495 lines
15 KiB
C++
495 lines
15 KiB
C++
// Creature dump
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#include <iostream>
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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 <DFGlobal.h>
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#include <DFError.h>
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#include <DFTypes.h>
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#include <DFHackAPI.h>
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#include <DFMemInfo.h>
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#include <DFProcess.h>
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#include <modules/Materials.h>
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#include <modules/Creatures.h>
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#include <modules/Translation.h>
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#include "miscutils.h"
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struct matGlosses
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{
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vector<DFHack::t_matglossPlant> 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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enum likeType
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{
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FAIL = 0,
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MATERIAL = 1,
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ITEM = 2,
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FOOD = 3
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};
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vector<DFHack::t_creaturetype> creaturestypes;
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matGlosses mat;
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vector< vector <DFHack::t_itemType> > itemTypes;
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DFHack::memory_info *mem;
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vector< vector<string> > englishWords;
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vector< vector<string> > foreignWords;
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DFHack::Creatures * Creatures = NULL;
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/*
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likeType printLike40d(DFHack::t_like like, const matGlosses & mat,const vector< vector <DFHack::t_itemType> > & itemTypes)
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{ // 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,
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//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,
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//you can easily find good canidates for military duty for instance
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//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...
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if(like.active){
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if(like.type ==0){
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switch (like.material.type)
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{
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case 0:
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cout << mat.woodMat[like.material.index].name;
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return(MATERIAL);
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case 1:
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cout << mat.stoneMat[like.material.index].name;
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return(MATERIAL);
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case 2:
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cout << mat.metalMat[like.material.index].name;
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return(MATERIAL);
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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
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cout << mat.plantMat[like.material.index].name;
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return(MATERIAL);
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case 32:
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cout << mat.plantMat[like.material.index].name;
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return(MATERIAL);
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case 121:
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cout << mat.creatureMat[like.material.index].name;
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return(MATERIAL);
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default:
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return(FAIL);
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}
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}
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else if(like.type == 4 && like.itemIndex != -1){
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switch(like.itemClass)
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{
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case 24:
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cout << itemTypes[0][like.itemIndex].name;
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return(ITEM);
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case 25:
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cout << itemTypes[4][like.itemIndex].name;
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return(ITEM);
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case 26:
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cout << itemTypes[8][like.itemIndex].name;
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return(ITEM);
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case 27:
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cout << itemTypes[9][like.itemIndex].name;
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return(ITEM);
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case 28:
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cout << itemTypes[10][like.itemIndex].name;
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return(ITEM);
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case 29:
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cout << itemTypes[7][like.itemIndex].name;
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return(ITEM);
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case 38:
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cout << itemTypes[5][like.itemIndex].name;
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return(ITEM);
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case 63:
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cout << itemTypes[11][like.itemIndex].name;
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return(ITEM);
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case 68:
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case 69:
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cout << itemTypes[6][like.itemIndex].name;
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return(ITEM);
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case 70:
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cout << itemTypes[1][like.itemIndex].name;
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return(ITEM);
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default:
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// cout << like.itemClass << ":" << like.itemIndex;
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return(FAIL);
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}
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}
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else if(like.material.type != -1){// && like.material.index == -1){
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if(like.type == 2){
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switch(like.itemClass)
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{
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case 52:
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case 53:
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case 58:
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cout << mat.plantMat[like.material.type].name;
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return(FOOD);
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case 72:
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if(like.material.type =! 10){ // 10 is for milk stuff, which I don't know how to do
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cout << mat.plantMat[like.material.index].extract_name;
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return(FOOD);
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}
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return(FAIL);
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case 74:
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cout << mat.plantMat[like.material.index].drink_name;
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return(FOOD);
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case 75:
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cout << mat.plantMat[like.material.index].food_name;
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return(FOOD);
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case 47:
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case 48:
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cout << mat.creatureMat[like.material.type].name;
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return(FOOD);
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default:
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return(FAIL);
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}
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}
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}
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}
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return(FAIL);
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}
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*/
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void printCreature(DFHack::API & DF, const DFHack::t_creature & creature)
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{
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cout << "address: " << hex << creature.origin << dec << " creature type: " << creaturestypes[creature.race].rawname
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<< "[" << creaturestypes[creature.race].tile_character
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<< "," << creaturestypes[creature.race].tilecolor.fore
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<< "," << creaturestypes[creature.race].tilecolor.back
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<< "," << creaturestypes[creature.race].tilecolor.bright
