1429 lines
52 KiB
C++
1429 lines
52 KiB
C++
/*********************************************
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* Purpose:
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*
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* - Display creatures
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* - Modify skills and labors of creatures
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* - Kill creatures
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* - Etc.
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*
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* Version: 0.1.1
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* Date: 2011-04-07
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* Author: raoulxq (based on creaturedump.cpp from peterix)
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* Todo:
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* - Option to add/remove single skills
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* - Ghosts/Merchants/etc. should be tagged as not own creatures
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* - Filter by nickname with -n
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* - Filter by first name with -fn
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* - Filter by last name with -ln
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* - Add pattern matching (or at least matching) to -n/-fn/-ln
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* - Set nickname with --setnick (only if -i is given)
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* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
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* - Make -1 the default for everything but -i
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* - Imply -i if first argument is a number
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* - Search for nick/profession if first argument is a string without - (i.e. no switch)
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* - Switch --showhappy (show dwarf's experiences which make her un-/happy)
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* - Switch --makefriendly
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* - Switch --listskills, showing first 3 important skills
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* Done:
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* - More space for "Current Job"
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* - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible)
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* - Switch -rcs, remove civil skills
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* - Switch -rms, remove military skills (who would want that?)
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* - Allow comma separated list of IDs for -i
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* - '-c all' shows all creatures
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* - Rename from skillmodify.cpp to creature.cpp
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* - Kill creature(s) with --kill
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* - Hide skills with level 0 and 0 experience points
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* - Add --showallflags flag to display all flags (default: display a few important ones)
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* - Add --showdead flag to also display dead creatures
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* - Display more creature flags
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* - Show creature type (again)
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* - Add switch -1/--summary to only display one line for every creature. Good for an overview.
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* - Display current job (has been there all the time, but not shown in Windows due to missing memory offsets)
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* - Remove magic numbers
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* - Show social skills only when -ss is given
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* - Hide hauler labors when +sh is given
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* - Add -v for verbose
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* - Override forbidden mass-designation with -f
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* - Option to add/remove single labors
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* - Switches -ras and rl should only be possible with -nn or -i
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* - Switch -rh removes hauler jobs
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* - Dead creatures should not be displayed
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* - Childs should not get labors assigned to
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* - Babies should not get labors assigned to
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* - Switch -al <n> adds labor number n
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* - Switch -rl <n> removes labor number n
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* - Switch -ral removes all labors
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* - Switch -ll lists all available labors
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*********************************************
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*/
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#include <iostream>
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#include <climits>
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#include <string.h>
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#include <vector>
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#include <locale>
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#include <stdio.h>
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using namespace std;
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#define DFHACK_WANT_MISCUTILS
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#include <DFHack.h>
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#include <modules/Units.h>
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/* Note about magic numbers:
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* If you have an idea how to better solve this, tell me. Currently I'd be
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* either dependent on Toady One's implementation (#defining numbers) or
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* Memory.xml (#defining text). I voted for Toady One's numbers to be more
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* stable, but could be wrong.
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*
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* Ideally there would be a flag "is_military" or "is_social" in Memory.xml.
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*/
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/* Social skills */
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#define SKILL_PERSUASION 72
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#define SKILL_NEGOTIATION 73
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#define SKILL_JUDGING_INTENT 74
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#define SKILL_INTIMIDATION 79
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#define SKILL_CONVERSATION 80
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#define SKILL_COMEDY 81
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#define SKILL_FLATTERY 82
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#define SKILL_CONSOLING 83
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#define SKILL_PACIFICATION 84
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/* Misc skills */
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#define SKILL_WEAPONSMITHING 27
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#define SKILL_ARMORSMITHING 28
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#define SKILL_RECORD_KEEPING 77
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#define SKILL_WAX_WORKING 115
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/* Some military skills */
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#define SKILL_COORDINATION 95
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#define SKILL_BALANCE 96
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#define SKILL_LEADERSHIP 97
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#define SKILL_TEACHING 98
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#define SKILL_FIGHTING 99
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#define SKILL_ARCHERY 100
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#define SKILL_WRESTLING 101
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#define SKILL_BITING 102
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#define SKILL_STRIKING 103
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#define SKILL_KICKING 104
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#define SKILL_DODGING 105
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#define LABOR_STONE_HAULING 1
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#define LABOR_WOOD_HAULING 2
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#define LABOR_BURIAL 3
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#define LABOR_FOOD_HAULING 4
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#define LABOR_REFUSE_HAULING 5
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#define LABOR_ITEM_HAULING 6
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#define LABOR_FURNITURE_HAULING 7
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#define LABOR_ANIMAL_HAULING 8
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#define LABOR_CLEANING 9
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#define LABOR_FEED_PATIENTS_PRISONERS 22
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#define LABOR_RECOVERING_WOUNDED 23
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#define PROFESSION_CHILD 96
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#define PROFESSION_BABY 97
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#define NOT_SET INT_MIN
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#define MAX_MOOD 4
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#define NO_MOOD -1
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bool quiet=true;
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bool verbose = false;
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bool showhauler = true;
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bool showsocial = false;
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bool showfirstlineonly = false;
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bool showdead = false;
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bool showallflags = false;
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int hauler_labors[] = {
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LABOR_STONE_HAULING
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,LABOR_WOOD_HAULING
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,LABOR_BURIAL
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,LABOR_FOOD_HAULING
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,LABOR_REFUSE_HAULING
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,LABOR_ITEM_HAULING
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,LABOR_FURNITURE_HAULING
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,LABOR_ANIMAL_HAULING
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,LABOR_CLEANING
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,LABOR_FEED_PATIENTS_PRISONERS
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,LABOR_RECOVERING_WOUNDED
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};
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int social_skills[] =
