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@ -6,6 +6,315 @@
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#include "Export.h"
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namespace DFHack
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{
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/*
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bits:
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0 Can the dwarf move or are they waiting for their movement timer
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1 Dead (might also be set for incoming/leaving critters that are alive)
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2 Currently in mood
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3 Had a mood
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4 "marauder" -- wide class of invader/inside creature attackers
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5 Drowning
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6 Active merchant
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7 "forest" (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)
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8 Left (left the map)
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9 Rider
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10 Incoming
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11 Diplomat
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12 Zombie
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13 Skeleton
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14 Can swap tiles during movement (prevents multiple swaps)
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15 On the ground (can be conscious)
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16 Projectile
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17 Active invader (for organized ones)
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18 Hidden in ambush
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19 Invader origin (could be inactive and fleeing)
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20 Will flee if invasion turns around
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21 Active marauder/invader moving inward
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22 Marauder resident/invader moving in all the way
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23 Check against flows next time you get a chance
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24 Ridden
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25 Caged
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26 Tame
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27 Chained
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28 Royal guard
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29 Fortress guard
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30 Suppress wield for beatings/etc
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31 Is an important historical figure
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*/
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struct naked_creaturflags1
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{
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unsigned int move_state : 1; // Can the dwarf move or are they waiting for their movement timer
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unsigned int dead : 1; // might also be set for incoming/leaving critters that are alive
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unsigned int has_mood : 1; // Currently in mood
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unsigned int had_mood : 1; // Had a mood
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unsigned int marauder : 1; // wide class of invader/inside creature attackers
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unsigned int drowning : 1;
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unsigned int merchant : 1; // active merchant
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unsigned int forest : 1; // used for units no longer linked to merchant/diplomacy, they just try to leave mostly
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unsigned int left : 1; // left the map
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unsigned int rider : 1;
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unsigned int incoming : 1;
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unsigned int diplomat : 1;
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unsigned int zombie : 1;
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unsigned int skeleton : 1;
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unsigned int can_swap : 1; // Can swap tiles during movement (prevents multiple swaps)
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unsigned int on_ground : 1; // can be conscious
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unsigned int projectile : 1;
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unsigned int active_invader : 1; // for organized ones
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unsigned int hidden_in_ambush : 1;
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unsigned int invader_origin : 1; // could be inactive and fleeing
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unsigned int coward : 1; // Will flee if invasion turns around
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unsigned int hidden_ambusher : 1; // maybe
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unsigned int invades : 1; // Active marauder/invader moving inward
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unsigned int check_flows : 1; // Check against flows next time you get a chance
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// 0100 0000 - 8000 0000
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unsigned int ridden : 1;
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unsigned int caged : 1;
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unsigned int tame : 1;
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unsigned int chained : 1;
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unsigned int royal_guard : 1;
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unsigned int fortress_guard : 1;
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unsigned int suppress_wield : 1; // Suppress wield for beatings/etc
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unsigned int important_historical_figure : 1; // Is an important historical figure
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};
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union t_creaturflags1
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{
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uint32_t whole;
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naked_creaturflags1 bits;
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};
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/*
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bits:
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0 Swimming
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1 Play combat for sparring
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2 Do not notify about level gains (for embark etc)
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3 Unused
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4 Nerves calculated
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5 Body part info calculated
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6 Is important historical figure (slight variation)
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7 Has been killed by kill function (slightly different from dead, not necessarily violent death)
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8 Must be forgotten by forget function (just cleanup)
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9 Must be deleted (cleanup)
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10 Recently forgotten (cleanup)
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11 Offered for trade
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12 Trade resolved
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13 Has breaks
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14 Gutted
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15 Circulatory spray
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16 Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)
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17 Marked for slaughter
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18 Underworld creature
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19 Current resident
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20 Marked for special cleanup as unused load from unit block on disk
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21 Insulation from clothing calculated
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22 Uninvited guest
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23 Visitor
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24 Inventory order calculated
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25 Vision -- have good part
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26 Vision -- have damaged part
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27 Vision -- have missing part
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28 Breathing -- have good part
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29 Breathing -- having a problem
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30 Roaming wilderness population source
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31 Roaming wilderness population source -- not a map feature
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*/
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struct naked_creaturflags2
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{
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unsigned int swimming : 1;
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unsigned int sparring : 1;
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unsigned int no_notify : 1; // Do not notify about level gains (for embark etc)
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unsigned int unused : 1;
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unsigned int calculated_nerves : 1;
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unsigned int calculated_bodyparts : 1;
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unsigned int important_historical_figure : 1; // slight variation
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unsigned int killed : 1; // killed by kill() function
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unsigned int cleanup_1 : 1; // Must be forgotten by forget function (just cleanup)
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unsigned int cleanup_2 : 1; // Must be deleted (cleanup)
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unsigned int cleanup_3 : 1; // Recently forgotten (cleanup)
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unsigned int for_trade : 1; // Offered for trade
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unsigned int trade_resolved : 1;
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unsigned int has_breaks : 1;
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unsigned int gutted : 1;
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unsigned int circulatory_spray : 1;
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unsigned int locked_in_for_trading : 1;
