780 lines
20 KiB
C++
780 lines
20 KiB
C++
/*
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www.sourceforge.net/projects/dfhack
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Copyright (c) 2009 Petr Mrázek (peterix), Kenneth Ferland (Impaler[WrG]), dorf
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must
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not claim that you wrote the original software. If you use this
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software in a product, an acknowledgment in the product documentation
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would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#ifndef TYPES_H_INCLUDED
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#define TYPES_H_INCLUDED
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#include <Tranquility.h>
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#include "Export.h"
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namespace DFHack
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{
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struct t_matgloss
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{
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char id[128]; //the id in the raws
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uint8_t fore; // Annoyingly the offset for this differs between types
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uint8_t back;
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uint8_t bright;
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char name[128]; //this is the name displayed ingame
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};
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struct t_matglossPlant
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{
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char id[128]; //the id in the raws
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uint8_t fore; // Annoyingly the offset for this differs between types
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uint8_t back;
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uint8_t bright;
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char name[128]; //this is the name displayed ingame
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char drink_name[128]; //the name this item becomes a drink
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char food_name[128];
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char extract_name[128];
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};
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struct t_vein
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{
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uint32_t vtable;
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int16_t type;
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int16_t assignment[16];
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int16_t unknown;
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uint32_t flags;
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uint32_t address_of; // this is NOT part of the DF vein, but an address of the vein as seen by DFhack.
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};
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// stores what tiles should appear when the ice melts
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struct t_frozenliquidvein
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{
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uint32_t vtable;
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int16_t tiles[16][16];
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};
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struct t_matglossPair
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{
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int16_t type;
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int16_t index;
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};
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// raw
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struct t_construction_df40d
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{
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int16_t x;
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int16_t y;
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int16_t z;
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int16_t unk1;
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int16_t unk2;
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t_matglossPair material; // 4B
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// int16_t mat_type;
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// int16_t mat_idx;
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};
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// cooked
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struct t_construction
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{
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uint16_t x;
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uint16_t y;
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uint16_t z;
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t_matglossPair material;
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// int16_t mat_type;
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// int16_t mat_idx;
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};
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/*
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dword vtable;
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int minx;
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int miny;
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int centerx;
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int maxx;
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int maxy;
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int centery;
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int z;
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dword height_not_used;
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word mattype;
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word matgloss;
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word type; // NOTE: the actual field is in a different place
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*/
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//raw
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struct t_building_df40d
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{
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uint32_t vtable;
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uint32_t x1;
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uint32_t y1;
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uint32_t centerx;
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uint32_t x2;
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uint32_t y2;
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uint32_t centery;
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uint32_t z;
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uint32_t height;
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t_matglossPair material;
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// not complete
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};
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//cooked
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struct t_building
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{
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uint32_t origin;
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uint32_t vtable;
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uint32_t x1;
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uint32_t y1;
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uint32_t x2;
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uint32_t y2;
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uint32_t z;
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t_matglossPair material;
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uint32_t type;
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// FIXME: not complete, we need building presence bitmaps for stuff like farm plots and stockpiles, orientation (N,E,S,W) and state (open/closed)
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};
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struct t_tree_desc
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{
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t_matglossPair material;
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uint16_t x;
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uint16_t y;
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uint16_t z;
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};
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/*
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case 10:
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ret += "leather";
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break;
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case 11:
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ret += "silk cloth";
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break;
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case 12:
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ret += "plant thread cloth";
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break;
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case 13: // green glass
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ret += "green glass";
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break;
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case 14: // clear glass
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ret += "clear glass";
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break;
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case 15: // crystal glass
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ret += "crystal glass";
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break;
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case 17:
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ret += "ice";
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break;
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case 18:
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ret += "charcoal";
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break;
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case 19:
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ret += "potash";
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break;
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case 20:
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ret += "ashes";
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break;
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case 21:
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ret += "pearlash";
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break;
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case 24:
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ret += "soap";
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break;
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*/
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enum MatglossType
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{
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Mat_Wood,
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Mat_Stone,
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Mat_Metal,
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Mat_Plant,
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Mat_Leather = 10,
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Mat_SilkCloth = 11,
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Mat_PlantCloth = 12,
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Mat_GreenGlass = 13,
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Mat_ClearGlass = 14,
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Mat_CrystalGlass = 15,
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Mat_Ice = 17,
