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df.units.xml
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df.units.xml
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<data-definition>
<bitfield-type type-name='unit_flags1' base-type='uint32_t'> bay12: UNITFLAG_*
<flag-bit name='move_state'
comment='(CANMOVE) Can the dwarf move or are they waiting for their movement timer'/>
<flag-bit name='inactive'
comment='(DEAD) Set for dead units and incoming/leaving critters that are alive but off-map'/>
<flag-bit name='has_mood' comment='(MOOD) Currently in mood'/>
<flag-bit name='had_mood' comment='(MOODSPENT) Had a mood already'/>
<flag-bit name='marauder' comment='wide class of invader/inside creature attackers'/>
<flag-bit name='drowning' comment='Is currently drowning'/>
<flag-bit name='merchant' comment='An active merchant'/>
<flag-bit name='forest'
comment='used for units no longer linked to merchant/diplomacy, they just try to leave mostly'/>
<flag-bit name='left' comment='left the map'/>
<flag-bit name='rider' comment='Is riding an another creature'/>
<flag-bit name='incoming'/>
<flag-bit name='diplomat'/>
<flag-bit name='temp_flag' comment='used as a temporary marker in certain places'/>
<flag-bit name='check_active_heist'/>
<flag-bit name='can_swap' comment='(CANSWAP) Can swap tiles during movement (prevents multiple swaps)'/>
<flag-bit name='on_ground' comment='(GROUNDED) The creature is laying on the floor, can be conscious'/>
<flag-bit name='projectile' comment='Launched into the air? Funny.'/>
<flag-bit name='active_invader' comment='(INVADER) Active invader (for organized ones)'/>
<flag-bit name='hidden_in_ambush' comment='(AMBUSH)'/>
<flag-bit name='invader_origin' comment='(INVADER_ORIG) Invader origin (could be inactive and fleeing)'/>
<flag-bit name='coward' comment='(WILLFLEEUNDERLOSSES) Will flee if invasion turns around'/>
<flag-bit name='hidden_ambusher' comment='(INVADERFORAY/MARAUDER_ACTIVE) Active marauder/invader moving inward?'/>
<flag-bit name='invades' comment='(INVADERFORAY2/MARAUDER_RESIDENT) Marauder resident/invader moving in all the way'/>
<flag-bit name='check_flows' comment='(FLOWCHECK) Check against flows next time you get a chance'/>
<flag-bit name='ridden'/>
<flag-bit name='caged'/>
<flag-bit name='tame'/>
<flag-bit name='chained'/>
<flag-bit comment='(UNUSED_1_29)'/>
<flag-bit comment='(UNUSED_1_30)'/>
<flag-bit name='suppress_wield' comment='(WIELDSUPPRESS)'/>
<flag-bit name='important_historical_figure' comment='(NEMESIS) Is an important historical figure'/>
</bitfield-type>
<bitfield-type type-name='unit_flags2' base-type='uint32_t'> bay12: UNITFLAG2_*
<flag-bit name='swimming'/>
<flag-bit name='sparring' comment='(PLAYCOMBAT) works, but not set for sparring military dwarves(?) (since 0.40.01?)'/>
<flag-bit name='no_notify' comment='(NO_NOTIFICATIONS) Do not notify about level gains (for embark etc)'/>
<flag-bit name='uniquebody' comment='this unit has a unique body plan which will be stored in and loaded from the savefile individually'/>
<flag-bit name='calculated_nerves' comment='(NERVES_CALCULATED)'/>
<flag-bit name='calculated_bodyparts' comment='(BPS_CALCULATED)'/>
<flag-bit name='important_historical_figure'
comment='(IS_NEMESIS) Is important historical figure (slight variation)'/>
<flag-bit name='killed'
comment='(HAS_BEEN_KILLED) Has been killed by kill function (slightly different from dead, not necessarily violent death)'/>
<flag-bit name='cleanup_1' comment='(MUST_FORGET_COMPLETELY) Must be forgotten by forget function (just cleanup)'/>
<flag-bit name='cleanup_2' comment='(MUST_DELETE) Must be deleted (cleanup)'/>
<flag-bit name='cleanup_3' comment='(JUST_FORGOTTEN) Recently forgotten (cleanup)'/>
<flag-bit name='for_trade' comment='(CIV_OFFERED) Offered for trade'/>
<flag-bit name='trade_resolved' comment='(CIV_RESOLVED)'/>
<flag-bit name='has_breaks' comment='(EVALUATE_LEAKS)'/>
<flag-bit name='gutted' comment='(HEALTH_GUTTED)'/>
<flag-bit comment='(UNUSED_16)'/>
<flag-bit name='locked_in_for_trading' comment="(TRADE_LOCKED) Locked in for trading"/>
<flag-bit name='slaughter' comment='(BUTCHERABLE) marked for slaughter'/>
<flag-bit name='underworld' comment='(DEFENDER) Underworld creature'/>
