diff --git a/library/include/dfhack/DFTileTypes.h b/library/include/dfhack/DFTileTypes.h
index 920c1541f..df0e3c873 100644
--- a/library/include/dfhack/DFTileTypes.h
+++ b/library/include/dfhack/DFTileTypes.h
@@ -29,9 +29,10 @@ distribution.
namespace DFHack
{
+ // tile class -- determines the general shape of the tile
enum TileClass
{
- EMPTY,
+ EMPTY,// empty
WALL,
PILLAR,
@@ -41,10 +42,10 @@ namespace DFHack
STAIR_DOWN,
STAIR_UPDOWN,
- RAMP,
- RAMP_TOP,
+ RAMP,// ramps have no direction
+ RAMP_TOP,// the top of a ramp. I assume it's used for path finding.
- FLOOR,
+ FLOOR,// generic floor
TREE_DEAD,
TREE_OK,
SAPLING_DEAD,
@@ -54,29 +55,31 @@ namespace DFHack
BOULDER,
PEBBLES
};
+ // material -- what material the tile is made of
enum TileMaterial
{
- AIR,
- SOIL,
- STONE,
- FEATSTONE, // whatever it is
- OBSIDIAN,
-
- VEIN,
- ICE,
- GRASS,
- GRASS2,
- GRASS_DEAD,
- GRASS_DRY,
- DRIFTWOOD,
- HFS,
- MAGMA,
- CAMPFIRE,
- FIRE,
- ASHES,
- CONSTRUCTED,
- CYAN_GLOW
+ AIR,// empty
+ SOIL,// ordinary soil. material depends on geology
+ STONE,// ordinary layer stone. material depends on geology
+ FEATSTONE,// map feature stone. used for things like hell, the hell temple or adamantine tubes. material depends on local/global feature
+ OBSIDIAN,// cast obsidian
+
+ VEIN,// vein stone. material depends on mineral veins present
+ ICE,// frozen water... not much to say. you can determine what was on the tile before it froze by looking into the 'ice vein' objects
+ GRASS,// grass (has 4 variants)
+ GRASS2,// grass (has 4 variants)
+ GRASS_DEAD,// dead grass (has 4 variants)
+ GRASS_DRY,// dry grass (has 4 variants)
+ DRIFTWOOD,// non-specified wood - normally on top of the local layer stone/soil.
+ HFS,// the stuff demon pits are made of - this makes them different from ordinary pits.
+ MAGMA,// material for semi-molten rock and 'magma flow' tiles
+ CAMPFIRE,// human armies make them when they siege. The original tile may be lost?
+ FIRE,// burning grass
+ ASHES,// what remains from a FIRE
+ CONSTRUCTED,// tile material depends on the construction present
+ CYAN_GLOW// the glowy stuff that disappears from the demon temple when you take the sword.
};
+ // variants are used for tiles, where there are multiple variants of the same - like grass floors
enum TileVariant
{
VAR_1,
diff --git a/output/Memory.xml b/output/Memory.xml
index 8ef8b5984..d5eae8cda 100755
--- a/output/Memory.xml
+++ b/output/Memory.xml
@@ -1816,6 +1816,24 @@ map_data_1b60_offset 0x1B9c