773 lines
20 KiB
Lua
773 lines
20 KiB
Lua
-- Find some offsets for linux.
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local utils = require 'utils'
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local ms = require 'memscan'
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local is_known = dfhack.internal.getAddress
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local os_type = dfhack.getOSType()
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local force_scan = {}
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for _,v in ipairs({...}) do
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force_scan[v] = true
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end
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collectgarbage()
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print[[
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WARNING: THIS SCRIPT IS STRICTLY FOR DFHACK DEVELOPERS.
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Running this script on a new DF version will NOT
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MAKE IT RUN CORRECTLY if any data structures
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changed, thus possibly leading to CRASHES AND/OR
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PERMANENT SAVE CORRUPTION.
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Finding the first few globals requires this script to be
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started immediately after loading the game, WITHOUT
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first loading a world.
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The script expects vanilla game configuration, without
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any custom tilesets or init file changes. Never unpause
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the game unless instructed. When done, quit the game
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without saving using 'die'.
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]]
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if not utils.prompt_yes_no('Proceed?') then
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return
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end
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-- Data segment location
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local data = ms.get_data_segment()
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if not data then
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error('Could not find data segment')
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end
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print('\nData section: '..tostring(data))
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if data.size < 5000000 then
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error('Data segment too short.')
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end
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local searcher = ms.DiffSearcher.new(data)
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local function validate_offset(name,validator,addr,tname,...)
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local obj = data:object_by_field(addr,tname,...)
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if obj and not validator(obj) then
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obj = nil
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end
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ms.found_offset(name,obj)
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end
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local function zoomed_searcher(startn, end_or_sz)
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if force_scan.nozoom then
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return nil
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end
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local sv = is_known(startn)
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if not sv then
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return nil
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end
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local ev
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if type(end_or_sz) == 'number' then
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ev = sv + end_or_sz
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if end_or_sz < 0 then
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sv, ev = ev, sv
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end
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else
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ev = is_known(end_or_sz)
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if not ev then
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return nil
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end
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end
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sv = sv - (sv % 4)
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ev = ev + 3
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ev = ev - (ev % 4)
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if data:contains_range(sv, ev-sv) then
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return ms.DiffSearcher.new(ms.MemoryArea.new(sv,ev))
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end
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end
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local function exec_finder(finder, names)
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if type(names) ~= 'table' then
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names = { names }
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end
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local search = force_scan['all']
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for _,v in ipairs(names) do
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if force_scan[v] or not is_known(v) then
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search = true
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end
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end
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if search then
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if not dfhack.safecall(finder) then
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if not utils.prompt_yes_no('Proceed with the rest of the script?') then
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searcher:reset()
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error('Quit')
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end
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end
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else
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print('Already known: '..table.concat(names,', '))
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end
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end
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local ordinal_names = {
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[0] = '1st entry',
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[1] = '2nd entry',
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[2] = '3rd entry'
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}
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setmetatable(ordinal_names, {
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__index = function(self,idx) return (idx+1)..'th entry' end
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})
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local function list_index_choices(length_func)
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return function(id)
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if id > 0 then
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local ok, len = pcall(length_func)
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if not ok then
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len = 5
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elseif len > 10 then
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len = 10
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end
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return id % len
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else
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return 0
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end
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end
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end
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--
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-- Cursor group
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--
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local function find_cursor()
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print('\nPlease navigate to the title screen to find cursor.')
