1570 lines
44 KiB
C++
1570 lines
44 KiB
C++
/*
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https://github.com/peterix/dfhack
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Copyright (c) 2009-2012 Petr Mrázek (peterix@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include "Internal.h"
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#include <stddef.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <cstring>
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#include <algorithm>
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using namespace std;
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#include "VersionInfo.h"
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#include "MemAccess.h"
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#include "Error.h"
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#include "Types.h"
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// we connect to those
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#include "modules/Units.h"
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#include "modules/Items.h"
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#include "modules/Materials.h"
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#include "modules/Translation.h"
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#include "ModuleFactory.h"
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#include "Core.h"
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#include "MiscUtils.h"
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#include "df/world.h"
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#include "df/ui.h"
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#include "df/job.h"
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#include "df/unit_inventory_item.h"
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#include "df/unit_soul.h"
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#include "df/nemesis_record.h"
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#include "df/historical_entity.h"
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#include "df/entity_raw.h"
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#include "df/entity_raw_flags.h"
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#include "df/historical_figure.h"
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#include "df/historical_figure_info.h"
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#include "df/entity_position.h"
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#include "df/entity_position_assignment.h"
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#include "df/histfig_entity_link_positionst.h"
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#include "df/identity.h"
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#include "df/burrow.h"
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#include "df/creature_raw.h"
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#include "df/caste_raw.h"
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#include "df/game_mode.h"
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#include "df/unit_misc_trait.h"
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#include "df/unit_skill.h"
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#include "df/curse_attr_change.h"
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#include "df/squad.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;
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using df::global::gamemode;
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bool Units::isValid()
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{
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return (world->units.all.size() > 0);
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}
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int32_t Units::getNumCreatures()
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{
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return world->units.all.size();
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}
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df::unit * Units::GetCreature (const int32_t index)
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{
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if (!isValid()) return NULL;
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// read pointer from vector at position
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if(size_t(index) > world->units.all.size())
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return 0;
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return world->units.all[index];
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}
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// returns index of creature actually read or -1 if no creature can be found
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int32_t Units::GetCreatureInBox (int32_t index, df::unit ** furball,
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const uint16_t x1, const uint16_t y1, const uint16_t z1,
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const uint16_t x2, const uint16_t y2, const uint16_t z2)
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{
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if (!isValid())
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return -1;
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size_t size = world->units.all.size();
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while (size_t(index) < size)
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{
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// read pointer from vector at position
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df::unit * temp = world->units.all[index];
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if (temp->pos.x >= x1 && temp->pos.x < x2)
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{
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if (temp->pos.y >= y1 && temp->pos.y < y2)
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{
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if (temp->pos.z >= z1 && temp->pos.z < z2)
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{
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*furball = temp;
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return index;
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}
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}
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}
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index++;
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}
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*furball = NULL;
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return -1;
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}
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void Units::CopyCreature(df::unit * source, t_unit & furball)
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{
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if(!isValid()) return;
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// read pointer from vector at position
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furball.origin = source;
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//read creature from memory
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// name
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Translation::readName(furball.name, &source->name);
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// basic stuff
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furball.id = source->id;
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furball.x = source->pos.x;
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furball.y = source->pos.y;
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furball.z = source->pos.z;
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furball.race = source->race;
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furball.civ = source->civ_id;
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furball.sex = source->sex;
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furball.caste = source->caste;
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furball.flags1.whole = source->flags1.whole;
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furball.flags2.whole = source->flags2.whole;
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furball.flags3.whole = source->flags3.whole;
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// custom profession
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furball.custom_profession = source->custom_profession;
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// profession
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furball.profession = source->profession;
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// happiness
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furball.happiness = 100;//source->status.happiness;
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// physical attributes
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memcpy(&furball.strength, source->body.physical_attrs, sizeof(source->body.physical_attrs));
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// mood stuff
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furball.mood = source->mood;
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furball.mood_skill = source->job.mood_skill; // FIXME: really? More like currently used skill anyway.
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Translation::readName(furball.artifact_name, &source->status.artifact_name);
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// labors
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memcpy(&furball.labors, &source->status.labors, sizeof(furball.labors));
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furball.birth_year = source->relations.birth_year;
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furball.birth_time = source->relations.birth_time;
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furball.pregnancy_timer = source->relations.pregnancy_timer;
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// appearance
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furball.nbcolors = source->appearance.colors.size();
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if(furball.nbcolors>MAX_COLORS)
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furball.nbcolors = MAX_COLORS;
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for(uint32_t i = 0; i < furball.nbcolors; i++)
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{
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furball.color[i] = source->appearance.colors[i];
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}
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//likes. FIXME: where do they fit in now? The soul?
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/*
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DfVector <uint32_t> likes(d->p, temp + offs.creature_likes_offset);
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furball.numLikes = likes.getSize();
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for(uint32_t i = 0;i<furball.numLikes;i++)
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{
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uint32_t temp2 = *(uint32_t *) likes[i];
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p->read(temp2,sizeof(t_like),(uint8_t *) &furball.likes[i]);
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}
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*/
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/*
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if(d->Ft_soul)
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{
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uint32_t soul = p->readDWord(addr_cr + offs.default_soul_offset);
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furball.has_default_soul = false;
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if(soul)
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{
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furball.has_default_soul = true;
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// get first soul's skills
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DfVector <uint32_t> skills(soul + offs.soul_skills_vector_offset);
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furball.defaultSoul.numSkills = skills.size();
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for (uint32_t i = 0; i < furball.defaultSoul.numSkills;i++)
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{
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uint32_t temp2 = skills[i];
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// a byte: this gives us 256 skills maximum.
