dfhack/tools/playground/creaturemanager.cpp

1429 lines
52 KiB
C++

/*********************************************
* Purpose:
*
* - Display creatures
* - Modify skills and labors of creatures
* - Kill creatures
* - Etc.
*
* Version: 0.1.1
* Date: 2011-04-07
* Author: raoulxq (based on creaturedump.cpp from peterix)
* Todo:
* - Option to add/remove single skills
* - Ghosts/Merchants/etc. should be tagged as not own creatures
* - Filter by nickname with -n
* - Filter by first name with -fn
* - Filter by last name with -ln
* - Add pattern matching (or at least matching) to -n/-fn/-ln
* - Set nickname with --setnick (only if -i is given)
* - Show skills/labors only when -ss/-sl/-v is given or a skill/labor is changed
* - Make -1 the default for everything but -i
* - Imply -i if first argument is a number
* - Search for nick/profession if first argument is a string without - (i.e. no switch)
* - Switch --showhappy (show dwarf's experiences which make her un-/happy)
* - Switch --makefriendly
* - Switch --listskills, showing first 3 important skills
* Done:
* - More space for "Current Job"
* - Attempted to revive creature(s) with --revive, but it doesn't work (flag is there but invisible)
* - Switch -rcs, remove civil skills
* - Switch -rms, remove military skills (who would want that?)
* - Allow comma separated list of IDs for -i
* - '-c all' shows all creatures
* - Rename from skillmodify.cpp to creature.cpp
* - Kill creature(s) with --kill
* - Hide skills with level 0 and 0 experience points
* - Add --showallflags flag to display all flags (default: display a few important ones)
* - Add --showdead flag to also display dead creatures
* - Display more creature flags
* - Show creature type (again)
* - Add switch -1/--summary to only display one line for every creature. Good for an overview.
* - Display current job (has been there all the time, but not shown in Windows due to missing memory offsets)
* - Remove magic numbers
* - Show social skills only when -ss is given
* - Hide hauler labors when +sh is given
* - Add -v for verbose
* - Override forbidden mass-designation with -f
* - Option to add/remove single labors
* - Switches -ras and rl should only be possible with -nn or -i
* - Switch -rh removes hauler jobs
* - Dead creatures should not be displayed
* - Childs should not get labors assigned to
* - Babies should not get labors assigned to
* - Switch -al <n> adds labor number n
* - Switch -rl <n> removes labor number n
* - Switch -ral removes all labors
* - Switch -ll lists all available labors
*********************************************
*/
#include <iostream>
#include <climits>
#include <string.h>
#include <vector>
#include <locale>
#include <stdio.h>
using namespace std;
#define DFHACK_WANT_MISCUTILS
#include <DFHack.h>
#include <dfhack/modules/Creatures.h>
/* Note about magic numbers:
* If you have an idea how to better solve this, tell me. Currently I'd be
* either dependent on Toady One's implementation (#defining numbers) or
* Memory.xml (#defining text). I voted for Toady One's numbers to be more
* stable, but could be wrong.
*
* Ideally there would be a flag "is_military" or "is_social" in Memory.xml.
