215 lines
6.6 KiB
C++
215 lines
6.6 KiB
C++
// A container for random minor tweaks that don't fit anywhere else,
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// in order to avoid creating lots of plugins and polluting the namespace.
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#include "Core.h"
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#include "Console.h"
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#include "Export.h"
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#include "PluginManager.h"
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#include "modules/Gui.h"
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#include "modules/Units.h"
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#include "modules/Items.h"
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#include "MiscUtils.h"
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#include "DataDefs.h"
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#include "df/ui.h"
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#include "df/world.h"
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#include "df/squad.h"
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#include "df/unit.h"
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#include "df/unit_soul.h"
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#include "df/historical_entity.h"
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#include "df/historical_figure.h"
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#include "df/historical_figure_info.h"
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#include "df/assumed_identity.h"
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#include "df/language_name.h"
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#include "df/death_info.h"
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#include "df/criminal_case.h"
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#include "df/unit_inventory_item.h"
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#include <stdlib.h>
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using std::vector;
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using std::string;
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using std::endl;
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using namespace DFHack;
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using namespace df::enums;
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using df::global::ui;
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using df::global::world;
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using namespace DFHack::Gui;
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static command_result tweak(color_ostream &out, vector <string> & parameters);
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DFHACK_PLUGIN("tweak");
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DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"tweak", "Various tweaks for minor bugs.", tweak, false,
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" tweak clear-missing\n"
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" Remove the missing status from the selected unit.\n"
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" tweak clear-ghostly\n"
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" Remove the ghostly status from the selected unit.\n"
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" Intended to fix the case where you can't engrave memorials for ghosts.\n"
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" Note that this is very dirty and possibly dangerous!\n"
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" Most probably does not have the positive effect of a proper burial.\n"
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" tweak fixmigrant\n"
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" Forces the selected unit to become a member or your fortress.\n"
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" Intended to fix bugged migrants and merchants who stay at the map edge.\n"
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" Only works for units of your own race. Can be used for stealing caravan\n"
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" traders and guards, but might result into weirdness during trading.\n"
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));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown (color_ostream &out)
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{
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return CR_OK;
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}
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static command_result lair(color_ostream &out, std::vector<std::string> & params);
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// to be called by tweak-fixmigrant
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// units forced into the fort by removing the flags do not own their clothes
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// which has the result that they drop all their clothes and become unhappy because they are naked
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// so we need to make them own their clothes and add them to their uniform
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command_result fix_clothing_ownership(color_ostream &out, df::unit* unit)
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{
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// first, find one owned item to initialize the vtable
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bool vt_initialized = false;
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size_t numItems = world->items.all.size();
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for(size_t i=0; i< numItems; i++)
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{
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df::item * item = world->items.all[i];
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if(Items::getOwner(item))
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{
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vt_initialized = true;
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break;
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}
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}
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if(!vt_initialized)
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{
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out << "fix_clothing_ownership: could not initialize vtable!" << endl;
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return CR_FAILURE;
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}
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int fixcount = 0;
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for(size_t j=0; j<unit->inventory.size(); j++)
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{
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df::unit_inventory_item* inv_item = unit->inventory[j];
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df::item* item = inv_item->item;
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if(inv_item->mode == df::unit_inventory_item::T_mode::Worn)
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{
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// ignore armor?
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// it could be leather boots, for example, in which case it would not be nice to forbid ownership
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//if(item->getEffectiveArmorLevel() != 0)
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// continue;
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if(!Items::getOwner(item))
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{
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if(Items::setOwner(item, unit))
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{
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// add to uniform, so they know they should wear their clothes
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insert_into_vector(unit->military.uniforms[0], item->id);
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fixcount++;
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}
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else
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out << "could not change ownership for item!" << endl;
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}
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}
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}
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// clear uniform_drop (without this they would drop their clothes and pick them up some time later)
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unit->military.uniform_drop.clear();
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out << "ownership for " << fixcount << " clothes fixed" << endl;
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return CR_OK;
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}
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static command_result tweak(color_ostream &out, vector <string> ¶meters)
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{
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CoreSuspender suspend;
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if (parameters.empty())
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return CR_WRONG_USAGE;
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string cmd = parameters[0];
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if (cmd == "clear-missing")
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{
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df::unit *unit = getSelectedUnit(out);
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if (!unit)
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return CR_FAILURE;
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auto death = df::death_info::find(unit->counters.death_id);
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if (death)
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{
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death->flags.bits.discovered = true;
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auto crime = df::criminal_case::find(death->crime_id);
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if (crime)
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crime->flags.bits.discovered = true;
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}
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}
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else if (cmd == "clear-ghostly")
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{
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df::unit *unit = getSelectedUnit(out);
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if (!unit)
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return CR_FAILURE;
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// don't accidentally kill non-ghosts!
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if (unit->flags3.bits.ghostly)
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{
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// remove ghostly, set to dead instead
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unit->flags3.bits.ghostly = 0;
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unit->flags1.bits.dead = 1;
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}
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else
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{
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out.print("That's not a ghost!\n");
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return CR_FAILURE;
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}
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}
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else if (cmd == "fixmigrant")
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{
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df::unit *unit = getSelectedUnit(out);
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if (!unit)
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{
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out << "No unit selected!" << endl;
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return CR_FAILURE;
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}
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if(unit->race != df::global::ui->race_id)
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{
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out << "Selected unit does not belong to your race!" << endl;
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return CR_FAILURE;
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}
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// case #1: migrants who have the resident flag set
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// see http://dffd.wimbli.com/file.php?id=6139 for a save
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if (unit->flags2.bits.resident)
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unit->flags2.bits.resident = 0;
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// case #2: migrants who have the merchant flag
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// happens on almost all maps after a few migrant waves
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if(unit->flags1.bits.merchant)
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unit->flags1.bits.merchant = 0;
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// this one is a cheat, but bugged migrants usually have the same civ_id
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// so it should not be triggered in most cases
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// if it happens that the player has 'foreign' units of the same race
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// (vanilla df: dwarves not from mountainhome) on his map, just grab them
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if(unit->civ_id != df::global::ui->civ_id)
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unit->civ_id = df::global::ui->civ_id;
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return fix_clothing_ownership(out, unit);
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}
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else
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return CR_WRONG_USAGE;
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return CR_OK;
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}
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