much room we have int width_min = 0, width_max = 0; for (int i = 0; i < DISP_COLUMN_MAX; i++) { width_min += col_minwidth[i]; width_max += col_maxwidth[i]; } if (width_max <= num_columns) { // lots of space, distribute leftover (except last column) int col_margin = (num_columns - width_max) / (DISP_COLUMN_MAX-1); int col_margin_r = (num_columns - width_max) % (DISP_COLUMN_MAX-1); for (int i = DISP_COLUMN_MAX-1; i>=0; i--) { col_widths[i] = col_maxwidth[i]; if (i < DISP_COLUMN_MAX-1) { col_widths[i] += col_margin; if (col_margin_r) { col_margin_r--; col_widths[i]++; } } } } else if (width_min <= num_columns) { // constrained, give between min and max to every column int space = num_columns - width_min; // max size columns not yet seen may consume int next_consume_max = width_max - width_min; for (int i = 0; i < DISP_COLUMN_MAX; i++) { // divide evenly remaining space int col_margin = space / (DISP_COLUMN_MAX-i); // take more if the columns after us cannot next_consume_max -= (col_maxwidth[i]-col_minwidth[i]); if (col_margin < space-next_consume_max) col_margin = space - next_consume_max; // no more than maxwidth if (col_margin > col_maxwidth[i] - col_minwidth[i]) col_margin = col_maxwidth[i] - col_minwidth[i]; col_widths[i] = col_minwidth[i] + col_margin; space -= col_margin; } } else { // should not happen, min screen is 80x25 int space = num_columns; for (int i = 0; i < DISP_COLUMN_MAX; i++) { col_widths[i] = space / (DISP_COLUMN_MAX-i); space -= col_widths[i]; } } for (int i = 0; i < DISP_COLUMN_MAX; i++) { if (i == 0) col_offsets[i] = 1; else col_offsets[i] = col_offsets[i - 1] + col_widths[i - 1] + 1; } // don't adjust scroll position immediately after the window opened if (units.size() == 0) return; // if the window grows vertically, scroll upward to eliminate blank rows from the bottom if (first_row > units.size() - num_rows) first_row = units.size() - num_rows; // if it shrinks vertically, scroll downward to keep the cursor visible if (first_row < sel_row - num_rows + 1) first_row = sel_row - num_rows + 1; // if the window grows horizontally, scroll to the left to eliminate blank columns from the right if (first_column > NUM_COLUMNS - col_widths[DISP_COLUMN_LABORS]) first_column = NUM_COLUMNS - col_widths[DISP_COLUMN_LABORS]; // if it shrinks horizontally, scroll to the right to keep the cursor visible if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1) first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1; } void viewscreen_unitlaborsst::feed(set *events) { bool leave_all = events->count(interface_key::LEAVESCREEN_ALL); if (leave_all || events->count(interface_key::LEAVESCREEN)) { events->clear(); Screen::dismiss(this); if (leave_all) { events->insert(interface_key::LEAVESCREEN); parent->feed(events); events->clear(); } return; } if (!units.size()) return; if (do_refresh_names) refreshNames(); int old_sel_row = sel_row; if (events->count(interface_key::CURSOR_UP) || events->count(interface_key::CURSOR_UPLEFT) || events->count(interface_key::CURSOR_UPRIGHT)) sel_row--; if (events->count(interface_key::CURSOR_UP_FAST) || events->count(interface_key::CURSOR_UPLEFT_FAST) || events->count(interface_key::CURSOR_UPRIGHT_FAST)) sel_row -= 10; if (events->count(interface_key::CURSOR_DOWN) || events->count(interface_key::CURSOR_DOWNLEFT) || events->count(interface_key::CURSOR_DOWNRIGHT)) sel_row++; if (events->count(interface_key::CURSOR_DOWN_FAST) || events->count(interface_key::CURSOR_DOWNLEFT_FAST) || events->count(interface_key::CURSOR_DOWNRIGHT_FAST)) sel_row += 10; if ((sel_row > 0) && events->count(interface_key::CURSOR_UP_Z_AUX)) { sel_row = 0; } if ((sel_row < units.size()-1) && events->count(interface_key::CURSOR_DOWN_Z_AUX)) { sel_row = units.size()-1; } if (sel_row < 0) { if (old_sel_row == 0 && events->count(interface_key::CURSOR_UP)) sel_row = units.size() - 1; else sel_row = 0; } if (sel_row > units.size() - 1) { if (old_sel_row == units.size()-1 && events->count(interface_key::CURSOR_DOWN)) sel_row = 0; else sel_row = units.size() - 1; } if (events->count(interface_key::STRING_A000)) sel_row = 0; if (sel_row < first_row) first_row = sel_row; if (first_row < sel_row - num_rows + 1) first_row = sel_row - num_rows + 1; if (events->count(interface_key::CURSOR_LEFT) || events->count(interface_key::CURSOR_UPLEFT) || events->count(interface_key::CURSOR_DOWNLEFT)) sel_column--; if (events->count(interface_key::CURSOR_LEFT_FAST) || events->count(interface_key::CURSOR_UPLEFT_FAST) || events->count(interface_key::CURSOR_DOWNLEFT_FAST)) sel_column -= 10; if (events->count(interface_key::CURSOR_RIGHT) || events->count(interface_key::CURSOR_UPRIGHT) || events->count(interface_key::CURSOR_DOWNRIGHT)) sel_column++; if (events->count(interface_key::CURSOR_RIGHT_FAST) || events->count(interface_key::CURSOR_UPRIGHT_FAST) || events->count(interface_key::CURSOR_DOWNRIGHT_FAST)) sel_column += 10; if ((sel_column != 0) && events->count(interface_key::CURSOR_UP_Z)) { // go to beginning of current column group; if already at the beginning, go to the beginning of the previous one sel_column--; int cur = columns[sel_column].group; while ((sel_column > 0) && columns[sel_column - 1].group == cur) sel_column--; } if ((sel_column != NUM_COLUMNS - 1) && events->count(interface_key::CURSOR_DOWN_Z)) { // go to beginning of next group int cur = columns[sel_column].group; int next = sel_column+1; while ((next < NUM_COLUMNS) && (columns[next].group == cur)) next++; if ((next < NUM_COLUMNS) && (columns[next].group != cur)) sel_column = next; } if (events->count(interface_key::STRING_A000)) sel_column = 0; if (sel_column < 0) sel_column = 0; if (sel_column > NUM_COLUMNS - 1) sel_column = NUM_COLUMNS - 1; if (events->count(interface_key::CURSOR_DOWN_Z) || events->count(interface_key::CURSOR_UP_Z)) { // when moving by group, ensure the whole group is shown onscreen int endgroup_column = sel_column; while ((endgroup_column < NUM_COLUMNS-1) && columns[endgroup_column+1].group == columns[sel_column].group) endgroup_column++; if (first_column < endgroup_column - col_widths[DISP_COLUMN_LABORS] + 1) first_column = endgroup_column - col_widths[DISP_COLUMN_LABORS] + 1; } if (sel_column < first_column) first_column = sel_column; if (first_column < sel_column - col_widths[DISP_COLUMN_LABORS] + 1) first_column = sel_column - col_widths[DISP_COLUMN_LABORS] + 1; int input_row = sel_row; int input_column = sel_column; int input_sort = altsort; // Translate mouse input to appropriate keyboard input if (enabler->tracking_on && gps->mouse_x != -1 && gps->mouse_y != -1) { int click_header = DISP_COLUMN_MAX; // group ID of the column header clicked int click_body = DISP_COLUMN_MAX; // group ID of the column body clicked int click_unit = -1; // Index into units[] (-1 if out of range) int click_labor = -1; // Index into columns[] (-1 if out of range) for (int i = 0; i < DISP_COLUMN_MAX; i++) { if ((gps->mouse_x >= col_offsets[i]) && (gps->mouse_x < col_offsets[i] + col_widths[i])) { if ((gps->mouse_y >= 1) && (gps->mouse_y <= 2)) click_header = i; if ((gps->mouse_y >= 