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furball.defaultSoul.skills[i].id = p->readByte (temp2);
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furball.defaultSoul.skills[i].rating =
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p->readByte (temp2 + offsetof(t_skill, rating));
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furball.defaultSoul.skills[i].experience =
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p->readWord (temp2 + offsetof(t_skill, experience));
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}
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// mental attributes are part of the soul
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p->read(soul + offs.soul_mental_offset,
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sizeof(t_attrib) * NUM_CREATURE_MENTAL_ATTRIBUTES,
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(uint8_t *)&furball.defaultSoul.analytical_ability);
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// traits as well
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p->read(soul + offs.soul_traits_offset,
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sizeof (uint16_t) * NUM_CREATURE_TRAITS,
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(uint8_t *) &furball.defaultSoul.traits);
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}
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}
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*/
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if(source->job.current_job == NULL)
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{
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furball.current_job.active = false;
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}
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else
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{
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furball.current_job.active = true;
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furball.current_job.jobType = source->job.current_job->job_type;
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furball.current_job.jobId = source->job.current_job->id;
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}
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}
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int32_t Units::FindIndexById(int32_t creature_id)
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{
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return df::unit::binsearch_index(world->units.all, creature_id);
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}
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/*
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bool Creatures::WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS])
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->write(temp + d->creatures.labors_offset, NUM_CREATURE_LABORS, labors);
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uint32_t pickup_equip;
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p->readDWord(temp + d->creatures.pickup_equipment_bit, pickup_equip);
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pickup_equip |= 1u;
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p->writeDWord(temp + d->creatures.pickup_equipment_bit, pickup_equip);
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return true;
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}
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bool Creatures::WriteHappiness(const uint32_t index, const uint32_t happinessValue)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.happiness_offset, happinessValue);
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return true;
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}
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bool Creatures::WriteFlags(const uint32_t index,
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const uint32_t flags1,
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const uint32_t flags2)
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{
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if(!d->Started || !d->Ft_basic) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.flags1_offset, flags1);
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p->writeDWord (temp + d->creatures.flags2_offset, flags2);
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return true;
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}
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bool Creatures::WriteFlags(const uint32_t index,
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const uint32_t flags1,
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const uint32_t flags2,
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const uint32_t flags3)
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{
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if(!d->Started || !d->Ft_basic) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord (temp + d->creatures.flags1_offset, flags1);
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p->writeDWord (temp + d->creatures.flags2_offset, flags2);
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p->writeDWord (temp + d->creatures.flags3_offset, flags3);
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return true;
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}
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bool Creatures::WriteSkills(const uint32_t index, const t_soul &soul)
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{
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if(!d->Started || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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DfVector<uint32_t> skills(souloff + d->creatures.soul_skills_vector_offset);
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for (uint32_t i=0; i<soul.numSkills; i++)
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{
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uint32_t temp2 = skills[i];
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p->writeByte(temp2 + offsetof(t_skill, rating), soul.skills[i].rating);
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p->writeWord(temp2 + offsetof(t_skill, experience), soul.skills[i].experience);
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}
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return true;
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}
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bool Creatures::WriteAttributes(const uint32_t index, const t_creature &creature)
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{
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if(!d->Started || !d->Ft_advanced || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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// physical attributes
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p->write(temp + d->creatures.physical_offset,
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sizeof(t_attrib) * NUM_CREATURE_PHYSICAL_ATTRIBUTES,
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(uint8_t *)&creature.strength);
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// mental attributes are part of the soul
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p->write(souloff + d->creatures.soul_mental_offset,
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sizeof(t_attrib) * NUM_CREATURE_MENTAL_ATTRIBUTES,
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(uint8_t *)&creature.defaultSoul.analytical_ability);
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return true;
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}
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bool Creatures::WriteSex(const uint32_t index, const uint8_t sex)
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{
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if(!d->Started || !d->Ft_basic ) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeByte (temp + d->creatures.sex_offset, sex);
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return true;
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}
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bool Creatures::WriteTraits(const uint32_t index, const t_soul &soul)
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{
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if(!d->Started || !d->Ft_soul) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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uint32_t souloff = p->readDWord(temp + d->creatures.default_soul_offset);
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if(!souloff)
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{
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return false;
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}
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p->write(souloff + d->creatures.soul_traits_offset,
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sizeof (uint16_t) * NUM_CREATURE_TRAITS,
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(uint8_t *) &soul.traits);
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return true;
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}
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bool Creatures::WriteMood(const uint32_t index, const uint16_t mood)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeWord(temp + d->creatures.mood_offset, mood);
