322 lines
9.7 KiB
C++
322 lines
9.7 KiB
C++
// changeitem plugin
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// allows to change the material type and quality of selected items
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#include <iostream>
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#include <iomanip>
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#include <sstream>
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#include <climits>
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#include <vector>
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#include <string>
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#include <algorithm>
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#include <set>
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using namespace std;
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#include "Core.h"
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#include "Console.h"
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#include "Export.h"
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#include "PluginManager.h"
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#include "modules/Maps.h"
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#include "modules/Gui.h"
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#include "modules/Items.h"
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#include "modules/Materials.h"
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#include "modules/MapCache.h"
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#include "DataDefs.h"
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#include "df/item.h"
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#include "df/world.h"
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#include "df/general_ref.h"
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using namespace DFHack;
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using namespace df::enums;
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using MapExtras::Block;
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using MapExtras::MapCache;
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using df::global::world;
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DFHACK_PLUGIN("changeitem");
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command_result df_changeitem(color_ostream &out, vector <string> & parameters);
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const string changeitem_help =
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"Changeitem allows to change some item attributes.\n"
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"By default the item currently selected in the UI will be changed\n"
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"(you can select items in the 'k' list or inside containers/inventory).\n"
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"By default change is only allowed if materials is of the same subtype\n"
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"(for example wood<->wood, stone<->stone etc). But since some transformations\n"
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"work pretty well and may be desired you can override this with 'force'.\n"
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"Note that some attributes will not be touched, possibly resulting in weirdness.\n"
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"To get an idea how the RAW id should look like, check some items with 'info'.\n"
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"Using 'force' might create items which are not touched by crafters/haulers.\n"
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"Options:\n"
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" info - don't change anything, print some item info instead\n"
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" here - change all items at cursor position\n"
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" material, m - change material. must be followed by material RAW id\n"
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" quality, q - change base quality. must be followed by number (0-5)\n"
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" force - ignore subtypes, force change to new material.\n"
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"Example:\n"
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" changeitem m INORGANIC:GRANITE here\n"
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" change material of all items under the cursor to granite\n"
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" changeitem q 5\n"
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" change currently selected item to masterpiece quality\n";
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DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
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{
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commands.push_back(PluginCommand(
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"changeitem", "Change item attributes (material, quality).",
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df_changeitem, false,
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changeitem_help.c_str()
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));
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return CR_OK;
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}
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DFhackCExport command_result plugin_shutdown ( color_ostream &out )
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{
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return CR_OK;
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}
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// probably there is some method in the library which does the same
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// todo: look for it :)
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string describeQuality(int q)
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{
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switch(q)
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{
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case 0:
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return "Basic";
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case 1:
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return "-Well-crafted-";
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case 2:
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return "+Finely-crafted+";
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case 3:
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return "*Superior quality*";
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case 4:
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return "#Exceptional#";
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case 5:
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return "$Masterful$";
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default:
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return "!INVALID!";
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}
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}
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command_result changeitem_execute(
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color_ostream &out, df::item * item,
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bool info, bool force,
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bool change_material, string new_material,
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bool change_quality, int new_quality);
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command_result df_changeitem(color_ostream &out, vector <string> & parameters)
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{
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CoreSuspender suspend;
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bool here = false;
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bool info = false;
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bool force = false;
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bool change_material = false;
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string new_material = "none";
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bool change_quality = false;
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int new_quality = 0;
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for (size_t i = 0; i < parameters.size(); i++)
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{
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string & p = parameters[i];
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if (p == "help" || p == "?")
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{
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out << changeitem_help << endl;
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return CR_OK;
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}
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else if (p == "here")
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{
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here = true;
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}
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else if (p == "info")
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{
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info = true;
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}
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else if (p == "force")
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{
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force = true;
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}
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else if (p == "material" || p == "m" )
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{
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// must be followed by material RAW id
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// (string like 'INORGANIC:GRANITE', 'PLANT:MAPLE:WOOD', ...)