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if not utils.prompt_yes_no('Proceed?', true) then
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return false
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end
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-- Unpadded version
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local idx, addr = data.int32_t:find_one{
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-30000, -30000, -30000,
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-30000, -30000, -30000, -30000, -30000, -30000,
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df.game_mode.NONE, df.game_type.NONE
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}
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if idx then
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ms.found_offset('cursor', addr)
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ms.found_offset('selection_rect', addr + 12)
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ms.found_offset('gamemode', addr + 12 + 24)
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ms.found_offset('gametype', addr + 12 + 24 + 4)
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return true
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end
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-- Padded version
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idx, addr = data.int32_t:find_one{
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-30000, -30000, -30000, 0,
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-30000, -30000, -30000, -30000, -30000, -30000, 0, 0,
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df.game_mode.NONE, 0, 0, 0, df.game_type.NONE
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}
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if idx then
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ms.found_offset('cursor', addr)
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ms.found_offset('selection_rect', addr + 0x10)
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ms.found_offset('gamemode', addr + 0x30)
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ms.found_offset('gametype', addr + 0x40)
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return true
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end
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dfhack.printerr('Could not find cursor.')
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return false
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end
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--
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-- Announcements
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--
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local function find_announcements()
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local idx, addr = data.int32_t:find_one{
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25, 25, 31, 31, 24, 24, 40, 40, 40, 40, 40, 40, 40
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}
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if idx then
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ms.found_offset('announcements', addr)
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return
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end
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dfhack.printerr('Could not find announcements.')
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end
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--
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-- d_init
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--
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local function is_valid_d_init(di)
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if di.sky_tile ~= 178 then
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print('Sky tile expected 178, found: '..di.sky_tile)
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if not utils.prompt_yes_no('Ignore?') then
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return false
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end
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end
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local ann = is_known 'announcements'
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local size,ptr = di:sizeof()
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if ann and ptr+size ~= ann then
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print('Announcements not immediately after d_init.')
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if not utils.prompt_yes_no('Ignore?') then
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return false
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end
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end
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return true
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end
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local function find_d_init()
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local idx, addr = data.int16_t:find_one{
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1,0, 2,0, 5,0, 25,0, -- path_cost
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4,4, -- embark_rect
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20,1000,1000,1000,1000 -- store_dist
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}
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if idx then
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validate_offset('d_init', is_valid_d_init, addr, df.d_init, 'path_cost')
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return
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end
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dfhack.printerr('Could not find d_init')
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end
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--
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-- gview
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--
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local function find_gview()
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local vs_vtable = dfhack.internal.getVTable('viewscreenst')
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if not vs_vtable then
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dfhack.printerr('Cannot search for gview - no viewscreenst vtable.')
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return
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end
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local idx, addr = data.uint32_t:find_one{0, vs_vtable}
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if idx then
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ms.found_offset('gview', addr)
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return
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end
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dfhack.printerr('Could not find gview')
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end
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--
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-- World
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--
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local function is_valid_world(world)
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if not ms.is_valid_vector(world.units.all, 4)
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or not ms.is_valid_vector(world.units.bad, 4)
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or not ms.is_valid_vector(world.history.figures, 4)
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or not ms.is_valid_vector(world.cur_savegame.map_features, 4)
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then
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dfhack.printerr('Vector layout check failed.')
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return false
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end
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if #world.units.all == 0 or #world.units.all ~= #world.units.bad then
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print('Different or zero size of units.all and units.bad:'..#world.units.all..' vs '..#world.units.bad)
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if not utils.prompt_yes_no('Ignore?') then
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return false
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end
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end
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return true
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end
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local function find_world()
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local addr = searcher:find_menu_cursor([[
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Searching for world. Please open the stockpile creation
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menu, and select different types as instructed below:]],
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'int32_t',
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{ 'Corpses', 'Refuse', 'Stone', 'Wood', 'Gems', 'Bars', 'Cloth', 'Leather', 'Ammo', 'Coins' },
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df.stockpile_category
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)
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validate_offset('world', is_valid_world, addr, df.world, 'selected_stockpile_type')
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end
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--
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-- UI
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--
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local function is_valid_ui(ui)
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if not ms.is_valid_vector(ui.economic_stone, 1)
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or not ms.is_valid_vector(ui.dipscripts, 4)
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then
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dfhack.printerr('Vector layout check failed.')