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{
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SKILL_PERSUASION
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,SKILL_NEGOTIATION
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,SKILL_JUDGING_INTENT
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,SKILL_INTIMIDATION
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,SKILL_CONVERSATION
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,SKILL_COMEDY
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,SKILL_FLATTERY
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,SKILL_CONSOLING
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,SKILL_PACIFICATION
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};
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int military_skills[] =
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{
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SKILL_COORDINATION
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,SKILL_BALANCE
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,SKILL_LEADERSHIP
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,SKILL_TEACHING
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,SKILL_FIGHTING
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,SKILL_ARCHERY
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,SKILL_WRESTLING
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,SKILL_BITING
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,SKILL_STRIKING
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,SKILL_KICKING
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,SKILL_DODGING
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};
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void usage(int argc, const char * argv[])
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{
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cout
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<< "Usage:" << endl
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<< argv[0] << " [option 1] [option 2] [...]" << endl
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<< endl
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<< "Display options:" << endl
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<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
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<< "-v : Increase verbosity" << endl
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<< endl
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<< "Choosing which creatures to display and/or modify "
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<< "(note that all criteria" << endl << "must match, so adding "
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<< " more narrows things down):" << endl
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<< "-i id1[,id2,...]: Only show/modify creature with this id" << endl
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<< "-c creature : Show/modify this creature type instead of dwarves" << endl
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<< " ('all' to show all creatures)" << endl
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<< "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl
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<< "--nicks : Only show/modify creatures with custom nickname" << endl
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<< "--showdead : Also show/modify dead creatures" << endl
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<< "--type : Show/modify all creatures of given type" << endl
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<< " : Can be used multiple times" << endl
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<< " types:" << endl
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<< " * dead: all dead creatures" << endl
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<< " * demon: all demons" << endl
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<< " * diplomat: all diplomats" << endl
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<< " * FB: all forgotten beasts" << endl
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<< " * female: all female creatures" << endl
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<< " * ghost: all ghosts" << endl
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<< " * male: all male creatures" << endl
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<< " * merchants: all merchants (including pack animals)" << endl
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<< " * neuter: all neuter creatuers" << endl
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<< " * pregnant: all pregnant creatures" << endl
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<< " * tame: all tame creatues" << endl
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<< " * wild: all wild creatures" << endl
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<< endl
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<< "What information to display:" << endl
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<< "-saf : Show all flags of a creature" << endl
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<< "--showallflags : Show all flags of a creature" << endl
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<< "-ll/--listlabors: List available labors" << endl
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<< "-ss : Show social skills" << endl
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<< "+sh : Hide hauler labors" << endl
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<< "-1/--summary : Only display one line per creature" << endl
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<< endl
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<< "Options to modify selected creatures:" << endl
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<< "-al <n> : Add labor <n> to creature" << endl
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<< "-rl <n> : Remove labor <n> from creature" << endl
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<< "-ras : Remove all skills from creature (i.e. set them to zero)" << endl
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<< "-rcs : Remove civil skills from creature (i.e. set them to zero)" << endl
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<< "-rms : Remove military skills from creature (i.e. set them to zero)" << endl
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<< "-ral : Remove all labors from creature" << endl
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<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
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<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
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// Disabling mood doesn't work as intented
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<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << endl
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<< "--kill : Kill creature(s) (leaves behind corpses)" << endl
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<< "--erase : Remove creature(s) from game without killing" << endl
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<< "--tame : Tames animals, recruits intelligent creatures." << endl
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<< "--slaugher : Mark a creature for slaughter, even sentients" << endl
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<< "--butcher : Same as --slaugher" << endl
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// Doesn't seem to work
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//<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl
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// Setting happiness doesn't work really, because hapiness is recalculated
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//<< "--sethappiness <n> : Set happiness to n" << endl
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<< "-f : Force an action" << endl
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<< endl
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<< "Examples:" << endl
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<< endl
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<< "Show all dwarfs:" << endl
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<< argv[0] << " -c Dwarf" << endl
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<< endl
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<< "Show summary of all creatures (spoiler: includes unknown creatures):" << endl
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<< argv[0] << " -1 -c all" << endl
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<< endl
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<< "Kill that nasty ogre" << endl
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<< argv[0] << " -i 52 --kill" << endl
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<< endl
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<< "Check that the ogre is really dead" << endl
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<< argv[0] << " -c ogre --showdead" << endl
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<< endl
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<< "Remove all skills from dwarfs 15 and 32:" << endl
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<< argv[0] << " -i 15,32 -ras" << endl
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<< endl
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<< "Remove all skills and labors from dwarfs with no custom nickname:" << endl
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<< argv[0] << " -c DWARF -nn -ras -ral" << endl
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<< endl
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<< "Add hauling labors to all dwarfs without nickname (e.g. migrants):" << endl
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<< argv[0] << " -c DWARF -nn -ah" << endl
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<< endl
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<< "Show list of labor ids:" << endl
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<< argv[0] << " -c DWARF -ll" << endl
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<< endl
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<< "Add engraving labor to all dwarfs without nickname (get the labor id from the list above):" << endl
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<< argv[0] << " -c DWARF -nn -al 13" << endl
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<< endl
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<< "Make Urist, Stodir and Ingish miners:" << endl
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<< argv[0] << " -i 31,42,77 -al 0" << endl
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<< endl
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<< "Make all demons friendly:" << endl
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<< argv[0] << " --type demon --tame" << endl
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;
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if (quiet == false) {
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cout << "Press any key to continue" << endl;
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cin.ignore();
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}
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}
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DFHack::Materials * Materials;
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DFHack::VersionInfo *mem;
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DFHack::Creatures * Creatures = NULL;
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// Note that toCaps() changes the string itself and I'm using it a few times in
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// an unsafe way below. Didn't crash yet however.