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return true;
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}
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bool Creatures::WriteMoodSkill(const uint32_t index, const uint16_t moodSkill)
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{
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if(!d->Started || !d->Ft_advanced) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeWord(temp + d->creatures.mood_skill_offset, moodSkill);
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return true;
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}
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bool Creatures::WriteJob(const t_creature * furball, std::vector<t_material> const& mat)
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{
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if(!d->Inited || !d->Ft_job_materials) return false;
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if(!furball->current_job.active) return false;
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unsigned int i;
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Process * p = d->owner;
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Private::t_offsets & off = d->creatures;
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DfVector <uint32_t> cmats(furball->current_job.occupationPtr + off.job_materials_vector);
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for(i=0;i<cmats.size();i++)
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{
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p->writeWord(cmats[i] + off.job_material_itemtype_o, mat[i].itemType);
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p->writeWord(cmats[i] + off.job_material_subtype_o, mat[i].itemSubtype);
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p->writeWord(cmats[i] + off.job_material_subindex_o, mat[i].subIndex);
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p->writeDWord(cmats[i] + off.job_material_index_o, mat[i].index);
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p->writeDWord(cmats[i] + off.job_material_flags_o, mat[i].flags);
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}
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return true;
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}
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bool Creatures::WritePos(const uint32_t index, const t_creature &creature)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->write (temp + d->creatures.pos_offset, 3 * sizeof (uint16_t), (uint8_t *) & (creature.x));
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return true;
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}
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bool Creatures::WriteCiv(const uint32_t index, const int32_t civ)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord(temp + d->creatures.civ_offset, civ);
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return true;
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}
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bool Creatures::WritePregnancy(const uint32_t index, const uint32_t pregTimer)
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{
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if(!d->Started) return false;
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uint32_t temp = d->p_cre->at (index);
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Process * p = d->owner;
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p->writeDWord(temp + d->creatures.pregnancy_offset, pregTimer);
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return true;
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}
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*/
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uint32_t Units::GetDwarfRaceIndex()
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{
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return ui->race_id;
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}
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int32_t Units::GetDwarfCivId()
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{
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return ui->civ_id;
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}
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/*
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bool Creatures::getCurrentCursorCreature(uint32_t & creature_index)
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{
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if(!d->cursorWindowInited) return false;
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Process * p = d->owner;
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creature_index = p->readDWord(d->current_cursor_creature_offset);
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return true;
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}
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*/
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/*
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bool Creatures::ReadJob(const t_creature * furball, vector<t_material> & mat)
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{
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unsigned int i;
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if(!d->Inited || !d->Ft_job_materials) return false;
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if(!furball->current_job.active) return false;
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Process * p = d->owner;
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Private::t_offsets & off = d->creatures;
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DfVector <uint32_t> cmats(furball->current_job.occupationPtr + off.job_materials_vector);
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mat.resize(cmats.size());
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for(i=0;i<cmats.size();i++)
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{
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mat[i].itemType = p->readWord(cmats[i] + off.job_material_itemtype_o);
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mat[i].itemSubtype = p->readWord(cmats[i] + off.job_material_subtype_o);
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mat[i].subIndex = p->readWord(cmats[i] + off.job_material_subindex_o);
|
|
mat[i].index = p->readDWord(cmats[i] + off.job_material_index_o);
|
|
mat[i].flags = p->readDWord(cmats[i] + off.job_material_flags_o);
|
|
}
|
|
return true;
|
|
}
|
|
*/
|
|
bool Units::ReadInventoryByIdx(const uint32_t index, std::vector<df::item *> & item)
|
|
{
|
|
if(index >= world->units.all.size()) return false;
|
|
df::unit * temp = world->units.all[index];
|
|
return ReadInventoryByPtr(temp, item);
|
|
}
|
|
|
|
bool Units::ReadInventoryByPtr(const df::unit * unit, std::vector<df::item *> & items)
|
|
{
|
|
if(!isValid()) return false;
|
|
if(!unit) return false;
|
|
items.clear();
|
|
for (size_t i = 0; i < unit->inventory.size(); i++)
|
|
items.push_back(unit->inventory[i]->item);
|
|
return true;
|
|
}
|
|
|
|
void Units::CopyNameTo(df::unit * creature, df::language_name * target)
|
|
{
|
|
Translation::copyName(&creature->name, target);
|
|
}
|
|
|
|
df::coord Units::getPosition(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (unit->flags1.bits.caged)
|
|
{
|
|
auto cage = getContainer(unit);
|
|
if (cage)
|
|
return Items::getPosition(cage);
|
|
}
|
|
|
|
return unit->pos;
|
|
}
|
|
|
|
df::general_ref *Units::getGeneralRef(df::unit *unit, df::general_ref_type type)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return findRef(unit->general_refs, type);
|
|
}
|
|
|
|
df::specific_ref *Units::getSpecificRef(df::unit *unit, df::specific_ref_type type)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return findRef(unit->specific_refs, type);
|
|
}
|
|
|
|
df::item *Units::getContainer(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return findItemRef(unit->general_refs, general_ref_type::CONTAINED_IN_ITEM);
|
|
}
|
|
|
|
static df::identity *getFigureIdentity(df::historical_figure *figure)
|
|
{
|
|
if (figure && figure->info && figure->info->reputation)
|
|
return df::identity::find(figure->info->reputation->cur_identity);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
df::identity *Units::getIdentity(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
|
|
|
|
return getFigureIdentity(figure);
|
|
}
|
|
|
|
void Units::setNickname(df::unit *unit, std::string nick)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
// There are >=3 copies of the name, and the one
|
|
// in the unit is not the authoritative one.
|
|
// This is the reason why military units often
|
|
// lose nicknames set from Dwarf Therapist.
|
|
Translation::setNickname(&unit->name, nick);
|
|
|
|
if (unit->status.current_soul)
|
|
Translation::setNickname(&unit->status.current_soul->name, nick);
|
|
|
|
df::historical_figure *figure = df::historical_figure::find(unit->hist_figure_id);
|
|
if (figure)
|
|
{
|
|
Translation::setNickname(&figure->name, nick);
|
|
|
|
if (auto identity = getFigureIdentity(figure))
|
|
{
|
|
auto id_hfig = df::historical_figure::find(identity->histfig_id);
|
|
|
|
if (id_hfig)
|
|
{
|
|
// Even DF doesn't do this bit, because it's apparently
|
|
// only used for demons masquerading as gods, so you
|
|
// can't ever change their nickname in-game.