*/
/* Social skills */
#define SKILL_PERSUASION 72
#define SKILL_NEGOTIATION 73
#define SKILL_JUDGING_INTENT 74
#define SKILL_INTIMIDATION 79
#define SKILL_CONVERSATION 80
#define SKILL_COMEDY 81
#define SKILL_FLATTERY 82
#define SKILL_CONSOLING 83
#define SKILL_PACIFICATION 84
/* Misc skills */
#define SKILL_WEAPONSMITHING 27
#define SKILL_ARMORSMITHING 28
#define SKILL_RECORD_KEEPING 77
#define SKILL_WAX_WORKING 115
/* Some military skills */
#define SKILL_COORDINATION 95
#define SKILL_BALANCE 96
#define SKILL_LEADERSHIP 97
#define SKILL_TEACHING 98
#define SKILL_FIGHTING 99
#define SKILL_ARCHERY 100
#define SKILL_WRESTLING 101
#define SKILL_BITING 102
#define SKILL_STRIKING 103
#define SKILL_KICKING 104
#define SKILL_DODGING 105
#define LABOR_STONE_HAULING 1
#define LABOR_WOOD_HAULING 2
#define LABOR_BURIAL 3
#define LABOR_FOOD_HAULING 4
#define LABOR_REFUSE_HAULING 5
#define LABOR_ITEM_HAULING 6
#define LABOR_FURNITURE_HAULING 7
#define LABOR_ANIMAL_HAULING 8
#define LABOR_CLEANING 9
#define LABOR_FEED_PATIENTS_PRISONERS 22
#define LABOR_RECOVERING_WOUNDED 23
#define PROFESSION_CHILD 96
#define PROFESSION_BABY 97
#define NOT_SET INT_MIN
#define MAX_MOOD 4
#define NO_MOOD -1
bool quiet=true;
bool verbose = false;
bool showhauler = true;
bool showsocial = false;
bool showfirstlineonly = false;
bool showdead = false;
bool showallflags = false;
int hauler_labors[] = {
LABOR_STONE_HAULING
,LABOR_WOOD_HAULING
,LABOR_BURIAL
,LABOR_FOOD_HAULING
,LABOR_REFUSE_HAULING
,LABOR_ITEM_HAULING
,LABOR_FURNITURE_HAULING
,LABOR_ANIMAL_HAULING
,LABOR_CLEANING
,LABOR_FEED_PATIENTS_PRISONERS
,LABOR_RECOVERING_WOUNDED
};
int social_skills[] =
{
SKILL_PERSUASION
,SKILL_NEGOTIATION
,SKILL_JUDGING_INTENT
,SKILL_INTIMIDATION
,SKILL_CONVERSATION
,SKILL_COMEDY
,SKILL_FLATTERY
,SKILL_CONSOLING
,SKILL_PACIFICATION
};
int military_skills[] =
{
SKILL_COORDINATION
,SKILL_BALANCE
,SKILL_LEADERSHIP
,SKILL_TEACHING
,SKILL_FIGHTING
,SKILL_ARCHERY
,SKILL_WRESTLING
,SKILL_BITING
,SKILL_STRIKING
,SKILL_KICKING
,SKILL_DODGING
};
void usage(int argc, const char * argv[])
{
cout
<< "Usage:" << endl
<< argv[0] << " [option 1] [option 2] [...]" << endl
<< endl
<< "Display options:" << endl
<< "-q : Suppress \"Press any key to continue\" at program termination" << endl
<< "-v : Increase verbosity" << endl
<< endl
<< "Choosing which creatures to display and/or modify "
<< "(note that all criteria" << endl << "must match, so adding "
<< " more narrows things down):" << endl
<< "-i id1[,id2,...]: Only show/modify creature with this id" << endl
<< "-c creature : Show/modify this creature type instead of dwarves" << endl
<< " ('all' to show all creatures)" << endl
<< "-nn/--nonicks : Only show/modify creatures with no custom nickname (migrants)" << endl
<< "--nicks : Only show/modify creatures with custom nickname" << endl
<< "--showdead : Also show/modify dead creatures" << endl
<< "--type : Show/modify all creatures of given type" << endl
<< " : Can be used multiple times" << endl
<< " types:" << endl
<< " * dead: all dead creatures" << endl
<< " * demon: all demons" << endl
<< " * diplomat: all diplomats" << endl
<< " * FB: all forgotten beasts" << endl
<< " * female: all female creatures" << endl
<< " * ghost: all ghosts" << endl
<< " * male: all male creatures" << endl
<< " * merchants: all merchants (including pack animals)" << endl