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std::string toCaps(std::string s)
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{
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const int length = s.length();
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std::locale loc("");
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bool caps=true;
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if (length == 0) {
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return s;
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}
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for(int i=0; i!=length ; ++i)
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{
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if (caps)
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{
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s[i] = std::toupper(s[i],loc);
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caps = false;
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}
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else if (s[i] == '_' || s[i] == ' ')
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{
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s[i] = ' ';
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caps = true;
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}
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else
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{
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s[i] = std::tolower(s[i],loc);
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}
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}
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return s;
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}
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int strtoint(const string &str)
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{
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stringstream ss(str);
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int result;
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return ss >> result ? result : -1;
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}
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// A C++ standard library function should be used instead
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bool is_in(int m, int set[], int set_size)
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{
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for (int i=0; i<set_size; i++)
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{
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if (m == set[i])
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return true;
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}
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return false;
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}
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int * find_int(std::vector<int> v, int comp)
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{
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for (size_t i=0; i<v.size(); i++)
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{
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//fprintf(stderr, "Comparing %d with %d and returning %x...\n", v[i], comp, &v[i]);
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if (v[i] == comp)
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return &v[i];
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}
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return NULL;
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}
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void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, int index)
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{
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DFHack::Translation *Tran = DF->getTranslation();
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DFHack::VersionInfo *mem = DF->getMemoryInfo();
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string type="(no type)";
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if (Materials->raceEx[creature.race].rawname[0])
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{
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type = toCaps(Materials->raceEx[creature.race].rawname);
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}
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string name="(no name)";
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if(creature.name.nickname[0])
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{
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name = creature.name.nickname;
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}
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else
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{
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if(creature.name.first_name[0])
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{
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name = toCaps(creature.name.first_name);
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string transName = Tran->TranslateName(creature.name,false);
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if(!transName.empty())
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{
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name += " " + toCaps(transName);
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}
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}
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}
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string profession="";
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try {
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profession = mem->getProfession(creature.profession);
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}
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catch (exception& e)
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{
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cout << "Error retrieving creature profession: " << e.what() << endl;
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}
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if(creature.custom_profession[0])
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{
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profession = creature.custom_profession;
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}
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string jobid;
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stringstream ss;
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ss << "(" << creature.current_job.jobId << ")";
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jobid = ss.str();
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string job="No Job/On Break" + (creature.current_job.jobId == 0 ? "" : jobid);
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if(creature.current_job.active)
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{
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job=mem->getJob(creature.current_job.jobId);
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int p=job.size();
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while (p>0 && (job[p]==' ' || job[p]=='\t'))
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p--;
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if (p <= 1) // Display numeric jobID if unknown job
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{
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job = jobid;
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}
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}
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if (showfirstlineonly)
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{
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printf("%3d", index);
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printf(" %-17s", type.c_str());
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printf(" %-24s", name.c_str());
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printf(" %-16s", toCaps(profession).c_str());
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printf(" %-38s", job.c_str());
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printf(" %5d", creature.happiness);
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if (showdead)
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{
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printf(" %-5s", creature.flags1.bits.dead ? "Dead" : "Alive");
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}
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printf("\n");
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return;
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}
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else
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{
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printf("ID: %d", index);
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printf(", %s", type.c_str());
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printf(", %s", name.c_str());
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printf(", %s", toCaps(profession).c_str());
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printf(", Job: %s", job.c_str());
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printf(", Happiness: %d", creature.happiness);
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printf("\n");
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printf("Origin: %p\n", creature.origin);
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printf("Civ #: %d\n", creature.civ);
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}
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if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD))
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{
