// Creature dump #include #include #include #include using namespace std; #include #include #include template void print_bits ( T val, std::ostream& out ) { T n_bits = sizeof ( val ) * CHAR_BIT; for ( unsigned i = 0; i < n_bits; ++i ) { out<< !!( val & 1 ) << " "; val >>= 1; } } struct matGlosses { vector plantMat; vector woodMat; vector stoneMat; vector metalMat; vector creatureMat; }; enum likeType { FAIL = 0, MATERIAL = 1, ITEM = 2, FOOD = 3 }; vector creaturestypes; matGlosses mat; vector< vector > itemTypes; map > names; DFHack::memory_info *mem; likeType printLike(DFHack::t_like like, const matGlosses & mat,const vector< vector > & 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); } void printCreature(DFHack::API & DF, const DFHack::t_creature & creature) { if(string(creaturestypes[creature.type].id) == "DWARF") { cout << "address: " << creature.origin << " creature type: " << creaturestypes[creature.type].id << ", position: " << creature.x << "x " << creature.y << "y "<< creature.z << "z" << endl; bool addendl = false; if(creature.first_name[0]) { cout << "first name: " << creature.first_name; addendl = true; } if(creature.nick_name[0]) { cout << ", nick name: " << creature.nick_name; addendl = true; } string transName = DF.TranslateName(creature.last_name,names,creaturestypes[creature.type].id); if(!transName.empty()) { cout << ", trans name: " << transName; addendl=true; } //cout << ", generic name: " << DF.TranslateName(creature.last_name,names,"GENERIC"); /* if(!creature.trans_name.empty()){ cout << ", trans name: " << creature.trans_name; addendl =true; } if(!creature.generic_name.empty()){ cout << ", generic name: " << creature.generic_name; addendl=true; } */ cout << ", likes: "; for(uint32_t i = 0;igetProfession(creature.profession) << "(" << (int) creature.profession << ")"; if(creature.custom_profession[0]) { cout << ", custom profession: " << creature.custom_profession; } if(creature.current_job.active) { cout << ", current job: " << mem->getJob(creature.current_job.jobId); } cout << endl; cout << "happiness: " << creature.happiness << ", strength: " << creature.strength << ", agility: " << creature.agility << ", toughness: " << creature.toughness << ", money: " << creature.money << ", id: " << creature.id; if(creature.squad_leader_id != -1) { cout << ", squad_leader_id: " << creature.squad_leader_id; } cout << ", sex: "; if(creature.sex == 0) { cout << "Female"; } else { cout <<"Male"; } cout << endl; /* //skills for(unsigned int i = 0; i < creature.skills.size();i++){ if(i > 0){ cout << ", "; } cout << creature.skills[i].name << ": " << creature.skills[i].rating; } */ /* * 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 << endl; } } int main (void) { DFHack::API DF("Memory.xml"); if(!DF.Attach()) { cerr << "DF not found" << endl; return 1; } DF.ReadItemTypes(itemTypes); DF.ReadPlantMatgloss(mat.plantMat); DF.ReadWoodMatgloss(mat.woodMat); DF.ReadStoneMatgloss(mat.stoneMat); DF.ReadMetalMatgloss(mat.metalMat); DF.ReadCreatureMatgloss(mat.creatureMat); mem = DF.getMemoryInfo(); // get stone matgloss mapping if(!DF.ReadCreatureMatgloss(creaturestypes)) { cerr << "Can't get the creature types." << endl; return 1; } vector< vector > englishWords; vector< vector > foreignWords; if(!DF.InitReadNameTables(englishWords,foreignWords)) { cerr << "Can't get name tables" << endl; return 1; } uint32_t numCreatures; if(!DF.InitReadCreatures(numCreatures)) { cerr << "Can't get creatures" << endl; return 1; } DF.InitViewAndCursor(); for(uint32_t i = 0; i < numCreatures; i++) { DFHack::t_creature temp; DF.ReadCreature(i, temp); if(string(creaturestypes[temp.type].id) == "DWARF") { cout << "address: " << temp.origin << " creature type: " << creaturestypes[temp.type].id << ", position: " << temp.x << "x " << temp.y << "y "<< temp.z << "z" << endl; bool addendl = false; if(temp.name.first_name[0]) { cout << "first name: " << temp.name.first_name; addendl = true; } if(temp.name.nickname[0]) { cout << ", nick name: " << temp.name.nickname; addendl = true; } string transName = DF.TranslateName(temp.name,englishWords,foreignWords,false); if(!transName.empty()) { cout << ", trans name: " << transName; addendl=true; } //cout << ", generic name: " << DF.TranslateName(temp.last_name,names,"GENERIC"); /* if(!temp.trans_name.empty()){ cout << ", trans name: " << temp.trans_name; addendl =true; } if(!temp.generic_name.empty()){ cout << ", generic name: " << temp.generic_name; addendl=true; } */ cout << ", likes: "; for(uint32_t i = 0;igetProfession(temp.profession) << "(" << (int) temp.profession << ")"; if(temp.custom_profession[0]) { cout << ", custom profession: " << temp.custom_profession; } if(temp.current_job.active) { cout << ", current job: " << mem->getJob(temp.current_job.jobId); } cout << endl; cout << "happiness: " << temp.happiness << ", strength: " << temp.strength << ", agility: " << temp.agility << ", toughness: " << temp.toughness << ", money: " << temp.money << ", id: " << temp.id; if(temp.squad_leader_id != -1) { cout << ", squad_leader_id: " << temp.squad_leader_id; } cout << ", sex: "; if(temp.sex == 0) { cout << "Female"; } else { cout <<"Male"; } cout << endl; /* //skills for(unsigned int i = 0; i < temp.skills.size();i++){ if(i > 0){ cout << ", "; } cout << temp.skills[i].name << ": " << temp.skills[i].rating; } */ /* * FLAGS 1 */ cout << "flags1: "; print_bits(temp.flags1.whole, cout); cout << endl; if(temp.flags1.bits.dead) { cout << "dead "; } if(temp.flags1.bits.on_ground) { cout << "on the ground, "; } if(temp.flags1.bits.skeleton) { cout << "skeletal "; } if(temp.flags1.bits.zombie) { cout << "zombie "; } if(temp.flags1.bits.tame) { cout << "tame "; } if(temp.flags1.bits.royal_guard) { cout << "royal_guard "; } if(temp.flags1.bits.fortress_guard) { cout << "fortress_guard "; } /* * FLAGS 2 */ cout << endl << "flags2: "; print_bits(temp.flags2.whole, cout); cout << endl; if(temp.flags2.bits.killed) { cout << "killed by kill function, "; } if(temp.flags2.bits.resident) { cout << "resident, "; } if(temp.flags2.bits.gutted) { cout << "gutted, "; } if(temp.flags2.bits.slaughter) { cout << "marked for slaughter, "; } if(temp.flags2.bits.underworld) { cout << "from the underworld, "; } cout << endl << endl; } } uint32_t currentIdx; DFHack::t_creature currentCreature; DF.getCurrentCursorCreature(currentIdx); cout << "current creature" << endl; DF.ReadCreature(currentIdx, currentCreature); printCreature(DF,currentCreature); DF.FinishReadCreatures(); DF.Detach(); #ifndef LINUX_BUILD cout << "Done. Press any key to continue" << endl; cin.ignore(); #endif return 0; }