817 lines
21 KiB
C++
817 lines
21 KiB
C++
#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 "MiscUtils.h"
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#include "modules/World.h"
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#include "modules/Translation.h"
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#include "modules/Materials.h"
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#include "modules/Maps.h"
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#include "modules/Items.h"
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#include "modules/Gui.h"
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#include "modules/Units.h"
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#include "DataDefs.h"
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#include "df/world.h"
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#include "df/ui_advmode.h"
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#include "df/item.h"
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#include "df/unit.h"
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#include "df/unit_inventory_item.h"
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#include "df/map_block.h"
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#include "df/nemesis_record.h"
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#include "df/historical_figure.h"
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#include "df/general_ref_is_nemesisst.h"
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#include "df/general_ref_contains_itemst.h"
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#include "df/general_ref_contained_in_itemst.h"
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#include "df/general_ref_unit_holderst.h"
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#include "df/general_ref_building_civzone_assignedst.h"
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#include "df/material.h"
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#include "df/craft_material_class.h"
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#include "df/viewscreen_optionst.h"
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#include "df/viewscreen_dungeonmodest.h"
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#include "df/viewscreen_dungeon_monsterstatusst.h"
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#include "df/nemesis_flags.h"
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#include <math.h>
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using namespace DFHack;
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using namespace df::enums;
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using df::global::world;
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using df::global::ui_advmode;
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using df::nemesis_record;
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using df::historical_figure;
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using namespace DFHack::Translation;
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/*********************
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* PLUGIN INTERFACE *
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*********************/
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static bool bodyswap_hotkey(df::viewscreen *top);
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command_result adv_bodyswap (color_ostream &out, std::vector <std::string> & parameters);
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command_result adv_tools (color_ostream &out, std::vector <std::string> & parameters);
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DFHACK_PLUGIN("advtools");
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DFhackCExport command_result plugin_init (color_ostream &out, std::vector <PluginCommand> &commands)
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{
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if (!ui_advmode)
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return CR_OK;
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commands.push_back(PluginCommand(
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"advtools", "Adventure mode tools.",
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adv_tools, false,
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" list-equipped [all]\n"
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" List armor and weapons equipped by your companions.\n"
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" If all is specified, also lists non-metal clothing.\n"
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" metal-detector [all-types] [non-trader]\n"
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" Reveal metal armor and weapons in shops. The options\n"
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" disable the checks on item type and being in shop.\n"
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));
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commands.push_back(PluginCommand(
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"adv-bodyswap", "Change the adventurer unit.",
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adv_bodyswap, bodyswap_hotkey,
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" - When viewing unit details, body-swaps into that unit.\n"
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" - In the main adventure mode screen, reverts transient swap.\n"
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"Options:\n"
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" force\n"
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" Allow swapping into non-companion units.\n"
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" permanent\n"
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" Permanently change the unit to be the adventurer.\n"
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" Otherwise it will revert if adv-bodyswap is called\n"
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" in the main screen, or if the main menu, Fast Travel\n"
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" or Sleep/Wait screen is opened.\n"
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" noinherit\n"
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" In permanent mode, don't reassign companions to the new unit.\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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df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap);
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static bool in_transient_swap = false;
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DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
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{
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switch (event) {
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case SC_WORLD_LOADED:
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case SC_WORLD_UNLOADED:
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in_transient_swap = false;
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break;
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default:
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break;
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}
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return CR_OK;
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}
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DFhackCExport command_result plugin_onupdate ( color_ostream &out )
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{