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cout << "Creature is in a strange mood (mood=" << creature.mood << "), skill: " << mem->getSkill(creature.mood_skill) << endl;
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vector<DFHack::t_material> mymat;
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if(Creatures->ReadJob(&creature, mymat))
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{
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for(unsigned int i = 0; i < mymat.size(); i++)
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{
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printf("\t%s(%d)\t%d %d %d - %.8x\n", Materials->getDescription(mymat[i]).c_str(), mymat[i].itemType, mymat[i].subType, mymat[i].subIndex, mymat[i].index, mymat[i].flags);
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}
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}
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}
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if(creature.has_default_soul)
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{
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// Print out skills
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int skillid;
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int skillrating;
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int skillexperience;
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string skillname;
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cout << setiosflags(ios::left);
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for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
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{
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skillid = creature.defaultSoul.skills[i].id;
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bool is_social = is_in(skillid, social_skills, sizeof(social_skills)/sizeof(social_skills[0]));
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if (!is_social || (is_social && showsocial))
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{
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skillrating = creature.defaultSoul.skills[i].rating;
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skillexperience = creature.defaultSoul.skills[i].experience;
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try
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{
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skillname = mem->getSkill(skillid);
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}
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catch(DFHack::Error::AllMemdef &e)
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{
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skillname = "Unknown skill";
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cout << e.what() << endl;
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}
|
|
if (skillrating > 0 || skillexperience > 0)
|
|
{
|
|
cout << "(Skill " << int(skillid) << ") " << setw(16) << skillname << ": "
|
|
<< skillrating << "/" << skillexperience << endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++)
|
|
{
|
|
if(!creature.labors[i])
|
|
continue;
|
|
string laborname;
|
|
try
|
|
{
|
|
laborname = mem->getLabor(i);
|
|
}
|
|
catch(exception &)
|
|
{
|
|
laborname = "(Undefined)";
|
|
}
|
|
bool is_labor = is_in(i, hauler_labors, sizeof(hauler_labors)/sizeof(hauler_labors[0]));
|
|
if (!is_labor || (is_labor && showhauler))
|
|
cout << "(Labor " << i << ") " << setw(16) << laborname << endl;
|
|
}
|
|
}
|
|
|
|
if (creature.pregnancy_timer > 0)
|
|
cout << "Pregnant: " << creature.pregnancy_timer << " ticks to "
|
|
<< "birth." << endl;
|
|
|
|
if (showallflags)
|
|
{
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
DFHack::t_creaturflags3 f3 = creature.flags3;
|
|
|
|
if(f1.bits.dead){cout << "Flag: dead" << endl; }
|
|
if(f1.bits.had_mood){cout<<toCaps("Flag: had_mood") << endl; }
|
|
if(f1.bits.marauder){cout<<toCaps("Flag: marauder") << endl; }
|
|
if(f1.bits.drowning){cout<<toCaps("Flag: drowning") << endl; }
|
|
if(f1.bits.merchant){cout<<toCaps("Flag: merchant") << endl; }
|
|
if(f1.bits.forest){cout<<toCaps("Flag: forest") << endl; }
|
|
if(f1.bits.left){cout<<toCaps("Flag: left") << endl; }
|
|
if(f1.bits.rider){cout<<toCaps("Flag: rider") << endl; }
|
|
if(f1.bits.incoming){cout<<toCaps("Flag: incoming") << endl; }
|
|
if(f1.bits.diplomat){cout<<toCaps("Flag: diplomat") << endl; }
|
|
if(f1.bits.zombie){cout<<toCaps("Flag: zombie") << endl; }
|
|
if(f1.bits.skeleton){cout<<toCaps("Flag: skeleton") << endl; }
|
|
if(f1.bits.can_swap){cout<<toCaps("Flag: can_swap") << endl; }
|
|
if(f1.bits.on_ground){cout<<toCaps("Flag: on_ground") << endl; }
|
|
if(f1.bits.projectile){cout<<toCaps("Flag: projectile") << endl; }
|
|
if(f1.bits.active_invader){cout<<toCaps("Flag: active_invader") << endl; }
|
|
if(f1.bits.hidden_in_ambush){cout<<toCaps("Flag: hidden_in_ambush") << endl; }
|
|
if(f1.bits.invader_origin){cout<<toCaps("Flag: invader_origin") << endl; }
|
|
if(f1.bits.coward){cout<<toCaps("Flag: coward") << endl; }
|
|
if(f1.bits.hidden_ambusher){cout<<toCaps("Flag: hidden_ambusher") << endl; }
|
|
if(f1.bits.invades){cout<<toCaps("Flag: invades") << endl; }
|
|
if(f1.bits.check_flows){cout<<toCaps("Flag: check_flows") << endl; }
|
|
if(f1.bits.ridden){cout<<toCaps("Flag: ridden") << endl; }
|
|
if(f1.bits.caged){cout<<toCaps("Flag: caged") << endl; }
|
|
if(f1.bits.tame){cout<<toCaps("Flag: tame") << endl; }
|
|
if(f1.bits.chained){cout<<toCaps("Flag: chained") << endl; }
|
|
if(f1.bits.royal_guard){cout<<toCaps("Flag: royal_guard") << endl; }
|
|
if(f1.bits.fortress_guard){cout<<toCaps("Flag: fortress_guard") << endl; }
|
|
if(f1.bits.suppress_wield){cout<<toCaps("Flag: suppress_wield") << endl; }
|
|
if(f1.bits.important_historical_figure){cout<<toCaps("Flag: important_historical_figure") << endl; }
|
|
|
|
if(f2.bits.swimming){cout<<toCaps("Flag: swimming") << endl; }
|
|
if(f2.bits.sparring){cout<<toCaps("Flag: sparring") << endl; }
|
|
if(f2.bits.no_notify){cout<<toCaps("Flag: no_notify") << endl; }
|
|
if(f2.bits.unused){cout<<toCaps("Flag: unused") << endl; }
|
|
if(f2.bits.calculated_nerves){cout<<toCaps("Flag: calculated_nerves") << endl; }
|
|
if(f2.bits.calculated_bodyparts){cout<<toCaps("Flag: calculated_bodyparts") << endl; }
|
|
if(f2.bits.important_historical_figure){cout<<toCaps("Flag: important_historical_figure") << endl; }
|
|
if(f2.bits.killed){cout<<toCaps("Flag: killed") << endl; }
|
|
if(f2.bits.cleanup_1){cout<<toCaps("Flag: cleanup_1") << endl; }
|
|
if(f2.bits.cleanup_2){cout<<toCaps("Flag: cleanup_2") << endl; }
|
|
if(f2.bits.cleanup_3){cout<<toCaps("Flag: cleanup_3") << endl; }
|
|
if(f2.bits.for_trade){cout<<toCaps("Flag: for_trade") << endl; }
|
|
if(f2.bits.trade_resolved){cout<<toCaps("Flag: trade_resolved") << endl; }
|
|
if(f2.bits.has_breaks){cout<<toCaps("Flag: has_breaks") << endl; }
|
|
if(f2.bits.gutted){cout<<toCaps("Flag: gutted") << endl; }
|
|
if(f2.bits.circulatory_spray){cout<<toCaps("Flag: circulatory_spray") << endl; }
|
|
if(f2.bits.locked_in_for_trading){cout<<toCaps("Flag: locked_in_for_trading") << endl; }
|
|
if(f2.bits.slaughter){cout<<toCaps("Flag: slaughter") << endl; }
|
|
if(f2.bits.underworld){cout<<toCaps("Flag: underworld") << endl; }
|
|
if(f2.bits.resident){cout<<toCaps("Flag: resident") << endl; }
|
|
if(f2.bits.cleanup_4){cout<<toCaps("Flag: cleanup_4") << endl; }
|
|
if(f2.bits.calculated_insulation){cout<<toCaps("Flag: calculated_insulation") << endl; }
|
|
if(f2.bits.visitor_uninvited){cout<<toCaps("Flag: visitor_uninvited") << endl; }
|
|
if(f2.bits.visitor){cout<<toCaps("Flag: visitor") << endl; }
|
|
if(f2.bits.calculated_inventory){cout<<toCaps("Flag: calculated_inventory") << endl; }
|
|
if(f2.bits.vision_good){cout<<toCaps("Flag: vision_good") << endl; }
|
|
if(f2.bits.vision_damaged){cout<<toCaps("Flag: vision_damaged") << endl; }
|
|
if(f2.bits.vision_missing){cout<<toCaps("Flag: vision_missing") << endl; }
|
|
if(f2.bits.breathing_good){cout<<toCaps("Flag: breathing_good") << endl; }
|
|
if(f2.bits.breathing_problem){cout<<toCaps("Flag: breathing_problem") << endl; }
|
|
if(f2.bits.roaming_wilderness_population_source){cout<<toCaps("Flag: roaming_wilderness_population_source") << endl; }
|
|
if(f2.bits.roaming_wilderness_population_source_not_a_map_feature){cout<<toCaps("Flag: roaming_wilderness_population_source_not_a_map_feature") << endl; }
|
|
|
|
if(f3.bits.announce_titan){cout<<toCaps("Flag: announce_titan") << endl; }
|
|
if(f3.bits.scuttle){cout<<toCaps("Flag: scuttle") << endl; }
|
|
if(f3.bits.ghostly){cout<<toCaps("Flag: ghostly") << endl; }
|
|
}
|
|
else
|
|
{
|
|
/* FLAGS 1 */
|
|
if(creature.flags1.bits.dead) { cout << "Flag: Dead" << endl; }
|
|
if(creature.flags1.bits.on_ground) { cout << "Flag: On the ground" << endl; }
|
|
if(creature.flags1.bits.tame) { cout << "Flag: Tame" << endl; }
|
|
if(creature.flags1.bits.royal_guard) { cout << "Flag: Royal guard" << endl; }
|
|
if(creature.flags1.bits.fortress_guard) { cout << "Flag: Fortress guard" << endl; }
|
|
|
|
/* FLAGS 2 */
|
|
if(creature.flags2.bits.killed) { cout << "Flag: Killed by kill function" << endl; }
|
|
if(creature.flags2.bits.resident) { cout << "Flag: Resident" << endl; }
|
|
if(creature.flags2.bits.gutted) { cout << "Flag: Gutted" << endl; }
|
|
if(creature.flags2.bits.slaughter) { cout << "Flag: Marked for slaughter" << endl; }
|
|
if(creature.flags2.bits.underworld) { cout << "Flag: From the underworld" << endl; }
|
|
|
|
/* FLAGS 3 */
|
|
if(creature.flags3.bits.ghostly) { cout << "Flag: Ghost" << endl; }
|
|
|
|
if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) )
|
|
{
|
|
string artifact_name = Tran->TranslateName(creature.artifact_name,false);
|
|
cout << "Artifact: " << artifact_name << endl;
|
|
}
|
|
}
|
|
cout << endl;
|
|
}
|
|
|
|
class creature_filter
|
|
{
|
|
public:
|
|
|
|
enum sex_filter
|
|
{
|
|
SEX_FEMALE = 0,
|
|
SEX_MALE = 1,
|
|
SEX_ANY = 254, // Our magin number for ignoring sex.
