dfhack/examples/creaturedump.cpp

468 lines
14 KiB
C++

// Creature dump
#include <iostream>
#include <climits>
#include <integers.h>
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#include <string.h>
#include <vector>
using namespace std;
#include <DFGlobal.h>
#include <DFError.h>
#include <DFTypes.h>
#include <DFHackAPI.h>
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#include <DFMemInfo.h>
#include <DFProcess.h>
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#include <modules/Materials.h>
#include <modules/Creatures.h>
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#include <modules/Translation.h>
#include <DFMiscUtils.h>
enum likeType
{
FAIL = 0,
MATERIAL = 1,
ITEM = 2,
FOOD = 3
};
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DFHack::Materials * Materials;
DFHack::memory_info *mem;
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vector< vector<string> > englishWords;
vector< vector<string> > foreignWords;
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DFHack::Creatures * Creatures = NULL;
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/*
likeType printLike40d(DFHack::t_like like, const matGlosses & mat,const vector< vector <DFHack::t_itemType> > & itemTypes)
{ // The function in DF which prints out the likes is a monster, it is a huge switch statement with tons of options and calls a ton of other functions as well,
//so I am not going to try and put all the possibilites here, only the low hanging fruit, with stones and metals, as well as items,
//you can easily find good canidates for military duty for instance
//The ideal thing to do would be to call the df function directly with the desired likes, the df function modifies a string, so it should be possible to do...
if(like.active){
if(like.type ==0){
switch (like.material.type)
{
case 0:
cout << mat.woodMat[like.material.index].name;
return(MATERIAL);
case 1:
cout << mat.stoneMat[like.material.index].name;
return(MATERIAL);
case 2:
cout << mat.metalMat[like.material.index].name;
return(MATERIAL);
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
cout << mat.plantMat[like.material.index].name;
return(MATERIAL);
case 32:
cout << mat.plantMat[like.material.index].name;
return(MATERIAL);
case 121:
cout << mat.creatureMat[like.material.index].name;
return(MATERIAL);
default:
return(FAIL);
}
}
else if(like.type == 4 && like.itemIndex != -1){
switch(like.itemClass)
{
case 24:
cout << itemTypes[0][like.itemIndex].name;
return(ITEM);
case 25:
cout << itemTypes[4][like.itemIndex].name;
return(ITEM);
case 26:
cout << itemTypes[8][like.itemIndex].name;
return(ITEM);
case 27:
cout << itemTypes[9][like.itemIndex].name;
return(ITEM);
case 28:
cout << itemTypes[10][like.itemIndex].name;
return(ITEM);
case 29:
cout << itemTypes[7][like.itemIndex].name;
return(ITEM);
case 38:
cout << itemTypes[5][like.itemIndex].name;
return(ITEM);
case 63:
cout << itemTypes[11][like.itemIndex].name;
return(ITEM);
case 68:
case 69:
cout << itemTypes[6][like.itemIndex].name;
return(ITEM);
case 70:
cout << itemTypes[1][like.itemIndex].name;
return(ITEM);
default:
// cout << like.itemClass << ":" << like.itemIndex;
return(FAIL);
}
}
else if(like.material.type != -1){// && like.material.index == -1){
if(like.type == 2){
switch(like.itemClass)
{
case 52:
case 53:
case 58:
cout << mat.plantMat[like.material.type].name;
return(FOOD);
case 72:
if(like.material.type =! 10){ // 10 is for milk stuff, which I don't know how to do
cout << mat.plantMat[like.material.index].extract_name;
return(FOOD);
}
return(FAIL);
case 74:
cout << mat.plantMat[like.material.index].drink_name;
return(FOOD);
case 75:
cout << mat.plantMat[like.material.index].food_name;
return(FOOD);
case 47:
case 48:
cout << mat.creatureMat[like.material.type].name;
return(FOOD);
default:
return(FAIL);
}
}
}
}
return(FAIL);
}
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*/
void printCreature(DFHack::API & DF, const DFHack::t_creature & creature)
{
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cout << "address: " << hex << creature.origin << dec << " creature type: " << Materials->raceEx[creature.race].rawname
<< "[" << Materials->raceEx[creature.race].tile_character
<< "," << Materials->raceEx[creature.race].tilecolor.fore
<< "," << Materials->raceEx[creature.race].tilecolor.back
<< "," << Materials->raceEx[creature.race].tilecolor.bright
<< "]"