|
|
Translation::setNickname(&id_hfig->name, nick);
|
|
}
|
|
else
|
|
Translation::setNickname(&identity->name, nick);
|
|
}
|
|
}
|
|
}
|
|
|
|
df::language_name *Units::getVisibleName(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (auto identity = getIdentity(unit))
|
|
{
|
|
auto id_hfig = df::historical_figure::find(identity->histfig_id);
|
|
|
|
if (id_hfig)
|
|
return &id_hfig->name;
|
|
|
|
return &identity->name;
|
|
}
|
|
|
|
return &unit->name;
|
|
}
|
|
|
|
df::nemesis_record *Units::getNemesis(df::unit *unit)
|
|
{
|
|
if (!unit)
|
|
return NULL;
|
|
|
|
for (unsigned i = 0; i < unit->general_refs.size(); i++)
|
|
{
|
|
df::nemesis_record *rv = unit->general_refs[i]->getNemesis();
|
|
if (rv && rv->unit == unit)
|
|
return rv;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
bool Units::isHidingCurse(df::unit *unit)
|
|
{
|
|
if (!unit->job.hunt_target)
|
|
{
|
|
auto identity = Units::getIdentity(unit);
|
|
if (identity && identity->unk_4c == 0)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int Units::getPhysicalAttrValue(df::unit *unit, df::physical_attribute_type attr)
|
|
{
|
|
auto &aobj = unit->body.physical_attrs[attr];
|
|
int value = std::max(0, aobj.value - aobj.soft_demotion);
|
|
|
|
if (auto mod = unit->curse.attr_change)
|
|
{
|
|
int mvalue = (value * mod->phys_att_perc[attr] / 100) + mod->phys_att_add[attr];
|
|
|
|
if (isHidingCurse(unit))
|
|
value = std::min(value, mvalue);
|
|
else
|
|
value = mvalue;
|
|
}
|
|
|
|
return std::max(0, value);
|
|
}
|
|
|
|
int Units::getMentalAttrValue(df::unit *unit, df::mental_attribute_type attr)
|
|
{
|
|
auto soul = unit->status.current_soul;
|
|
if (!soul) return 0;
|
|
|
|
auto &aobj = soul->mental_attrs[attr];
|
|
int value = std::max(0, aobj.value - aobj.soft_demotion);
|
|
|
|
if (auto mod = unit->curse.attr_change)
|
|
{
|
|
int mvalue = (value * mod->ment_att_perc[attr] / 100) + mod->ment_att_add[attr];
|
|
|
|
if (isHidingCurse(unit))
|
|
value = std::min(value, mvalue);
|
|
else
|
|
value = mvalue;
|
|
}
|
|
|
|
return std::max(0, value);
|
|
}
|
|
|
|
static bool casteFlagSet(int race, int caste, df::caste_raw_flags flag)
|
|
{
|
|
auto creature = df::creature_raw::find(race);
|
|
if (!creature)
|
|
return false;
|
|
|
|
auto craw = vector_get(creature->caste, caste);
|
|
if (!craw)
|
|
return false;
|
|
|
|
return craw->flags.is_set(flag);
|
|
}
|
|
|
|
bool Units::isCrazed(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->flags3.bits.scuttle)
|
|
return false;
|
|
if (unit->curse.rem_tags1.bits.CRAZED)
|
|
return false;
|
|
if (unit->curse.add_tags1.bits.CRAZED)
|
|
return true;
|
|
return casteFlagSet(unit->race, unit->caste, caste_raw_flags::CRAZED);
|
|
}
|
|
|
|
bool Units::isOpposedToLife(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->curse.rem_tags1.bits.OPPOSED_TO_LIFE)
|
|
return false;
|
|
if (unit->curse.add_tags1.bits.OPPOSED_TO_LIFE)
|
|
return true;
|
|
return casteFlagSet(unit->race, unit->caste, caste_raw_flags::OPPOSED_TO_LIFE);
|
|
}
|
|
|
|
bool Units::hasExtravision(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->curse.rem_tags1.bits.EXTRAVISION)
|
|
return false;
|
|
if (unit->curse.add_tags1.bits.EXTRAVISION)
|
|
return true;
|
|
return casteFlagSet(unit->race, unit->caste, caste_raw_flags::EXTRAVISION);
|
|
}
|
|
|
|
bool Units::isBloodsucker(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->curse.rem_tags1.bits.BLOODSUCKER)
|
|
return false;
|
|
if (unit->curse.add_tags1.bits.BLOODSUCKER)
|
|
return true;
|
|
return casteFlagSet(unit->race, unit->caste, caste_raw_flags::BLOODSUCKER);
|
|
}
|
|
|
|
bool Units::isMischievous(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
if (unit->curse.rem_tags1.bits.MISCHIEVOUS)
|
|
return false;
|
|
if (unit->curse.add_tags1.bits.MISCHIEVOUS)
|
|
return true;
|
|
return casteFlagSet(unit->race, unit->caste, caste_raw_flags::MISCHIEVOUS);
|
|
}
|
|
|
|
df::unit_misc_trait *Units::getMiscTrait(df::unit *unit, df::misc_trait_type type, bool create)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
auto &vec = unit->status.misc_traits;
|
|
for (size_t i = 0; i < vec.size(); i++)
|
|
if (vec[i]->id == type)
|
|
return vec[i];
|
|
|
|
if (create)
|
|
{
|
|
auto obj = new df::unit_misc_trait();
|
|
obj->id = type;
|
|
vec.push_back(obj);
|
|
return obj;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool DFHack::Units::isDead(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->flags1.bits.dead ||
|
|
unit->flags3.bits.ghostly;
|
|
}
|
|
|
|
bool DFHack::Units::isAlive(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return !unit->flags1.bits.dead &&
|
|
!unit->flags3.bits.ghostly &&
|
|
!unit->curse.add_tags1.bits.NOT_LIVING;
|
|
}
|
|
|
|
bool DFHack::Units::isSane(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (unit->flags1.bits.dead ||
|
|
unit->flags3.bits.ghostly ||
|
|
isOpposedToLife(unit) ||
|
|
unit->enemy.undead)
|
|
return false;
|
|
|
|
if (unit->enemy.normal_race == unit->enemy.were_race && isCrazed(unit))
|
|
return false;
|
|
|
|
switch (unit->mood)
|
|
{
|
|
case mood_type::Melancholy:
|
|
case mood_type::Raving:
|
|
case mood_type::Berserk:
|
|
return false;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool DFHack::Units::isCitizen(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
// Copied from the conditions used to decide game over,
|
|
// except that the game appears to let melancholy/raving
|
|
// dwarves count as citizens.
