dfhack/library/DFTypes.h

812 lines
20 KiB
C

/*
www.sourceforge.net/projects/dfhack
Copyright (c) 2009 Petr Mrázek (peterix), Kenneth Ferland (Impaler[WrG]), dorf
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef TYPES_H_INCLUDED
#define TYPES_H_INCLUDED
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#include "Tranquility.h"
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#include "Export.h"
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namespace DFHack
{
struct t_matgloss
{
char id[128]; //the id in the raws
uint8_t fore; // Annoyingly the offset for this differs between types
uint8_t back;
uint8_t bright;
char name[128]; //this is the name displayed ingame
};
struct t_matglossPlant
{
char id[128]; //the id in the raws
uint8_t fore; // Annoyingly the offset for this differs between types
uint8_t back;
uint8_t bright;
char name[128]; //this is the name displayed ingame
char drink_name[128]; //the name this item becomes a drink
char food_name[128];
char extract_name[128];
};
struct t_vein
{
uint32_t vtable;
int16_t type;
int16_t assignment[16];
int16_t unknown;
uint32_t flags;
uint32_t address_of; // this is NOT part of the DF vein, but an address of the vein as seen by DFhack.
};
// stores what tiles should appear when the ice melts
struct t_frozenliquidvein
{
uint32_t vtable;
int16_t tiles[16][16];
};
struct t_matglossPair
{
int16_t type;
int16_t index;
};
// raw
struct t_construction_df40d
{
int16_t x;
int16_t y;
int16_t z;
int16_t unk1;
int16_t unk2;
t_matglossPair material; // 4B
// int16_t mat_type;
// int16_t mat_idx;
};
// cooked
struct t_construction
{
uint16_t x;
uint16_t y;
uint16_t z;
t_matglossPair material;
// int16_t mat_type;
// int16_t mat_idx;
};
/*
dword vtable;
int minx;
int miny;
int centerx;
int maxx;
int maxy;
int centery;
int z;
dword height_not_used;
word mattype;
word matgloss;
word type; // NOTE: the actual field is in a different place
*/
//raw
struct t_building_df40d
{
uint32_t vtable;
uint32_t x1;
uint32_t y1;
uint32_t centerx;
uint32_t x2;
uint32_t y2;
uint32_t centery;
uint32_t z;
uint32_t height;
t_matglossPair material;
// not complete
};
//cooked
struct t_building
{
uint32_t origin;
uint32_t vtable;
uint32_t x1;
uint32_t y1;
uint32_t x2;
uint32_t y2;
uint32_t z;
t_matglossPair material;
uint32_t type;
// FIXME: not complete, we need building presence bitmaps for stuff like farm plots and stockpiles, orientation (N,E,S,W) and state (open/closed)
};
struct t_tree_desc
{
t_matglossPair material;
uint16_t x;
uint16_t y;
uint16_t z;
};
/*
case 10:
ret += "leather";
break;
case 11:
ret += "silk cloth";
break;
case 12:
ret += "plant thread cloth";
break;
case 13: // green glass
ret += "green glass";
break;
case 14: // clear glass
ret += "clear glass";
break;
case 15: // crystal glass
ret += "crystal glass";
break;
case 17:
ret += "ice";
break;
case 18:
ret += "charcoal";
break;
case 19:
ret += "potash";
break;
case 20:
ret += "ashes";
break;
case 21:
ret += "pearlash";
break;
case 24:
ret += "soap";
break;
*/
enum MatglossType
{
Mat_Wood,
Mat_Stone,
Mat_Metal,
Mat_Plant,
Mat_Leather = 10,
Mat_SilkCloth = 11,
Mat_PlantCloth = 12,
Mat_GreenGlass = 13,
Mat_ClearGlass = 14,
Mat_CrystalGlass = 15,
Mat_Ice = 17,
Mat_Charcoal =18,
Mat_Potash = 20,
Mat_Ashes = 20,
Mat_PearlAsh = 21,
Mat_Soap = 24
//NUM_MATGLOSS_TYPES
};
enum BiomeOffset
{
eNorthWest,
eNorth,
eNorthEast,
eWest,
eHere,
eEast,
eSouthWest,
eSouth,
eSouthEast,
eBiomeCount
};
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/*
bits:
0 Can the dwarf move or are they waiting for their movement timer
1 Dead (might also be set for incoming/leaving critters that are alive)
2 Currently in mood
3 Had a mood
4 "marauder" -- wide class of invader/inside creature attackers
5 Drowning
6 Active merchant
7 "forest" (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)
8 Left (left the map)
9 Rider
10 Incoming
11 Diplomat
12 Zombie
13 Skeleton
14 Can swap tiles during movement (prevents multiple swaps)
15 On the ground (can be conscious)
16 Projectile