<< ", position: " << creature.x << "x " << creature.y << "y "<< creature.z << "z" << endl;
bool addendl = false;
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if(creature.name.first_name[0])
{
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cout << "first name: " << creature.name.first_name;
addendl = true;
}
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if(creature.name.nickname[0])
{
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cout << ", nick name: " << creature.name.nickname;
addendl = true;
}
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DFHack::Translation *Tran = DF.getTranslation();
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DFHack::memory_info *mem = DF.getMemoryInfo();
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string transName = Tran->TranslateName(creature.name,false);
if(!transName.empty())
{
cout << ", trans name: " << transName;
addendl=true;
}
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transName = Tran->TranslateName(creature.name,true);
if(!transName.empty())
{
cout << ", last name: " << transName;
addendl=true;
}
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/*
cout << ", likes: ";
for(uint32_t i = 0;i<creature.numLikes; i++)
{
if(printLike(creature.likes[i],mat,itemTypes))
{
cout << ", ";
}
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}
*/
if(addendl)
{
cout << endl;
addendl = false;
}
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cout << "profession: " << mem->getProfession(creature.profession) << "(" << (int) creature.profession << ")";
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if(creature.custom_profession[0])
{
cout << ", custom profession: " << creature.custom_profession;
}
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/*
if(creature.current_job.active)
{
cout << ", current job: " << mem->getJob(creature.current_job.jobId);
}
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*/
cout << endl;
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cout << "Appearance : ";
for(unsigned int i = 0; i<creature.nbcolors ; i++)
{
cout << Materials->raceEx[creature.race].castes[creature.caste].ColorModifier[i].part << " ";
uint32_t color = Materials->raceEx[creature.race].castes[creature.caste].ColorModifier[i].colorlist[creature.color[i]];
if(color<Materials->color.size())
cout << Materials->color[color].name << "["
<< (unsigned int) (Materials->color[color].r*255) << ":"
<< (unsigned int) (Materials->color[color].v*255) << ":"
<< (unsigned int) (Materials->color[color].b*255) << "]";
else
cout << Materials->alldesc[color].id;
cout << " - ";
}
cout << endl;
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cout << "happiness: " << creature.happiness
<< ", strength: " << creature.strength.level
<< ", agility: " << creature.agility.level
<< ", toughness: " << creature.toughness.level
<< ", endurance: " << creature.endurance.level
<< ", recuperation: " << creature.recuperation.level
<< ", disease resistance: " << creature.disease_resistance.level
//<< ", money: " << creature.money
<< ", id: " << creature.id;
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/*
if(creature.squad_leader_id != -1)
{
cout << ", squad_leader_id: " << creature.squad_leader_id;
}
if(creature.mood != -1){
cout << ", mood: " << creature.mood << " ";
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}*/
cout << ", sex: ";
if(creature.sex == 0)
{
cout << "Female";
}
else
{
cout <<"Male";
}
cout << endl;
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if((creature.mood != -1) && (creature.mood<5))
{
cout << "mood: " << creature.mood << ", skill: " << mem->getSkill(creature.mood_skill) << endl;
vector<DFHack::t_material> mymat;
if(Creatures->ReadJob(&creature, mymat))
{
for(unsigned int i = 0; i < mymat.size(); i++)
{
printf("\t%s(%d)\t%d %d %d - %.8x\n", Materials->getDescription(mymat[i]).c_str(), mymat[i].itemType, mymat[i].subType, mymat[i].subIndex, mymat[i].index, mymat[i].flags);
}
}
}
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/*
if(creature.pregnancy_timer > 0)
cout << "gives birth in " << creature.pregnancy_timer/1200 << " days. ";
cout << "Blood: " << creature.blood_current << "/" << creature.blood_max << " bleeding: " << creature.bleed_rate;
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*/
cout << endl;
if(creature.has_default_soul)
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{
//skills
cout << "Skills" << endl;
