dfhack/examples/creaturedump.cpp

366 lines
11 KiB
C++

// Creature dump
#include <iostream>
#include <climits>
#include <integers.h>
#include <vector>
using namespace std;
#include <DFTypes.h>
#include <DFHackAPI.h>
#include <DFMemInfo.h>
template <typename T>
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<DFHack::t_matglossPlant> plantMat;
vector<DFHack::t_matgloss> woodMat;
vector<DFHack::t_matgloss> stoneMat;
vector<DFHack::t_matgloss> metalMat;
vector<DFHack::t_matgloss> creatureMat;
};
enum likeType
{
FAIL = 0,
MATERIAL = 1,
ITEM = 2,
FOOD = 3
};
vector<DFHack::t_matgloss> creaturestypes;
matGlosses mat;
vector< vector <DFHack::t_itemType> > itemTypes;
DFHack::memory_info *mem;
vector< vector<string> > englishWords;
vector< vector<string> > foreignWords;
likeType printLike(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);
}
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.name.first_name[0])
{
cout << "first name: " << creature.name.first_name;
addendl = true;
}
if(creature.name.nickname[0])
{
cout << ", nick name: " << creature.name.nickname;
addendl = true;
}
string transName = DF.TranslateName(creature.name,englishWords,foreignWords,false);
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;i<creature.numLikes; i++)
{
if(printLike(creature.likes[i],mat,itemTypes))
{
cout << ", ";
}
}
if(addendl)
{
cout << endl;
addendl = false;
}
cout << "profession: " << mem->getProfession(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;
}
if(creature.mood != -1){
cout << ", mood: " << creature.mood << " ";
}
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;
if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) ){
string artifact_name = DF.TranslateName(creature.artifact_name,englishWords,foreignWords,false);
cout << "artifact: " << artifact_name << endl;
}
}
cout << 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;
}
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);
cout << "index " << i << " ";
printCreature(DF,temp);
}
uint32_t currentIdx;
DFHack::t_creature currentCreature;
DF.getCurrentCursorCreature(currentIdx);
cout << "current creature at index " << currentIdx << 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;
}