656 lines
16 KiB
C++
656 lines
16 KiB
C++
/*
|
|
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];
|
|
uint8_t fore; // Annoyingly the offset for this differs between types
|
|
uint8_t back;
|
|
uint8_t bright;
|
|
};
|
|
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;
|
|
};
|
|
|
|
#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;
|
|
*/
|
|
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 unk1;
|
|
uint32_t flags;
|
|
uint32_t unk2;
|
|
uint32_t ID;
|
|
// not complete
|
|
};
|
|
|
|
//cooked
|
|
struct t_item
|
|
{
|
|
uint32_t origin;
|
|
uint32_t vtable;
|
|
|
|
uint32_t x;
|
|
uint32_t y;
|
|
uint32_t z;
|
|
|
|
uint32_t flags;
|
|
uint32_t ID;
|
|
uint32_t type;
|
|
t_matglossPair material;
|
|
/*
|
|
uint8_t matType;
|
|
uint8_t material;
|
|
*/
|
|
// vector<uint8_t> 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)
|
|
};
|
|
|
|
// TODO: research this further? consult DF hacker wizards?
|
|
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
|
|
*/
|
|
unsigned int dig : 3;
|
|
unsigned int detail : 1;///<- wtf
|
|
unsigned int detail_event : 1;///<- more wtf
|
|
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?
|
|
unsigned int traffic : 2; // needs enum
|
|
unsigned int flow_forbid : 1; // idk wtf bbq
|
|
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 debris1 :1;
|
|
unsigned int debris2 :1;
|
|
unsigned int debris3 :1;
|
|
unsigned int debris4 :1;
|
|
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 debris5 : 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
|