17 Active invader (for organized ones)
18 Hidden in ambush
19 Invader origin (could be inactive and fleeing)
20 Will flee if invasion turns around
21 Active marauder/invader moving inward
22 Marauder resident/invader moving in all the way
23 Check against flows next time you get a chance
24 Ridden
25 Caged
26 Tame
27 Chained
28 Royal guard
29 Fortress guard
30 Suppress wield for beatings/etc
31 Is an important historical figure
*/
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struct naked_creaturflags1
{
unsigned int move_state : 1; // Can the dwarf move or are they waiting for their movement timer
unsigned int dead : 1; // might also be set for incoming/leaving critters that are alive
unsigned int has_mood : 1; // Currently in mood
unsigned int had_mood : 1; // Had a mood
unsigned int marauder : 1; // wide class of invader/inside creature attackers
unsigned int drowning : 1;
unsigned int merchant : 1; // active merchant
unsigned int forest : 1; // used for units no longer linked to merchant/diplomacy, they just try to leave mostly
unsigned int left : 1; // left the map
unsigned int rider : 1;
unsigned int incoming : 1;
unsigned int diplomat : 1;
unsigned int zombie : 1;
unsigned int skeleton : 1;
unsigned int can_swap : 1; // Can swap tiles during movement (prevents multiple swaps)
unsigned int on_ground : 1; // can be conscious
unsigned int projectile : 1;
unsigned int active_invader : 1; // for organized ones
unsigned int hidden_in_ambush : 1;
unsigned int invader_origin : 1; // could be inactive and fleeing
unsigned int coward : 1; // Will flee if invasion turns around
unsigned int hidden_ambusher : 1; // maybe
unsigned int invades : 1; // Active marauder/invader moving inward
unsigned int check_flows : 1; // Check against flows next time you get a chance
// 0100 0000 - 8000 0000
unsigned int ridden : 1;
unsigned int caged : 1;
unsigned int tame : 1;
unsigned int chained : 1;
unsigned int royal_guard : 1;
unsigned int fortress_guard : 1;
unsigned int suppress_wield : 1; // Suppress wield for beatings/etc
unsigned int important_historical_figure : 1; // Is an important historical figure
};
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union t_creaturflags1
{
uint32_t whole;
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naked_creaturflags1 bits;
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};
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/*
bits:
0 Swimming
1 Play combat for sparring
2 Do not notify about level gains (for embark etc)
3 Unused
4 Nerves calculated
5 Body part info calculated
6 Is important historical figure (slight variation)
7 Has been killed by kill function (slightly different from dead, not necessarily violent death)
8 Must be forgotten by forget function (just cleanup)
9 Must be deleted (cleanup)
10 Recently forgotten (cleanup)
11 Offered for trade
12 Trade resolved
13 Has breaks
14 Gutted
15 Circulatory spray
16 Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)
17 Marked for slaughter
18 Underworld creature
19 Current resident
20 Marked for special cleanup as unused load from unit block on disk
21 Insulation from clothing calculated
22 Uninvited guest
23 Visitor
24 Inventory order calculated
25 Vision -- have good part
26 Vision -- have damaged part
27 Vision -- have missing part
28 Breathing -- have good part
29 Breathing -- having a problem
30 Roaming wilderness population source
31 Roaming wilderness population source -- not a map feature
*/
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struct naked_creaturflags2
{
unsigned int swimming : 1;
unsigned int sparring : 1;
unsigned int no_notify : 1; // Do not notify about level gains (for embark etc)
unsigned int unused : 1;
unsigned int calculated_nerves : 1;
unsigned int calculated_bodyparts : 1;
unsigned int important_historical_figure : 1; // slight variation
unsigned int killed : 1; // killed by kill() function
unsigned int cleanup_1 : 1; // Must be forgotten by forget function (just cleanup)
unsigned int cleanup_2 : 1; // Must be deleted (cleanup)
