293 lines
8.9 KiB
C++
293 lines
8.9 KiB
C++
// Item dump
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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 <integers.h>
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#include <vector>
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using namespace std;
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#include <DFTypes.h>
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#include <DFHackAPI.h>
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struct matGlosses
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{
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vector<DFHack::t_matgloss> plantMat;
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vector<DFHack::t_matgloss> woodMat;
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vector<DFHack::t_matgloss> stoneMat;
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vector<DFHack::t_matgloss> metalMat;
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vector<DFHack::t_matgloss> creatureMat;
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};
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string getMaterialType(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat)
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{
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string itemtype = buildingTypes[item.type];
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// plant thread seeds
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if(itemtype == "item_plant" || itemtype == "item_thread" || itemtype == "item_seeds" || itemtype == "item_leaves" )
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{
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return mat.plantMat[item.material.type].id;
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}
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else if (itemtype == "item_drink") // drinks must have different offset for materials
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{
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return "Booze or something";
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}
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// item_skin_raw item_bones item_skull item_fish_raw item_pet item_skin_tanned item_shell
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else if(itemtype == "item_skin_raw" ||
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itemtype == "item_skin_tanned" ||
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itemtype == "item_fish_raw" ||
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itemtype == "item_pet" ||
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itemtype == "item_shell" ||
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itemtype == "item_horn"||
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itemtype == "item_skull" ||
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itemtype == "item_bones" ||
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itemtype == "item_corpse" ||
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itemtype == "item_meat"
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)
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{
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return mat.creatureMat[item.material.type].id;
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}
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else if(itemtype == "item_wood")
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{
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return mat.woodMat[item.material.type].id;
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}
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else if(itemtype == "item_bar")
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{
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return mat.metalMat[item.material.type].id;
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}
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else
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{
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/*
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Mat_Wood,
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Mat_Stone,
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Mat_Metal,
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Mat_Plant,
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Mat_Leather = 10,
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Mat_SilkCloth = 11,
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Mat_PlantCloth = 12,
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Mat_GreenGlass = 13,
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Mat_ClearGlass = 14,
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Mat_CrystalGlass = 15,
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Mat_Ice = 17,
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Mat_Charcoal =18,
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Mat_Potash = 19,
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Mat_Ashes = 20,
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Mat_PearlAsh = 21,
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Mat_Soap = 24,
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*/
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switch (item.material.type)
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{
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case DFHack::Mat_Wood:
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return mat.woodMat[item.material.index].id;
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break;
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case DFHack::Mat_Stone:
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return mat.stoneMat[item.material.index].id;
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break;
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case DFHack::Mat_Metal:
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return mat.metalMat[item.material.index].id;
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break;
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//case DFHack::Mat_Plant:
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case DFHack::Mat_PlantCloth:
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//return mat.plantMat[item.material.index].id;
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return string(mat.plantMat[item.material.index].id) + " plant";
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break;
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case 3: // bone
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return string(mat.creatureMat[item.material.index].id) + " bone";
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case 25: // fat
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return string(mat.creatureMat[item.material.index].id) + " fat";
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case 23: // tallow
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return string(mat.creatureMat[item.material.index].id) + " tallow";
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case 9: // shell
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return string(mat.creatureMat[item.material.index].id) + " shell";
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case DFHack::Mat_Leather: // really a generic creature material. meat for item_food, leather for item_box...
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return string(mat.creatureMat[item.material.index].id);
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case DFHack::Mat_SilkCloth:
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return string(mat.creatureMat[item.material.index].id) + " silk";
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case DFHack::Mat_Soap:
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return string(mat.creatureMat[item.material.index].id) + " soap";
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case DFHack::Mat_GreenGlass:
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return "Green Glass";
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case DFHack::Mat_ClearGlass:
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return "Clear Glass";
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case DFHack::Mat_CrystalGlass:
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return "Crystal Glass";
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case DFHack::Mat_Ice:
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return "Ice";
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case DFHack::Mat_Charcoal:
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return "Charcoal";
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/*case DFHack::Mat_Potash:
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return "Potash";*/
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case DFHack::Mat_Ashes:
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return "Ashes";
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case DFHack::Mat_PearlAsh:
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return "Pearlash";
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default:
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cout << "unknown material hit: " << item.material.type << " " << item.material.index << " " << itemtype << endl;
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return "Invalid";
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}
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}
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return "Invalid";
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}
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void printItem(DFHack::t_item item, const vector<string> & buildingTypes,const matGlosses & mat)
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{
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cout << dec << "Item at x:" << item.x << " y:" << item.y << " z:" << item.z << endl;
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cout << "Type: " << (int) item.type << " " << buildingTypes[item.type] << " Address: " << hex << item.origin << endl;
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cout << "Material: ";
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string itemType = getMaterialType(item,buildingTypes,mat);
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cout << itemType << endl;
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}
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int main ()
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{
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DFHack::API DF ("Memory.xml");
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cout << "This utility lets you mass-designate items by type and material." << endl <<"Like set on fire all MICROCLINE item_stone..." << endl
