249 lines
6.8 KiB
Lua
249 lines
6.8 KiB
Lua
ptt_dfstring={}
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if WINDOWS then
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ptt_dfstring.ptr={off=0,rtype=DWORD}
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ptt_dfstring.size={off=16,rtype=DWORD}
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ptt_dfstring.alloc={off=20,rtype=DWORD}
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function ptt_dfstring:getval()
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--print(string.format("GETTING FROM:%x",self.__offset))
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if self.size<16 then
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--print(string.format("GETTING FROM:%x",self.__offset))
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return string.sub(engine.peekstr(self.__offset),1,self.size)
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else
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--print(string.format("GETTING FROM:%x",self.ptr))
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return string.sub(engine.peekstr(self.ptr),1,self.size)
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end
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end
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function ptt_dfstring:setval(newstring)
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local offset=self.__offset
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local strl=string.len(newstring)
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if strl<16 then
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--print(string.format("GETTING FROM:%x",self.__offset))
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engine.poked(offset+ptt_dfstring.size.off,strl)
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engine.poked(offset+ptt_dfstring.alloc.off,15)
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engine.pokestr(offset,newstring)
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else
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local loc
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if engine.peekd(offset+ptt_dfstring.alloc.off) > strl then
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loc=engine.peekd(offset)
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print("Will fit:"..loc.." len:"..strl)
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else
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loc=Allocate(strl+1)
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engine.poked(offset+ptt_dfstring.alloc.off,strl)
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print("Will not fit:"..loc.." len:"..strl)
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end
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--print(string.format("GETTING FROM:%x",self.ptr))
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engine.poked(self.__offset+ptt_dfstring.size.off,strl)
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engine.pokestr(loc,newstring)
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engine.poked(self.__offset,loc)
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end
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end
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else
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--ptt_dfstring.ptr={off=0,rtype=DWORD}
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function ptt_dfstring:getval()
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return engine.peekstr_stl(self.__offset)
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end
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end
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--if(COMPATMODE) then
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--ptr_vector={}
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--ptr_vector.st={off=4,rtype=DWORD}
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--ptr_vector.en={off=8,rtype=DWORD}
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--else
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ptr_vector={}
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ptr_vector.st={off=0,rtype=DWORD}
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ptr_vector.en={off=4,rtype=DWORD}
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ptr_vector.alloc={off=8,rtype=DWORD}
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--end
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function ptr_vector:clone(settype)
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local ret={}
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for k,v in pairs(self) do
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ret[k]=v
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end
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ret.type=settype
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return ret
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end
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function ptr_vector:size()
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return (self.en-self.st)/engine.sizeof(self.type)
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end
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ptr_vector.type=DWORD
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function ptr_vector:getval(num)
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if self.st==0 then return error("Vector empty.") end
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--print("Wants:"..num.." size:"..self:size())
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if num>=self:size() then error("Index out of bounds in vector.") end
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return engine.peek(self.st+engine.sizeof(self.type)*num,self.type)
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end
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function ptr_vector:setval(num,val)
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return engine.poke(self.st+engine.sizeof(self.type)*num,self.type,val)
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end
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function ptr_vector:append(val)
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if self.alloc - self.en > 0 then
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local num=self:size()
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self.en=self.en+engine.sizeof(self.type)
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self:setval(val,num)
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else
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error("larger than allocated arrays not implemented yet")
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local num=self:size()
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local ptr=Allocate(num*2)
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end
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end
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ptt_dfflag={}
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function ptt_dfflag.flip(self,num) --flip one bit in flags
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local of=math.floor (num/8);
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self[of]=bit.bxor(self[of],bit.lshift(1,num%8))
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end
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function ptt_dfflag.get(self,num) -- get one bit in flags
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local of=math.floor (num/8);
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if bit.band(self[of],bit.lshift(1,num%8))~=0 then
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return true
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else
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return false
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end
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end
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function ptt_dfflag.set(self,num,val) --set to on or off one bit in flags
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if (self:get(num)~=val) then
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self:flip(num)
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end
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end
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function ptt_dfflag.new(size) -- create new flag pattern of size(in bytes)
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local ret={}
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for i=0,size-1 do
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ret[i]={off=i,rtype=BYTE};
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end
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ret.flip=ptt_dfflag.flip --change to metatable stuff...