<flag-bit name='resident' comment='(CURRENT_RESIDENT) Current resident'/>
<flag-bit name='cleanup_4'
comment='(NONGLOBAL_DELETE) Marked for special cleanup as unused load from unit block on disk'/>
<flag-bit name='calculated_insulation' comment='(INSULATION_CALCULATED) Insulation from clothing calculated'/>
<flag-bit name='visitor_uninvited' comment='(UNINVITED_GUEST) Uninvited guest'/>
<flag-bit name='visitor'/>
<flag-bit name='calculated_inventory' comment='(INVORDER_CALCULATED) Inventory order calculated'/>
<flag-bit name='vision_good' comment='(HEALTH_VISION_HAVEFINE) Vision -- have good part'/>
<flag-bit name='vision_damaged' comment='(HEALTH_VISION_HAVEDAMAGE) Vision -- have damaged part'/>
<flag-bit name='vision_missing' comment='(HEALTH_VISION_HAVEMISSING) Vision -- have missing part'/>
<flag-bit name='breathing_good' comment='(HEALTH_BREATHING_HAVEFINE) Breathing -- have good part'/>
<flag-bit name='breathing_problem' comment='(HEALTH_BREATHING_HAVEPROBLEM) Breathing -- having a problem'/>
<flag-bit name='roaming_wilderness_population_source' comment='ROMAING_WILDERPOP'/>
<flag-bit name='roaming_wilderness_population_source_not_a_map_feature' comment='ROAMING_WILDERPOP_NOT_FEATURE'/>
</bitfield-type>
<bitfield-type type-name='unit_flags3' base-type='uint32_t'> bay12: UNITFLAG3_*
<flag-bit name='body_part_relsize_computed' comment='(RELSIZES_CALCULATED)'/>
<flag-bit name='size_modifier_computed' comment='(TOTAL_APP_SIZE_MOD_CALCULATED)'/>
<flag-bit name='stuck_weapon_computed' comment='(STUCKIN_WOULD_FLAGS_CALCULATED) cleared if removing StuckIn item to recompute wound flags.'/>
<flag-bit name='compute_health' comment='(WOUND_CHECK_REQUIRED) causes the health structure to be created or updated'/>
<flag-bit name='announce_titan' comment='*(UNANNOUNCED) Announces creature like an FB or titan.'/>
<flag-bit name='training_tired_wait'/>
<flag-bit name='on_crutch' comment='(CRUTCH_WALKING)'/>
<flag-bit name='weight_computed' comment='(MASS_CALCULATED)'/>
<flag-bit name='body_temp_in_range' comment='(BP_TEMP_CHECK_OFF) Is set to 1 every tick for non-dead creatures.'/>
<flag-bit name='wait_until_reveal' comment='(FROZEN_IN_TIME) Blocks all kind of things until tile is revealed.'/>
<flag-bit name='scuttle'>
<comment> (IS_EQUIPMENT)
Scuttle creature: causes creature to be killed, leaving a behind
corpse and generating negative thoughts like a real kill.
</comment>
</flag-bit>
<flag-bit name='verify_personal_training'/>
<flag-bit name='ghostly' comment='(GHOST)'/>
<flag-bit name='just_sprung_ambush'/>
<flag-bit name='disturbed_from_death'/>
<flag-bit name='diving' comment='dropped when znew >= zold'/>
<flag-bit name='flee_if_birth_race' comment='something to do with werewolves?'/>
<flag-bit name='no_meandering' comment='(FLEE_WHEN_JOBLESS) for active_invaders'/>
<flag-bit name='floundering' comment='(FLOUNDERING_IN_LIQUID)'/>
<flag-bit name='exit_vehicle1' comment='(ON_VEHICLE) trapavoid'/>
<flag-bit name='exit_vehicle2' comment='(ON_PROJECTILE) trapavoid'/>
<flag-bit name='dangerous_terrain' comment='(HAVE_FLED_TERRAIN_RECENTLY)'/>
<flag-bit name='adv_yield' comment='(YIELDED)'/>
<flag-bit name='vision_cone_set' comment='(VISION_ARC_OBSOLETE)'/>
<flag-bit name='multipart_vision_have_at_least_damaged'/>
<flag-bit name='emotionally_overloaded' since='v0.40.01' comment='(PERSONALITY_MOOD_PREVENTS_WORK)'/>
<flag-bit name='check_reorganize_possessions'/>
<flag-bit name='available_for_adoption' comment='(AVAILABLE_FOR_PET_SALE)'/>
<flag-bit name='gelded'/>
<flag-bit name='marked_for_gelding' comment='(WANT_GELD_JOB)'/>
<flag-bit name='injury_thought' comment='(DID_WOUND_THOUGHT_AND_NOT_WOUNDED_AGAIN)'/>
<flag-bit name='guest' comment='causes No Activity to be displayed'/>
</bitfield-type>
<bitfield-type type-name='unit_flags4' base-type='uint32_t'> bay12: UNITFLAG4_*
<flag-bit name='lazy_goblet_check'/>
<flag-bit name='urgent_goblet_check'/>
<flag-bit name='counts_as_great_beast'/>
<flag-bit name='counts_as_animal'/>
<flag-bit name='counts_as_merchant_for_del'/>
<flag-bit name='might_be_holding_artifact' comment='does not count containers'/>
<flag-bit name='might_possess_artifact' comment='counts containers and inventory'/>
