dfhack/library/DFTypes.h

251 lines
6.1 KiB
C

2009-09-13 18:02:46 -06:00
/*
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
struct t_matgloss
{
string id;
uint8_t fore; // Annoyingly the offset for this differs between types
uint8_t back;
uint8_t bright;
};
struct t_vein
{
uint32_t vtable;
int16_t type;
int16_t assignment[16];
int16_t unknown;
uint32_t flags;
};
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 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;
};
// FIXME: in order in which the raw vectors appear in df memory, move to XML
enum RawType
{
Mat_Wood,
Mat_Stone,
Mat_Plant,
Mat_Metal,
NUM_MATGLOSS_TYPES
};
enum BiomeOffset
{
eNorthWest,
eNorth,
eNorthEast,
eWest,
eHere,
eEast,
eSouthWest,
eSouth,
eSouthEast,
eBiomeCount
};
// TODO: research this further? consult DF hacker wizards?
union t_designation
{
uint32_t whole;
struct {
unsigned int flow_size : 3; // how much liquid is here?
unsigned int pile : 1; // stockpile?
/*
* All the different dig designations... needs more info, probably an enum
*/
unsigned int dig : 3;
unsigned int detail : 1;///<- wtf
unsigned int detail_event : 1;///<- more wtf
unsigned int hidden :1;
/*
* 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
/*
* 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;
/*
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?
unsigned int traffic : 2; // needs enum
unsigned int flow_forbid : 1; // idk wtf bbq
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?
} bits;
};
// occupancy flags (rat,dwarf,horse,built wall,not build wall,etc)
union t_occupancy
{
uint32_t whole;
struct {
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;
unsigned int debris1 :1;
unsigned int debris2 :1;
unsigned int debris3 :1;
unsigned int debris4 :1;
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;
unsigned int debris5 : 1;
unsigned int snow : 1;
} bits;
struct {
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;
} unibits;
};
#endif // TYPES_H_INCLUDED