unsigned int cleanup_3 : 1; // Recently forgotten (cleanup)
unsigned int for_trade : 1; // Offered for trade
unsigned int trade_resolved : 1;
unsigned int has_breaks : 1;
unsigned int gutted : 1;
unsigned int circulatory_spray : 1;
unsigned int locked_in_for_trading : 1;
unsigned int slaughter : 1; // marked for slaughter
unsigned int underworld : 1; // Underworld creature
unsigned int resident : 1; // Current resident
unsigned int cleanup_4 : 1; // Marked for special cleanup as unused load from unit block on disk
unsigned int calculated_insulation : 1; // Insulation from clothing calculated
unsigned int visitor_uninvited : 1; // Uninvited guest
unsigned int visitor : 1; // visitor
unsigned int calculated_inventory : 1; // Inventory order calculated
unsigned int vision_good : 1; // Vision -- have good part
unsigned int vision_damaged : 1; // Vision -- have damaged part
unsigned int vision_missing : 1; // Vision -- have missing part
unsigned int breathing_good : 1; // Breathing -- have good part
unsigned int breathing_problem : 1; // Breathing -- having a problem
unsigned int roaming_wilderness_population_source : 1;
unsigned int roaming_wilderness_population_source_not_a_map_feature : 1;
};
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union t_creaturflags2
{
uint32_t whole;
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naked_creaturflags2 bits;
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};
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/*
struct t_labor
{
string name;
uint8_t value;
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t_labor() {
value =0;
}
t_labor(const t_labor & b){
name=b.name;
value=b.value;
}
t_labor & operator=(const t_labor &b){
name=b.name;
value=b.value;
return *this;
}
};
struct t_skill
{
string name;
uint16_t id;
uint32_t experience;
uint16_t rating;
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t_skill(){
id=rating=0;
experience=0;
}
t_skill(const t_skill & b)
{
name=b.name;
id=b.id;
experience=b.experience;
rating=b.rating;
}
t_skill & operator=(const t_skill &b)
{
name=b.name;
id=b.id;
experience=b.experience;
rating=b.rating;
return *this;
}
};
struct t_trait
{
uint16_t value;
string displayTxt;
string name;
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t_trait(){
value=0;
}
t_trait(const t_trait &b)
{
name=b.name;
displayTxt=b.displayTxt;
value=b.value;
}
t_trait & operator=(const t_trait &b)
{
name=b.name;
displayTxt=b.displayTxt;
value=b.value;
return *this;
}
};
*/
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/*
CREATURE
*/
struct t_name
{
char first_name[128];
char nickname[128];
int words[7];
short parts_of_speech[7];
int language;
bool has_name;
};
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struct t_skill
{
uint16_t id;
uint32_t experience;
uint16_t rating;
};
struct t_job
{
bool active;
uint8_t jobId;
};
struct t_like
{
int16_t type;
int16_t itemClass;
int16_t itemIndex;
t_matglossPair material;
bool active;
};
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#define NUM_CREATURE_TRAITS 30
#define NUM_CREATURE_LABORS 102
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struct t_creature
{
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uint32_t origin;
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uint16_t x;
uint16_t y;
uint16_t z;
uint32_t type;
t_creaturflags1 flags1;
t_creaturflags2 flags2;
t_name name;
t_name squad_name;
t_name artifact_name;
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uint8_t profession;
char custom_profession[128];
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// enabled labors
uint8_t labors[NUM_CREATURE_LABORS];
// personality traits
uint16_t traits[NUM_CREATURE_TRAITS];
uint8_t numSkills;
t_skill skills[256];
/*
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//string last_name;
string current_job;
*/
uint8_t numLikes;
t_like likes[32];
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t_job current_job;
uint16_t mood;
uint32_t happiness;
uint32_t id;