<flag-bit name='invader_waits_for_parley'/>
<flag-bit name='might_have_moving_inventory'/>
<flag-bit name='any_texture_must_be_refreshed'/>
<flag-bit name='only_do_assigned_jobs'/>
<flag-bit name='mood_succeeded'/>
<flag-bit name='agitated_wilderness_creature'/>
<flag-bit name='path_failed_recently'/>
<flag-bit name='portrait_must_be_refreshed'/>
<flag-bit name='may_have_magical_inventory_item'/>
<flag-bit name='may_have_mythical_substance'/>
</bitfield-type>
<enum-type type-name='value_type' base-type='int32_t'> bay12: PersonalityValueType
<enum-item name='NONE' value='-1'/>
<enum-item name='LAW'/>
<enum-item name='LOYALTY'/>
<enum-item name='FAMILY'/>
<enum-item name='FRIENDSHIP'/>
<enum-item name='POWER'/>
<enum-item name='TRUTH'/>
<enum-item name='CUNNING'/>
<enum-item name='ELOQUENCE'/>
<enum-item name='FAIRNESS'/>
<enum-item name='DECORUM'/>
<enum-item name='TRADITION'/>
<enum-item name='ARTWORK'/>
<enum-item name='COOPERATION'/>
<enum-item name='INDEPENDENCE'/>
<enum-item name='STOICISM'/>
<enum-item name='INTROSPECTION'/>
<enum-item name='SELF_CONTROL'/>
<enum-item name='TRANQUILITY'/>
<enum-item name='HARMONY'/>
<enum-item name='MERRIMENT'/>
<enum-item name='CRAFTSMANSHIP'/>
<enum-item name='MARTIAL_PROWESS'/>
<enum-item name='SKILL'/>
<enum-item name='HARD_WORK'/>
<enum-item name='SACRIFICE'/>
<enum-item name='COMPETITION'/>
<enum-item name='PERSEVERENCE'/>
<enum-item name='LEISURE_TIME'/>
<enum-item name='COMMERCE'/>
<enum-item name='ROMANCE'/>
<enum-item name='NATURE'/>
<enum-item name='PEACE'/>
<enum-item name='KNOWLEDGE'/>
</enum-type>
<enum-type type-name='goal_type' base-type='int32_t'> bay12: PersonalityGoalType
<enum-attr name='short_name' comment='Goal name in up to 20 characters for displaying in fixed width column'/>
<enum-attr name='achieved_short_name' comment='Achieved goal name in up to 20 characters for displaying in fixed width column'/>
<enum-item name='STAY_ALIVE'>
<item-attr name='short_name' value='Stay Alive'/>
<item-attr name='achieved_short_name' value='Stayed Alive'/>
</enum-item>
<enum-item name='MAINTAIN_ENTITY_STATUS'>
<item-attr name='short_name' value='Maintain Status'/>
<item-attr name='achieved_short_name' value='Maintained Status'/>
</enum-item>
<enum-item name='START_A_FAMILY'>
<item-attr name='short_name' value='Be a Parent'/>
<item-attr name='achieved_short_name' value='Is a Parent'/>
</enum-item>
<enum-item name='RULE_THE_WORLD'>
<item-attr name='short_name' value='Rule the World'/>
<item-attr name='achieved_short_name' value='Ruled the World'/>
</enum-item>
<enum-item name='CREATE_A_GREAT_WORK_OF_ART'>
<item-attr name='short_name' value='Create Great Artwork'/>
<item-attr name='achieved_short_name' value='Made Great Artwork'/>
</enum-item>
<enum-item name='CRAFT_A_MASTERWORK'>
<item-attr name='short_name' value='Craft a Masterwork'/>
<item-attr name='achieved_short_name' value='Crafted a Masterwork'/>
</enum-item>
<enum-item name='BRING_PEACE_TO_THE_WORLD'>
<item-attr name='short_name' value='Bring Peace to World'/>
<item-attr name='achieved_short_name' value='Brought World Peace'/>
</enum-item>
<enum-item name='BECOME_A_LEGENDARY_WARRIOR'>
<item-attr name='short_name' value='Be Legendary Warrior'/>
<item-attr name='achieved_short_name' value='Is Legendary Warrior'/>
</enum-item>
<enum-item name='MASTER_A_SKILL'>
<item-attr name='short_name' value='Master a Skill'/>
<item-attr name='achieved_short_name' value='Mastered a Skill'/>
</enum-item>
<enum-item name='FALL_IN_LOVE'>
<item-attr name='short_name' value='Fall in Love'/>
<item-attr name='achieved_short_name' value='Fell in Love'/>
</enum-item>
<enum-item name='SEE_THE_GREAT_NATURAL_SITES'>
<item-attr name='short_name' value='See Natural Wonders'/>
<item-attr name='achieved_short_name' value='Saw Natural Wonders'/>
</enum-item>
<enum-item name='IMMORTALITY'>
<item-attr name='short_name' value='Immortality'/>
<item-attr name='achieved_short_name' value='Immortal'/>
</enum-item>
<enum-item name='MAKE_A_GREAT_DISCOVERY'>
<item-attr name='short_name' value='Make Great Discovery'/>
<item-attr name='achieved_short_name' value='Made Great Discovery'/>
</enum-item>
<enum-item name='ATTAIN_RANK_IN_SOCIETY' since='v0.47.01'>
