dfhack/tools/dfitemdump.cpp

202 lines
6.6 KiB
C++

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// Item dump
#include <iostream>
#include <iomanip>
#include <sstream>
#include <climits>
#include <integers.h>
#include <vector>
using namespace std;
#include <DFTypes.h>
#include <DFHackAPI.h>
struct matGlosses
{
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vector<DFHack::t_matgloss> plantMat;
vector<DFHack::t_matgloss> woodMat;
vector<DFHack::t_matgloss> stoneMat;
vector<DFHack::t_matgloss> metalMat;
vector<DFHack::t_matgloss> creatureMat;
};
string getMaterialType(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat){
if(item.type == 85 || item.type == 113 || item.type == 117) // item_plant or item_thread or item_seeds
{
return(string(mat.plantMat[item.material.type].id));
}
else if(item.type == 109 || item.type == 114 || item.type == 115 || item.type == 116 || item.type==128 || item.type == 129|| item.type == 130|| item.type == 131) // item_skin_raw item_bones item_skill item_fish_raw item_pet item_skin_tanned item_shell
{
return(string(mat.creatureMat[item.material.type].id));
}
else if(item.type == 124){ //wood
return(string(mat.woodMat[item.material.type].id));
}
else if(item.type == 118){ //blocks
return(string(mat.metalMat[item.material.index].id));
}
else if(item.type == 86){ // item_glob I don't know what those are in game, just ignore them
return(string(""));
}
else{
switch (item.material.type)
{
case 0:
return(string(mat.woodMat[item.material.index].id));
break;
case 1:
return(string(mat.stoneMat[item.material.index].id));
break;
case 2:
return(string(mat.metalMat[item.material.index].id));
break;
case 12: // don't ask me why this has such a large jump, maybe this is not actually the matType for plants, but they all have this set to 12
return(string(mat.plantMat[item.material.index].id));
break;
case 3:
case 9:
case 10:
case 11:
case 121:
return(string(mat.creatureMat[item.material.index].id));
break;
default:
//DF.setCursorCoords(item.x,item.y,item.z);
return(string(""));
}
}
}
void printItem(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat){
cout << dec << "Item at x:" << item.x << " y:" << item.y << " z:" << item.z << endl;
cout << "Type: " << (int) item.type << " " << buildingTypes[item.type] << " Address: " << hex << item.origin << endl;
cout << "Material: ";
string itemType = getMaterialType(item,buildingTypes,mat);
cout << itemType << endl;
}
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int main ()
{
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DFHack::API DF ("Memory.xml");
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if(!DF.Attach())
{
cerr << "DF not found" << endl;
return 1;
}
DF.Suspend();
DF.InitViewAndCursor();
matGlosses mat;
DF.ReadPlantMatgloss(mat.plantMat);
DF.ReadWoodMatgloss(mat.woodMat);
DF.ReadStoneMatgloss(mat.stoneMat);
DF.ReadMetalMatgloss(mat.metalMat);
DF.ReadCreatureMatgloss(mat.creatureMat);
DF.ForceResume();
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vector <string> buildingtypes;
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DF.InitReadBuildings(buildingtypes);
uint32_t numItems = DF.InitReadItems();
/*
map< string, map<string,vector<uint32_t> > > count;
for(uint32_t i=0; i< numItems; i++){
DFHack::t_item temp;
DF.ReadItem(i,temp);
// cout << int(temp.type) << endl;
count[buildingtypes[temp.type]][getMaterialType(temp,buildingtypes,mat)].push_back(i);
}
*/
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DF.InitViewAndCursor();
cout << "q to quit, anything else to look up items at that location\n";
while(1)
{
string input;
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DF.ForceResume();
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getline (cin, input);
DF.Suspend();
uint32_t numItems = DF.InitReadItems();
if(input == "q")
{
break;
}
// else if(next == 'c'){
// cerr << "clearing similarity" << endl;
// similarity.clear();
// continue;
// }
// else if(next == 'p'){
// vector<bool> same(similarity[0].size(),true);
// for(int k =0; k < similarity.size(); k++){
// for(int j =0; j < similarity.size(); j++){
// if(k != j){
// for(int l =0; l < similarity[k].size(); l++){
// if(similarity[k][l] != similarity[j][l]){
// same[l] = false;
// }
// }
// }
// }
// }
// for(int itr =0; itr < same.size(); itr++){
// if(same[itr] == true && similarity[0][itr] != 0){
// cout << hex << itr << " " << hex << (int)similarity[0][itr] << endl;
// }
// }
// continue;
// }
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int32_t x,y,z;
DF.getCursorCoords(x,y,z);
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vector <DFHack::t_item> foundItems;
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for(uint32_t i = 0; i < numItems; i++)
{
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DFHack::t_item temp;
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DF.ReadItem(i, temp);
if(temp.x == x && temp.y == y && temp.z == z)
{
foundItems.push_back(temp);
//cout << buildingtypes[temp.type] << " 0x" << hex << temp.origin << endl;
}
}
if(foundItems.size() == 0){
cerr << "No Items at x:" << x << " y:" << y << " z:" << z << endl;
}
else if(foundItems.size() == 1){
printItem(foundItems[0], buildingtypes,mat);
// similarity.push_back(foundItems[0].bytes);
}
else{
cerr << "Please Select which item you want to display\n";
for(uint32_t j = 0; j < foundItems.size(); ++j)
{
cerr << j << " " << buildingtypes[foundItems[j].type] << endl;
}
uint32_t value;
string input2;
stringstream ss;
getline(cin, input2);
ss.str(input2);
ss >> value;
while(value >= foundItems.size()){
cerr << "invalid choice, please try again" << endl;
input2.clear();
ss.clear();
getline (cin, input2);
ss.str(input2);
ss >> value;
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}
printItem(foundItems[value], buildingtypes,mat);
// similarity.push_back(foundItems[value].bytes);
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}
DF.FinishReadItems();
}
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DF.FinishReadBuildings();
DF.Detach();
#ifndef LINUX_BUILD
cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}