|
|
|
|
if (!isDwarf(unit) || !isSane(unit))
|
|
return false;
|
|
|
|
if (unit->flags1.bits.marauder ||
|
|
unit->flags1.bits.invader_origin ||
|
|
unit->flags1.bits.active_invader ||
|
|
unit->flags1.bits.forest ||
|
|
unit->flags1.bits.merchant ||
|
|
unit->flags1.bits.diplomat)
|
|
return false;
|
|
|
|
if (unit->flags1.bits.tame)
|
|
return true;
|
|
|
|
return unit->civ_id == ui->civ_id &&
|
|
unit->civ_id != -1 &&
|
|
!unit->flags2.bits.underworld &&
|
|
!unit->flags2.bits.resident &&
|
|
!unit->flags2.bits.visitor_uninvited &&
|
|
!unit->flags2.bits.visitor;
|
|
}
|
|
|
|
bool DFHack::Units::isDwarf(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
return unit->race == ui->race_id ||
|
|
unit->enemy.normal_race == ui->race_id;
|
|
}
|
|
|
|
double DFHack::Units::getAge(df::unit *unit, bool true_age)
|
|
{
|
|
using df::global::cur_year;
|
|
using df::global::cur_year_tick;
|
|
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (!cur_year || !cur_year_tick)
|
|
return -1;
|
|
|
|
double year_ticks = 403200.0;
|
|
double birth_time = unit->relations.birth_year + unit->relations.birth_time/year_ticks;
|
|
double cur_time = *cur_year + *cur_year_tick / year_ticks;
|
|
|
|
if (!true_age && unit->relations.curse_year >= 0)
|
|
{
|
|
if (auto identity = getIdentity(unit))
|
|
{
|
|
if (identity->histfig_id < 0)
|
|
birth_time = identity->birth_year + identity->birth_second/year_ticks;
|
|
}
|
|
}
|
|
|
|
return cur_time - birth_time;
|
|
}
|
|
|
|
inline void adjust_skill_rating(int &rating, bool is_adventure, int value, int dwarf3_4, int dwarf1_2, int adv9_10, int adv3_4, int adv1_2)
|
|
{
|
|
if (is_adventure)
|
|
{
|
|
if (value >= adv1_2) rating >>= 1;
|
|
else if (value >= adv3_4) rating = rating*3/4;
|
|
else if (value >= adv9_10) rating = rating*9/10;
|
|
}
|
|
else
|
|
{
|
|
if (value >= dwarf1_2) rating >>= 1;
|
|
else if (value >= dwarf3_4) rating = rating*3/4;
|
|
}
|
|
}
|
|
|
|
int Units::getNominalSkill(df::unit *unit, df::job_skill skill_id, bool use_rust)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* This is 100% reverse-engineered from DF code.
|
|
*/
|
|
|
|
if (!unit->status.current_soul)
|
|
return 0;
|
|
|
|
// Retrieve skill from unit soul:
|
|
|
|
auto skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, skill_id);
|
|
|
|
if (skill)
|
|
{
|
|
int rating = int(skill->rating);
|
|
if (use_rust)
|
|
rating -= skill->rusty;
|
|
return std::max(0, rating);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int Units::getExperience(df::unit *unit, df::job_skill skill_id, bool total)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
if (!unit->status.current_soul)
|
|
return 0;
|
|
|
|
auto skill = binsearch_in_vector(unit->status.current_soul->skills, &df::unit_skill::id, skill_id);
|
|
if (!skill)
|
|
return 0;
|
|
|
|
int xp = skill->experience;
|
|
// exact formula used by the game:
|
|
if (total && skill->rating > 0)
|
|
xp += 500*skill->rating + 100*skill->rating*(skill->rating - 1)/2;
|
|
return xp;
|
|
}
|
|
|
|
int Units::getEffectiveSkill(df::unit *unit, df::job_skill skill_id)
|
|
{
|
|
/*
|
|
* This is 100% reverse-engineered from DF code.
|
|
*/
|
|
|
|
int rating = getNominalSkill(unit, skill_id, true);
|
|
|
|
// Apply special states
|
|
|
|
if (unit->counters.soldier_mood == df::unit::T_counters::None)
|
|
{
|
|
if (unit->counters.nausea > 0) rating >>= 1;
|
|
if (unit->counters.winded > 0) rating >>= 1;
|
|
if (unit->counters.stunned > 0) rating >>= 1;
|
|
if (unit->counters.dizziness > 0) rating >>= 1;
|
|
if (unit->counters2.fever > 0) rating >>= 1;
|
|
}
|
|
|
|
if (unit->counters.soldier_mood != df::unit::T_counters::MartialTrance)
|
|
{
|
|
if (!unit->flags3.bits.ghostly && !unit->flags3.bits.scuttle &&
|
|
!unit->flags2.bits.vision_good && !unit->flags2.bits.vision_damaged &&
|
|
!hasExtravision(unit))
|
|
{
|
|
rating >>= 2;
|
|
}
|
|
if (unit->counters.pain >= 100 && unit->mood == -1)
|
|
{
|
|
rating >>= 1;
|
|
}
|
|
if (unit->counters2.exhaustion >= 2000)
|
|
{
|
|
rating = rating*3/4;
|
|
if (unit->counters2.exhaustion >= 4000)
|
|
{
|
|
rating = rating*3/4;
|
|
if (unit->counters2.exhaustion >= 6000)
|
|
rating = rating*3/4;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Hunger etc timers
|
|
|
|
bool is_adventure = (gamemode && *gamemode == game_mode::ADVENTURE);
|
|
|
|
if (!unit->flags3.bits.scuttle && isBloodsucker(unit))
|
|
{
|
|
using namespace df::enums::misc_trait_type;
|
|
|
|
if (auto trait = getMiscTrait(unit, TimeSinceSuckedBlood))
|
|
{
|
|
adjust_skill_rating(
|
|
rating, is_adventure, trait->value,
|
|
302400, 403200, // dwf 3/4; 1/2
|
|
1209600, 1209600, 2419200 // adv 9/10; 3/4; 1/2
|
|
);
|
|
}
|
|
}
|
|
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.thirst_timer,
|
|
50000, 50000, 115200, 172800, 345600
|
|
);
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.hunger_timer,
|
|
75000, 75000, 172800, 1209600, 2592000
|
|
);
|
|
if (is_adventure && unit->counters2.sleepiness_timer >= 846000)
|
|
rating >>= 2;
|
|
else
|
|
adjust_skill_rating(
|
|
rating, is_adventure, unit->counters2.sleepiness_timer,
|
|
150000, 150000, 172800, 259200, 345600
|
|
);
|
|
|
|
return rating;
|
|
}
|
|
|
|
inline void adjust_speed_rating(int &rating, bool is_adventure, int value, int dwarf100, int dwarf200, int adv50, int adv75, int adv100, int adv200)
|
|
{
|
|
if (is_adventure)
|
|
{
|
|
if (value >= adv200) rating += 200;
|
|
else if (value >= adv100) rating += 100;
|
|
else if (value >= adv75) rating += 75;
|
|
else if (value >= adv50) rating += 50;
|
|
}
|
|
else
|
|
{
|
|
if (value >= dwarf200) rating += 200;
|
|
else if (value >= dwarf100) rating += 100;
|
|
}
|
|
}
|
|
|
|
static int calcInventoryWeight(df::unit *unit)
|
|
{
|
|
int armor_skill = Units::getEffectiveSkill(unit, job_skill::ARMOR);
|
|
int armor_mul = 15 - std::min(15, armor_skill);
|
|
|
|
int inv_weight = 0, inv_weight_fraction = 0;
|
|
|
|
for (size_t i = 0; i < unit->inventory.size(); i++)
|
|
{
|
|
auto item = unit->inventory[i]->item;
|
|
if (!item->flags.bits.weight_computed)
|
|
continue;
|
|
|
|
int wval = item->weight;
|
|
int wfval = item->weight_fraction;
|
|
auto mode = unit->inventory[i]->mode;
|
|
|
|
if ((mode == df::unit_inventory_item::Worn ||
|
|
mode == df::unit_inventory_item::WrappedAround) &&
|
|
item->isArmor() && armor_skill > 1)
|
|
{
|
|
wval = wval * armor_mul / 16;
|
|
wfval = wfval * armor_mul / 16;
|
|
}
|
|
|
|
inv_weight += wval;
|
|
inv_weight_fraction += wfval;
|
|
}
|
|
|
|
return inv_weight*100 + inv_weight_fraction/10000;
|
|
}
|
|
|
|
int Units::computeMovementSpeed(df::unit *unit)
|
|
{
|
|
using namespace df::enums::physical_attribute_type;
|
|
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* Pure reverse-engineered computation of unit _slowness_,
|
|
* i.e. number of ticks to move * 100.