<< " * neuter: all neuter creatuers" << endl
<< " * pregnant: all pregnant creatures" << endl
<< " * tame: all tame creatues" << endl
<< " * wild: all wild creatures" << endl
<< endl
<< "What information to display:" << endl
<< "-saf : Show all flags of a creature" << endl
<< "--showallflags : Show all flags of a creature" << endl
<< "-ll/--listlabors: List available labors" << endl
<< "-ss : Show social skills" << endl
<< "+sh : Hide hauler labors" << endl
<< "-1/--summary : Only display one line per creature" << endl
<< endl
<< "Options to modify selected creatures:" << endl
<< "-al <n> : Add labor <n> to creature" << endl
<< "-rl <n> : Remove labor <n> from creature" << endl
<< "-ras : Remove all skills from creature (i.e. set them to zero)" << endl
<< "-rcs : Remove civil skills from creature (i.e. set them to zero)" << endl
<< "-rms : Remove military skills from creature (i.e. set them to zero)" << endl
<< "-ral : Remove all labors from creature" << endl
<< "-ah : Add hauler labors (stone hauling, etc.) to creature" << endl
<< "-rh : Remove hauler labors (stone hauling, etc.) from creature" << endl
// Disabling mood doesn't work as intented
<< "--setmood <n> : Set mood to n (-1 = no mood, max=4, buggy!)" << endl
<< "--kill : Kill creature(s) (leaves behind corpses)" << endl
<< "--erase : Remove creature(s) from game without killing" << endl
<< "--tame : Tames animals, recruits intelligent creatures." << endl
<< "--slaugher : Mark a creature for slaughter, even sentients" << endl
<< "--butcher : Same as --slaugher" << endl
// Doesn't seem to work
//<< "--revive : Attempt to revive creature(s) (remove dead and killed flag)" << endl
// Setting happiness doesn't work really, because hapiness is recalculated
//<< "--sethappiness <n> : Set happiness to n" << endl
<< "-f : Force an action" << endl
<< endl
<< "Examples:" << endl
<< endl
<< "Show all dwarfs:" << endl
<< argv[0] << " -c Dwarf" << endl
<< endl
<< "Show summary of all creatures (spoiler: includes unknown creatures):" << endl
<< argv[0] << " -1 -c all" << endl
<< endl
<< "Kill that nasty ogre" << endl
<< argv[0] << " -i 52 --kill" << endl
<< endl
<< "Check that the ogre is really dead" << endl
<< argv[0] << " -c ogre --showdead" << endl
<< endl
<< "Remove all skills from dwarfs 15 and 32:" << endl
<< argv[0] << " -i 15,32 -ras" << endl
<< endl
<< "Remove all skills and labors from dwarfs with no custom nickname:" << endl
<< argv[0] << " -c DWARF -nn -ras -ral" << endl
<< endl
<< "Add hauling labors to all dwarfs without nickname (e.g. migrants):" << endl
<< argv[0] << " -c DWARF -nn -ah" << endl
<< endl
<< "Show list of labor ids:" << endl
<< argv[0] << " -c DWARF -ll" << endl
<< endl
<< "Add engraving labor to all dwarfs without nickname (get the labor id from the list above):" << endl
<< argv[0] << " -c DWARF -nn -al 13" << endl
<< endl
<< "Make Urist, Stodir and Ingish miners:" << endl
<< argv[0] << " -i 31,42,77 -al 0" << endl
<< endl
<< "Make all demons friendly:" << endl
<< argv[0] << " --type demon --tame" << endl
;
if (quiet == false) {
cout << "Press any key to continue" << endl;
cin.ignore();
}
}
DFHack::Materials * Materials;
DFHack::VersionInfo *mem;
DFHack::Creatures * Creatures = NULL;
// Note that toCaps() changes the string itself and I'm using it a few times in
// an unsafe way below. Didn't crash yet however.