|
|
SEX_NEUTER = 255
|
|
};
|
|
|
|
bool dead;
|
|
bool demon;
|
|
bool diplomat;
|
|
bool find_nonicks;
|
|
bool find_nicks;
|
|
bool forgotten_beast;
|
|
bool ghost;
|
|
bool merchant;
|
|
bool pregnant;
|
|
bool tame;
|
|
bool wild;
|
|
|
|
sex_filter sex;
|
|
|
|
string creature_type;
|
|
std::vector<int> creature_id;
|
|
|
|
#define DEFAULT_CREATURE_STR "Default"
|
|
|
|
creature_filter()
|
|
{
|
|
// By default we only select dwarves, except that if we use the
|
|
// --type option we want to default to everyone. So we start out
|
|
// with a special string, and if remains unchanged after all
|
|
// the options have been processed we turn it to DWARF.
|
|
creature_type = DEFAULT_CREATURE_STR;
|
|
|
|
dead = false;
|
|
demon = false;
|
|
diplomat = false;
|
|
find_nonicks = false;
|
|
find_nicks = false;
|
|
forgotten_beast = false;
|
|
ghost = false;
|
|
merchant = false;
|
|
pregnant = false;
|
|
sex = SEX_ANY;
|
|
tame = false;
|
|
wild = false;
|
|
}
|
|
|
|
// If the creature type is still the default, then change it to allow
|
|
// for all creatures. If the creature type has been explicitly set,
|
|
// then don't alter it.
|
|
void defaultTypeToAll()
|
|
{
|
|
if (creature_type == DEFAULT_CREATURE_STR)
|
|
creature_type = "";
|
|
}
|
|
|
|
// If the creature type is still the default, change it to DWARF
|
|
void defaultTypeToDwarf()
|
|
{
|
|
if (creature_type == DEFAULT_CREATURE_STR)
|
|
creature_type = "Dwarf";
|
|
}
|
|
|
|
void process_type(string type)
|
|
{
|
|
type = toCaps(type);
|
|
|
|
// If we're going by type, then by default all species are
|
|
// permitted.
|
|
defaultTypeToAll();
|
|
|
|
if (type == "Dead")
|
|
{
|
|
dead = true;
|
|
showdead = true;
|
|
}
|
|
else if (type == "Demon")
|
|
demon = true;
|
|
else if (type == "Diplomat")
|
|
diplomat = true;
|
|
else if (type == "Fb" || type == "Beast")
|
|
forgotten_beast = true;
|
|
else if (type == "Ghost")
|
|
ghost = true;
|
|
else if (type == "Merchant")
|
|
merchant = true;
|
|
else if (type == "Pregnant")
|
|
pregnant = true;
|
|
else if (type == "Tame")
|
|
tame = true;
|
|
else if (type == "Wild")
|
|
wild = true;
|
|
else if (type == "Male")
|
|
sex = SEX_MALE;
|
|
else if (type == "Female")
|
|
sex = SEX_FEMALE;
|
|
else if (type == "Neuter")
|
|
sex = SEX_NEUTER;
|
|
else
|
|
{
|
|
cerr << "ERROR: Unknown type '" << type << "'" << endl;
|
|
}
|
|
}
|
|
|
|
void doneProcessingOptions()
|
|
{
|
|
string temp = toCaps(creature_type);
|
|
creature_type = temp;
|
|
|
|
defaultTypeToDwarf();
|
|
}
|
|
|
|
bool creatureMatches(const DFHack::t_creature & creature,
|
|
uint32_t creature_idx)
|
|
{
|
|
// A list of ids overrides everything else.
|
|
if (creature_id.size() > 0)
|
|
return (find_int(creature_id, creature_idx));
|
|
|
|
// If it's not a list of ids, it has not match all given criteria.
|
|
|
|
const DFHack::t_creaturflags1 &f1 = creature.flags1;
|
|
const DFHack::t_creaturflags2 &f2 = creature.flags2;
|
|
const DFHack::t_creaturflags3 &f3 = creature.flags3;
|
|
|
|
if(f1.bits.dead && !showdead)
|
|
return false;
|
|
|
|
bool hasnick = (creature.name.nickname[0] != '\0');
|
|
if(hasnick && find_nonicks)
|
|
return false;
|
|
if(!hasnick && find_nicks)
|
|
return false;
|
|
|
|
string race_name = string(Materials->raceEx[creature.race].rawname);
|
|
|
|
if(!creature_type.empty() && creature_type != toCaps(race_name))
|
|
return false;
|
|
|
|
if(dead && !f1.bits.dead)
|
|
return false;
|
|
if(demon && !f2.bits.underworld)
|
|
return false;
|
|
if(diplomat && !f1.bits.diplomat)
|
|
return false;
|
|
if(forgotten_beast && !f2.bits.visitor_uninvited)
|
|
return false;
|
|
if(ghost && !f3.bits.ghostly)
|
|
return false;
|
|
if(merchant && !f1.bits.merchant)
|
|
return false;
|
|
if(pregnant && creature.pregnancy_timer == 0)
|
|
return false;
|
|
if (sex != SEX_ANY && creature.sex != (uint8_t) sex)
|
|
return false;
|
|
if(tame && !f1.bits.tame)
|
|
return false;
|
|
|
|
if(wild && !f2.bits.roaming_wilderness_population_source &&
|
|
!f2.bits.roaming_wilderness_population_source_not_a_map_feature)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
int main (int argc, const char* argv[])
|
|
{
|
|
// let's be more useful when double-clicked on windows
|
|
#ifndef LINUX_BUILD
|
|
quiet = false;
|
|
#endif
|
|
creature_filter filter;
|
|
|
|
bool remove_skills = false;
|
|
bool remove_civil_skills = false;
|
|
bool remove_military_skills = false;
|
|
bool remove_labors = false;
|
|
bool kill_creature = false;
|
|
bool erase_creature = false;
|
|
bool revive_creature = false;
|
|
bool make_hauler = false;
|
|
bool remove_hauler = false;
|
|
bool add_labor = false;
|
|
int add_labor_n = NOT_SET;
|
|
bool remove_labor = false;
|
|
int remove_labor_n = NOT_SET;
|
|
bool set_happiness = false;
|
|
int set_happiness_n = NOT_SET;
|
|