|
|
*/
|
|
|
|
// Base speed
|
|
|
|
auto creature = df::creature_raw::find(unit->race);
|
|
if (!creature)
|
|
return 0;
|
|
|
|
auto craw = vector_get(creature->caste, unit->caste);
|
|
if (!craw)
|
|
return 0;
|
|
|
|
int speed = craw->misc.speed;
|
|
|
|
if (unit->flags3.bits.ghostly)
|
|
return speed;
|
|
|
|
// Curse multiplier
|
|
|
|
if (unit->curse.speed_mul_percent != 100)
|
|
{
|
|
speed *= 100;
|
|
if (unit->curse.speed_mul_percent != 0)
|
|
speed /= unit->curse.speed_mul_percent;
|
|
}
|
|
|
|
speed += unit->curse.speed_add;
|
|
|
|
// Swimming
|
|
|
|
auto cur_liquid = unit->status2.liquid_type.bits.liquid_type;
|
|
bool in_magma = (cur_liquid == tile_liquid::Magma);
|
|
|
|
if (unit->flags2.bits.swimming)
|
|
{
|
|
speed = craw->misc.swim_speed;
|
|
if (in_magma)
|
|
speed *= 2;
|
|
|
|
if (craw->flags.is_set(caste_raw_flags::SWIMS_LEARNED))
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::SWIMMING);
|
|
|
|
// Originally a switch:
|
|
if (skill > 1)
|
|
speed = speed * std::max(6, 21-skill) / 20;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int delta = 150*unit->status2.liquid_depth;
|
|
if (in_magma)
|
|
delta *= 2;
|
|
speed += delta;
|
|
}
|
|
|
|
// General counters and flags
|
|
|
|
if (unit->profession == profession::BABY)
|
|
speed += 3000;
|
|
|
|
if (unit->flags3.bits.unk15)
|
|
speed /= 20;
|
|
|
|
if (unit->counters2.exhaustion >= 2000)
|
|
{
|
|
speed += 200;
|
|
if (unit->counters2.exhaustion >= 4000)
|
|
{
|
|
speed += 200;
|
|
if (unit->counters2.exhaustion >= 6000)
|
|
speed += 200;
|
|
}
|
|
}
|
|
|
|
if (unit->flags2.bits.gutted) speed += 2000;
|
|
|
|
if (unit->counters.soldier_mood == df::unit::T_counters::None)
|
|
{
|
|
if (unit->counters.nausea > 0) speed += 1000;
|
|
if (unit->counters.winded > 0) speed += 1000;
|
|
if (unit->counters.stunned > 0) speed += 1000;
|
|
if (unit->counters.dizziness > 0) speed += 1000;
|
|
if (unit->counters2.fever > 0) speed += 1000;
|
|
}
|
|
|
|
if (unit->counters.soldier_mood != df::unit::T_counters::MartialTrance)
|
|
{
|
|
if (unit->counters.pain >= 100 && unit->mood == -1)
|
|
speed += 1000;
|
|
}
|
|
|
|
// Hunger etc timers
|
|
|
|
bool is_adventure = (gamemode && *gamemode == game_mode::ADVENTURE);
|
|
|
|
if (!unit->flags3.bits.scuttle && Units::isBloodsucker(unit))
|
|
{
|
|
using namespace df::enums::misc_trait_type;
|
|
|
|
if (auto trait = Units::getMiscTrait(unit, TimeSinceSuckedBlood))
|
|
{
|
|
adjust_speed_rating(
|
|
speed, is_adventure, trait->value,
|
|
302400, 403200, // dwf 100; 200
|
|
1209600, 1209600, 1209600, 2419200 // adv 50; 75; 100; 200
|
|
);
|
|
}
|
|
}
|
|
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.thirst_timer,
|
|
50000, 0x7fffffff, 172800, 172800, 172800, 345600
|
|
);
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.hunger_timer,
|
|
75000, 0x7fffffff, 1209600, 1209600, 1209600, 2592000
|
|
);
|
|
adjust_speed_rating(
|
|
speed, is_adventure, unit->counters2.sleepiness_timer,
|
|
57600, 150000, 172800, 259200, 345600, 864000
|
|
);
|
|
|
|
// Activity state
|
|
|
|
if (unit->relations.draggee_id != -1) speed += 1000;
|
|
|
|
if (unit->flags1.bits.on_ground)
|
|
speed += 2000;
|
|
else if (unit->flags3.bits.on_crutch)
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::CRUTCH_WALK);
|
|
speed += 2000 - 100*std::min(20, skill);
|
|
}
|
|
|
|
if (unit->flags1.bits.hidden_in_ambush && !Units::isMischievous(unit))
|
|
{
|
|
int skill = Units::getEffectiveSkill(unit, job_skill::SNEAK);
|
|
speed += 2000 - 100*std::min(20, skill);
|
|
}
|
|
|
|
if (unsigned(unit->counters2.paralysis-1) <= 98)
|
|
speed += unit->counters2.paralysis*10;
|
|
if (unsigned(unit->counters.webbed-1) <= 8)
|
|
speed += unit->counters.webbed*100;
|
|
|
|
// Muscle and fat weight vs expected size
|
|
|
|
auto &s_info = unit->body.size_info;
|
|
speed = std::max(speed*3/4, std::min(speed*3/2, int(int64_t(speed)*s_info.size_cur/s_info.size_base)));
|
|
|
|
// Attributes
|
|
|
|
int strength_attr = Units::getPhysicalAttrValue(unit, STRENGTH);
|
|
int agility_attr = Units::getPhysicalAttrValue(unit, AGILITY);
|
|
|
|
int total_attr = std::max(200, std::min(3800, strength_attr + agility_attr));
|
|
speed = ((total_attr-200)*(speed/2) + (3800-total_attr)*(speed*3/2))/3600;
|
