/* 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 #include "Export.h" 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; }; 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 }; /* 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 { 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 } 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 { 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; } bits; }; /* struct t_labor { string name; uint8_t value; 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; 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; 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; } }; */ /* CREATURE */ struct t_lastname { int names[7]; }; struct t_squadname { int names[6]; }; 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; }; #define NUM_CREATURE_TRAITS 30 #define NUM_CREATURE_LABORS 102 struct t_creature { uint32_t origin; uint16_t x; uint16_t y; uint16_t z; uint32_t type; t_creaturflags1 flags1; t_creaturflags2 flags2; char first_name [128]; char nick_name [128]; t_lastname last_name; t_squadname squad_name; uint8_t profession; char custom_profession[128]; // enabled labors uint8_t labors[NUM_CREATURE_LABORS]; // personality traits uint16_t traits[NUM_CREATURE_TRAITS]; uint8_t numSkills; t_skill skills[256]; /* //string last_name; string current_job; */ uint8_t numLikes; t_like likes[32]; t_job current_job; 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; }; //raw struct t_item_df40d { uint32_t vtable; uint16_t x; uint16_t y; uint16_t z; uint32_t flags; uint32_t unk1; uint32_t unk2; uint32_t ID; // not complete }; //From http://dwarffortresswiki.net/index.php/User:Rick/Memory_research //They all seem to be valid on 40d as well union t_itemflags { uint32_t whole; struct { 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 } bits; }; //cooked struct t_item { uint32_t origin; uint32_t vtable; uint32_t x; uint32_t y; uint32_t z; t_itemflags flags; uint32_t ID; uint32_t type; t_matglossPair material; /* uint8_t matType; uint8_t material; */ // vector bytes; used for item research // 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 }; 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 */ e_designation dig : 3; unsigned int smooth : 2; 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? 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? } 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 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; unsigned int broken_arrows_variant : 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; }; struct t_viewscreen { int32_t type; //There is more info in these objects, but I don't know what it is yet }; }// namespace DFHack #endif // TYPES_H_INCLUDED