uint32_t agility;
uint32_t strength;
uint32_t toughness;
uint32_t money;
int32_t squad_leader_id;
uint8_t sex;
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};
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//raw
struct t_item_df40d
{
uint32_t vtable;
uint16_t x;
uint16_t y;
uint16_t z;
uint32_t flags;
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uint32_t unk1;
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uint32_t unk2;
uint32_t ID;
// not complete
};
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//From http://dwarffortresswiki.net/index.php/User:Rick/Memory_research
//They all seem to be valid on 40d as well
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struct naked_itemflags
{
unsigned int on_ground : 1; // Item on ground
unsigned int in_job : 1; // item currently being used in a job
unsigned int in_inventory : 1; // Item in a creatures inventory
unsigned int u_ngrd1 : 1; // only occurs when not on ground, unknown function
unsigned int in_workshop : 1; // Item is in a workshops inventory
unsigned int u_ngrd2 : 1; // only occurs when not on ground, unknown function
unsigned int u_ngrd3 : 1; // only occurs when not on ground, unknown function
unsigned int rotten : 1; // Item is rotten
unsigned int unk1 : 1; // unknown function
unsigned int u_ngrd4 : 1; // only occurs when not on ground, unknown function
unsigned int unk2 : 1; // unknown function
unsigned int u_ngrd5 : 1; // only occurs when not on ground, unknown function
unsigned int unk3 : 1; // unknown function
unsigned int u_ngrd6 : 1; // only occurs when not on ground, unknown function
unsigned int narrow : 1; // Item is narrow
unsigned int u_ngrd7 : 1; // only occurs when not on ground, unknown function
unsigned int worn : 1; // item shows wear
unsigned int unk4 : 1; // unknown function
unsigned int u_ngrd8 : 1; // only occurs when not on ground, unknown function
unsigned int forbid : 1; // designate forbid item
unsigned int unk5 : 1; // unknown function
unsigned int dump : 1; // designate dump item
unsigned int on_fire: 1; //indicates if item is on fire, Will Set Item On Fire if Set!
unsigned int melt : 1; // designate melt item, if item cannot be melted, does nothing it seems
// 0100 0000 - 8000 0000
unsigned int hidden : 1; // designate hide item
unsigned int u_ngrd9 : 1; // only occurs when not on ground, unknown function
unsigned int unk6 : 1; // unknown function
unsigned int unk7 : 1; // unknown function
unsigned int unk8 : 1; // unknown function
unsigned int unk9 : 1; // unknown function
unsigned int unk10 : 1; // unknown function
unsigned int unk11 : 1; // unknown function
};
union t_itemflags
{
uint32_t whole;
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naked_itemflags bits;
};
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//cooked
struct t_item
{
uint32_t origin;
uint32_t vtable;
uint32_t x;
uint32_t y;
uint32_t z;
t_itemflags flags;
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uint32_t ID;
uint32_t type;
t_matglossPair material;
/*
uint8_t matType;
uint8_t material;
*/
// vector<uint8_t> bytes; used for item research
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// FIXME: not complete, we need building presence bitmaps for stuff like farm plots and stockpiles, orientation (N,E,S,W) and state (open/closed)
};
// can add more here later, but this is fine for now
struct t_itemType
{
char id[128];
char name[128];
};
enum e_traffic
{
traffic_normal,
traffic_low,
traffic_high,
traffic_restricted
};
enum e_designation
{
designation_no,
designation_default, // dig walls, remove stairs and ramps, gather plants, fell trees
designation_ud_stair, // dig up/down stairs
designation_channel, // dig a channel
designation_ramp, // dig ramp out of a wall
designation_d_stair, // dig a stair down
designation_u_stair, // dig a stair up
designation_7 // whatever
};
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struct naked_designation
{
unsigned int flow_size : 3; // how much liquid is here?
unsigned int pile : 1; // stockpile?