bool set_mood = false;
|
|
int set_mood_n = NOT_SET;
|
|
bool list_labors = false;
|
|
bool force_massdesignation = false;
|
|
bool tame_creature = false;
|
|
bool slaughter_creature = false;
|
|
|
|
if (argc == 1) {
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
|
|
for(int i = 1; i < argc; i++)
|
|
{
|
|
string arg_cur = argv[i];
|
|
string arg_next = "";
|
|
int arg_next_int = NOT_SET;
|
|
/* Check if argv[i+1] is a number >= 0 */
|
|
if (i < argc-1) {
|
|
arg_next = argv[i+1];
|
|
arg_next_int = strtoint(arg_next);
|
|
if (arg_next != "0" && arg_next_int == 0) {
|
|
arg_next_int = NOT_SET;
|
|
}
|
|
}
|
|
|
|
if(arg_cur == "-q")
|
|
{
|
|
quiet = true;
|
|
}
|
|
else if(arg_cur == "+q")
|
|
{
|
|
quiet = false;
|
|
}
|
|
else if(arg_cur == "-v")
|
|
{
|
|
verbose = true;
|
|
}
|
|
else if(arg_cur == "-1" || arg_cur == "--summary")
|
|
{
|
|
showfirstlineonly = true;
|
|
}
|
|
else if(arg_cur == "-ss" || arg_cur == "--showsocial")
|
|
{
|
|
showsocial = true;
|
|
}
|
|
else if(arg_cur == "+sh" || arg_cur == "-nosh" || arg_cur == "--noshowhauler")
|
|
{
|
|
showhauler = false;
|
|
}
|
|
else if(arg_cur == "--showdead")
|
|
{
|
|
showdead = true;
|
|
}
|
|
else if(arg_cur == "--showallflags" || arg_cur == "-saf")
|
|
{
|
|
showallflags = true;
|
|
}
|
|
else if(arg_cur == "-ras")
|
|
{
|
|
remove_skills = true;
|
|
}
|
|
else if(arg_cur == "-rcs")
|
|
{
|
|
remove_civil_skills = true;
|
|
}
|
|
else if(arg_cur == "-rms")
|
|
{
|
|
remove_military_skills = true;
|
|
}
|
|
else if(arg_cur == "-f")
|
|
{
|
|
force_massdesignation = true;
|
|
}
|
|
// list labors
|
|
else if(arg_cur == "-ll" || arg_cur == "--listlabors")
|
|
{
|
|
list_labors = true;
|
|
}
|
|
// add single labor
|
|
else if(arg_cur == "-al" && i < argc-1)
|
|
{
|
|
if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) {
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
add_labor = true;
|
|
add_labor_n = arg_next_int;
|
|
i++;
|
|
}
|
|
// remove single labor
|
|
else if(arg_cur == "-rl" && i < argc-1)
|
|
{
|
|
if (arg_next_int == NOT_SET || arg_next_int >= NUM_CREATURE_LABORS) {
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
remove_labor = true;
|
|
remove_labor_n = arg_next_int;
|
|
i++;
|
|
}
|
|
else if(arg_cur == "--setmood" && i < argc-1)
|
|
{
|
|
if (arg_next_int < NO_MOOD || arg_next_int > MAX_MOOD) {
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
set_mood = true;
|
|
set_mood_n = arg_next_int;
|
|
i++;
|
|
}
|
|
else if(arg_cur == "--sethappiness" && i < argc-1)
|
|
{
|
|
if (arg_next_int < 1 || arg_next_int >= 2000) {
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
set_happiness = true;
|
|
set_happiness_n = arg_next_int;
|
|
i++;
|
|
}
|
|
else if(arg_cur == "--kill")
|
|
{
|
|
kill_creature = true;
|
|
showallflags = true;
|
|
showdead = true;
|
|
}
|
|
else if(arg_cur == "--erase")
|
|
{
|
|
erase_creature = true;
|
|
showallflags = true;
|
|
showdead = true;
|
|
}
|
|
else if(arg_cur == "--revive")
|
|
{
|
|
revive_creature = true;
|
|
showdead = true;
|
|
showallflags = true;
|
|
}
|
|
else if(arg_cur == "-ral")
|
|
{
|
|
remove_labors = true;
|
|
}
|
|
else if(arg_cur == "-ah")
|
|
{
|
|
make_hauler = true;
|
|
}
|
|
else if(arg_cur == "-rh")
|
|
{
|
|
remove_hauler = true;
|
|
}
|
|
else if(arg_cur == "-nn" || arg_cur == "--nonicks")
|
|
{
|
|
filter.find_nonicks = true;
|
|
}
|
|
else if(arg_cur == "--nicks")
|
|
{
|
|
filter.find_nicks = true;
|
|
}
|
|
else if(arg_cur == "-c" && i < argc-1)
|
|
{
|
|
filter.creature_type = argv[i+1];
|
|
i++;
|
|
}
|
|
else if(arg_cur == "-i" && i < argc-1)
|
|
{
|
|
std::stringstream ss(argv[i+1]);
|
|
int num;
|
|
while (ss >> num) {
|
|
filter.creature_id.push_back(num);
|
|
ss.ignore(1);
|
|
}
|
|
|
|
filter.creature_type = ""; // if -i is given, match all creatures
|
|
showdead = true;
|
|
i++;
|
|
}
|
|
else if(arg_cur == "--type" && i < argc-1)
|
|
{
|
|
filter.process_type(arg_next);
|
|
i++;
|
|
}
|
|
else if (arg_cur == "--tame")
|
|
tame_creature = true;
|
|
else if (arg_cur == "--slaugher" || arg_cur == "--butcher")
|
|
slaughter_creature = true;
|
|
else
|
|
{
|
|
if (arg_cur != "-h") {
|
|
cout << "Unknown option '" << arg_cur << "'" << endl;
|
|
cout << endl;
|
|
}
|
|
usage(argc, argv);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
filter.doneProcessingOptions();
|
|
|
|
DFHack::ContextManager DFMgr("Memory.xml");
|
|
DFHack::Context* DF;
|
|
try
|
|
{
|
|
DF = DFMgr.getSingleContext();
|
|
DF->Attach();
|
|
}
|
|
catch (exception& e)
|
|
{
|
|
cerr << e.what() << endl;
|
|
if (quiet == false)
|
|
{
|
|
cin.ignore();
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
Creatures = DF->getCreatures();
|
|
Materials = DF->getMaterials();
|
|
DFHack::Translation * Tran = DF->getTranslation();
|
|
|
|
uint32_t numCreatures;
|
|