|
|
|
// Stance
|
|
|
|
if (!unit->flags1.bits.on_ground && unit->status2.limbs_stand_max > 2)
|
|
{
|
|
// WTF
|
|
int as = unit->status2.limbs_stand_max;
|
|
int x = (as-1) - (as>>1);
|
|
int y = as - unit->status2.limbs_stand_count;
|
|
if (unit->flags3.bits.on_crutch) y--;
|
|
y = y * 500 / x;
|
|
if (y > 0) speed += y;
|
|
}
|
|
|
|
// Mood
|
|
|
|
if (unit->mood == mood_type::Melancholy) speed += 8000;
|
|
|
|
// Inventory encumberance
|
|
|
|
int total_weight = calcInventoryWeight(unit);
|
|
int free_weight = std::max(1, s_info.size_cur/10 + strength_attr*3);
|
|
|
|
if (free_weight < total_weight)
|
|
{
|
|
int delta = (total_weight - free_weight)/10 + 1;
|
|
if (!is_adventure)
|
|
delta = std::min(5000, delta);
|
|
speed += delta;
|
|
}
|
|
|
|
// skipped: unknown loop on inventory items that amounts to 0 change
|
|
|
|
if (is_adventure)
|
|
{
|
|
auto player = vector_get(world->units.active, 0);
|
|
if (player && player->id == unit->relations.group_leader_id)
|
|
speed = std::min(speed, computeMovementSpeed(player));
|
|
}
|
|
|
|
return std::min(10000, std::max(0, speed));
|
|
}
|
|
|
|
static bool entityRawFlagSet(int civ_id, df::entity_raw_flags flag)
|
|
{
|
|
auto entity = df::historical_entity::find(civ_id);
|
|
|
|
return entity && entity->entity_raw && entity->entity_raw->flags.is_set(flag);
|
|
}
|
|
|
|
float Units::computeSlowdownFactor(df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
/*
|
|
* These slowdowns are actually done by skipping a move if random(x) != 0, so
|
|
* it follows the geometric distribution. The mean expected slowdown is x.
|
|
*/
|
|
|
|
float coeff = 1.0f;
|
|
|
|
if (!unit->job.hunt_target && (!gamemode || *gamemode == game_mode::DWARF))
|
|
{
|
|
if (!unit->flags1.bits.marauder &&
|
|
casteFlagSet(unit->race, unit->caste, caste_raw_flags::MEANDERER) &&
|
|
!(unit->relations.following && isCitizen(unit)) &&
|
|
linear_index(unit->inventory, &df::unit_inventory_item::mode,
|
|
df::unit_inventory_item::Hauled) < 0)
|
|
{
|
|
coeff *= 4.0f;
|
|
}
|
|
|
|
if (unit->relations.group_leader_id < 0 &&
|
|
unit->flags1.bits.active_invader &&
|
|
!unit->job.current_job && !unit->flags3.bits.no_meandering &&
|
|
unit->profession != profession::THIEF && unit->profession != profession::MASTER_THIEF &&
|
|
!entityRawFlagSet(unit->civ_id, entity_raw_flags::ITEM_THIEF))
|
|
{
|
|
coeff *= 3.0f;
|
|
}
|
|
}
|
|
|
|
if (unit->flags3.bits.floundering)
|
|
{
|
|
coeff *= 3.0f;
|
|
}
|
|
|
|
return coeff;
|
|
}
|
|
|
|
|
|
static bool noble_pos_compare(const Units::NoblePosition &a, const Units::NoblePosition &b)
|
|
{
|
|
if (a.position->precedence < b.position->precedence)
|
|
return true;
|
|
if (a.position->precedence > b.position->precedence)
|
|
return false;
|
|
return a.position->id < b.position->id;
|
|
}
|
|
|
|
bool DFHack::Units::getNoblePositions(std::vector<NoblePosition> *pvec, df::unit *unit)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
pvec->clear();
|
|
|
|
auto histfig = df::historical_figure::find(unit->hist_figure_id);
|
|
if (!histfig)
|
|
return false;
|
|
|
|
for (size_t i = 0; i < histfig->entity_links.size(); i++)
|
|
{
|
|
auto link = histfig->entity_links[i];
|
|
auto epos = strict_virtual_cast<df::histfig_entity_link_positionst>(link);
|
|
if (!epos)
|
|
continue;
|
|
|
|
NoblePosition pos;
|
|
|
|
pos.entity = df::historical_entity::find(epos->entity_id);
|
|
if (!pos.entity)
|
|
continue;
|
|
|
|
pos.assignment = binsearch_in_vector(pos.entity->positions.assignments, epos->assignment_id);
|
|
if (!pos.assignment)
|
|
continue;
|
|
|
|
pos.position = binsearch_in_vector(pos.entity->positions.own, pos.assignment->position_id);
|
|
if (!pos.position)
|
|
continue;
|
|
|
|
pvec->push_back(pos);
|
|
}
|
|
|
|
if (pvec->empty())
|
|
return false;
|
|
|
|
std::sort(pvec->begin(), pvec->end(), noble_pos_compare);
|
|
return true;
|
|
}
|
|
|
|
std::string DFHack::Units::getProfessionName(df::unit *unit, bool ignore_noble, bool plural)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
std::string prof = unit->custom_profession;
|
|
if (!prof.empty())
|
|
return prof;
|
|
|
|
std::vector<NoblePosition> np;
|
|
|
|
if (!ignore_noble && getNoblePositions(&np, unit))
|
|
{
|
|
switch (unit->sex)
|
|
{
|
|
case 0:
|