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if(i == parameters.size()-1)
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{
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out.printerr("no material specified!\n");
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}
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change_material = true;
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new_material = parameters[i+1];
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i++;
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}
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else if (p == "quality" || p == "q")
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{
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// must be followed by numeric quality (allowed: 0-5)
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if(i == parameters.size()-1)
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{
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out.printerr("no quality specified!\n");
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}
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string & q = parameters[i+1];
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// meh. should use a stringstream instead. but it's only 6 numbers
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if(q == "0")
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new_quality = 0;
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else if(q == "1")
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new_quality = 1;
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else if(q == "2")
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new_quality = 2;
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else if(q == "3")
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new_quality = 3;
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else if(q == "4")
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new_quality = 4;
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else if(q == "5")
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new_quality = 5;
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else
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{
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out << "Invalid quality specified!" << endl;
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return CR_WRONG_USAGE;
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}
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out << "change to quality: " << describeQuality(new_quality) << endl;
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change_quality = true;
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i++;
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}
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else
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{
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out << p << ": Unknown command!" << endl;
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return CR_WRONG_USAGE;
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}
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}
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if (!Maps::IsValid())
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{
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out.printerr("Map is not available!\n");
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return CR_FAILURE;
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}
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MaterialInfo mat_new;
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if (change_material && !mat_new.find(new_material))
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{
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out.printerr("No such material!\n");
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return CR_FAILURE;
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}
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if (here)
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{
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int processed_total = 0;
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int cx, cy, cz;
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DFCoord pos_cursor;
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// needs a cursor
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if (!Gui::getCursorCoords(cx,cy,cz))
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{
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out.printerr("Cursor position not found. Please enable the cursor.\n");
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return CR_FAILURE;
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}
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pos_cursor = DFCoord(cx,cy,cz);
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// uh. is this check necessary?
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// changeitem doesn't do stuff with map blocks...
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{
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MapCache MC;
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Block * b = MC.BlockAt(pos_cursor / 16);
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if(!b)
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{
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out.printerr("Cursor is in an invalid/uninitialized area. Place it over a floor.\n");
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return CR_FAILURE;
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}
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// when only changing material it doesn't matter if cursor is over a tile
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//df::tiletype ttype = MC.tiletypeAt(pos_cursor);
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//if(!DFHack::isFloorTerrain(ttype))
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//{
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// out.printerr("Cursor should be placed over a floor.\n");
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// return CR_FAILURE;
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//}
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}
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// iterate over all items, process those where pos = pos_cursor
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size_t numItems = world->items.all.size();
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for(size_t i=0; i< numItems; i++)
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{
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df::item * item = world->items.all[i];
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DFCoord pos_item(item->pos.x, item->pos.y, item->pos.z);
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if (pos_item != pos_cursor)
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continue;
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changeitem_execute(out, item, info, force, change_material, new_material, change_quality, new_quality);
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processed_total++;
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}
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out.print("Done. %d items processed.\n", processed_total);
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}
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else
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{
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// needs a selected item
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df::item *item = Gui::getSelectedItem(out);
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if (!item)
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{
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out.printerr("No item selected.\n");
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return CR_FAILURE;
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}
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changeitem_execute(out, item, info, force, change_material, new_material, change_quality, new_quality);
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}
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return CR_OK;
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}
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command_result changeitem_execute(
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color_ostream &out, df::item * item,
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bool info, bool force,
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bool change_material, string new_material,
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bool change_quality, int new_quality )
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{
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MaterialInfo mat_new;
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MaterialInfo mat_old;
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if(change_material)
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mat_new.find(new_material);
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if(change_material || info)
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mat_old.decode(item);
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// print some info, don't change stuff
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if(info)
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{
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out << "Item info: " << endl;
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out << " quality: " << describeQuality(item->getQuality()) << endl;
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//if(item->isImproved())
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// out << " imp.quality: " << describeQuality(item->getImprovementQuality()) << endl;
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out << " material: " << mat_old.getToken() << endl;
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return CR_OK;
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}
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if(change_quality)
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{
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item->setQuality(new_quality);
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// it would be nice to be able to change the improved quality, too
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// (only allowed if the item is already improved)
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// but there is no method in item.h which supports that
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// ok: hints from _Q/angavrilov: improvent is a vector, an item can have more than one improvement
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// -> virtual_cast to item_constructedst
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}
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if(change_material)
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{
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// subtype and mode should match to avoid doing dumb stuff like changing boulders into meat whatever
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// changing a stone cabinet to wood is fine, though. as well as lots of other combinations.
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// still, it's better to make the user activate 'force' if he really wants to.
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if(force||(mat_old.subtype == mat_new.subtype && mat_old.mode==mat_new.mode))
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{
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item->setMaterial(mat_new.type);
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item->setMaterialIndex(mat_new.index);
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}
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else
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{
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out.printerr("change denied: subtype doesn't match. use 'force' to override.\n");
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}
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item->flags.bits.temps_computed = 0; // recalc temperatures next time touched
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item->flags.bits.weight_computed = 0; // recalc weight next time touched
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}
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return CR_OK;
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}
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