<item-attr name='short_name' value='Attain Social Rank'/>
<item-attr name='achieved_short_name' value='Attained Social Rank'/>
</enum-item>
<enum-item name='BATHE_WORLD_IN_CHAOS' since='v0.47.01'>
<item-attr name='short_name' value='Bathe World in Chaos'/>
<item-attr name='achieved_short_name' value='World is in Chaos'/>
</enum-item>
</enum-type>
<enum-type type-name='personality_facet_type' base-type='int32_t'> bay12: PersonalityNFacetType
<enum-item name='NONE' value='-1'/>
<enum-item name='LOVE_PROPENSITY'/>
<enum-item name='HATE_PROPENSITY'/>
<enum-item name='ENVY_PROPENSITY'/>
<enum-item name='CHEER_PROPENSITY'/>
<enum-item name='DEPRESSION_PROPENSITY'/>
<enum-item name='ANGER_PROPENSITY'/>
<enum-item name='ANXIETY_PROPENSITY'/>
<enum-item name='LUST_PROPENSITY'/>
<enum-item name='STRESS_VULNERABILITY'/>
<enum-item name='GREED'/>
<enum-item name='IMMODERATION'/>
<enum-item name='VIOLENT'/>
<enum-item name='PERSEVERENCE'/>
<enum-item name='WASTEFULNESS'/>
<enum-item name='DISCORD'/>
<enum-item name='FRIENDLINESS'/>
<enum-item name='POLITENESS'/>
<enum-item name='DISDAIN_ADVICE'/>
<enum-item name='BRAVERY'/>
<enum-item name='CONFIDENCE'/>
<enum-item name='VANITY'/>
<enum-item name='AMBITION'/>
<enum-item name='GRATITUDE'/>
<enum-item name='IMMODESTY'/>
<enum-item name='HUMOR'/>
<enum-item name='VENGEFUL'/>
<enum-item name='PRIDE'/>
<enum-item name='CRUELTY'/>
<enum-item name='SINGLEMINDED'/>
<enum-item name='HOPEFUL'/>
<enum-item name='CURIOUS'/>
<enum-item name='BASHFUL'/>
<enum-item name='PRIVACY'/>
<enum-item name='PERFECTIONIST'/>
<enum-item name='CLOSEMINDED'/>
<enum-item name='TOLERANT'/>
<enum-item name='EMOTIONALLY_OBSESSIVE'/>
<enum-item name='SWAYED_BY_EMOTIONS'/>
<enum-item name='ALTRUISM'/>
<enum-item name='DUTIFULNESS'/>
<enum-item name='THOUGHTLESSNESS'/>
<enum-item name='ORDERLINESS'/>
<enum-item name='TRUST'/>
<enum-item name='GREGARIOUSNESS'/>
<enum-item name='ASSERTIVENESS'/>
<enum-item name='ACTIVITY_LEVEL'/>
<enum-item name='EXCITEMENT_SEEKING'/>
<enum-item name='IMAGINATION'/>
<enum-item name='ABSTRACT_INCLINED'/>
<enum-item name='ART_INCLINED'/>
</enum-type>
<enum-type type-name='physical_attribute_type'> bay12: PhysicalAttribute
<enum-item name='STRENGTH'/>
<enum-item name='AGILITY'/>
<enum-item name='TOUGHNESS'/>
<enum-item name='ENDURANCE'/>
<enum-item name='RECUPERATION'/>
<enum-item name='DISEASE_RESISTANCE'/>
</enum-type>
<enum-type type-name='mental_attribute_type'> bay12: MentalAttribute
<enum-item name='ANALYTICAL_ABILITY'/>
<enum-item name='FOCUS'/>
<enum-item name='WILLPOWER'/>
<enum-item name='CREATIVITY'/>
<enum-item name='INTUITION'/>
<enum-item name='PATIENCE'/>
<enum-item name='MEMORY'/>
<enum-item name='LINGUISTIC_ABILITY'/>
<enum-item name='SPATIAL_SENSE'/>
<enum-item name='MUSICALITY'/>
<enum-item name='KINESTHETIC_SENSE'/>
<enum-item name='EMPATHY'/>
<enum-item name='SOCIAL_AWARENESS'/>
</enum-type>
<enum-type type-name='mood_type' base-type='int16_t'> bay12: Moods
<enum-item name='None' value='-1'/>
<enum-item name='Fey'/>
<enum-item name='Secretive'/>
<enum-item name='Possessed'/>
<enum-item name='Macabre'/>
<enum-item name='Fell'/>
<enum-item name='Melancholy'/>
<enum-item name='Raving'/>
<enum-item name='Berserk'/>
<enum-item name='Baby'/>
<enum-item name='Traumatized'/>
</enum-type>
<enum-type type-name='ghost_type' base-type='int16_t'> bay12: GhostType
<enum-item name='None' value='-1'/>
<enum-item name='MurderousGhost' comment='MURDEROUS'/>
<enum-item name='SadisticGhost' comment='SADISTIC'/>
<enum-item name='SecretivePoltergeist' comment='HIDER'/>
<enum-item name='EnergeticPoltergeist' comment='TOPPLER'/>
<enum-item name='AngryGhost' comment='POSSESSOR'/>
<enum-item name='ViolentGhost' comment='ANGRY'/>
<enum-item name='MoaningSpirit' comment='MOANING'/>
<enum-item name='HowlingSpirit' comment='HOWLING'/>
<enum-item name='TroublesomePoltergeist' comment='THROWER'/>
<enum-item name='RestlessHaunt' comment='HAUNTER_RELATIVES'/>
<enum-item name='ForlornHaunt' comment='HAUNTER_KNOWN_LOCATIONS'/>
</enum-type>
<enum-type type-name='animal_training_level' base-type='int32_t'> bay12: AnimalTrainingStatusType
<enum-item name='SemiWild'/>
<enum-item name='Trained'/>
<enum-item name='WellTrained'/>