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unsigned int slaughter : 1; // marked for slaughter
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unsigned int underworld : 1; // Underworld creature
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unsigned int resident : 1; // Current resident
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unsigned int cleanup_4 : 1; // Marked for special cleanup as unused load from unit block on disk
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unsigned int calculated_insulation : 1; // Insulation from clothing calculated
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unsigned int visitor_uninvited : 1; // Uninvited guest
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unsigned int visitor : 1; // visitor
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unsigned int calculated_inventory : 1; // Inventory order calculated
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unsigned int vision_good : 1; // Vision -- have good part
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unsigned int vision_damaged : 1; // Vision -- have damaged part
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unsigned int vision_missing : 1; // Vision -- have missing part
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unsigned int breathing_good : 1; // Breathing -- have good part
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unsigned int breathing_problem : 1; // Breathing -- having a problem
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unsigned int roaming_wilderness_population_source : 1;
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unsigned int roaming_wilderness_population_source_not_a_map_feature : 1;
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};
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union t_creaturflags2
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{
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uint32_t whole;
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naked_creaturflags2 bits;
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};
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/*
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struct t_labor
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{
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string name;
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uint8_t value;
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t_labor() {
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value =0;
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}
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t_labor(const t_labor & b){
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name=b.name;
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value=b.value;
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}
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t_labor & operator=(const t_labor &b){
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name=b.name;
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value=b.value;
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return *this;
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}
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};
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struct t_skill
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{
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string name;
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uint16_t id;
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uint32_t experience;
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uint16_t rating;
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t_skill(){
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id=rating=0;
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experience=0;
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}
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t_skill(const t_skill & b)
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{
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name=b.name;
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id=b.id;
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experience=b.experience;
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rating=b.rating;
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}
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t_skill & operator=(const t_skill &b)
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{
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name=b.name;
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id=b.id;
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experience=b.experience;
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rating=b.rating;
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return *this;
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}
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};
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struct t_trait
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{
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uint16_t value;
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string displayTxt;
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string name;
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t_trait(){
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value=0;
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}
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t_trait(const t_trait &b)
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{
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name=b.name;
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displayTxt=b.displayTxt;
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value=b.value;
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}
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t_trait & operator=(const t_trait &b)
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{
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name=b.name;
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displayTxt=b.displayTxt;
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value=b.value;
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return *this;
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}
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};
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*/
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struct t_skill
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{
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uint16_t id;
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uint32_t experience;
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uint16_t rating;
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};
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struct t_job
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{
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bool active;
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uint8_t jobId;
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};
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struct t_like
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{
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int16_t type;
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int16_t itemClass;
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int16_t itemIndex;
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t_matglossPair material;
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bool active;
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};
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// FIXME: define in Memory.xml instead?
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#define NUM_CREATURE_TRAITS 30
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#define NUM_CREATURE_LABORS 102
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struct t_creature
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{
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uint32_t origin;
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uint16_t x;
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uint16_t y;
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uint16_t z;
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uint32_t type;
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t_creaturflags1 flags1;
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t_creaturflags2 flags2;
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t_name name;
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t_name squad_name;
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t_name artifact_name;
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uint8_t profession;
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char custom_profession[128];
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// enabled labors
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uint8_t labors[NUM_CREATURE_LABORS];
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// personality traits
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uint16_t traits[NUM_CREATURE_TRAITS];
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uint8_t numSkills;
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t_skill skills[256];
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uint8_t numLikes;
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t_like likes[32];
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t_job current_job;
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int16_t mood;
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uint32_t happiness;
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uint32_t id;
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uint32_t agility;
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uint32_t strength;
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uint32_t toughness;
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uint32_t money;
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int32_t squad_leader_id;
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uint8_t sex;
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uint32_t pregnancy_timer; //Countdown timer to giving birth
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int32_t blood_max;
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int32_t blood_current;
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uint32_t bleed_rate;
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};
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class APIPrivate;
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struct t_creature;
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class DFHACK_EXPORT Creatures
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@ -23,7 +332,7 @@ namespace DFHack
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const uint16_t x2, const uint16_t y2,const uint16_t z2);
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bool ReadCreature(const int32_t index, t_creature & furball);
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/// write labors of a creature (for Dwarf Therapist)
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//bool WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS]);
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bool WriteLabors(const uint32_t index, uint8_t labors[NUM_CREATURE_LABORS]);
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private:
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struct Private;
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