|
|
|
@ -203,100 +203,178 @@ enum BiomeOffset
|
|
|
|
|
eSouthEast,
|
|
|
|
|
eBiomeCount
|
|
|
|
|
};
|
|
|
|
|
/*
|
|
|
|
|
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
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
union t_creaturflags1
|
|
|
|
|
{
|
|
|
|
|
uint32_t whole;
|
|
|
|
|
struct {
|
|
|
|
|
//0000 0001 - 0000 0080
|
|
|
|
|
unsigned int unk1 : 1;
|
|
|
|
|
unsigned int dead : 1;
|
|
|
|
|
unsigned int unk3 : 1;
|
|
|
|
|
unsigned int mood_survivor : 1;
|
|
|
|
|
unsigned int hostile : 1;
|
|
|
|
|
unsigned int unk6 : 1;
|
|
|
|
|
unsigned int unk7_friendly : 1;
|
|
|
|
|
unsigned int unk8_friendly : 1;
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
//0000 0100 - 0000 8000
|
|
|
|
|
unsigned int unk9_not_on_unit_screen1 : 1;
|
|
|
|
|
unsigned int unk10 : 1;
|
|
|
|
|
unsigned int unk11_not_on_unit_screen2 : 1;
|
|
|
|
|
unsigned int unk12_friendly : 1;
|
|
|
|
|
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 skeletal : 1;
|
|
|
|
|
unsigned int unk15_not_part_of_fortress : 1; // resets to 0?
|
|
|
|
|
unsigned int unconscious : 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
|
|
|
|
|
|
|
|
|
|
// 0001 0000 - 0080 0000
|
|
|
|
|
unsigned int unk17_not_visible : 1; // hidden? caged?
|
|
|
|
|
unsigned int invader1 : 1;
|
|
|
|
|
unsigned int unk19_not_listed_among_dwarves : 1;
|
|
|
|
|
unsigned int invader2 : 1;
|
|
|
|
|
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 unk21 : 1;
|
|
|
|
|
unsigned int coward : 1; // Will flee if invasion turns around
|
|
|
|
|
unsigned int hidden_ambusher : 1; // maybe
|
|
|
|
|
unsigned int unk23 : 1;
|
|
|
|
|
unsigned int unk24 : 1;
|
|
|
|
|
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 unk25 : 1;
|
|
|
|
|
unsigned int unk26_invisible_hidden : 1;
|
|
|
|
|
unsigned int ridden : 1;
|
|
|
|
|
unsigned int caged : 1;
|
|
|
|
|
unsigned int tame : 1;
|
|
|
|
|
unsigned int unk28 : 1;
|
|
|
|
|
unsigned int chained : 1;
|
|
|
|
|
|
|
|
|
|
unsigned int royal_guard : 1;
|
|
|
|
|
unsigned int fortress_guard : 1;
|
|
|
|
|
unsigned int unk31 : 1;
|
|
|
|
|
unsigned int unk32 : 1;
|
|
|
|
|
unsigned int suppress_wield : 1; // Suppress wield for beatings/etc
|
|
|
|
|
unsigned int important_historical_figure : 1; // Is an important historical figure
|
|
|
|
|
|
|
|
|
|
} bits;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
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
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
union t_creaturflags2
|
|
|
|
|
{
|
|
|
|
|
uint32_t whole;
|
|
|
|
|
struct {
|
|
|
|
|
//0000 0001 - 0000 0080
|
|
|
|
|
unsigned int unk1 : 1;
|
|
|
|
|
unsigned int unk2 : 1;
|
|
|
|
|
unsigned int unk3 : 1;
|
|
|
|
|
unsigned int unk4 : 1;
|
|
|
|
|
unsigned int unk5 : 1;
|
|
|
|
|
unsigned int unk6 : 1;
|
|
|
|
|
unsigned int unk7 : 1; // commonly set on dwarves
|
|
|
|
|
unsigned int dead : 1; // another dead bit
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
//0000 0100 - 0000 8000
|
|
|
|
|
unsigned int unk9 : 1;
|
|
|
|
|
unsigned int unk10 : 1;
|
|
|
|
|
unsigned int unk11 : 1;
|
|
|
|
|
unsigned int unk12 : 1;
|
|
|
|
|
unsigned int unk13 : 1;
|
|
|
|
|
unsigned int unk14 : 1;
|
|
|
|
|
unsigned int unk15 : 1;
|
|
|
|
|
unsigned int ground : 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
|
|
|
|
|
|
|
|
|
|
// 0001 0000 - 0080 0000
|
|
|
|
|
unsigned int flying : 1;
|
|
|
|
|
unsigned int slaughter : 1;
|
|
|
|
|
unsigned int underworld : 1;
|
|
|
|
|
unsigned int unk20 : 1;
|
|
|
|
|
unsigned int unk21 : 1;
|
|
|
|
|
unsigned int unk22 : 1;
|
|
|
|
|
unsigned int unk23 : 1;
|
|
|
|
|
unsigned int unk24 : 1;
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
// 0100 0000 - 8000 0000
|
|
|
|
|
unsigned int unk25 : 1;
|
|
|
|
|
unsigned int unk26 : 1;
|
|
|
|
|
unsigned int unk27 : 1;
|
|
|
|
|
unsigned int unk28 : 1;
|
|
|
|
|
unsigned int unk29 : 1;
|
|
|
|
|
unsigned int unk30 : 1;
|
|
|
|
|
unsigned int unk31 : 1;
|
|
|
|
|
unsigned int unk32 : 1;
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
} bits;
|
|
|
|
|
};
|
|
|
|
|