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<< "]"
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<< ", position: " << creature.x << "x " << creature.y << "y "<< creature.z << "z" << endl;
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bool addendl = false;
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if(creature.name.first_name[0])
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{
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cout << "first name: " << creature.name.first_name;
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addendl = true;
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}
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if(creature.name.nickname[0])
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{
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cout << ", nick name: " << creature.name.nickname;
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addendl = true;
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}
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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);
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if(!transName.empty())
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{
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cout << ", trans name: " << transName;
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addendl=true;
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}
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transName = Tran->TranslateName(creature.name,true);
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if(!transName.empty())
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{
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cout << ", last name: " << transName;
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addendl=true;
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}
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/*
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cout << ", likes: ";
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for(uint32_t i = 0;i<creature.numLikes; i++)
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{
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if(printLike(creature.likes[i],mat,itemTypes))
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{
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cout << ", ";
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}
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}
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*/
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if(addendl)
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{
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cout << endl;
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addendl = false;
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}
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cout << "profession: " << mem->getProfession(creature.profession) << "(" << (int) creature.profession << ")";
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if(creature.custom_profession[0])
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{
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cout << ", custom profession: " << creature.custom_profession;
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}
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/*
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if(creature.current_job.active)
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{
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cout << ", current job: " << mem->getJob(creature.current_job.jobId);
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}
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*/
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cout << endl;
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cout << "happiness: " << creature.happiness
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<< ", strength: " << creature.strength.level
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<< ", agility: " << creature.agility.level
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<< ", toughness: " << creature.toughness.level
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<< ", endurance: " << creature.endurance.level
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<< ", recuperation: " << creature.recuperation.level
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<< ", disease resistance: " << creature.disease_resistance.level
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//<< ", money: " << creature.money
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<< ", id: " << creature.id;
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/*
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if(creature.squad_leader_id != -1)
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{
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cout << ", squad_leader_id: " << creature.squad_leader_id;
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}
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if(creature.mood != -1){
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cout << ", mood: " << creature.mood << " ";
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}*/
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cout << ", sex: ";
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if(creature.sex == 0)
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{
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cout << "Female";
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}
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else
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{
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cout <<"Male";
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}
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cout << endl;
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if(creature.mood != -1)
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{
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cout << "mood: " << creature.mood << ", skill: " << mem->getSkill(creature.mood_skill) << endl;
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vector<DFHack::t_material> mat;
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char * maintype;
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if(Creatures->ReadJob(&creature, mat))
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{
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for(unsigned int i = 0; i < mat.size(); i++)
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{
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switch(mat[i].typeA)
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{
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case 0:
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maintype = (char*)"metal bar";
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break;
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case 1:
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maintype = (char*)"cut gem";
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break;
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case 2:
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maintype = (char*)"block";
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break;
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case 3:
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maintype = (char*)"rough gem/glass";
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break;
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case 4:
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maintype = (char*)"raw stone";
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break;
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case 5:
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maintype = (char*)"wood log";
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break;
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case 54:
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maintype = (char*)"leather";
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break;
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case 57:
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maintype = (char*)"cloth";
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break;
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case -1:
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maintype = (char*)"bones/shell";
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break;
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default:
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maintype = (char*)"????";
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break;
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}
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printf("\t%s\t%d %d - %.8x\n", maintype, mat[i].typeB, mat[i].typeC, mat[i].flags);
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}
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}
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}
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/*
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if(creature.pregnancy_timer > 0)
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cout << "gives birth in " << creature.pregnancy_timer/1200 << " days. ";
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cout << "Blood: " << creature.blood_current << "/" << creature.blood_max << " bleeding: " << creature.bleed_rate;
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*/
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cout << endl;
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if(creature.has_default_soul)
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{
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//skills
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cout << "Skills" << endl;
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for(unsigned int i = 0; i < creature.defaultSoul.numSkills;i++)
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{
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if(i > 0)
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{
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cout << ", ";
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}
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cout << mem->getSkill(creature.defaultSoul.skills[i].id) << ": " << creature.defaultSoul.skills[i].rating;
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}
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cout << endl;
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cout << "Traits" << endl;
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for(uint32_t i = 0; i < 30;i++)
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{
