When PHost is run in phases, or shells out to execute an add-on (AUXHOST, PControl), it saves the data that is going to be UTILx.DAT files in a file called UTIL.TMP. You can try to make use of this.

The official reading is that add-ons that are just that -- add-ons -- should write to UTILx.EXT; add-ons that replace stages in PCONTROL can write to UTIL.TMP (to make their records come out at the right place). Add-ons can read this file to gather information about what PHost told the players yet.

Like UTILx.DAT, UTIL.TMP consists of multiple records.

Portable Format [PHost 3.4 and later] [V]

Each record starts with a header of the following format:
 +0     WORD    Player Id (whose UTILx.DAT file will contain this data)
 +2     WORD    Record Type. See UTILx.DAT in the `Player Data' section
 +4     WORD    Record Length
 +6   n BYTEs   Data

The data is in the format you'd expect, like in UTILx.DAT.

Unportable Format [PHost 3.3e and before] [T]

In these PHost versions, UTIL.TMP was just a temporary file. Hence it contains data in host byte order, with padding inserted by the compiler, which makes accessing it a quite fragile process. Your best bet is to declare a C struct, and hope it comes out the same way as it did in PHost.

For PHost 3.2e for "PC/DOS" (Borland C), the format is the following:

Each record:
 +0     DWORD   Player Id (whose UTILx.DAT file will contain this data)
 +4     DWORD   Record Type. See UTILx.DAT in the `Player Data' section
 +8     WORD    Record Length
+10   n BYTEs   Data

--- Type 13 (Control record - File Header) ---
 +0  18 BYTEs   Timestamp
+18     WORD    Turn number
+20     WORD    Player number
+22     WORD    0 (not in UTILx.DAT)
+24   2 BYTEs   PHost version
+26   8 DWORDs  Specification file digests
+58  32 BYTEs   Game Name
+90     BYTE    PHost Release Code
+91     BYTE    0 (not in UTILx.DAT)

Under PHost 3.3e for x86/Linux (GNU C), the format is different (two padding bytes after the PHost version, two more at the end).

This is a testing version.
It may be incomplete, and have more bugs (or features) than the public live version at planetscentral.com.