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<< "Some unusual combinations might be untested and cause the program to crash..."<< endl << "so, watch your step and backup your fort" << endl;
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if(!DF.Attach())
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{
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cerr << "DF not found" << endl;
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return 1;
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}
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DF.Suspend();
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DF.InitViewAndCursor();
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matGlosses mat;
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DF.ReadPlantMatgloss(mat.plantMat);
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DF.ReadWoodMatgloss(mat.woodMat);
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DF.ReadStoneMatgloss(mat.stoneMat);
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DF.ReadMetalMatgloss(mat.metalMat);
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DF.ReadCreatureMatgloss(mat.creatureMat);
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//DF.ForceResume();
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vector <string> buildingtypes;
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DF.InitReadBuildings(buildingtypes);
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uint32_t numItems = DF.InitReadItems();
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map< string, map<string,vector<uint32_t> > > count;
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int failedItems = 0;
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map <string, int > bad_mat_items;
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for(uint32_t i=0; i< numItems; i++)
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{
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DFHack::t_item temp;
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DF.ReadItem(i,temp);
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if(temp.type != -1)
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{
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string material = getMaterialType(temp,buildingtypes,mat);
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if (material != "Invalid")
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{
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count[buildingtypes[temp.type]][material].push_back(i);
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}
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else
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{
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if(bad_mat_items.count(buildingtypes[temp.type]))
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{
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int tmp = bad_mat_items[buildingtypes[temp.type]];
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tmp ++;
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bad_mat_items[buildingtypes[temp.type]] = tmp;
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}
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else
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{
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bad_mat_items[buildingtypes[temp.type]] = 1;
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}
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}
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}
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}
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map< string, int >::iterator it_bad;
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if(! bad_mat_items.empty())
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{
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cout << "Items with badly assigned materials:" << endl;
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for(it_bad = bad_mat_items.begin(); it_bad!=bad_mat_items.end();it_bad++)
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{
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cout << it_bad->first << " : " << it_bad->second << endl;
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}
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}
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map< string, map<string,vector<uint32_t> > >::iterator it1;
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int i =0;
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for(it1 = count.begin(); it1!=count.end();it1++)
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{
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cout << i << ": " << it1->first << "\n";
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i++;
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}
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if(i == 0)
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{
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cout << "No items found" << endl;
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DF.FinishReadBuildings();
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DF.Detach();
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return 0;
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}
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cout << endl << "Select an item type from the list:";
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int number;
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string in;
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stringstream ss;
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getline(cin, in);
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ss.str(in);
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ss >> number;
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int j = 0;
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it1 = count.begin();
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while(j < number && it1!=count.end())
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{
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it1++;
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j++;
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}
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cout << it1->first << "\n";
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map<string,vector<uint32_t> >::iterator it2;
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i=0;
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for(it2 = it1->second.begin();it2!=it1->second.end();it2++){
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cout << i << ":\t" << it2->first << " [" << it2->second.size() << "]" << endl;
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i++;
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}
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cout << endl << "Select a material type: ";
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int number2;
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ss.clear();
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getline(cin, in);
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ss.str(in);
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ss >> number2;
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decideAgain:
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cout << "Select a designation - (d)ump, (f)orbid, (m)melt, on fi(r)e :" << flush;
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string designationType;
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getline(cin,designationType);
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DFHack::t_itemflags changeFlag = {0};
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if(designationType == "d" || designationType == "dump")
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{
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changeFlag.bits.dump = 1;
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}
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else if(designationType == "f" || designationType == "forbid")
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{
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changeFlag.bits.forbid = 1;
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}
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else if(designationType == "m" || designationType == "melt")
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{
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changeFlag.bits.melt = 1;
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}
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else if(designationType == "r" || designationType == "flame")
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{
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changeFlag.bits.on_fire = 1;
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}
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else
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{
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goto decideAgain;
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}
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j=0;
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it2= it1->second.begin();
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while(j < number2 && it2!=it1->second.end())
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{
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it2++;
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j++;
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}
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for(uint32_t k = 0;k< it2->second.size();k++)
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{
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DFHack::t_item temp;
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DF.ReadItem(it2->second[k],temp);
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temp.flags.whole |= changeFlag.whole;
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DF.WriteRaw(temp.origin+12,sizeof(uint32_t),(uint8_t *)&temp.flags.whole);
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}
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DF.FinishReadBuildings();
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DF.Detach();
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#ifndef LINUX_BUILD
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cout << "Done. Press any key to continue" << endl;
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cin.ignore();
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#endif
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return 0;
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}
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