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return false
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end
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if ui.follow_item ~= -1 or ui.follow_unit ~= -1 then
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print('Invalid follow state: '..ui.follow_item..', '..ui.follow_unit)
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return false
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end
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return true
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end
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local function find_ui()
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local addr = searcher:find_menu_cursor([[
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Searching for ui. Please open the designation
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menu, and switch modes as instructed below:]],
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'int16_t',
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{ 'DesignateMine', 'DesignateChannel', 'DesignateRemoveRamps', 'DesignateUpStair',
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'DesignateDownStair', 'DesignateUpDownStair', 'DesignateUpRamp', 'DesignateChopTrees' },
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df.ui_sidebar_mode
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)
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validate_offset('ui', is_valid_ui, addr, df.ui, 'main', 'mode')
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end
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--
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-- ui_sidebar_menus
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--
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local function is_valid_ui_sidebar_menus(usm)
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if not ms.is_valid_vector(usm.workshop_job.choices_all, 4)
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or not ms.is_valid_vector(usm.workshop_job.choices_visible, 4)
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then
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dfhack.printerr('Vector layout check failed.')
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return false
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end
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if #usm.workshop_job.choices_all == 0
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or #usm.workshop_job.choices_all ~= #usm.workshop_job.choices_visible then
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print('Different or zero size of visible and all choices:'..
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#usm.workshop_job.choices_all..' vs '..#usm.workshop_job.choices_visible)
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if not utils.prompt_yes_no('Ignore?') then
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return false
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end
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end
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return true
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end
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local function find_ui_sidebar_menus()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_sidebar_menus. Please switch to 'q' mode,
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select a Mason, Craftsdwarfs, or Carpenters workshop, open
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the Add Job menu, and move the cursor within:]],
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'int32_t',
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{ 0, 1, 2, 3, 4, 5, 6 },
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ordinal_names
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)
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validate_offset('ui_sidebar_menus', is_valid_ui_sidebar_menus,
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addr, df.ui_sidebar_menus, 'workshop_job', 'cursor')
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end
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--
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-- ui_build_selector
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--
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local function is_valid_ui_build_selector(ubs)
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if not ms.is_valid_vector(ubs.requirements, 4)
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or not ms.is_valid_vector(ubs.choices, 4)
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then
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dfhack.printerr('Vector layout check failed.')
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return false
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end
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if ubs.building_type ~= df.building_type.Trap
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or ubs.building_subtype ~= df.trap_type.PressurePlate then
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print('Invalid building type and subtype:'..ubs.building_type..','..ubs.building_subtype)
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return false
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end
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return true
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end
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local function find_ui_build_selector()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_build_selector. Please start constructing
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a pressure plate, and enable creatures. Then change the min
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weight as requested, remembering that the ui truncates the
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number, so when it shows "Min (5000df", it means 50000:]],
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'int32_t',
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{ 50000, 49000, 48000, 47000, 46000, 45000, 44000 }
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)
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validate_offset('ui_build_selector', is_valid_ui_build_selector,
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addr, df.ui_build_selector, 'plate_info', 'unit_min')
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end
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--
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-- ui_menu_width
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--
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local function find_ui_menu_width()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_menu_width. Please exit to the main
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dwarfmode menu, then use Tab to do as instructed below:]],
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'int8_t',
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{ 2, 3, 1 },
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{ [2] = 'switch to the most usual [mapmap][menu] layout',
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[3] = 'hide the menu completely',
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[1] = 'switch to the default [map][menu][map] layout' }
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)
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ms.found_offset('ui_menu_width', addr)
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-- NOTE: Assume that the vars are adjacent, as always
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ms.found_offset('ui_area_map_width', addr+1)
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end
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--
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-- ui_selected_unit
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--
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local function find_ui_selected_unit()
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if not is_known 'world' then
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dfhack.printerr('Cannot search for ui_selected_unit: no world')
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return
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end
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for i,unit in ipairs(df.global.world.units.active) do
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dfhack.units.setNickname(unit, i)
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end
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local addr = searcher:find_menu_cursor([[