<enum-item name='SkilfullyTrained'/>
<enum-item name='ExpertlyTrained'/>
<enum-item name='ExceptionallyTrained'/>
<enum-item name='MasterfullyTrained'/>
<enum-item name='Domesticated'/>
<enum-item name='NUM'/>
<enum-item name='WildUntamed'
comment='Actually NONE, since Toady forgot to set this equal to -1'/>
</enum-type>
<enum-type type-name='unit_report_type' base-type='int16_t'> bay12: UnitAnnouncementCategory
<enum-item name='Combat'/>
<enum-item name='Sparring'/>
<enum-item name='Hunting'/>
</enum-type>
<enum-type type-name='skill_rating' base-type='int32_t'> Not in DF
<enum-attr name='xp_threshold' type-name='uint32_t'/>
<enum-attr name='caption'/>
<enum-item name='Dabbling'>
<item-attr name='xp_threshold' value='500'/>
<item-attr name='caption' value='Dabbling'/>
</enum-item>
<enum-item name='Novice'>
<item-attr name='xp_threshold' value='600'/>
<item-attr name='caption' value='Novice'/>
</enum-item>
<enum-item name='Adequate'>
<item-attr name='xp_threshold' value='700'/>
<item-attr name='caption' value='Adequate'/>
</enum-item>
<enum-item name='Competent'>
<item-attr name='xp_threshold' value='800'/>
<item-attr name='caption' value='Competent'/>
</enum-item>
<enum-item name='Skilled'>
<item-attr name='xp_threshold' value='900'/>
<item-attr name='caption' value='Skilled'/>
</enum-item>
<enum-item name='Proficient'>
<item-attr name='xp_threshold' value='1000'/>
<item-attr name='caption' value='Proficient'/>
</enum-item>
<enum-item name='Talented'>
<item-attr name='xp_threshold' value='1100'/>
<item-attr name='caption' value='Talented'/>
</enum-item>
<enum-item name='Adept'>
<item-attr name='xp_threshold' value='1200'/>
<item-attr name='caption' value='Adept'/>
</enum-item>
<enum-item name='Expert'>
<item-attr name='xp_threshold' value='1300'/>
<item-attr name='caption' value='Expert'/>
</enum-item>
<enum-item name='Professional'>
<item-attr name='xp_threshold' value='1400'/>
<item-attr name='caption' value='Professional'/>
</enum-item>
<enum-item name='Accomplished'>
<item-attr name='xp_threshold' value='1500'/>
<item-attr name='caption' value='Accomplished'/>
</enum-item>
<enum-item name='Great'>
<item-attr name='xp_threshold' value='1600'/>
<item-attr name='caption' value='Great'/>
</enum-item>
<enum-item name='Master'>
<item-attr name='xp_threshold' value='1700'/>
<item-attr name='caption' value='Master'/>
</enum-item>
<enum-item name='HighMaster'>
<item-attr name='xp_threshold' value='1800'/>
<item-attr name='caption' value='High Master'/>
</enum-item>
<enum-item name='GrandMaster'>
<item-attr name='xp_threshold' value='1900'/>
<item-attr name='caption' value='Grand Master'/>
</enum-item>
<enum-item name='Legendary'>
<item-attr name='xp_threshold' value='2000'/>
<item-attr name='caption' value='Legendary'/>
</enum-item>
<enum-item name='Legendary1'>
<item-attr name='xp_threshold' value='2100'/>
<item-attr name='caption' value='Legendary+1'/>
</enum-item>
<enum-item name='Legendary2'>
<item-attr name='xp_threshold' value='2200'/>
<item-attr name='caption' value='Legendary+2'/>
</enum-item>
<enum-item name='Legendary3'>
<item-attr name='xp_threshold' value='2300'/>
<item-attr name='caption' value='Legendary+3'/>
</enum-item>
<enum-item name='Legendary4'>
<item-attr name='xp_threshold' value='2400'/>
<item-attr name='caption' value='Legendary+4'/>
</enum-item>
<enum-item name='Legendary5'>
<item-attr name='caption' value='Legendary+5'/>
</enum-item>
</enum-type>
<enum-type type-name='unit_relationship_type' base-type='int32_t'> bay12: RelationType
<enum-item name='None' value='-1'/>
<enum-item name='PetOwner'/>
<enum-item name='Spouse'/>
<enum-item name='Mother'/>
<enum-item name='Father'/>
<enum-item name='LastAttacker' comment='SLAYER'/>
<enum-item name='GroupLeader'/>
<enum-item name='Draggee'/>
<enum-item name='Dragger'/>
<enum-item name='RiderMount'/>
<enum-item name='NUM' comment='end of simple types, rest used elsewhere'/>
<enum-item name='Lover'/>
<enum-item name='Sibling'/>
<enum-item name='Child'/>
<enum-item name='Friend'/>
<enum-item name='Grudge'/>
<enum-item name='Worship'/>
<enum-item name='AcquaintanceLong'/>
<enum-item name='AcquaintancePassing'/>
<enum-item name='Bonded'/>
<enum-item name='Hero'/>