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Mat_Charcoal =18,
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Mat_Potash = 20,
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Mat_Ashes = 20,
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Mat_PearlAsh = 21,
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Mat_Soap = 24
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//NUM_MATGLOSS_TYPES
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};
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enum BiomeOffset
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{
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eNorthWest,
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eNorth,
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eNorthEast,
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eWest,
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eHere,
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eEast,
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eSouthWest,
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eSouth,
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eSouthEast,
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eBiomeCount
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};
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/*
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bits:
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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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*/
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union t_creaturflags1
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{
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uint32_t whole;
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struct {
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unsigned int move_state : 1; // Can the dwarf move or are they waiting for their movement timer
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unsigned int dead : 1; // might also be set for incoming/leaving critters that are alive
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unsigned int has_mood : 1; // Currently in mood
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unsigned int had_mood : 1; // Had a mood
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unsigned int marauder : 1; // wide class of invader/inside creature attackers
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unsigned int drowning : 1;
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unsigned int merchant : 1; // active merchant
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unsigned int forest : 1; // used for units no longer linked to merchant/diplomacy, they just try to leave mostly
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unsigned int left : 1; // left the map
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unsigned int rider : 1;
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unsigned int incoming : 1;
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unsigned int diplomat : 1;
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unsigned int zombie : 1;
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unsigned int skeleton : 1;
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unsigned int can_swap : 1; // Can swap tiles during movement (prevents multiple swaps)
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unsigned int on_ground : 1; // can be conscious
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unsigned int projectile : 1;
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unsigned int active_invader : 1; // for organized ones
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unsigned int hidden_in_ambush : 1;
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unsigned int invader_origin : 1; // could be inactive and fleeing
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unsigned int coward : 1; // Will flee if invasion turns around
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unsigned int hidden_ambusher : 1; // maybe
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unsigned int invades : 1; // Active marauder/invader moving inward
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unsigned int check_flows : 1; // Check against flows next time you get a chance
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// 0100 0000 - 8000 0000
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unsigned int ridden : 1;
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unsigned int caged : 1;
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unsigned int tame : 1;
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unsigned int chained : 1;
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unsigned int royal_guard : 1;
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unsigned int fortress_guard : 1;
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unsigned int suppress_wield : 1; // Suppress wield for beatings/etc
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unsigned int important_historical_figure : 1; // Is an important historical figure
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} bits;
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};
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/*
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bits:
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0 Swimming
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1 Play combat for sparring
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2 Do not notify about level gains (for embark etc)
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3 Unused
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4 Nerves calculated
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5 Body part info calculated
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6 Is important historical figure (slight variation)
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7 Has been killed by kill function (slightly different from dead, not necessarily violent death)
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8 Must be forgotten by forget function (just cleanup)
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9 Must be deleted (cleanup)
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10 Recently forgotten (cleanup)
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11 Offered for trade
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12 Trade resolved
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13 Has breaks
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14 Gutted
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15 Circulatory spray
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16 Locked in for trading (it's a projectile on the other set of flags, might be what the flying was)
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17 Marked for slaughter
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18 Underworld creature
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19 Current resident
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20 Marked for special cleanup as unused load from unit block on disk
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21 Insulation from clothing calculated
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22 Uninvited guest
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23 Visitor
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24 Inventory order calculated
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25 Vision -- have good part
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26 Vision -- have damaged part
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27 Vision -- have missing part
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28 Breathing -- have good part
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29 Breathing -- having a problem
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30 Roaming wilderness population source
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31 Roaming wilderness population source -- not a map feature
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*/
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union t_creaturflags2
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{
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uint32_t whole;
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struct {
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unsigned int swimming : 1;
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unsigned int sparring : 1;
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unsigned int no_notify : 1; // Do not notify about level gains (for embark etc)
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unsigned int unused : 1;
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unsigned int calculated_nerves : 1;
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unsigned int calculated_bodyparts : 1;
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unsigned int important_historical_figure : 1; // slight variation
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unsigned int killed : 1; // killed by kill() function
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unsigned int cleanup_1 : 1; // Must be forgotten by forget function (just cleanup)
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unsigned int cleanup_2 : 1; // Must be deleted (cleanup)
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unsigned int cleanup_3 : 1; // Recently forgotten (cleanup)
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unsigned int for_trade : 1; // Offered for trade
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unsigned int trade_resolved : 1;
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unsigned int has_breaks : 1;
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unsigned int gutted : 1;
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unsigned int circulatory_spray : 1;
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unsigned int locked_in_for_trading : 1;
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unsigned int slaughter : 1; // marked for slaughter
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unsigned int underworld : 1; // Underworld creature
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unsigned int resident : 1; // Current resident
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unsigned int cleanup_4 : 1; // Marked for special cleanup as unused load from unit block on disk
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unsigned int calculated_insulation : 1; // Insulation from clothing calculated
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unsigned int visitor_uninvited : 1; // Uninvited guest
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unsigned int visitor : 1; // visitor
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unsigned int calculated_inventory : 1; // Inventory order calculated
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unsigned int vision_good : 1; // Vision -- have good part
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unsigned int vision_damaged : 1; // Vision -- have damaged part
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unsigned int vision_missing : 1; // Vision -- have missing part
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unsigned int breathing_good : 1; // Breathing -- have good part
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unsigned int breathing_problem : 1; // Breathing -- having a problem
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unsigned int roaming_wilderness_population_source : 1;
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unsigned int roaming_wilderness_population_source_not_a_map_feature : 1;
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} bits;
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};
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/*
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struct t_labor
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{
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string name;
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uint8_t value;