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// Revert transient swaps before trouble happens
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if (in_transient_swap)
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{
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auto screen = Core::getTopViewscreen();
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bool revert = false;
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if (strict_virtual_cast<df::viewscreen_dungeonmodest>(screen))
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{
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using namespace df::enums::ui_advmode_menu;
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switch (ui_advmode->menu)
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{
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case Travel:
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case Sleep:
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revert = true;
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break;
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default:
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break;
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}
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}
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else if (strict_virtual_cast<df::viewscreen_optionst>(screen))
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{
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// Options may mean save game
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revert = true;
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}
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if (revert)
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{
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getPlayerNemesis(out, true);
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in_transient_swap = false;
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}
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}
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return CR_OK;
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}
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/*********************
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* UTILITY FUNCTIONS *
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*********************/
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static bool bodyswap_hotkey(df::viewscreen *top)
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{
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return !!virtual_cast<df::viewscreen_dungeonmodest>(top) ||
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!!virtual_cast<df::viewscreen_dungeon_monsterstatusst>(top);
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}
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bool bodySwap(color_ostream &out, df::unit *player)
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{
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if (!player)
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{
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out.printerr("Unit to swap is NULL\n");
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return false;
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}
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auto &vec = world->units.active;
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int idx = linear_index(vec, player);
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if (idx < 0)
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{
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out.printerr("Unit to swap not found: %d\n", player->id);
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return false;
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}
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if (idx != 0)
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std::swap(vec[0], vec[idx]);
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return true;
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}
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df::nemesis_record *getPlayerNemesis(color_ostream &out, bool restore_swap)
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{
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auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id);
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if (!real_nemesis || !real_nemesis->unit)
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{
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out.printerr("Invalid player nemesis id: %d\n", ui_advmode->player_id);
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return NULL;
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}
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if (restore_swap)
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{
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df::unit *ctl = world->units.active[0];
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auto ctl_nemesis = Units::getNemesis(ctl);
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if (ctl_nemesis != real_nemesis)
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{
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if (!bodySwap(out, real_nemesis->unit))
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return NULL;
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auto name = TranslateName(&real_nemesis->unit->name, false);
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out.print("Returned into the body of %s.\n", name.c_str());
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}
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real_nemesis->unit->relations.group_leader_id = -1;
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in_transient_swap = false;
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}
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return real_nemesis;
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}
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void changeGroupLeader(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
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{
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auto &cvec = new_nemesis->companions;
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// Swap companions
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cvec.swap(old_nemesis->companions);
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vector_erase_at(cvec, linear_index(cvec, new_nemesis->id));
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insert_into_vector(cvec, old_nemesis->id);
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// Update follow
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new_nemesis->group_leader_id = -1;
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new_nemesis->unit->relations.group_leader_id = -1;
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for (unsigned i = 0; i < cvec.size(); i++)
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{
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auto nm = df::nemesis_record::find(cvec[i]);
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if (!nm)
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continue;
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nm->group_leader_id = new_nemesis->id;
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if (nm->unit)
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nm->unit->relations.group_leader_id = new_nemesis->unit_id;
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}
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}