|
prof = np[0].position->name_female[plural ? 1 : 0];
|
|
break;
|
|
case 1:
|
|
prof = np[0].position->name_male[plural ? 1 : 0];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (prof.empty())
|
|
prof = np[0].position->name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
return prof;
|
|
}
|
|
|
|
return getCasteProfessionName(unit->race, unit->caste, unit->profession, plural);
|
|
}
|
|
|
|
std::string DFHack::Units::getCasteProfessionName(int race, int casteid, df::profession pid, bool plural)
|
|
{
|
|
std::string prof, race_prefix;
|
|
|
|
if (pid < (df::profession)0 || !is_valid_enum_item(pid))
|
|
return "";
|
|
int16_t current_race = df::global::ui->race_id;
|
|
if (df::global::gamemode && *df::global::gamemode == df::game_mode::ADVENTURE)
|
|
current_race = world->units.active[0]->race;
|
|
bool use_race_prefix = (race >= 0 && race != current_race);
|
|
|
|
if (auto creature = df::creature_raw::find(race))
|
|
{
|
|
if (auto caste = vector_get(creature->caste, casteid))
|
|
{
|
|
race_prefix = caste->caste_name[0];
|
|
|
|
if (plural)
|
|
prof = caste->caste_profession_name.plural[pid];
|
|
else
|
|
prof = caste->caste_profession_name.singular[pid];
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::CHILD:
|
|
prof = caste->child_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::BABY:
|
|
prof = caste->baby_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (race_prefix.empty())
|
|
race_prefix = creature->name[0];
|
|
|
|
if (prof.empty())
|
|
{
|
|
if (plural)
|
|
prof = creature->profession_name.plural[pid];
|
|
else
|
|
prof = creature->profession_name.singular[pid];
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::CHILD:
|
|
prof = creature->general_child_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::BABY:
|
|
prof = creature->general_baby_name[plural ? 1 : 0];
|
|
if (!prof.empty())
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (race_prefix.empty())
|
|
race_prefix = "Animal";
|
|
|
|
if (prof.empty())
|
|
{
|
|
switch (pid)
|
|
{
|
|
case profession::TRAINED_WAR:
|
|
prof = "War " + (use_race_prefix ? race_prefix : "Peasant");
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::TRAINED_HUNTER:
|
|
prof = "Hunting " + (use_race_prefix ? race_prefix : "Peasant");
|
|
use_race_prefix = false;
|
|
break;
|
|
|
|
case profession::STANDARD:
|
|
if (!use_race_prefix)
|
|
prof = "Peasant";
|
|
break;
|
|
|
|
default:
|
|
if (auto caption = ENUM_ATTR(profession, caption, pid))
|
|
prof = caption;
|
|
else
|
|
prof = ENUM_KEY_STR(profession, pid);
|
|
}
|
|
}
|
|
|
|
if (use_race_prefix)
|
|
{
|
|
if (!prof.empty())
|
|
race_prefix += " ";
|
|
prof = race_prefix + prof;
|
|
}
|
|
|
|
return Translation::capitalize(prof, true);
|
|
}
|
|
|
|
int8_t DFHack::Units::getProfessionColor(df::unit *unit, bool ignore_noble)
|
|
{
|
|
CHECK_NULL_POINTER(unit);
|
|
|
|
std::vector<NoblePosition> np;
|
|
|
|
if (!ignore_noble && getNoblePositions(&np, unit))
|
|
{
|
|
if (np[0].position->flags.is_set(entity_position_flags::COLOR))
|
|
return np[0].position->color[0] + np[0].position->color[2] * 8;
|
|
}
|
|
|
|
return getCasteProfessionColor(unit->race, unit->caste, unit->profession);
|
|
}
|
|
|
|
int8_t DFHack::Units::getCasteProfessionColor(int race, int casteid, df::profession pid)
|
|
{
|
|
// make sure it's an actual profession
|
|
if (pid < 0 || !is_valid_enum_item(pid))
|
|
return 3;
|
|
|
|
// If it's not a Peasant, it's hardcoded
|
|
if (pid != profession::STANDARD)
|
|
return ENUM_ATTR(profession, color, pid);
|
|
|
|
if (auto creature = df::creature_raw::find(race))
|
|
{
|
|
if (auto caste = vector_get(creature->caste, casteid))
|
|
{
|
|
if (caste->flags.is_set(caste_raw_flags::CASTE_COLOR))
|
|
return caste->caste_color[0] + caste->caste_color[2] * 8;
|
|
}
|
|
return creature->color[0] + creature->color[2] * 8;
|
|
}
|
|
|
|
// default to dwarven peasant color
|
|
return 3;
|
|
}
|
|
|
|
std::string DFHack::Units::getSquadName(df::unit *unit)
|
|
{
|
|
if (unit->military.squad_id == -1)
|
|
return "";
|
|
df::squad *squad = df::squad::find(unit->military.squad_id);
|
|
if (!squad)
|
|
return "";
|
|
if (squad->alias.size() > 0)
|
|
return squad->alias;
|
|
return Translation::TranslateName(&squad->name, true);
|
|
}
|