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t_labor() {
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value =0;
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}
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t_labor(const t_labor & b){
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name=b.name;
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value=b.value;
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}
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t_labor & operator=(const t_labor &b){
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name=b.name;
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value=b.value;
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return *this;
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}
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};
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struct t_skill
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{
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string name;
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uint16_t id;
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uint32_t experience;
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uint16_t rating;
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t_skill(){
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id=rating=0;
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experience=0;
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}
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t_skill(const t_skill & b)
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{
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name=b.name;
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id=b.id;
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experience=b.experience;
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rating=b.rating;
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}
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t_skill & operator=(const t_skill &b)
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{
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name=b.name;
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id=b.id;
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experience=b.experience;
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rating=b.rating;
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return *this;
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}
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};
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struct t_trait
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{
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uint16_t value;
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string displayTxt;
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string name;
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t_trait(){
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value=0;
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}
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t_trait(const t_trait &b)
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{
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name=b.name;
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displayTxt=b.displayTxt;
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value=b.value;
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}
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t_trait & operator=(const t_trait &b)
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{
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name=b.name;
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displayTxt=b.displayTxt;
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value=b.value;
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return *this;
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}
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};
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*/
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/*
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CREATURE
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*/
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struct t_lastname
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{
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int names[7];
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};
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struct t_squadname
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{
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int names[6];
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};
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struct t_skill
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{
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uint16_t id;
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uint32_t experience;
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uint16_t rating;
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};
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struct t_job
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{
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bool active;
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uint8_t jobId;
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};
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struct t_like
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{
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int16_t type;
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int16_t itemClass;
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int16_t itemIndex;
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t_matglossPair material;
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bool active;
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};
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#define NUM_CREATURE_TRAITS 30
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#define NUM_CREATURE_LABORS 102
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struct t_creature
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{
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uint32_t origin;
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uint16_t x;
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uint16_t y;
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uint16_t z;
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uint32_t type;
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t_creaturflags1 flags1;
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t_creaturflags2 flags2;
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char first_name [128];
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char nick_name [128];
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t_lastname last_name;
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t_squadname squad_name;
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uint8_t profession;
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char custom_profession[128];
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// enabled labors
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uint8_t labors[NUM_CREATURE_LABORS];
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// personality traits
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uint16_t traits[NUM_CREATURE_TRAITS];
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uint8_t numSkills;
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t_skill skills[256];
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/*
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//string last_name;
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string current_job;
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*/
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uint8_t numLikes;
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t_like likes[32];
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t_job current_job;
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uint32_t happiness;
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uint32_t id;
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uint32_t agility;
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uint32_t strength;
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uint32_t toughness;
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uint32_t money;
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int32_t squad_leader_id;
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uint8_t sex;
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};
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//raw
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struct t_item_df40d
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{
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uint32_t vtable;
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uint16_t x;
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uint16_t y;
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uint16_t z;
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uint32_t flags;
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uint32_t unk1;
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uint32_t unk2;
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uint32_t ID;
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// not complete
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};
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//From http://dwarffortresswiki.net/index.php/User:Rick/Memory_research
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//They all seem to be valid on 40d as well
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union t_itemflags
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{
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uint32_t whole;
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struct {
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unsigned int on_ground : 1; // Item on ground
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unsigned int in_job : 1; // item currently being used in a job
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unsigned int in_inventory : 1; // Item in a creatures inventory
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unsigned int u_ngrd1 : 1; // only occurs when not on ground, unknown function
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unsigned int in_workshop : 1; // Item is in a workshops inventory
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unsigned int u_ngrd2 : 1; // only occurs when not on ground, unknown function
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unsigned int u_ngrd3 : 1; // only occurs when not on ground, unknown function
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unsigned int rotten : 1; // Item is rotten
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unsigned int unk1 : 1; // unknown function
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unsigned int u_ngrd4 : 1; // only occurs when not on ground, unknown function
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unsigned int unk2 : 1; // unknown function
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unsigned int u_ngrd5 : 1; // only occurs when not on ground, unknown function
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unsigned int unk3 : 1; // unknown function
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unsigned int u_ngrd6 : 1; // only occurs when not on ground, unknown function
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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<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)
|
|
};
|
|
|
|
// 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
|
|
};
|
|
|
|
struct t_note
|
|
{
|
|
char symbol;
|
|
uint16_t foreground;
|
|
uint16_t background;
|
|
char name[128];
|
|
uint16_t x;
|
|
uint16_t y;
|
|
uint16_t z;
|
|
};
|
|
|
|
#define NUM_HOTKEYS 16
|
|
struct t_hotkey
|
|
{
|
|
char name[10];
|
|
int16_t mode;
|
|
int32_t x;
|
|
int32_t y;
|
|
int32_t z;
|
|
};
|
|
|
|
}// namespace DFHack
|
|
#endif // TYPES_H_INCLUDED
|