326 lines
10 KiB
C++
326 lines
10 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 <DFTypes.h>
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#include <DFHackAPI.h>
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#include <DFMemInfo.h>
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template <typename T>
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void print_bits ( T val, std::ostream& out )
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{
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T n_bits = sizeof ( val ) * CHAR_BIT;
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for ( unsigned i = 0; i < n_bits; ++i ) {
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out<< !!( val & 1 ) << " ";
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val >>= 1;
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}
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}
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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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likeType printLike(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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int main (void)
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{
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vector<DFHack::t_matgloss> creaturestypes;
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// t_matglossPlant test;
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DFHack::API DF("Memory.xml");
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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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vector <string> buildingtypes;
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uint32_t numBuildings = DF.InitReadBuildings(buildingtypes);
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//vector< vector <string> > all;
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vector< vector <DFHack::t_itemType> > itemTypes;
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DF.ReadItemTypes(itemTypes);
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//DF.ReadAllMatgloss(all);
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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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DFHack::memory_info mem = DF.getMemoryInfo();
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// get stone matgloss mapping
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if(!DF.ReadCreatureMatgloss(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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map<string, vector<string> > names;
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DF.InitReadNameTables(names);
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uint32_t numCreatures = DF.InitReadCreatures();
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for(uint32_t i = 0; i < numCreatures; i++)
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{
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DF.Suspend();
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DFHack::t_creature temp;
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DF.ReadCreature(i, temp);
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DF.ForceResume();
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if(string(creaturestypes[temp.type].id) == "DWARF"){
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cout << "address: " << temp.origin << " creature type: " << creaturestypes[temp.type].id << ", position: " << temp.x << "x " << temp.y << "y "<< temp.z << "z" << endl;
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bool addendl = false;
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if(temp.first_name[0])
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{
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cout << "first name: " << temp.first_name;
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addendl = true;
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}
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if(temp.nick_name[0])
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{
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cout << ", nick name: " << temp.nick_name;
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addendl = true;
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}
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string transName = DF.TranslateName(temp.last_name,names,creaturestypes[temp.type].id);
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if(!transName.empty()){
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cout << ", trans name: " << transName;
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addendl=true;
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}
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//cout << ", generic name: " << DF.TranslateName(temp.last_name,names,"GENERIC");
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/*
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if(!temp.trans_name.empty()){
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cout << ", trans name: " << temp.trans_name;
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addendl =true;
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}
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if(!temp.generic_name.empty()){
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cout << ", generic name: " << temp.generic_name;
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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<temp.numLikes; i++){
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if(printLike(temp.likes[i],mat,itemTypes))
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cout << ", ";
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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(temp.profession) << "(" << (int) temp.profession << ")";
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if(temp.custom_profession[0])
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{
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cout << ", custom profession: " << temp.custom_profession;
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}
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if(temp.current_job.active)
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{
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cout << ", current job: " << mem.getJob(temp.current_job.jobId);
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}
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cout << endl;
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cout << "happiness: " << temp.happiness << ", strength: " << temp.strength << ", agility: "
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<< temp.agility << ", toughness: " << temp.toughness << ", money: " << temp.money << ", id: " << temp.id;
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if(temp.squad_leader_id != -1){
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cout << ", squad_leader_id: " << temp.squad_leader_id;
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}
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cout << ", sex: ";
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if(temp.sex == 0){
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cout << "Female";
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}
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else{
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cout <<"Male";
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}
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cout << endl;
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/*
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//skills
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for(unsigned int i = 0; i < temp.skills.size();i++){
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if(i > 0){
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cout << ", ";
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}
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cout << temp.skills[i].name << ": " << temp.skills[i].rating;
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}
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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(temp.flags1.whole, cout);
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cout << endl;
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if(temp.flags1.bits.dead)
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{
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cout << "dead ";
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}
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if(temp.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(temp.flags1.bits.skeleton)
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{
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cout << "skeletal ";
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}
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if(temp.flags1.bits.zombie)
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{
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cout << "zombie ";
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}
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if(temp.flags1.bits.tame)
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{
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cout << "tame ";
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}
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if(temp.flags1.bits.royal_guard)
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{
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cout << "royal_guard ";
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}
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if(temp.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(temp.flags2.whole, cout);
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cout << endl;
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if(temp.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(temp.flags2.bits.resident)
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{
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cout << "resident, ";
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}
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if(temp.flags2.bits.gutted)
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{
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cout << "gutted, ";
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}
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if(temp.flags2.bits.slaughter)
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{
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cout << "marked for slaughter, ";
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}
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if(temp.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 << endl;
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}
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}
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DF.FinishReadCreatures();
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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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