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void copyAcquaintances(df::nemesis_record *new_nemesis, df::nemesis_record *old_nemesis)
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{
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auto &svec = old_nemesis->unit->adventurer_knows;
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auto &tvec = new_nemesis->unit->adventurer_knows;
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for (unsigned i = 0; i < svec.size(); i++)
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insert_into_vector(tvec, svec[i]);
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insert_into_vector(tvec, old_nemesis->unit_id);
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}
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void sortCompanionNemesis(std::vector<nemesis_record*> *list, int player_id = -1)
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{
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std::map<int, nemesis_record*> table;
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std::vector<nemesis_record*> output;
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output.reserve(list->size());
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if (player_id < 0)
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{
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auto real_nemesis = vector_get(world->nemesis.all, ui_advmode->player_id);
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if (real_nemesis)
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player_id = real_nemesis->id;
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}
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// Index records; find the player
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for (size_t i = 0; i < list->size(); i++)
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{
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auto item = (*list)[i];
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if (item->id == player_id)
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output.push_back(item);
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else
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table[item->figure->id] = item;
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}
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// Pull out the items by the persistent sort order
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auto &order_vec = ui_advmode->companions.all_histfigs;
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for (size_t i = 0; i < order_vec.size(); i++)
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{
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auto it = table.find(order_vec[i]);
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if (it == table.end())
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continue;
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output.push_back(it->second);
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table.erase(it);
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}
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// The remaining ones in reverse id order
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for (auto it = table.rbegin(); it != table.rend(); ++it)
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output.push_back(it->second);
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list->swap(output);
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}
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void listCompanions(color_ostream &out, std::vector<nemesis_record*> *list, bool units = true)
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{
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nemesis_record *player = getPlayerNemesis(out, false);
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if (!player)
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return;
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list->push_back(player);
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for (size_t i = 0; i < player->companions.size(); i++)
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{
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auto item = nemesis_record::find(player->companions[i]);
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if (item && (item->unit || !units))
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list->push_back(item);
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}
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}
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std::string getUnitNameProfession(df::unit *unit)
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{
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std::string name = TranslateName(&unit->name, false) + ", ";
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if (unit->custom_profession.empty())
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name += ENUM_ATTR_STR(profession, caption, unit->profession);
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else
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name += unit->custom_profession;
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return name;
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}
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enum InventoryMode {
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INV_CARRIED,
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INV_WEAPON,
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INV_WORN,
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INV_IN_CONTAINER
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};
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typedef std::pair<df::item*,InventoryMode> inv_item;
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static void listContainerInventory(std::vector<inv_item> *list, df::item *container)
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{
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auto &refs = container->itemrefs;
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for (size_t i = 0; i < refs.size(); i++)
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{
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auto ref = refs[i];
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if (!strict_virtual_cast<df::general_ref_contains_itemst>(ref))
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continue;
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df::item *child = ref->getItem();
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if (!child) continue;
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list->push_back(inv_item(child, INV_IN_CONTAINER));
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listContainerInventory(list, child);
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}
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}
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void listUnitInventory(std::vector<inv_item> *list, df::unit *unit)
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{
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auto &items = unit->inventory;
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for (size_t i = 0; i < items.size(); i++)
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{
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auto item = items[i];
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InventoryMode mode;
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switch (item->mode) {
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case df::unit_inventory_item::Carried:
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mode = INV_CARRIED;
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break;
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case df::unit_inventory_item::Weapon:
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mode = INV_WEAPON;
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break;
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default:
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mode = INV_WORN;
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}
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list->push_back(inv_item(item->item, mode));
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listContainerInventory(list, item->item);
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}
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}
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bool isShopItem(df::item *item)
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{
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for (size_t k = 0; k < item->itemrefs.size(); k++)
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{
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auto ref = item->itemrefs[k];
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if (virtual_cast<df::general_ref_building_civzone_assignedst>(ref))
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return true;
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}
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return false;
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}
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bool isWeaponArmor(df::item *item)
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{
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using namespace df::enums::item_type;
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switch (item->getType()) {
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case HELM:
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case ARMOR:
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case WEAPON:
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case AMMO:
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case GLOVES:
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case PANTS:
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case SHOES:
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return true;
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default:
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return false;
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}
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}
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int containsMetalItems(df::item *item, bool all, bool non_trader, bool rec = false)
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{
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int cnt = 0;
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auto &refs = item->itemrefs;
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for (size_t i = 0; i < refs.size(); i++)
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{
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auto ref = refs[i];
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if (strict_virtual_cast<df::general_ref_unit_holderst>(ref))
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return 0;
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if (!rec && strict_virtual_cast<df::general_ref_contained_in_itemst>(ref))
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return 0;
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if (strict_virtual_cast<df::general_ref_contains_itemst>(ref))
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{
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df::item *child = ref->getItem();
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if (!child) continue;
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cnt += containsMetalItems(child, all, non_trader, true);
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}
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}
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if (!non_trader && !isShopItem(item))
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return cnt;
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if (!all && !isWeaponArmor(item))
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return cnt;
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MaterialInfo minfo(item);
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if (minfo.getCraftClass() != craft_material_class::Metal)
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return cnt;
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return ++cnt;
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}
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void joinCounts(std::map<df::coord, int> &counts)
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{
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for (auto it = counts.begin(); it != counts.end(); it++)
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{
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df::coord pt = it->first;
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while (pt.x > 0 && counts.count(pt - df::coord(1,0,0)))
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pt.x--;
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while (pt.y > 0 &&counts.count(pt - df::coord(0,1,0)))
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pt.y--;
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while (pt.x < 0 && counts.count(pt + df::coord(1,0,0)))
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pt.x++;
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while (pt.y < 0 &&counts.count(pt + df::coord(0,1,0)))
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pt.y++;
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if (pt == it->first)
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continue;
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counts[pt] += it->second;
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it->second = 0;
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}
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}
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/*********************
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* FORMATTING *
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*********************/
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static void printCompanionHeader(color_ostream &out, size_t i, df::unit *unit)
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{
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out.color(COLOR_GREY);
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if (i < 28)
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out << char('a'+i);
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else
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out << i;
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out << ": " << getUnitNameProfession(unit);
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if (unit->flags1.bits.dead)
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out << " (DEAD)";
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if (unit->flags3.bits.ghostly)
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out << " (GHOST)";
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out << endl;
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out.reset_color();
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}
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static size_t formatSize(std::vector<std::string> *out, const std::map<std::string, int> in, size_t *cnt)