if(!Creatures->Start(numCreatures))
|
|
{
|
|
cerr << "Can't get creatures" << endl;
|
|
if (quiet == false)
|
|
{
|
|
cin.ignore();
|
|
}
|
|
return 1;
|
|
}
|
|
if(!numCreatures)
|
|
{
|
|
cerr << "No creatures to print" << endl;
|
|
if (quiet == false)
|
|
{
|
|
cin.ignore();
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
mem = DF->getMemoryInfo();
|
|
Materials->ReadInorganicMaterials();
|
|
Materials->ReadOrganicMaterials();
|
|
Materials->ReadWoodMaterials();
|
|
Materials->ReadPlantMaterials();
|
|
Materials->ReadCreatureTypes();
|
|
Materials->ReadCreatureTypesEx();
|
|
Materials->ReadDescriptorColors();
|
|
|
|
if(!Tran->Start())
|
|
{
|
|
cerr << "Can't get name tables" << endl;
|
|
return 1;
|
|
}
|
|
|
|
// List all available labors (reproduces contents of Memory.xml)
|
|
if (list_labors == true) {
|
|
string laborname;
|
|
for (int i=0; i < NUM_CREATURE_LABORS; i++) {
|
|
try {
|
|
laborname = mem->getLabor(i);
|
|
cout << "Labor " << int(i) << ": " << laborname << endl;
|
|
}
|
|
catch (exception&) {
|
|
if (verbose)
|
|
{
|
|
laborname = "Unknown";
|
|
cout << "Labor " << int(i) << ": " << laborname << endl;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (showfirstlineonly)
|
|
{
|
|
printf("ID Type Name/nickname Job title Current job Happy%s\n", showdead?" Dead ":"");
|
|
printf("--- ----------------- ------------------------ ---------------- -------------------------------------- -----%s\n", showdead?" -----":"");
|
|
}
|
|
|
|
vector<uint32_t> addrs;
|
|
for(uint32_t creature_idx = 0; creature_idx < numCreatures; creature_idx++)
|
|
{
|
|
DFHack::t_creature creature;
|
|
Creatures->ReadCreature(creature_idx,creature);
|
|
/* Check if we want to display/change this creature or skip it */
|
|
if(filter.creatureMatches(creature, creature_idx))
|
|
{
|
|
printCreature(DF,creature,creature_idx);
|
|
addrs.push_back(creature.origin);
|
|
|
|
bool dochange = (
|
|
remove_skills || remove_civil_skills || remove_military_skills
|
|
|| remove_labors || add_labor || remove_labor
|
|
|| make_hauler || remove_hauler
|
|
|| kill_creature || erase_creature
|
|
|| revive_creature
|
|
|| set_happiness
|
|
|| set_mood
|
|
|| tame_creature || slaughter_creature
|
|
);
|
|
|
|
if (toCaps(filter.creature_type) == "Dwarf"
|
|
&& (creature.profession == PROFESSION_CHILD || creature.profession == PROFESSION_BABY))
|
|
{
|
|
dochange = false;
|
|
}
|
|
|
|
bool allow_massdesignation =
|
|
filter.creature_id.size()==0 ||
|
|
toCaps(filter.creature_type) != "Dwarf" ||
|
|
filter.find_nonicks == true ||
|
|
force_massdesignation;
|
|
if (dochange == true && allow_massdesignation == false)
|
|
{
|
|
cout
|
|
<< "Not changing creature because none of -c (other than dwarf), -i or -nn was" << endl
|
|
<< "selected. Add -f (force) to override this safety measure." << endl;
|
|
dochange = false;
|
|
}
|
|
|
|
if (dochange)
|
|
{
|
|
if(creature.has_default_soul)
|
|
{
|
|
if (kill_creature && !creature.flags1.bits.dead)
|
|
{
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
DFHack::t_creaturflags3 f3 = creature.flags3;
|
|
|
|
f3.bits.scuttle = true;
|
|
|
|
cout << "Writing flags..." << endl;
|
|
if (!Creatures->WriteFlags(creature_idx, f1.whole,
|
|
f2.whole, f3.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
// We want the flags to be shown after our
|
|
// modification, but they are not read back
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
creature.flags3 = f3;
|
|
}
|
|
|
|
if (erase_creature && !creature.flags1.bits.dead)
|
|
{
|
|
/*
|
|
[quote author=Eldrick Tobin link=topic=58809.msg2178545#msg2178545 date=1302638055]
|
|
|
|
After extensive testing that just ate itself -.-;
|
|
|
|
Runesmith does not unset the following:
|
|
- Active Invader (sets if they are just about the invade, as Currently
|
|
Invading removes this one)
|
|
- Hidden Ambusher (Just in Case, however it is still set when an Active Invader)
|
|
- Hidden in Ambush (Just in Case, however it is still set when an Active Invader,
|
|
until discovery)
|
|
- Incoming (Sets if something is here yet... wave X of a siege here)
|
|
- Invader -Fleeing/Leaving
|
|
- Currently Invading
|
|
|
|
When it nukes something it basically just sets them to 'dead'. It does not also
|
|
set them to 'killed'. Show dead will show everything (short of 'vanished'/'deleted'
|
|
I'd suspect) so one CAN go through the intensive process to revive a broken siege. These
|
|
particular flags are not visible at the same exact time so multiple passes -even through
|
|
a narrow segment- are advised.
|
|
|
|
Problem I ran into (last thing before I mention something more DFHack related):
|
|
I set the Killed Flag (but not dead), and I got mortally wounded siegers that refused to
|
|
just pift in Magma. [color=purple]Likely missing upper torsoes on examination[/color].