<enum-item name='ConsidersViolent'/>
<enum-item name='ConsidersPsychotic'/>
<enum-item name='GoodForBusiness'/>
<enum-item name='FriendlyTerms'/>
<enum-item name='ConsidersKiller'/>
<enum-item name='ConsidersMurderer'/>
<enum-item name='Comrade'/>
<enum-item name='MemberOfRespectedGroup'/>
<enum-item name='MemberOfHatedGroup'/>
<enum-item name='EnemyFighter'/>
<enum-item name='FriendlyFighter'/>
<enum-item name='ConsidersBully'/>
<enum-item name='ConsidersBrigand'/>
<enum-item name='LoyalSoldier'/>
<enum-item name='ConsidersMonster'/>
<enum-item name='ConsidersPreacher'/>
<enum-item name='ConsidersPoet'/>
<enum-item name='ConsidersBard'/>
<enum-item name='ConsidersDancer'/>
<enum-item name='Master'/>
<enum-item name='Apprentice'/>
<enum-item name='Companion'/>
<enum-item name='FormerMaster'/>
<enum-item name='FormerApprentice'/>
<enum-item name='ConsidersQuarreler'/>
<enum-item name='ConsidersFlatterer'/>
<enum-item name='Hunter'/>
<enum-item name='ProtectorOfTheWeak'/>
<enum-item name='TreasureHunter'/>
<enum-item name='Thief'/>
<enum-item name='KnowledgePreserver'/>
<enum-item name='Pet'/>
<enum-item name='Intruder'/>
<enum-item name='ConsidersStoryteller'/>
</enum-type>
<enum-type type-name='need_type' base-type='int32_t'> bay12: PersonalityNeedType
<enum-item name='Socialize'/>
<enum-item name='DrinkAlcohol'/>
<enum-item name='PrayOrMeditate'/>
<enum-item name='StayOccupied'/>
<enum-item name='BeCreative'/>
<enum-item name='Excitement'/>
<enum-item name='LearnSomething'/>
<enum-item name='BeWithFamily'/>
<enum-item name='BeWithFriends'/>
<enum-item name='HearEloquence'/>
<enum-item name='UpholdTradition'/>
<enum-item name='SelfExamination'/>
<enum-item name='MakeMerry'/>
<enum-item name='CraftObject'/>
<enum-item name='MartialTraining'/>
<enum-item name='PracticeSkill'/>
<enum-item name='TakeItEasy'/>
<enum-item name='MakeRomance'/>
<enum-item name='SeeAnimal'/>
<enum-item name='SeeGreatBeast'/>
<enum-item name='AcquireObject'/>
<enum-item name='EatGoodMeal'/>
<enum-item name='Fight'/>
<enum-item name='CauseTrouble'/>
<enum-item name='Argue'/>
<enum-item name='BeExtravagant'/>
<enum-item name='Wander'/>
<enum-item name='HelpSomebody'/>
<enum-item name='ThinkAbstractly'/>
<enum-item name='AdmireArt'/>
</enum-type>
<enum-type type-name='pronoun_type' base-type='int8_t'> bay12: Gender
Dwarf Fortress calls the functions that use this type to determine the pronouns for abstract_building, so it's not anything biology-related.
<enum-attr name='symbol'/>
<enum-attr name='subject' comment='[PRO_SUB]'/>
<enum-attr name='object' comment='[PRO_OBJ]'/>
<enum-attr name='posessive' comment='[PRO_POS]'/>
<enum-attr name='reflexive' comment='[PRO_REF]'/>
<enum-item name='unknown' value='-2'>
<item-attr name='subject' value='it'/> use same as NONE for now
<item-attr name='object' value='it'/>
<item-attr name='posessive' value='its'/>
<item-attr name='reflexive' value='itself'/>
</enum-item>
<enum-item name='it' value='-1'>
<item-attr name='subject' value='it'/>
<item-attr name='object' value='it'/>
<item-attr name='posessive' value='its'/>
<item-attr name='reflexive' value='itself'/>
</enum-item>
<enum-item name='she'>
using C-style escapes here as XML doesn't like having characters 11 and 12 in it, even if they're escaped
this currently works fine due to how the headers are generated, but a different solution may be needed if
the header generator is more robust in the future
<item-attr name='symbol' value='\x0c'/>
<item-attr name='subject' value='she'/>
<item-attr name='object' value='her'/>
<item-attr name='posessive' value='her'/>
<item-attr name='reflexive' value='herself'/>
</enum-item>
<enum-item name='he'>
<item-attr name='symbol' value='\x0b'/>
<item-attr name='subject' value='he'/>
<item-attr name='object' value='him'/>
<item-attr name='posessive' value='his'/>
<item-attr name='reflexive' value='himself'/>
</enum-item>
</enum-type>
<enum-type type-name='mill_pref_type' base-type='int32_t'> bay12: MillPrefType
<enum-item name='NONE' value='-1'/>
<enum-item name='GATE'/>
<enum-item name='ANYWHERE'/>
<enum-item name='BEDROOM'/>
<enum-item name='HALL'/>
<enum-item name='STATUE'/>
<enum-item name='ZOO'/>
<enum-item name='ZONE'/>