std::string toCaps(std::string s)
{
const int length = s.length();
std::locale loc("");
bool caps=true;
if (length == 0) {
return s;
}
for(int i=0; i!=length ; ++i)
{
if (caps)
{
s[i] = std::toupper(s[i],loc);
caps = false;
}
else if (s[i] == '_' || s[i] == ' ')
{
s[i] = ' ';
caps = true;
}
else
{
s[i] = std::tolower(s[i],loc);
}
}
return s;
}
int strtoint(const string &str)
{
stringstream ss(str);
int result;
return ss >> result ? result : -1;
}
// A C++ standard library function should be used instead
bool is_in(int m, int set[], int set_size)
{
for (int i=0; i<set_size; i++)
{
if (m == set[i])
return true;
}
return false;
}
int * find_int(std::vector<int> v, int comp)
{
for (size_t i=0; i<v.size(); i++)
{
//fprintf(stderr, "Comparing %d with %d and returning %x...\n", v[i], comp, &v[i]);
if (v[i] == comp)
return &v[i];
}
return NULL;
}
void printCreature(DFHack::Context * DF, const DFHack::t_creature & creature, int index)
{
DFHack::Translation *Tran = DF->getTranslation();
DFHack::VersionInfo *mem = DF->getMemoryInfo();
string type="(no type)";
if (Materials->raceEx[creature.race].rawname[0])
{
type = toCaps(Materials->raceEx[creature.race].rawname);
}
string name="(no name)";
if(creature.name.nickname[0])
{
name = creature.name.nickname;
}
else
{
if(creature.name.first_name[0])
{
name = toCaps(creature.name.first_name);
string transName = Tran->TranslateName(creature.name,false);
if(!transName.empty())
{
name += " " + toCaps(transName);
}
}
}
string profession="";
try {
profession = mem->getProfession(creature.profession);
}
catch (exception& e)
{
cout << "Error retrieving creature profession: " << e.what() << endl;
}
if(creature.custom_profession[0])
{
profession = creature.custom_profession;
}
string jobid;
stringstream ss;
ss << "(" << creature.current_job.jobId << ")";
jobid = ss.str();
string job="No Job/On Break" + (creature.current_job.jobId == 0 ? "" : jobid);
if(creature.current_job.active)
{
job=mem->getJob(creature.current_job.jobId);
int p=job.size();
while (p>0 && (job[p]==' ' || job[p]=='\t'))
p--;
if (p <= 1) // Display numeric jobID if unknown job
{
job = jobid;
}
}
if (showfirstlineonly)
{
printf("%3d", index);
printf(" %-17s", type.c_str());
printf(" %-24s", name.c_str());
printf(" %-16s", toCaps(profession).c_str());
printf(" %-38s", job.c_str());
printf(" %5d", creature.happiness);
if (showdead)
{
printf(" %-5s", creature.flags1.bits.dead ? "Dead" : "Alive");
}
printf("\n");
return;
}
else
{
printf("ID: %d", index);
printf(", %s", type.c_str());
printf(", %s", name.c_str());
printf(", %s", toCaps(profession).c_str());
printf(", Job: %s", job.c_str());
printf(", Happiness: %d", creature.happiness);
printf("\n");
printf("Origin: %p\n", creature.origin);
printf("Civ #: %d\n", creature.civ);
}
if((creature.mood != NO_MOOD) && (creature.mood<=MAX_MOOD))
{
cout << "Creature is in a strange mood (mood=" << creature.mood << "), skill: " << mem->getSkill(creature.mood_skill) << endl;
vector<DFHack::t_material> mymat;
if(Creatures->ReadJob(&creature, mymat))
{
for(unsigned int i = 0; i < mymat.size(); i++)
{
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);
}
}
}
if(creature.has_default_soul)
{
// Print out skills
int skillid;
int skillrating;
int skillexperience;
string skillname;
cout << setiosflags(ios::left);
for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
{
skillid = creature.defaultSoul.skills[i].id;
bool is_social = is_in(skillid, social_skills, sizeof(social_skills)/sizeof(social_skills[0]));
if (!is_social || (is_social && showsocial))
{
skillrating = creature.defaultSoul.skills[i].rating;
skillexperience = creature.defaultSoul.skills[i].experience;
try
{
skillname = mem->getSkill(skillid);
}
catch(DFHack::Error::AllMemdef &e)
{
skillname = "Unknown skill";
cout << e.what() << endl;
}
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;
}