|
|
|
|
*/
|
|
/* This is from an invading creature's flags:
|
|
|
|
ID: 560, Crocodile Cave, Nako, Standard, Job: No Job, Happiness: 100
|
|
Flag: Marauder
|
|
Flag: Can Swap
|
|
Flag: Active Invader
|
|
Flag: Invader Origin
|
|
Flag: Coward
|
|
Flag: Hidden Ambusher
|
|
Flag: Invades
|
|
Flag: Ridden
|
|
Flag: Calculated Nerves
|
|
Flag: Calculated Bodyparts
|
|
Flag: Calculated Insulation
|
|
Flag: Vision Good
|
|
Flag: Breathing Good
|
|
|
|
*/
|
|
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
|
|
f1.bits.dead = 1;
|
|
f2.bits.killed = 1;
|
|
f1.bits.active_invader = 0; /*!< 17: Active invader (for organized ones) */
|
|
f1.bits.hidden_ambusher = 0; /*!< 21: Active marauder/invader moving inward? */
|
|
f1.bits.hidden_in_ambush = 0;
|
|
f1.bits.invades = 0; /*!< 22: Marauder resident/invader moving in all the way */
|
|
|
|
cout << "Writing flags..." << endl;
|
|
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
// We want the flags to be shown after our modification, but they are not read back
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
}
|
|
|
|
|
|
if (revive_creature && creature.flags1.bits.dead)
|
|
{
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
|
|
f1.bits.dead = 0;
|
|
f2.bits.killed = 0;
|
|
f1.bits.active_invader = 1; /*!< 17: Active invader (for organized ones) */
|
|
f1.bits.hidden_ambusher = 1; /*!< 21: Active marauder/invader moving inward? */
|
|
f1.bits.hidden_in_ambush = 1;
|
|
f1.bits.invades = 1; /*!< 22: Marauder resident/invader moving in all the way */
|
|
|
|
cout << "Writing flags..." << endl;
|
|
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
// We want the flags to be shown after our modification, but they are not read back
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
}
|
|
|
|
if (set_mood)
|
|
{
|
|
/* Doesn't really work to disable a mood */
|
|
cout << "Setting mood to " << set_mood_n << "..." << endl;
|
|
Creatures->WriteMood(creature_idx, set_mood_n);
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
f1.bits.has_mood = (set_mood_n == NO_MOOD ? 0 : 1);
|
|
if (!Creatures->WriteFlags(creature_idx, f1.whole, f2.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
}
|
|
|
|
if (set_happiness)
|
|
{
|
|
cout << "Setting happiness to " << set_happiness_n << "..." << endl;
|
|
Creatures->WriteHappiness(creature_idx, set_happiness_n);
|
|
}
|
|
|
|
if (remove_skills || remove_civil_skills || remove_military_skills)
|
|
{
|
|
DFHack::t_soul & soul = creature.defaultSoul;
|
|
|
|
cout << "Removing skills..." << endl;
|
|
|
|
for(unsigned int sk = 0; sk < soul.numSkills;sk++)
|
|
{
|
|
bool is_military = is_in(soul.skills[sk].id, military_skills, sizeof(military_skills)/sizeof(military_skills[0]));
|
|
if (remove_skills
|
|
|| (remove_civil_skills && !is_military)
|
|
|| (remove_military_skills && is_military))
|
|
{
|
|
soul.skills[sk].rating=0;
|
|
soul.skills[sk].experience=0;
|
|
}
|
|
}
|
|
|
|
// Doesn't work anyways, so better leave it alone
|
|
//soul.numSkills=0;
|
|
if (Creatures->WriteSkills(creature_idx, soul) == true) {
|
|
cout << "Success writing skills." << endl;
|
|
} else {
|
|
cout << "Error writing skills." << endl;
|
|
}
|
|
}
|
|
|
|
if (add_labor || remove_labor || remove_labors || make_hauler || remove_hauler)
|
|
{
|
|
if (add_labor) {
|
|
cout << "Adding labor " << add_labor_n << "..." << endl;
|
|
creature.labors[add_labor_n] = 1;
|
|
}
|
|
|
|
if (remove_labor) {
|
|
cout << "Removing labor " << remove_labor_n << "..." << endl;
|
|
creature.labors[remove_labor_n] = 0;
|
|
}
|
|
|
|
if (remove_labors) {
|
|
cout << "Removing labors..." << endl;
|
|
for(unsigned int lab = 0; lab < NUM_CREATURE_LABORS; lab++) {
|
|
creature.labors[lab] = 0;
|
|
}
|
|
}
|
|
|
|
if (remove_hauler) {
|
|
for (int labs=0;
|
|
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
|
|
labs++)
|
|
{
|
|
creature.labors[hauler_labors[labs]] = 0;
|
|
}
|
|
}
|
|
|
|
if (make_hauler) {
|
|
cout << "Setting hauler labors..." << endl;
|
|
for (int labs=0;
|
|
labs < sizeof(hauler_labors)/sizeof(hauler_labors[0]);
|
|
labs++)
|
|
{
|
|
creature.labors[hauler_labors[labs]] = 1;
|
|
}
|
|
}
|
|
if (Creatures->WriteLabors(creature_idx, creature.labors) == true) {
|
|
cout << "Success writing labors." << endl;
|
|
} else {
|
|
cout << "Error writing labors." << endl;
|
|
}
|
|
}
|
|
|
|
if (tame_creature)
|
|
{
|
|
bool tame = true;
|
|
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
|
|
// Site residents are intelligent, so don't
|
|
// tame them.
|
|
if (f2.bits.resident)
|
|
tame = false;
|
|
|
|
f1.bits.diplomat = false;
|
|
f1.bits.merchant = false;
|
|
f2.bits.resident = false;
|
|
f2.bits.underworld = false;
|
|
f2.bits.visitor_uninvited = false;
|
|
f2.bits.roaming_wilderness_population_source = false;
|
|
f2.bits.roaming_wilderness_population_source_not_a_map_feature = false;
|
|
|
|
// Creatures which already belong to a civ might
|
|
// be intelligent, so don't tame them.
|
|
if (creature.civ == -1)
|
|
f1.bits.tame = tame;
|
|
|
|
if (!Creatures->WriteFlags(creature_idx,
|
|
f1.whole, f2.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
|
|
int32_t civ = Creatures->GetDwarfCivId();
|
|
if (!Creatures->WriteCiv(creature_idx, civ))
|
|
{
|
|
cout << "Error writing creature civ!" << endl;
|
|
}
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
}
|
|
|
|
if (slaughter_creature)
|
|
{
|
|
DFHack::t_creaturflags1 f1 = creature.flags1;
|
|
DFHack::t_creaturflags2 f2 = creature.flags2;
|
|
|
|
f2.bits.slaughter = true;
|
|
|
|
if (!Creatures->WriteFlags(creature_idx,
|
|
f1.whole, f2.whole))
|
|
{
|
|
cout << "Error writing creature flags!" << endl;
|
|
}
|
|
creature.flags1 = f1;
|
|
creature.flags2 = f2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cout << "Error removing skills: Creature has no default soul." << endl;
|
|
}
|
|
printCreature(DF,creature,creature_idx);
|
|
} /* End remove skills/labors */
|
|
} /* if (print creature) */
|
|
} /* End for(all creatures) */
|
|
} /* End if (we need to walk creatures) */
|
|
|
|
Creatures->Finish();
|
|
DF->Detach();
|
|
if (quiet == false)
|
|
{
|
|
cout << "Done. Press any key to continue" << endl;
|
|
cin.ignore();
|
|
}
|
|
return 0;
|
|
}
|