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{
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size_t len = 0;
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for (auto it = in.begin(); it != in.end(); ++it)
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{
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std::string line = it->first;
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if (it->second != 1)
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line += stl_sprintf(" [%d]", it->second);
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len = std::max(len, line.size());
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out->push_back(line);
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}
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if (out->empty())
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{
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out->push_back("(none)");
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len = 6;
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}
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if (cnt)
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*cnt = std::max(*cnt, out->size());
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return len;
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}
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static std::string formatDirection(df::coord delta)
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{
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std::string ns, ew, dir;
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if (delta.x > 0)
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ew = "E";
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else if (delta.x < 0)
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ew = "W";
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if (delta.y > 0)
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ns = "S";
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else if (delta.y < 0)
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ns = "N";
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if (abs(delta.x) > abs(delta.y)*5)
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dir = ew;
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else if (abs(delta.y) > abs(delta.x)*5)
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dir = ns;
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else if (abs(delta.x) > abs(delta.y)*2)
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dir = ew + ns + ew;
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else if (abs(delta.y) > abs(delta.x)*2)
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dir = ns + ns + ew;
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else if (delta.x || delta.y)
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dir = ns + ew;
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else
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dir = "***";
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int dist = (int)sqrt((double)(delta.x*delta.x + delta.y*delta.y));
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return stl_sprintf("%d away %s %+d", dist, dir.c_str(), delta.z);
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}
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static void printEquipped(color_ostream &out, df::unit *unit, bool all)
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{
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std::vector<inv_item> items;
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listUnitInventory(&items, unit);
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std::map<std::string, int> head, body, legs, weapons;
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for (auto it = items.begin(); it != items.end(); ++it)
|
|
{
|
|
df::item *item = it->first;
|
|
|
|
// Skip non-worn non-weapons
|
|
ItemTypeInfo iinfo(item);
|
|
|
|
bool is_weapon = (it->second == INV_WEAPON || iinfo.type == item_type::AMMO);
|
|
if (!(is_weapon || it->second == INV_WORN))
|
|
continue;
|
|
|
|
// Skip non-metal, unless all
|
|
MaterialInfo minfo(item);
|
|
df::craft_material_class mclass = minfo.getCraftClass();
|
|
|
|
bool is_metal = (mclass == craft_material_class::Metal);
|
|
if (!(is_weapon || all || is_metal))
|
|
continue;
|
|
|
|
// Format the name
|
|
std::string name;
|
|
if (is_metal)
|
|
name = minfo.toString() + " ";
|
|
else if (mclass != craft_material_class::None)
|
|
name = toLower(ENUM_KEY_STR(craft_material_class,mclass)) + " ";
|
|
name += iinfo.toString();
|
|
|
|
// Add to the right table
|
|
int count = item->getStackSize();
|
|
|
|
if (is_weapon)
|
|
{
|
|
weapons[name] += count;
|
|
continue;
|
|
}
|
|
|
|
switch (iinfo.type) {
|
|
case item_type::HELM:
|
|
head[name] += count;
|
|
break;
|
|
case item_type::ARMOR:
|
|
case item_type::GLOVES:
|
|
case item_type::BACKPACK:
|
|
case item_type::QUIVER:
|
|
body[name] += count;
|
|
break;
|
|
case item_type::PANTS:
|
|
case item_type::SHOES:
|
|
legs[name] += count;
|
|
break;
|
|
default:
|
|
weapons[name] += count;
|
|
}
|
|
}
|
|
|
|
std::vector<std::string> cols[4];
|
|
size_t sizes[4];
|
|
size_t lines = 0;
|
|
|
|
sizes[0] = formatSize(&cols[0], head, &lines);
|
|
sizes[1] = formatSize(&cols[1], body, &lines);
|
|
sizes[2] = formatSize(&cols[2], legs, &lines);
|
|
sizes[3] = formatSize(&cols[3], weapons, &lines);
|
|
|
|
for (size_t i = 0; i < lines; i++)
|
|
{
|
|
for (int j = 0; j < 4; j++)
|
|
{
|
|
size_t sz = std::max(sizes[j], size_t(18));
|
|
out << "| " << std::left << std::setw(sz) << vector_get(cols[j],i) << " ";
|
|
}
|
|
|
|
out << "|" << std::endl;
|
|
}
|
|
}
|
|
|
|
/*********************
|
|
* COMMANDS *
|
|
*********************/
|
|
|
|
command_result adv_bodyswap (color_ostream &out, std::vector <std::string> & parameters)
|
|
{
|
|
// HOTKEY COMMAND; CORE IS SUSPENDED
|
|
bool force = false;
|
|
bool permanent = false;
|
|
bool no_make_leader = false;
|
|
|
|
for (unsigned i = 0; i < parameters.size(); i++)
|
|
{
|
|
auto &item = parameters[i];
|
|
|
|
if (item == "force")
|
|
force = true;
|
|
else if (item == "permanent")
|
|
permanent = true;
|
|
else if (item == "noinherit")
|
|
no_make_leader = true;
|
|
else
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
|
|
// Get the real player; undo previous transient swap
|
|
auto real_nemesis = getPlayerNemesis(out, true);
|
|
if (!real_nemesis)
|
|
return CR_FAILURE;
|
|
|
|
// Get the unit to swap to
|
|
auto new_unit = Gui::getSelectedUnit(out, true);
|
|
auto new_nemesis = Units::getNemesis(new_unit);
|
|
|
|
if (!new_nemesis)
|
|
{
|
|
if (new_unit)
|
|
{
|
|
out.printerr("Cannot swap into a non-historical unit.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
if (new_nemesis == real_nemesis)
|
|
return CR_OK;
|
|
|
|
// Verify it's a companion
|
|
if (!force && linear_index(real_nemesis->companions, new_nemesis->id) < 0)
|
|
{
|
|
out.printerr("This is not your companion - use force to bodyswap.\n");
|
|
return CR_FAILURE;
|
|
}
|
|
|
|
// Swap
|
|
if (!bodySwap(out, new_nemesis->unit))
|
|
return CR_FAILURE;
|
|
|
|
auto name = TranslateName(&new_nemesis->unit->name, false);
|
|
out.print("Swapped into the body of %s.\n", name.c_str());
|
|
|
|
// Permanently re-link everything
|
|
if (permanent)
|
|
{
|
|
using namespace df::enums::nemesis_flags;
|
|
|
|
ui_advmode->player_id = linear_index(world->nemesis.all, new_nemesis);
|
|
|
|
// Flag 0 appears to be the 'active adventurer' flag, and
|
|
// the player_id field above seems to be computed using it
|
|
// when a savegame is loaded.
