// cursecheck plugin // // check single tile or whole map/world for cursed creatures by checking if a valid curse date (!=-1) is set // if a cursor is active only the selected tile will be observed // without cursor the whole map will be checked // by default cursed creatures will be only counted // // the tool was intended to help finding vampires but it will also list necromancers, werebeasts and zombies // // Options: // detail - print full name, date of birth, date of curse (vamp might use fake identity, though) // show if the creature is active or dead, missing, ghostly (ghost vampires should not exist in 34.05) // identify type of curse (works fine for vanilla ghosts, vamps, werebeasts, zombies and necromancers) // nick - set nickname to type of curse(does not always show up ingame, some vamps don't like nicknames) // all - don't ignore dead and inactive creatures (former ghosts, dead necromancers, ...) // verbose - acts like detail but also lists all curse tags (if you want to know it all). #include #include #include #include #include #include #include #include using namespace std; #include "Core.h" #include "Console.h" #include "PluginManager.h" #include "modules/Units.h" #include #include "modules/Gui.h" #include "MiscUtils.h" #include "df/unit.h" #include "df/unit_soul.h" #include "df/historical_entity.h" #include "df/historical_figure.h" #include "df/historical_figure_info.h" #include "df/identity.h" #include "df/language_name.h" #include "df/world.h" #include "df/world_raws.h" #include "df/incident.h" using std::vector; using std::string; using namespace DFHack; using namespace df::enums; DFHACK_PLUGIN("cursecheck"); REQUIRE_GLOBAL(world); REQUIRE_GLOBAL(cursor); command_result cursecheck (color_ostream &out, vector & parameters); DFhackCExport command_result plugin_init ( color_ostream &out, std::vector &commands) { commands.push_back(PluginCommand("cursecheck", "Check for cursed creatures (undead, necromancers...)", cursecheck, false )); return CR_OK; } DFhackCExport command_result plugin_shutdown ( color_ostream &out ) { return CR_OK; } std::string determineCurse(df::unit * unit) { string cursetype = "unknown"; // ghosts: ghostly, duh // as of DF 34.05 and higher vampire ghosts and the like should not be possible // if they get reintroduced later it will become necessary to watch 'ghostly' seperately if(unit->flags3.bits.ghostly) cursetype = "ghost"; // zombies: undead or hate life (according to ag), not bloodsuckers if( (unit->curse.add_tags1.bits.OPPOSED_TO_LIFE || unit->curse.add_tags1.bits.NOT_LIVING) && !unit->curse.add_tags1.bits.BLOODSUCKER ) cursetype = "zombie"; // necromancers: alive, don't eat, don't drink, don't age if(!unit->curse.add_tags1.bits.NOT_LIVING && unit->curse.add_tags1.bits.NO_EAT && unit->curse.add_tags1.bits.NO_DRINK && unit->curse.add_tags2.bits.NO_AGING ) cursetype = "necromancer"; // werecreatures: alive, DO eat, DO drink, don't age if(!unit->curse.add_tags1.bits.NOT_LIVING && !unit->curse.add_tags1.bits.NO_EAT && !unit->curse.add_tags1.bits.NO_DRINK && unit->curse.add_tags2.bits.NO_AGING ) cursetype = "werebeast"; // vampires: bloodsucker (obvious enough) if(unit->curse.add_tags1.bits.BLOODSUCKER) cursetype = "vampire"; return cursetype; } command_result cursecheck (color_ostream &out, vector & parameters) { CoreSuspender suspend; int32_t cursorX, cursorY, cursorZ; Gui::getCursorCoords(cursorX,cursorY,cursorZ); bool giveDetails = false; bool giveNick = false; bool ignoreDead = true; bool verbose = false; size_t cursecount = 0; for(size_t i = 0; i < parameters.size();i++) { if(parameters[i] == "help" || parameters[i] == "?") { out.print( " Search for cursed creatures (ghosts, vampires, necromancers, zombies, werebeasts).\n" " With map cursor active only the current tile will be checked.\n" " Without an in-game cursor the whole map/world will be scanned.\n" " By default cursed creatures are only counted to make it more interesting.\n" " By default dead and passive creatures (aka really dead) are ignored.\n" "Options:\n" " detail - show details (name and age shown ingame might differ)\n" " nick - try to set cursetype as nickname (does not always work)\n" " all - include dead and passive creatures\n" " verbose - show all curse tags (if you really want to know it all)\n" ); return CR_OK; } if(parameters[i] == "detail") giveDetails = true; if(parameters[i] == "nick") giveNick = true; if(parameters[i] == "all") ignoreDead = false; if(parameters[i] == "verbose") { // verbose makes no sense without enabling details giveDetails = true; verbose = true; } } // check whole map if no cursor is active bool checkWholeMap = false; if(cursorX == -30000) { out.print("No cursor; will check all units on the map.\n"); checkWholeMap = true; } for(size_t i = 0; i < world->units.all.size(); i++) { df::unit * unit = world->units.all[i]; // filter out all "living" units that are currently removed from play // don't spam all completely dead creatures if not explicitly wanted if((!Units::isActive(unit) && !Units::isKilled(unit)) || (Units::isKilled(unit) && ignoreDead)) { continue; } // bail out if we have a map cursor and creature is not at that specific position if ( !checkWholeMap && (unit->pos.x != cursorX || unit->pos.y != cursorY || unit->pos.z != cursorZ) ) { continue; } // non-cursed creatures have curse_year == -1 if(unit->curse_year != -1) { cursecount++; string cursetype = determineCurse(unit); if(giveNick) { Units::setNickname(unit, cursetype); //"CURSED"); } if(giveDetails) { if(unit->name.has_name) { string firstname = unit->name.first_name; string restofname = Translation::TranslateName(&unit->name, false); firstname[0] = toupper(firstname[0]); // if creature has no nickname, restofname will already contain firstname // no need for double output if(restofname.compare(0, firstname.length(),firstname) != 0) out.print("%s ", firstname.c_str()); out.print("%s ", restofname.c_str()); } else { // happens with unnamed zombies and resurrected body parts out.print("Unnamed creature "); } auto death = df::incident::find(unit->counters.death_id); bool missing = false; if (death && !death->flags.bits.discovered) { missing = true; } out.print("born in %d, cursed in %d to be a %s. (%s%s%s)\n", unit->birth_year, unit->curse_year, cursetype.c_str(), // technically most cursed creatures are undead, // therefore output 'active' if they are not completely dead unit->flags2.bits.killed ? "deceased" : "active", unit->flags3.bits.ghostly ? "-ghostly" : "", missing ? "-missing" : "" ); if (missing) { out.print("- You can use 'tweak clear-missing' to allow engraving a memorial easier.\n"); } // dump all curse flags on demand if (verbose) { out << "Curse flags: " << bitfield_to_string(unit->curse.add_tags1) << endl << bitfield_to_string(unit->curse.add_tags2) << endl; } } } } if (checkWholeMap) out.print("Number of cursed creatures on map: %d \n", cursecount); else out.print("Number of cursed creatures on tile: %d \n", cursecount); return CR_OK; }