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Searching for ui_selected_unit. Please activate the 'v'
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mode, point it at units, and enter their numeric nickname
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into the prompts below:]],
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'int32_t',
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function()
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return utils.prompt_input(' Enter index: ', utils.check_number)
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end,
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'noprompt'
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)
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ms.found_offset('ui_selected_unit', addr)
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end
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--
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-- ui_unit_view_mode
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--
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local function find_ui_unit_view_mode()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_unit_view_mode. Having selected a unit
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with 'v', switch the pages as requested:]],
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'int32_t',
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{ 'General', 'Inventory', 'Preferences', 'Wounds' },
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df.ui_unit_view_mode.T_value
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)
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ms.found_offset('ui_unit_view_mode', addr)
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end
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--
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-- ui_look_cursor
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--
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local function look_item_list_count()
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return #df.global.ui_look_list.items
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end
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local function find_ui_look_cursor()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_look_cursor. Please activate the 'k'
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mode, find a tile with many items or units on the ground,
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and select list entries as instructed:]],
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'int32_t',
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list_index_choices(look_item_list_count),
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ordinal_names
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)
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ms.found_offset('ui_look_cursor', addr)
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end
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--
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-- ui_building_item_cursor
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--
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local function building_item_list_count()
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return #df.global.world.selected_building.contained_items
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end
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local function find_ui_building_item_cursor()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_building_item_cursor. Please activate the 't'
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mode, find a cluttered workshop, trade depot, or other building
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with many contained items, and select as instructed:]],
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'int32_t',
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list_index_choices(building_item_list_count),
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ordinal_names
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)
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ms.found_offset('ui_building_item_cursor', addr)
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end
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--
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-- ui_workshop_in_add
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--
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local function find_ui_workshop_in_add()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_workshop_in_add. Please activate the 'q'
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mode, find a workshop without jobs (or delete jobs),
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and do as instructed below.
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NOTE: If not done after first 3-4 steps, resize the game window.]],
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'int8_t',
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{ 1, 0 },
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{ [1] = 'enter the add job menu',
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[0] = 'add job, thus exiting the menu' }
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)
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ms.found_offset('ui_workshop_in_add', addr)
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end
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--
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-- ui_workshop_job_cursor
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--
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local function workshop_job_list_count()
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return #df.global.world.selected_building.jobs
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end
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local function find_ui_workshop_job_cursor()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_workshop_job_cursor. Please activate the 'q'
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mode, find a workshop with many jobs, and select as instructed:]],
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'int32_t',
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list_index_choices(workshop_job_list_count),
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ordinal_names
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)
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ms.found_offset('ui_workshop_job_cursor', addr)
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end
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--
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-- ui_building_in_assign
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--
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local function find_ui_building_in_assign()
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local addr = searcher:find_menu_cursor([[
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Searching for ui_building_in_assign. Please activate
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the 'q' mode, select a room building (e.g. a bedroom)
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and do as instructed below.
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NOTE: If not done after first 3-4 steps, resize the game window.]],
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'int8_t',
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{ 1, 0 },
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{ [1] = 'enter the Assign owner menu',
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[0] = 'press Esc to exit assign' }
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)
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ms.found_offset('ui_building_in_assign', addr)
|
|
end
|
|
|
|
--
|
|
-- ui_building_in_resize
|
|
--
|
|
|
|
local function find_ui_building_in_resize()
|
|
local addr = searcher:find_menu_cursor([[
|
|
Searching for ui_building_in_resize. Please activate
|
|
the 'q' mode, select a room building (e.g. a bedroom)
|
|
and do as instructed below.
|
|
|
|
NOTE: If not done after first 3-4 steps, resize the game window.]],
|
|
'int8_t',
|
|
{ 1, 0 },
|
|
{ [1] = 'enter the Resize room mode',
|
|
[0] = 'press Esc to exit resize' }
|
|
)
|
|
ms.found_offset('ui_building_in_resize', addr)
|
|
end
|
|
|
|
--
|
|
-- window_x
|
|
--
|
|
|
|
local function find_window_x()
|
|
local addr = searcher:find_counter([[
|
|
Searching for window_x. Please exit to main dwarfmode menu,
|
|
scroll to the LEFT edge, then do as instructed:]],
|
|
'int32_t', 10,
|
|
'Please press Right to scroll right one step.'