4) && (gps->mouse_y < 4 + num_rows)) click_body = i; } } if ((gps->mouse_x >= col_offsets[DISP_COLUMN_LABORS]) && (gps->mouse_x < col_offsets[DISP_COLUMN_LABORS] + col_widths[DISP_COLUMN_LABORS])) click_labor = gps->mouse_x - col_offsets[DISP_COLUMN_LABORS] + first_column; if ((gps->mouse_y >= 4) && (gps->mouse_y < 4 + num_rows)) click_unit = gps->mouse_y - 4 + first_row; switch (click_header) { case DISP_COLUMN_STRESS: if (enabler->mouse_lbut || enabler->mouse_rbut) { input_sort = ALTSORT_STRESS; if (enabler->mouse_lbut) events->insert(interface_key::SECONDSCROLL_PAGEUP); if (enabler->mouse_rbut) events->insert(interface_key::SECONDSCROLL_PAGEDOWN); } break; case DISP_COLUMN_NAME: if (enabler->mouse_lbut || enabler->mouse_rbut) { input_sort = ALTSORT_NAME; if (enabler->mouse_lbut) events->insert(interface_key::SECONDSCROLL_PAGEDOWN); if (enabler->mouse_rbut) events->insert(interface_key::SECONDSCROLL_PAGEUP); } break; case DISP_COLUMN_PROFESSION_OR_SQUAD: if (enabler->mouse_lbut || enabler->mouse_rbut) { input_sort = ALTSORT_PROFESSION_OR_SQUAD; if (enabler->mouse_lbut) events->insert(interface_key::SECONDSCROLL_PAGEDOWN); if (enabler->mouse_rbut) events->insert(interface_key::SECONDSCROLL_PAGEUP); } break; case DISP_COLUMN_LABORS: if (enabler->mouse_lbut || enabler->mouse_rbut) { input_column = click_labor; if (enabler->mouse_lbut) events->insert(interface_key::SECONDSCROLL_UP); if (enabler->mouse_rbut) events->insert(interface_key::SECONDSCROLL_DOWN); } break; } switch (click_body) { case DISP_COLUMN_STRESS: // do nothing break; case DISP_COLUMN_NAME: case DISP_COLUMN_PROFESSION_OR_SQUAD: // left-click to view, right-click to zoom if (enabler->mouse_lbut) { input_row = click_unit; events->insert(interface_key::UNITJOB_VIEW); } if (enabler->mouse_rbut) { input_row = click_unit; events->insert(interface_key::UNITJOB_ZOOM_CRE); } break; case DISP_COLUMN_LABORS: // left-click to toggle, right-click to just highlight if (enabler->mouse_lbut || enabler->mouse_rbut) { if (enabler->mouse_lbut) { input_row = click_unit; input_column = click_labor; events->insert(interface_key::SELECT); } if (enabler->mouse_rbut) { sel_row = click_unit; sel_column = click_labor; } } break; } enabler->mouse_lbut = enabler->mouse_rbut = 0; } UnitInfo *cur = units[input_row]; if (events->count(interface_key::SELECT) && (cur->allowEdit) && columns[input_column].isValidLabor(ui->main.fortress_entity)) { df::unit *unit = cur->unit; const SkillColumn &col = columns[input_column]; bool newstatus = !unit->status.labors[col.labor]; if (col.special) { if (newstatus) { for (int i = 0; i < NUM_COLUMNS; i++) { if ((columns[i].labor != unit_labor::NONE) && columns[i].special) unit->status.labors[columns[i].labor] = false; } } unit->military.pickup_flags.bits.update = true; } unit->status.labors[col.labor] = newstatus; } if (events->count(interface_key::SELECT_ALL) && (cur->allowEdit) && columns[input_column].isValidLabor(ui->main.fortress_entity)) { df::unit *unit = cur->unit; const SkillColumn &col = columns[input_column]; bool newstatus = !unit->status.labors[col.labor]; for (int i = 0; i < NUM_COLUMNS; i++) { if (columns[i].group != col.group) continue; if (!columns[i].isValidLabor(ui->main.fortress_entity)) continue; if (columns[i].special) { if (newstatus) { for (int j = 0; j < NUM_COLUMNS; j++) { if ((columns[j].labor != unit_labor::NONE) && columns[j].special) unit->status.labors[columns[j].labor] = false; } } unit->military.pickup_flags.bits.update = true; } unit->status.labors[columns[i].labor] = newstatus; } } if (events->count(interface_key::SECONDSCROLL_UP) || events->count(interface_key::SECONDSCROLL_DOWN)) { descending = events->count(interface_key::SECONDSCROLL_UP); sort_skill = columns[input_column].skill; sort_labor = columns[input_column].labor; std::sort(units.begin(), units.end(), sortBySkill); } if (events->count(interface_key::SECONDSCROLL_PAGEUP) || events->count(interface_key::SECONDSCROLL_PAGEDOWN)) { descending = events->count(interface_key::SECONDSCROLL_PAGEUP); switch (input_sort) { case ALTSORT_NAME: std::sort(units.begin(), units.end(), sortByName); break; case ALTSORT_PROFESSION_OR_SQUAD: std::sort(units.begin(), units.end(), show_squad ? sortBySquad : sortByProfession); break; case ALTSORT_STRESS: std::sort(units.begin(), units.end(), sortByStress); break; case ALTSORT_ARRIVAL: std::sort(units.begin(), units.end(), sortByArrival); break; } } if (events->count(interface_key::CHANGETAB)) { switch (altsort) { case ALTSORT_NAME: altsort = ALTSORT_PROFESSION_OR_SQUAD; break; case ALTSORT_PROFESSION_OR_SQUAD: altsort = ALTSORT_STRESS; break; case ALTSORT_STRESS: altsort = ALTSORT_ARRIVAL; break; case ALTSORT_ARRIVAL: altsort = ALTSORT_NAME; break; } } if (events->count(interface_key::OPTION20)) { show_squad = !show_squad; } if (VIRTUAL_CAST_VAR(unitlist, df::viewscreen_unitlistst, parent)) { if (events->count(interface_key::UNITJOB_VIEW) || events->count(interface_key::UNITJOB_ZOOM_CRE)) { for (int i = 0; i < unitlist->units[unitlist->page].size(); i++) { if (unitlist->units[unitlist->page][i] == units[input_row]->unit) { unitlist->cursor_pos[unitlist->page] = i; unitlist->feed(events); if (Screen::isDismissed(unitlist)) Screen::dismiss(this); else do_refresh_names = true; break; } } } } } void OutputString(int8_t color, int &x, int y, const std::string &text) { Screen::paintString(Screen::Pen(' ', color, 0), x, y, text); x += text.length(); } void viewscreen_unitlaborsst::render() { if (Screen::isDismissed(this)) return; dfhack_viewscreen::render(); auto dim = Screen::getWindowSize(); Screen::clear(); Screen::drawBorder(" Dwarf Manipulator - Manage Labors "); Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_STRESS], 2, "Stress"); Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_NAME], 2, "Name"); Screen::paintString(Screen::Pen(' ', 7, 0), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 2, show_squad ? "Squad" : "Profession"); for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++) { int col_offset = col + first_column; if (col_offset >= NUM_COLUMNS) break; int8_t fg = columns[col_offset].color; int8_t bg = 0; if (col_offset == sel_column) { fg = 0; bg = 7; } Screen::paintTile(Screen::Pen(columns[col_offset].label[0], fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 1); Screen::paintTile(Screen::Pen(columns[col_offset].label[1], fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 2); df::profession profession = columns[col_offset].profession; if ((profession != profession::NONE) && (ui->race_id != -1)) { auto graphics = world->raws.creatures.all[ui->race_id]->graphics; Screen::paintTile( Screen::Pen(' ', fg, 0, graphics.profession_add_color[creature_graphics_role::DEFAULT][profession], graphics.profession_texpos[creature_graphics_role::DEFAULT][profession]), col_offsets[DISP_COLUMN_LABORS] + col, 3); } } for (int row = 0; row < num_rows; row++) { int row_offset = row + first_row; if (row_offset >= units.size()) break; UnitInfo *cur = units[row_offset]; df::unit *unit = cur->unit; int8_t fg = 15, bg = 0; int stress_lvl = unit->status.current_soul ? unit->status.current_soul->personality.stress_level : 0; // cap at 6 digits if (stress_lvl < -99999) stress_lvl = -99999; if (stress_lvl > 999999) stress_lvl = 999999; string stress = stl_sprintf("%6i", stress_lvl); if (stress_lvl >= 500000) fg = 13; // 5:1 else if (stress_lvl >= 250000) fg = 12; // 4:1 else if (stress_lvl >= 100000) fg = 14; // 6:1 else if (stress_lvl >= 0) fg = 2; // 2:0 else fg = 10; // 2:1 Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_STRESS], 4 + row, stress); fg = 15; if (row_offset == sel_row) { fg = 0; bg = 7; } string name = cur->name; name.resize(col_widths[DISP_COLUMN_NAME]); Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_NAME], 4 + row, name); bg = 0; string profession_or_squad; if (show_squad) { fg = 11; profession_or_squad = cur->squad_info; } else { fg = cur->color; profession_or_squad = cur->profession; } profession_or_squad.resize(col_widths[DISP_COLUMN_PROFESSION_OR_SQUAD]); Screen::paintString(Screen::Pen(' ', fg, bg), col_offsets[DISP_COLUMN_PROFESSION_OR_SQUAD], 4 + row, profession_or_squad); // Print unit's skills and labor assignments for (int col = 0; col < col_widths[DISP_COLUMN_LABORS]; col++) { int col_offset = col + first_column; fg = 15; bg = 0; uint8_t c = 0xFA; if ((col_offset == sel_column) && (row_offset == sel_row)) fg = 9; if (columns[col_offset].skill != job_skill::NONE) { df::unit_skill *skill = NULL; if (unit->status.current_soul) skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, columns[col_offset].skill); if ((skill != NULL) && (skill->rating || skill->experience)) { int level = skill->rating; if (level > NUM_SKILL_LEVELS - 1) level = NUM_SKILL_LEVELS - 1; c = skill_levels[level].abbrev; } else c = '-'; } if (columns[col_offset].labor != unit_labor::NONE) { if (unit->status.labors[columns[col_offset].labor]) { bg = 7; if (columns[col_offset].skill == job_skill::NONE) c = 0xF9; } } else bg = 3; Screen::paintTile(Screen::Pen(c, fg, bg), col_offsets[DISP_COLUMN_LABORS] + col, 4 + row); } } UnitInfo *cur = units[sel_row]; bool canToggle = false; if (cur != NULL) { df::unit *unit = cur->unit; int x = 1, y = 3 + num_rows + 2; Screen::Pen white_pen(' ', 15, 0); Screen::paintString(white_pen, x, y, (cur->unit && cur->unit->sex) ? "\x0b" : "\x0c"); x += 2; Screen::paintString(white_pen, x, y, cur->transname); x += cur->transname.length(); if (cur->transname.length()) { Screen::paintString(white_pen, x, y, ", "); x += 2; } Screen::paintString(white_pen, x, y, cur->profession); x += cur->profession.length(); Screen::paintString(white_pen, x, y, ": "); x += 2; string str; if (columns[sel_column].skill == job_skill::NONE) { str = ENUM_ATTR_STR(unit_labor, caption, columns[sel_column].labor); if (unit->status.labors[columns[sel_column].labor]) str += " Enabled"; else str += " Not Enabled"; } else { df::unit_skill *skill = NULL; if (unit->status.current_soul) skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, columns[sel_column].skill); if (skill) { int level = skill->rating; if (level > NUM_SKILL_LEVELS - 1) level = NUM_SKILL_LEVELS - 1; str = stl_sprintf("%s %s", skill_levels[level].name, ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill)); if (level != NUM_SKILL_LEVELS - 1) str += stl_sprintf(" (%d/%d)", skill->experience, skill_levels[level].points); } else str = stl_sprintf("Not %s (0/500)", ENUM_ATTR_STR(job_skill, caption_noun, columns[sel_column].skill)); } Screen::paintString(Screen::Pen(' ', 9, 0), x, y, str); if (cur->unit->military.squad_id > -1) { x = 1; y++; string squadLabel = "Squad: "; Screen::paintString(white_pen, x, y, squadLabel); x += squadLabel.size(); string squad = cur->squad_effective_name; Screen::paintString(Screen::Pen(' ', 11, 0), x, y, squad); x += squad.size(); string pos = stl_sprintf(" Pos %i", cur->unit->military.squad_position + 1); Screen::paintString(Screen::Pen(' ', 9, 0), x, y, pos); } canToggle = (cur->allowEdit) && columns[sel_column].isValidLabor(ui->main.fortress_entity); } int x = 2, y = dim.y - 3; OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SELECT)); OutputString(canToggle ? 15 : 8, x, y, ": Toggle labor, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SELECT_ALL)); OutputString(canToggle ? 15 : 8, x, y, ": Toggle Group, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::UNITJOB_VIEW)); OutputString(15, x, y, ": ViewCre, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::UNITJOB_ZOOM_CRE)); OutputString(15, x, y, ": Zoom-Cre"); x = 2; y = dim.y - 2; OutputString(10, x, y, Screen::getKeyDisplay(interface_key::LEAVESCREEN)); OutputString(15, x, y, ": Done, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::OPTION20)); OutputString(15, x, y, ": Toggle View, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_DOWN)); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_UP)); OutputString(15, x, y, ": Sort by Skill, "); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_PAGEDOWN)); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::SECONDSCROLL_PAGEUP)); OutputString(15, x, y, ": Sort by ("); OutputString(10, x, y, Screen::getKeyDisplay(interface_key::CHANGETAB)); OutputString(15, x, y, ") "); switch (altsort) { case ALTSORT_NAME: OutputString(15, x, y, "Name"); break; case ALTSORT_PROFESSION_OR_SQUAD: OutputString(15, x, y, show_squad ? "Squad" : "Profession"); break; case ALTSORT_STRESS: OutputString(15, x, y, "Stress Level"); break; case ALTSORT_ARRIVAL: OutputString(15, x, y, "Arrival"); break; default: OutputString(15, x, y, "Unknown"); break; } } df::unit *viewscreen_unitlaborsst::getSelectedUnit() { // This query might be from the rename plugin do_refresh_names = true; return units[sel_row]->unit; } struct unitlist_hook : df::viewscreen_unitlistst { typedef df::viewscreen_unitlistst interpose_base; DEFINE_VMETHOD_INTERPOSE(void, feed, (set *input)) { if (input->count(interface_key::UNITVIEW_PRF_PROF)) { if (units[page].size()) { Screen::show(new viewscreen_unitlaborsst(units[page], cursor_pos[page])); return; } } INTERPOSE_NEXT(feed)(input); } DEFINE_VMETHOD_INTERPOSE(void, render, ()) { INTERPOSE_NEXT(render)(); if (units[page].size()) { auto dim = Screen::getWindowSize(); int x = 2, y = dim.y - 2; OutputString(12, x, y, Screen::getKeyDisplay(interface_key::UNITVIEW_PRF_PROF)); OutputString(15, x, y, ": Manage labors (DFHack)"); } } }; IMPLEMENT_VMETHOD_INTERPOSE(unitlist_hook, feed); IMPLEMENT_VMETHOD_INTERPOSE(unitlist_hook, render); DFHACK_PLUGIN("manipulator"); DFHACK_PLUGIN_IS_ENABLED(is_enabled); DFhackCExport command_result plugin_enable(color_ostream &out, bool enable) { if (!gps) return CR_FAILURE; if (enable != is_enabled) { if (!INTERPOSE_HOOK(unitlist_hook, feed).apply(enable) || !INTERPOSE_HOOK(unitlist_hook, render).apply(enable)) return CR_FAILURE; is_enabled = enable; } return CR_OK; } DFhackCExport command_result plugin_init ( color_ostream &out, vector &commands) { return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { INTERPOSE_HOOK(unitlist_hook, feed).remove(); INTERPOSE_HOOK(unitlist_hook, render).remove(); return CR_OK; }