<enum-item name='LOCATION_BLD'/>
<enum-item name='UNDERGROUND'/>
<enum-item name='MUSEUM'/>
</enum-type>
<enum-type type-name='unit_uniform_mode_type' base-type='int16_t'> bay12: UnitUniformModeType
<enum-item name='NONE' value='-1'/>
<enum-item name='CLOTHING'/>
<enum-item name='REGULAR'/>
<enum-item name='TRAINING'/>
<enum-item name='TRAINING_RANGED'/>
</enum-type>
<enum-type type-name='mood_stage_type'> bay12: MoodStages, no base type
<enum-item name='INITIAL'/>
<enum-item name='WORKING'/>
</enum-type>
<enum-type type-name='unit_owner_type'> bay12: UnitOwner
<enum-item name='NONE' value='-1'/>
<enum-item name='PET_MASTER'/>
<enum-item name='DEAD_PET_MASTER'/>
<enum-item name='HEALTHCARE'/>
<enum-item name='DEAD_OWNER'/>
<enum-item name='PACK_LEADER'/>
<enum-item name='TRAINER'/>
<enum-item name='EMPLOYER'/>
<enum-item name='MERCHANT_HAULER'/>
<enum-item name='PARENT'/>
<enum-item name='COMMANDER'/>
</enum-type>
<enum-type type-name='rider_positions_type'> bay12: RiderPositions
<enum-item name='STANDARD'/>
<enum-item name='CARRIED'/>
<enum-item name='WAGONPULL1'/>
<enum-item name='WAGONPULL2'/>
<enum-item name='WAGONLEADER'/>
</enum-type>
<bitfield-type type-name='unit_target_flags' base-type='uint32_t'> bay12: UNIT_TARGET_FLAG_*
<flag-bit name='INV_BLOCK_WHILE_INCAP' comment='if set, the unit will try to remove the helmet of their target'/>
</bitfield-type>
<enum-type type-name='command_type' base-type='int32_t'> bay12: CommandType
<enum-item name='NONE' value='-1'/>
<enum-item name='MOVE_TO_TILE'/>
</enum-type>
<bitfield-type type-name='command_flags' base-type='uint32_t'> bay12: COMMAND_FLAG_*
<flag-bit name='DEAD'/>
</bitfield-type>
<bitfield-type type-name='unit_command_flags' base-type='uint32_t'> bay12: UNIT_COMMAND_FLAG_*
<flag-bit name='HAVE_COMMAND_GAIT'/>
<flag-bit name='AUTOMATED_TACTICAL'/>
</bitfield-type>
<struct-type type-name='command_move_to_tilest'>
<compound name='pos' type-name='coord'/>
</struct-type>
<struct-type type-name='command' original-name='commandst'>
<enum name='type' type-name='command_type'/>
<int32_t name='commander_unid' ref-target='unit'/>
<int32_t name='command_hfid' ref-target='historical_figure'/>
following field not saved:
<bitfield name='flags' type-name='command_flags'/>
<compound is-union='true'>
<compound type-name='command_move_to_tilest' name='MOVE_TO_TILE'/>
</compound>
</struct-type>
<bitfield-type type-name='unit_active_animation_flags' base-type='uint32_t'> bay12: UNIT_ACTIVE_ANIMATION_FLAG_*
<flag-bit name='CORPSE'/>
</bitfield-type>
<bitfield-type type-name='attack_awareness_flags' base-type='uint32_t'> bay12: ATTACK_AWARENESS_FLAG_*
<flag-bit name='ATTACKING_PART_KNOWN'/>
<flag-bit name='ATTACK_TARGET_PART_KNOWN'/>
<flag-bit name='STRIKE_TIME_KNOWN'/>
<flag-bit name='STRIKE_CHARACTER_KNOWN'/>
</bitfield-type>
<enum-type type-name='walker_goal_type' base-type='int16_t'> bay12: SRWalkerGoalType
<enum-item name='NONE' value='-1'/>
<enum-item name='STROLL'/>
<enum-item name='GET_WATER'/>
<enum-item name='VISIT_TEMPLE'/>
<enum-item name='VISIT_TAVERN'/>
<enum-item name='PATROL'/>
<enum-item name='VISIT_LIBRARY'/>
<enum-item name='HOLD_TERF'/>
<enum-item name='VISIT_SHRINE'/>
</enum-type>
<struct-type type-name='opinion_infost'>
<stl-vector name="entity_id" type-name="int32_t" ref-target='historical_entity'/>
<stl-vector name="entity_opinion" type-name="opinion_type"/>
</struct-type>
<class-type type-name='unit' key-field='id' instance-vector='$global.world.units.all'
original-name='unitst'>
<compound type-name='language_name' name='name'/>
<code-helper name='describe'>
(describe-obj $.name)
(awhen (find-creature $.race)
(fmt "~:(~A ~A~)" $it.caste[$.caste].caste_id $it.creature_id))
</code-helper>
<stl-string name='custom_profession'/>
<enum base-type='int16_t' name='profession' type-name='profession' init-value='STANDARD'/>
<enum base-type='int16_t' name='profession2' type-name='profession' init-value='STANDARD'/>
<int32_t name='race' ref-target='creature_raw'/>
<compound name='pos' type-name='coord'/>
<compound name='idle_area' type-name='coord' comment='station'>
<comment>
E.g. for a dead miner, holds the place where he
was likely hanging around when he got the command
to mine in an aquifer.