|
|
)
|
|
ms.found_offset('window_x', addr)
|
|
end
|
|
|
|
--
|
|
-- window_y
|
|
--
|
|
|
|
local function find_window_y()
|
|
local addr = searcher:find_counter([[
|
|
Searching for window_y. Please exit to main dwarfmode menu,
|
|
scroll to the TOP edge, then do as instructed:]],
|
|
'int32_t', 10,
|
|
'Please press Down to scroll down one step.'
|
|
)
|
|
ms.found_offset('window_y', addr)
|
|
end
|
|
|
|
--
|
|
-- window_z
|
|
--
|
|
|
|
local function find_window_z()
|
|
local addr = searcher:find_counter([[
|
|
Searching for window_z. Please exit to main dwarfmode menu,
|
|
scroll to a Z level near surface, then do as instructed below.
|
|
|
|
NOTE: If not done after first 3-4 steps, resize the game window.]],
|
|
'int32_t', -1,
|
|
"Please press '>' to scroll one Z level down."
|
|
)
|
|
ms.found_offset('window_z', addr)
|
|
end
|
|
|
|
--
|
|
-- cur_year
|
|
--
|
|
|
|
local function find_cur_year()
|
|
local zone
|
|
if os_type == 'windows' then
|
|
zone = zoomed_searcher('formation_next_id', 32)
|
|
elseif os_type == 'darwin' then
|
|
zone = zoomed_searcher('cursor', -32)
|
|
elseif os_type == 'linux' then
|
|
zone = zoomed_searcher('ui_building_assign_type', -512)
|
|
end
|
|
if not zone then
|
|
dfhack.printerr('Cannot search for cur_year - prerequisites missing.')
|
|
return
|
|
end
|
|
|
|
local yvalue = utils.prompt_input('Please enter current in-game year: ', utils.check_number)
|
|
local idx, addr = zone.area.int32_t:find_one{yvalue}
|
|
if idx then
|
|
ms.found_offset('cur_year', addr)
|
|
return
|
|
end
|
|
|
|
dfhack.printerr('Could not find cur_year')
|
|
end
|
|
|
|
--
|
|
-- cur_year_tick
|
|
--
|
|
|
|
local function find_cur_year_tick()
|
|
local zone
|
|
if os_type == 'windows' then
|
|
zone = zoomed_searcher('artifact_next_id', -32)
|
|
else
|
|
zone = zoomed_searcher('cur_year', 128)
|
|
end
|
|
if not zone then
|
|
dfhack.printerr('Cannot search for cur_year_tick - prerequisites missing.')
|
|
return
|
|
end
|
|
|
|
local addr = zone:find_counter([[
|
|
Searching for cur_year_tick. Please exit to main dwarfmode
|
|
menu, then do as instructed below:]],
|
|
'int32_t', 1,
|
|
"Please press '.' to step the game one frame."
