dfhack/plugins/Dfusion/luafiles/patterns.lua

249 lines
6.8 KiB
Lua

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