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string trait = mem->getTrait (i, creature.defaultSoul.traits[i]);
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if(!trait.empty()) cout << trait << ", ";
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}
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cout << endl;
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// labors
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cout << "Labors" << endl;
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for(unsigned int i = 0; i < NUM_CREATURE_LABORS;i++)
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{
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if(!creature.labors[i])
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continue;
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string laborname;
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try
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{
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laborname = mem->getLabor(i);
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}
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catch(exception &)
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{
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break;
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}
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cout << laborname << ", ";
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}
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cout << endl;
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}
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/*
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* FLAGS 1
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*/
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cout << "flags1: ";
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print_bits(creature.flags1.whole, cout);
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cout << endl;
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if(creature.flags1.bits.dead)
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{
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cout << "dead ";
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}
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if(creature.flags1.bits.on_ground)
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{
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cout << "on the ground, ";
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}
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if(creature.flags1.bits.skeleton)
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{
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cout << "skeletal ";
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}
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if(creature.flags1.bits.zombie)
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{
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cout << "zombie ";
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}
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if(creature.flags1.bits.tame)
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{
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cout << "tame ";
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}
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if(creature.flags1.bits.royal_guard)
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{
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cout << "royal_guard ";
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}
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if(creature.flags1.bits.fortress_guard)
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{
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cout << "fortress_guard ";
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}
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/*
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* FLAGS 2
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*/
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cout << endl << "flags2: ";
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print_bits(creature.flags2.whole, cout);
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cout << endl;
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if(creature.flags2.bits.killed)
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{
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cout << "killed by kill function, ";
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}
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if(creature.flags2.bits.resident)
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{
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cout << "resident, ";
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}
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if(creature.flags2.bits.gutted)
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{
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cout << "gutted, ";
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}
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if(creature.flags2.bits.slaughter)
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{
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cout << "marked for slaughter, ";
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}
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if(creature.flags2.bits.underworld)
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{
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cout << "from the underworld, ";
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}
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cout << endl;
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if(creature.flags1.bits.had_mood && (creature.mood == -1 || creature.mood == 8 ) )
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{
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string artifact_name = Tran->TranslateName(creature.artifact_name,false);
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cout << "artifact: " << artifact_name << endl;
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}
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cout << endl;
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}
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int main (int numargs, char ** args)
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{
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DFHack::API DF("Memory.xml");
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try
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{
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DF.Attach();
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}
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catch (exception& e)
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{
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cerr << e.what() << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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string check = "";
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if(numargs == 2)
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check = args[1];
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Creatures = DF.getCreatures();
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DFHack::Materials * 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))
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{
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cerr << "Can't get creatures" << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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if(!numCreatures)
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{
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cerr << "No creatures to print" << endl;
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#ifndef LINUX_BUILD
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cin.ignore();
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#endif
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return 1;
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}
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mem = DF.getMemoryInfo();
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// get stone matgloss mapping
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if(!Materials->ReadCreatureTypesEx(creaturestypes))
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{
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cerr << "Can't get the creature types." << endl;
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return 1;
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}
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if(!Tran->Start())
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{
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cerr << "Can't get name tables" << endl;
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return 1;
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}
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vector<uint32_t> addrs;
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//DF.InitViewAndCursor();
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for(uint32_t i = 0; i < numCreatures; i++)
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{
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DFHack::t_creature temp;
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Creatures->ReadCreature(i,temp);
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if(check.empty() || string(creaturestypes[temp.race].rawname) == check)
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{
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cout << "index " << i << " ";
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printCreature(DF,temp);
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addrs.push_back(temp.origin);
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}
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}
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interleave_hex(DF,addrs,200);
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/*
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uint32_t currentIdx;
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DFHack::t_creature currentCreature;
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DF.getCurrentCursorCreature(currentIdx);
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cout << "current creature at index " << currentIdx << endl;
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DF.ReadCreature(currentIdx, currentCreature);
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printCreature(DF,currentCreature);
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*/
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Creatures->Finish();
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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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