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ret.get=ptt_dfflag.get
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ret.set=ptt_dfflag.set
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return ret;
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end
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--[[
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Creature:
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0 name (df_string) 28
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28 nick (df_string) 56
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56 surname- namearray(7*dword(4)) 84 ...
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140 race (dword) 144
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224 flags
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264 civ (dword)
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252 ID
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592 following ID
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904 bleed vector? hurt vector or sth...
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0x790 legends id?
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2128 known names? or knowledge?
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flags:
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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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32 swiming
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]]--
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ptr_Creature={}
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local posoff=0 --VersionInfo.getGroup("Creatures"):getGroup("creature"):getOffset("position")
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ptr_Creature.x={off=posoff,rtype=WORD} --ok
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ptr_Creature.y={off=posoff+2,rtype=WORD} --ok
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ptr_Creature.z={off=posoff+4,rtype=WORD} --ok
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ptr_Creature.flags={off=0,rtype=ptt_dfflag.new(10)}
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ptr_Creature.name={off=0,rtype=ptt_dfstring}
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ptr_Creature.ID={off=252,rtype=DWORD} --ok i guess
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ptr_Creature.followID={off=592,rtype=DWORD} --ok
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ptr_Creature.race={off=140,rtype=DWORD} --ok
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ptr_Creature.civ={off=264,rtype=DWORD}
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ptr_Creature.legends={off=344,rtype=ptr_vector} --ok
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ptr_Creature.hurt1={off=0x308,rtype=ptr_vector:clone(BYTE)} --byte vector...
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ptr_Creature.hurt2={off=0x338,rtype=ptr_vector}
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ptr_Creature.wounds={off=0x388,rtype=ptr_vector}
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ptr_Creature.itemlist1={off=0x1D0,rtype=ptr_vector}
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ptr_Creature.itemlist2={off=0x288,rtype=ptr_vector}
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ptr_Creature.bloodlvl={off=0x490,rtype=DWORD}
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ptr_Creature.bleedlvl={off=0x494,rtype=DWORD}
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ptr_CrGloss={}
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ptr_CrGloss.token={off=0,rtype=ptt_dfstring}
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ptr_CrGloss.castes={off=296,rtype=ptr_vector}
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ptr_CrCaste={}
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ptr_CrCaste.name={off=0,rtype=ptt_dfstring}
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ptr_CrCaste.flags_ptr={off=0x5A0,rtype=DWORD} --size 17?
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--[=[
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Flags:
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57 - is sentient (allows setting labours)
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--]=]
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ptr_LEntry={} -- all size 256
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ptr_LEntry.name={off=36,rtype=ptt_dfstring}
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ptr_LEntry.id1={off=160,rtype=DWORD}
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ptr_LEntry.id2={off=164,rtype=DWORD}
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ptr_LEntry.somlist={off=220,rtype=DWORD}
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ptr_dfname={}
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for i=0,6 do
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ptr_dfname[i]={off=i*4,rtype=DWORD}
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end
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--[[
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Site docs:
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0x38 name struct todo...
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0x78 type:
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0 - mountain halls (yours)
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1 - dark fort
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2 - cave
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3 - mountain hall (other)
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4 - forest
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5 - hamlet
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6 - imp location
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7 - lair
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8 - fort
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9 - camp
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0x7a some sort of id?
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0x84 some vec (ids)
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0x94 some other vec (ids)
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0xa4 some vec (prts)
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0x118 ptr to sth
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0x14c ptr to mapdata
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]]--
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ptr_site={}
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ptr_site.type={off=0x78,rtype=WORD}
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ptr_site.id={off=0x7a,rtype=DWORD}
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ptr_site.name={off=0x38,rtype=ptr_dfname}
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ptr_site.flagptr={off=0x118,rtype=DWORD}
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ptr_legends2={}
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ptr_legends2.id={off=0,rtype=DWORD}
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ptr_legends2.follow={off=0x18,rtype=DWORD}
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ptr_material={}
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ptr_material.token={off=0,rtype=ptt_dfstring}
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