|
|
// Also, unless this is set, it is impossible to retire.
|
|
real_nemesis->flags.set(ACTIVE_ADVENTURER, false);
|
|
new_nemesis->flags.set(ACTIVE_ADVENTURER, true);
|
|
|
|
real_nemesis->flags.set(RETIRED_ADVENTURER, true); // former retired adventurer
|
|
new_nemesis->flags.set(ADVENTURER, true); // blue color in legends
|
|
|
|
// Reassign companions and acquaintances
|
|
if (!no_make_leader)
|
|
{
|
|
changeGroupLeader(new_nemesis, real_nemesis);
|
|
copyAcquaintances(new_nemesis, real_nemesis);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
in_transient_swap = true;
|
|
|
|
// Make the player unit follow around to avoid bad consequences
|
|
// if it is unloaded before the transient swap is reverted.
|
|
real_nemesis->unit->relations.group_leader_id = new_nemesis->unit_id;
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
|
|
command_result adv_tools (color_ostream &out, std::vector <std::string> & parameters)
|
|
{
|
|
if (parameters.empty())
|
|
return CR_WRONG_USAGE;
|
|
|
|
CoreSuspender suspend;
|
|
|
|
const auto &command = parameters[0];
|
|
if (command == "list-equipped")
|
|
{
|
|
bool all = false;
|
|
for (size_t i = 1; i < parameters.size(); i++)
|
|
{
|
|
if (parameters[i] == "all")
|
|
all = true;
|
|
else
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
|
|
std::vector<nemesis_record*> list;
|
|
|
|
listCompanions(out, &list);
|
|
sortCompanionNemesis(&list);
|
|
|
|
for (size_t i = 0; i < list.size(); i++)
|
|
{
|
|
auto item = list[i];
|
|
auto unit = item->unit;
|
|
|
|
printCompanionHeader(out, i, unit);
|
|
printEquipped(out, unit, all);
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
else if (command == "metal-detector")
|
|
{
|
|
bool all = false, non_trader = false;
|
|
for (size_t i = 1; i < parameters.size(); i++)
|
|
{
|
|
if (parameters[i] == "all-types")
|
|
all = true;
|
|
else if (parameters[i] == "non-trader")
|
|
non_trader = true;
|
|
else
|
|
return CR_WRONG_USAGE;
|
|
}
|
|
|
|
auto *player = getPlayerNemesis(out, false);
|
|
if (!player)
|
|
return CR_FAILURE;
|
|
|
|
df::coord player_pos = player->unit->pos;
|
|
|
|
int total = 0;
|
|
std::map<df::coord,int> counts;
|
|
|
|
auto &items = world->items.all;
|
|
for (size_t i = 0; i < items.size(); i++)
|
|
{
|
|
df::item *item = items[i];
|
|
|
|
int num = containsMetalItems(item, all, non_trader);
|
|
if (!num)
|
|
continue;
|
|
|
|
df::map_block *block = Maps::getTileBlock(item->pos);
|
|
if (!block)
|
|
continue;
|
|
|
|
total += num;
|
|
counts[(item->pos - player_pos)/10] += num;
|
|
|
|
auto &designations = block->designation;
|
|
auto &dgn = designations[item->pos.x%16][item->pos.y%16];
|
|
|
|
dgn.bits.hidden = 0; // revealed
|
|
dgn.bits.pile = 1; // visible
|
|
}
|
|
|
|
joinCounts(counts);
|
|
|
|
out.print("%d items of metal merchandise found in the vicinity.\n", total);
|
|
for (auto it = counts.begin(); it != counts.end(); it++)
|
|
{
|
|
if (!it->second)
|
|
continue;
|
|
|
|
df::coord delta = it->first * 10;
|
|
out.print(" %s: %d\n", formatDirection(delta).c_str(), it->second);
|
|
}
|
|
|
|
return CR_OK;
|
|
}
|
|
else
|
|
return CR_WRONG_USAGE;
|
|
}
|