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/*
* All the different dig designations... needs more info, probably an enum
*/
e_designation dig : 3;
unsigned int smooth : 2;
unsigned int hidden : 1;
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/*
* This one is rather involved, but necessary to retrieve the base layer matgloss index
* see http://www.bay12games.com/forum/index.php?topic=608.msg253284#msg253284 for details
*/
unsigned int geolayer_index :4;
unsigned int light : 1;
unsigned int subterranean : 1; // never seen the light of day?
unsigned int skyview : 1; // sky is visible now, it rains in here when it rains
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/*
* Probably similar to the geolayer_index. Only with a different set of offsets and different data.
* we don't use this yet
*/
unsigned int biome : 4;
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/*
* 0 = water
* 1 = magma
*/
unsigned int liquid_type : 1;
unsigned int water_table : 1; // srsly. wtf?
unsigned int rained : 1; // does this mean actual rain (as in the blue blocks) or a wet tile?
e_traffic traffic : 2; // needs enum
unsigned int flow_forbid : 1; // what?
unsigned int liquid_static : 1;
unsigned int moss : 1;// I LOVE MOSS
unsigned int feature_present : 1; // another wtf... is this required for magma pipes to work?
unsigned int liquid_character : 2; // those ripples on streams?
};
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union t_designation
{
uint32_t whole;
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naked_designation bits;
};
// occupancy flags (rat,dwarf,horse,built wall,not build wall,etc)
struct naked_occupancy
{
unsigned int building : 3;// building type... should be an enum?
// 7 = door
unsigned int unit : 1;
unsigned int unit_grounded : 1;
unsigned int item : 1;
// splatter. everyone loves splatter.
unsigned int mud : 1;
unsigned int vomit :1;
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unsigned int broken_arrows_color :4;
unsigned int blood_g : 1;
unsigned int blood_g2 : 1;
unsigned int blood_b : 1;
unsigned int blood_b2 : 1;
unsigned int blood_y : 1;
unsigned int blood_y2 : 1;
unsigned int blood_m : 1;
unsigned int blood_m2 : 1;
unsigned int blood_c : 1;
unsigned int blood_c2 : 1;
unsigned int blood_w : 1;
unsigned int blood_w2 : 1;
unsigned int blood_o : 1;
unsigned int blood_o2 : 1;
unsigned int slime : 1;
unsigned int slime2 : 1;
unsigned int blood : 1;
unsigned int blood2 : 1;
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unsigned int broken_arrows_variant : 1;
unsigned int snow : 1;
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};
struct naked_occupancy_grouped
{
unsigned int building : 3;// building type... should be an enum?
// 7 = door
unsigned int unit : 1;
unsigned int unit_grounded : 1;
unsigned int item : 1;
// splatter. everyone loves splatter.
unsigned int splatter : 26;
};
union t_occupancy
{
uint32_t whole;
naked_occupancy bits;
naked_occupancy_grouped unibits;
};
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struct t_viewscreen
{
int32_t type;
//There is more info in these objects, but I don't know what it is yet
};
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struct t_note
{
char symbol;
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uint16_t foreground;
uint16_t background;
char name[128];
uint16_t x;
uint16_t y;
uint16_t z;
};
#define NUM_HOTKEYS 16
struct t_hotkey
{
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char name[10];
int16_t mode;
int32_t x;
int32_t y;
int32_t z;
};
// local are numbered with top left as 0,0, name is indexes into the item vector
struct t_settlement
{
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uint32_t origin;
t_name name;
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int16_t world_x;
int16_t world_y;
int16_t local_x1;
int16_t local_x2;
int16_t local_y1;
int16_t local_y2;
};
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}// namespace DFHack
#endif // TYPES_H_INCLUDED