|
|
)
|
|
ms.found_offset('cur_year_tick', addr)
|
|
end
|
|
|
|
--
|
|
-- process_jobs
|
|
--
|
|
|
|
local function get_process_zone()
|
|
if os_type == 'windows' then
|
|
return zoomed_searcher('ui_workshop_job_cursor', 'ui_building_in_resize')
|
|
else
|
|
return zoomed_searcher('cur_year', 'cur_year_tick')
|
|
end
|
|
end
|
|
|
|
local function find_process_jobs()
|
|
local zone = get_process_zone() or searcher
|
|
|
|
local addr = zone:find_menu_cursor([[
|
|
Searching for process_jobs. Please do as instructed below:]],
|
|
'int8_t',
|
|
{ 1, 0 },
|
|
{ [1] = 'designate a building to be constructed, e.g a bed',
|
|
[0] = 'step or unpause the game to reset the flag' }
|
|
)
|
|
ms.found_offset('process_jobs', addr)
|
|
end
|
|
|
|
--
|
|
-- process_dig
|
|
--
|
|
|
|
local function find_process_dig()
|
|
local zone = get_process_zone() or searcher
|
|
|
|
local addr = zone:find_menu_cursor([[
|
|
Searching for process_dig. Please do as instructed below:]],
|
|
'int8_t',
|
|
{ 1, 0 },
|
|
{ [1] = 'designate a tile to be mined out',
|
|
[0] = 'step or unpause the game to reset the flag' }
|
|
)
|
|
ms.found_offset('process_dig', addr)
|
|
end
|
|
|
|
--
|
|
-- pause_state
|
|
--
|
|
|
|
local function find_pause_state()
|
|
local zone
|
|
if os_type == 'linux' then
|
|
zone = zoomed_searcher('ui_look_cursor', 32)
|
|
elseif os_type == 'windows' then
|
|
zone = zoomed_searcher('ui_workshop_job_cursor', 64)
|
|
end
|
|
zone = zone or searcher
|
|
|
|
local addr = zone:find_menu_cursor([[
|
|
Searching for pause_state. Please do as instructed below:]],
|
|
'int8_t',
|
|
{ 1, 0 },
|
|
{ [1] = 'PAUSE the game',
|
|
[0] = 'UNPAUSE the game' }
|
|
)
|
|
ms.found_offset('pause_state', addr)
|
|
end
|
|
|
|
--
|
|
-- MAIN FLOW
|
|
--
|
|
|
|
print('\nInitial globals (need title screen):\n')
|
|
|
|
exec_finder(find_cursor, { 'cursor', 'selection_rect', 'gamemode', 'gametype' })
|
|
exec_finder(find_announcements, 'announcements')
|
|
exec_finder(find_d_init, 'd_init')
|
|
exec_finder(find_gview, 'gview')
|
|
|
|
print('\nCompound globals (need loaded world):\n')
|
|
|
|
exec_finder(find_world, 'world')
|
|
exec_finder(find_ui, 'ui')
|
|
exec_finder(find_ui_sidebar_menus, 'ui_sidebar_menus')
|
|
exec_finder(find_ui_build_selector, 'ui_build_selector')
|
|
|
|
print('\nPrimitive globals:\n')
|
|
|
|
exec_finder(find_ui_menu_width, { 'ui_menu_width', 'ui_area_map_width' })
|
|
exec_finder(find_ui_selected_unit, 'ui_selected_unit')
|
|
exec_finder(find_ui_unit_view_mode, 'ui_unit_view_mode')
|
|
exec_finder(find_ui_look_cursor, 'ui_look_cursor')
|
|
exec_finder(find_ui_building_item_cursor, 'ui_building_item_cursor')
|
|
exec_finder(find_ui_workshop_in_add, 'ui_workshop_in_add')
|
|
exec_finder(find_ui_workshop_job_cursor, 'ui_workshop_job_cursor')
|
|
exec_finder(find_ui_building_in_assign, 'ui_building_in_assign')
|
|
exec_finder(find_ui_building_in_resize, 'ui_building_in_resize')
|
|
exec_finder(find_window_x, 'window_x')
|
|
exec_finder(find_window_y, 'window_y')
|
|
exec_finder(find_window_z, 'window_z')
|
|
|
|
print('\nUnpausing globals:\n')
|
|
|
|
exec_finder(find_cur_year, 'cur_year')
|
|
exec_finder(find_cur_year_tick, 'cur_year_tick')
|
|
exec_finder(find_process_jobs, 'process_jobs')
|
|
exec_finder(find_process_dig, 'process_dig')
|
|
exec_finder(find_pause_state, 'pause_state')
|
|
|
|
print('\nDone. Now add newly-found globals to symbols.xml.')
|
|
searcher:reset()
|