// Quick Dumper : Moves items marked as "dump" to cursor // FIXME: local item cache in map blocks needs to be fixed after teleporting items #include #include #include #include #include #include #include #include using namespace std; #include "Core.h" #include "Console.h" #include "Export.h" #include "PluginManager.h" #include "modules/Maps.h" #include "modules/Gui.h" #include "modules/Items.h" #include "modules/Materials.h" #include "modules/MapCache.h" #include "DataDefs.h" #include "df/item.h" #include "df/world.h" #include "df/general_ref.h" using namespace DFHack; using namespace df::enums; using MapExtras::Block; using MapExtras::MapCache; using df::global::world; DFhackCExport command_result df_autodump(Core * c, vector & parameters); DFhackCExport command_result df_autodump_destroy_here(Core * c, vector & parameters); DFhackCExport command_result df_autodump_destroy_item(Core * c, vector & parameters); DFhackCExport const char * plugin_name ( void ) { return "autodump"; } DFhackCExport command_result plugin_init ( Core * c, std::vector &commands) { commands.clear(); commands.push_back(PluginCommand( "autodump", "Teleport items marked for dumping to the cursor.", df_autodump, false, " This utility lets you quickly move all items designated to be dumped.\n" " Items are instantly moved to the cursor position, the dump flag is unset,\n" " and the forbid flag is set, as if it had been dumped normally.\n" " Be aware that any active dump item tasks still point at the item.\n" "Options:\n" " destroy - instead of dumping, destroy the items instantly.\n" " destroy-here - only affect the tile under cursor.\n" )); commands.push_back(PluginCommand( "autodump-destroy-here", "Destroy items marked for dumping under cursor.", df_autodump_destroy_here, cursor_hotkey, " Identical to autodump destroy-here, but intended for use as keybinding.\n" )); commands.push_back(PluginCommand( "autodump-destroy-item", "Destroy the selected item.", df_autodump_destroy_item, any_item_hotkey, " Destroy the selected item. The item may be selected\n" " in the 'k' list, or inside a container. If called\n" " again before the game is resumed, cancels destroy.\n" )); return CR_OK; } DFhackCExport command_result plugin_shutdown ( Core * c ) { return CR_OK; } typedef std::map coordmap; static command_result autodump_main(Core * c, vector & parameters) { // Command line options bool destroy = false; bool here = false; if(parameters.size() > 0) { string & p = parameters[0]; if(p == "destroy") destroy = true; else if (p == "destroy-here") destroy = here = true; else return CR_WRONG_USAGE; } DFHack::VersionInfo *mem = c->vinfo; DFHack::Gui * Gui = c->getGui(); if (!Maps::IsValid()) { c->con.printerr("Map is not available!\n"); return CR_FAILURE; } std::size_t numItems = world->items.all.size(); MapCache MC; int i = 0; int dumped_total = 0; int cx, cy, cz; DFCoord pos_cursor; if(!destroy || here) { if (!Gui->getCursorCoords(cx,cy,cz)) { c->con.printerr("Cursor position not found. Please enabled the cursor.\n"); return CR_FAILURE; } pos_cursor = DFCoord(cx,cy,cz); } if (!destroy) { { Block * b = MC.BlockAt(pos_cursor / 16); if(!b) { c->con.printerr("Cursor is in an invalid/uninitialized area. Place it over a floor.\n"); return CR_FAILURE; } uint16_t ttype = MC.tiletypeAt(pos_cursor); if(!DFHack::isFloorTerrain(ttype)) { c->con.printerr("Cursor should be placed over a floor.\n"); return CR_FAILURE; } } } coordmap counts; // proceed with the dumpification operation for(std::size_t i=0; i< numItems; i++) { df::item * itm = world->items.all[i]; DFCoord pos_item(itm->pos.x, itm->pos.y, itm->pos.z); // keep track how many items are at places. all items. coordmap::iterator it = counts.find(pos_item); if(it == counts.end()) { std::pair< coordmap::iterator, bool > inserted = counts.insert(std::make_pair(pos_item,1)); it = inserted.first; } else { it->second ++; } // iterator is valid here, we use it later to decrement the pile counter if the item is moved // only dump the stuff marked for dumping and laying on the ground if ( !itm->flags.bits.dump || !itm->flags.bits.on_ground || itm->flags.bits.construction || itm->flags.bits.hidden || itm->flags.bits.in_building || itm->flags.bits.in_chest || itm->flags.bits.in_inventory || itm->flags.bits.artifact1 ) continue; if(!destroy) // move to cursor { // Change flags to indicate the dump was completed, as if by super-dwarfs itm->flags.bits.dump = false; itm->flags.bits.forbid = true; // Don't move items if they're already at the cursor if (pos_cursor == pos_item) continue; // Do we need to fix block-local item ID vector? if(pos_item/16 != pos_cursor/16) { // yes... cerr << "Moving from block to block!" << endl; df::map_block * bl_src = Maps::getBlockAbs(itm->pos.x, itm->pos.y, itm->pos.z); df::map_block * bl_tgt = Maps::getBlockAbs(cx, cy, cz); if(bl_src) { std::remove(bl_src->items.begin(), bl_src->items.end(),itm->id); } else { cerr << "No source block" << endl; } if(bl_tgt) { bl_tgt->items.push_back(itm->id); } else { cerr << "No target block" << endl; } } // Move the item itm->pos.x = pos_cursor.x; itm->pos.y = pos_cursor.y; itm->pos.z = pos_cursor.z; } else // destroy { if (here && pos_item != pos_cursor) continue; itm->flags.bits.garbage_colect = true; // Cosmetic changes: make them disappear from view instantly itm->flags.bits.forbid = true; itm->flags.bits.hidden = true; } // keeping track of item pile sizes ;) it->second --; dumped_total++; } if(!destroy) // TODO: do we have to do any of this when destroying items? { // for each item pile, see if it reached zero. if so, unset item flag on the tile it's on coordmap::iterator it = counts.begin(); coordmap::iterator end = counts.end(); while(it != end) { if(it->second == 0) { df::tile_occupancy occ = MC.occupancyAt(it->first); occ.bits.item = false; MC.setOccupancyAt(it->first, occ); } it++; } // Set "item here" flag on target tile, if we moved any items to the target tile. if (dumped_total > 0) { // assume there is a possibility the cursor points at some weird location with missing block data Block * b = MC.BlockAt(pos_cursor / 16); if(b) { df::tile_occupancy occ = MC.occupancyAt(pos_cursor); occ.bits.item = 1; MC.setOccupancyAt(pos_cursor,occ); } } // write map changes back to DF. MC.WriteAll(); // Is this necessary? Is "forbid" a dirtyable attribute like "dig" is? Maps::WriteDirtyBit(cx/16, cy/16, cz, true); } c->con.print("Done. %d items %s.\n", dumped_total, destroy ? "marked for destruction" : "quickdumped"); return CR_OK; } DFhackCExport command_result df_autodump(Core * c, vector & parameters) { CoreSuspender suspend(c); return autodump_main(c, parameters); } DFhackCExport command_result df_autodump_destroy_here(Core * c, vector & parameters) { // HOTKEY COMMAND; CORE ALREADY SUSPENDED if (!parameters.empty()) return CR_WRONG_USAGE; vector args; args.push_back("destroy-here"); return autodump_main(c, args); } static std::map pending_destroy; static int last_frame = 0; DFhackCExport command_result df_autodump_destroy_item(Core * c, vector & parameters) { // HOTKEY COMMAND; CORE ALREADY SUSPENDED if (!parameters.empty()) return CR_WRONG_USAGE; df::item *item = getSelectedItem(c); if (!item) return CR_FAILURE; // Allow undoing the destroy if (world->frame_counter != last_frame) { last_frame = world->frame_counter; pending_destroy.clear(); } if (pending_destroy.count(item->id)) { df::item_flags old_flags = pending_destroy[item->id]; pending_destroy.erase(item->id); item->flags.bits.garbage_colect = false; item->flags.bits.hidden = old_flags.bits.hidden; item->flags.bits.dump = old_flags.bits.dump; item->flags.bits.forbid = old_flags.bits.forbid; return CR_OK; } // Check the item is good to destroy if (item->flags.bits.garbage_colect) { c->con.printerr("Item is already marked for destroy.\n"); return CR_FAILURE; } if (item->flags.bits.construction || item->flags.bits.in_building || item->flags.bits.artifact1) { c->con.printerr("Choosing not to destroy buildings, constructions and artifacts.\n"); return CR_FAILURE; } for (unsigned i = 0; i < item->itemrefs.size(); i++) { df::general_ref *ref = item->itemrefs[i]; if (ref->getType() == general_ref_type::UNIT_HOLDER) { c->con.printerr("Choosing not to destroy items in unit inventory.\n"); return CR_FAILURE; } } // Set the flags pending_destroy[item->id] = item->flags; item->flags.bits.garbage_colect = true; item->flags.bits.hidden = true; item->flags.bits.dump = true; item->flags.bits.forbid = true; return CR_OK; }