for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
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{
if(i > 0)
{
cout << ", ";
}
cout << mem->getSkill(creature.defaultSoul.skills[i].id) << ": " << creature.defaultSoul.skills[i].rating;
}
cout << endl;
cout << "Traits" << endl;
for(uint32_t i = 0; i < 30;i++)
{
string trait = mem->getTrait (i, creature.defaultSoul.traits[i]);
if(!trait.empty()) cout << trait << ", ";
}
cout << endl;
// labors
cout << "Labors" << endl;
for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++)
{
if(!creature.labors[i])
continue;
string laborname;
try
{
laborname = mem->getLabor(i);
}
catch(exception &)
{
break;
}
cout << laborname << ", ";
}
cout << endl;
}
/*
* FLAGS 1
*/
cout << "flags1: ";
print_bits(creature.flags1.whole, cout);
cout << endl;
if(creature.flags1.bits.dead)
{
cout << "dead ";
}
if(creature.flags1.bits.on_ground)
{
cout << "on the ground, ";
}
if(creature.flags1.bits.skeleton)
{
cout << "skeletal ";
}
if(creature.flags1.bits.zombie)
{
cout << "zombie ";
}
if(creature.flags1.bits.tame)
{
cout << "tame ";
}
if(creature.flags1.bits.royal_guard)
{
cout << "royal_guard ";
}
if(creature.flags1.bits.fortress_guard)
{
cout << "fortress_guard ";
}
/*
* FLAGS 2
*/
cout << endl << "flags2: ";
print_bits(creature.flags2.whole, cout);
cout << endl;
if(creature.flags2.bits.killed)
{
cout << "killed by kill function, ";
}
if(creature.flags2.bits.resident)
{
cout << "resident, ";
}
if(creature.flags2.bits.gutted)
{
cout << "gutted, ";
}
if(creature.flags2.bits.slaughter)
{
cout << "marked for slaughter, ";
}
if(creature.flags2.bits.underworld)
{
cout << "from the underworld, ";
}
cout << endl;
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if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) )
{
string artifact_name = Tran->TranslateName(creature.artifact_name,false);
cout << "artifact: " << artifact_name << endl;
}
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cout << endl;
}
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int main (int numargs, char ** args)
{
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DFHack::API DF("Memory.xml");
try
{
DF.Attach();
}
catch (exception& e)
{
cerr << e.what() << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
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string check = "";
if(numargs == 2)
check = args[1];
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Creatures = DF.getCreatures();
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Materials = DF.getMaterials();
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DFHack::Translation * Tran = DF.getTranslation();
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uint32_t numCreatures;
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if(!Creatures->Start(numCreatures))
{
cerr << "Can't get creatures" << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
if(!numCreatures)
{
cerr << "No creatures to print" << endl;
#ifndef LINUX_BUILD
cin.ignore();
#endif
return 1;
}
mem = DF.getMemoryInfo();
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Materials->ReadAllMaterials();
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if(!Tran->Start())
{
cerr << "Can't get name tables" << endl;
return 1;
}
vector<uint32_t> addrs;
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//DF.InitViewAndCursor();
for(uint32_t i = 0; i < numCreatures; i++)
{
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DFHack::t_creature temp;
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Creatures->ReadCreature(i,temp);
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if(check.empty() || string(Materials->raceEx[temp.race].rawname) == check)
{
cout << "index " << i << " ";
printCreature(DF,temp);
addrs.push_back(temp.origin);
}
}
if(addrs.size() <= 10)
{
interleave_hex(DF,addrs,200);
}
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/*
uint32_t currentIdx;
DFHack::t_creature currentCreature;
DF.getCurrentCursorCreature(currentIdx);
cout << "current creature at index " << currentIdx << endl;
DF.ReadCreature(currentIdx, currentCreature);
printCreature(DF,currentCreature);
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*/
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Creatures->Finish();
DF.Detach();
#ifndef LINUX_BUILD
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cout << "Done. Press any key to continue" << endl;
cin.ignore();
#endif
return 0;
}