</comment>
</compound>
<int32_t name='idle_area_threshold' init-value='3'/>
<enum base-type='int16_t' name='idle_area_type' type-name='unit_station_type'/>
<int32_t name='follow_distance'/>
<compound name='path'> not a compound
<compound name='dest' type-name='coord'/>
<enum base-type='int16_t' name='goal' type-name='unit_path_goal'/>
<compound name='path' type-name='coord_path'/>
</compound>
<bitfield name='flags1' type-name='unit_flags1'/>
<bitfield name='flags2' type-name='unit_flags2'/>
<bitfield name='flags3' type-name='unit_flags3'/>
<bitfield name='flags4' type-name='unit_flags4'/>
<compound name='meeting'> bay12: unitplotst
<enum name='state' base-type='int8_t'> bay12: ???
<enum-item name="SelectNoble" value="0"/>
<enum-item name="FollowNoble" value="1"/>
<enum-item name="DoMeeting" value="2"/>
<enum-item name="LeaveMap" value="3"/>
</enum>
<int32_t name='target_entity' ref-target='historical_entity'/>
<enum name='target_role' type-name='entity_position_responsibility'/>
</compound>
<int16_t name='caste' ref-target='caste_raw' aux-value='$$.race'/>
<enum name='sex' type-name='pronoun_type'/>
<int32_t name='id'/>
<enum name='millpref' type-name='mill_pref_type' base-type='int16_t'/>
<enum name='training_level' type-name='animal_training_level' init-value='WildUntamed'/>
<int32_t name='schedule_id' ref-target='schedule_info'/>
<int32_t name='civ_id' ref-target='historical_entity'/>
<int32_t name='population_id' ref-target='entity_population'/>
<int32_t name='breed_id' since='v0.34.01' ref-target='breed'/>
<int32_t name='cultural_identity' ref-target='cultural_identity' since='v0.40.01'/>
<int32_t name='invasion_id' ref-target='invasion_info'/>
<compound name='patrol_route' type-name='coord_path'
comment='used by necromancers for corpse locations, siegers etc'/>
<int32_t name='patrol_index'/>
<stl-vector name='specific_refs' pointer-type='specific_ref'/>
<stl-vector name='general_refs' pointer-type='general_ref'/>
<compound name='military'> bay12: squad_infost
<int32_t name='squad_id' ref-target='squad'/>
<int32_t name='squad_position' init-value='-1'/>
<int32_t name='patrol_cooldown'/>
<int32_t name='patrol_timer'/>
</compound>
<compound name='uniform'> bay12: unit_clothing_infost
<enum name='cur_uniform' type-name='unit_uniform_mode_type'/>
<stl-vector name='clothing_item_id' type-name='int32_t'
ref-target='item' since='v0.34.06'/>
<static-array name='uniforms' count='4' index-enum='unit_uniform_mode_type'>
<stl-vector type-name='int32_t' ref-target='item'/>
</static-array>
<bitfield name='pickup_flags'> bay12: UNIT_CLOTHING_FLAG_*
<flag-bit name='update' comment='MUST_BUILD_MAIN_VECTOR'/>
</bitfield>
<stl-vector name='uniform_pickup' type-name='int32_t' ref-target='item'/>
<stl-vector name='uniform_drop' type-name='int32_t' ref-target='item'/>
</compound>
<stl-vector name='individual_drills' type-name='int32_t' ref-target='activity_entry'/>
<stl-vector name='social_activities' type-name='int32_t' ref-target='activity_entry'/>
<stl-vector name='conversations' type-name='int32_t' ref-target='activity_entry' since='v0.40.01'/>
<stl-vector name='activities' type-name='int32_t' ref-target='activity_entry' comment='bay12: conflict_activity_id'/>
<stl-vector name='ignored_activities' type-name='int32_t' since='v0.40.01' ref-target='activity_entry' comment='bay12: ignore_activity_id'/>
<compound name='animal'> not a compound
<compound name='population' type-name='world_population_ref'/>
<int32_t name='leave_countdown'
comment='once 0, it heads for the edge and leaves'/>
<int32_t name='vanish_countdown' comment='once 0, it vanishes in a puff of smoke'/>
</compound>
<compound name='opponent'> not a compound
This was used by a vampire scared of cave creatures and doing FleeFromOpponent panic
<int32_t name='unit_id' ref-target='unit' since='v0.40.01'/>
<compound name='unit_pos' type-name='coord' since='v0.40.01'/>
<int32_t name='timer' since='v0.40.01'/>
</compound>
<enum name='mood' type-name='mood_type' init-value='None'/>
<enum name='moodstage' base-type='int16_t' type-name='mood_stage_type'/>
<int32_t name='pregnancy_timer'/>
<pointer name='pregnancy_genes' type-name='unit_genes' comment='genes from mate'/>
<int16_t name='pregnancy_caste' comment='caste of mate'
ref-target='caste_raw' aux-value='$$._global.race'/>
<int32_t name='pregnancy_spouse' ref-target='historical_figure'/>
<enum name='mood_copy' type-name='mood_type' init-value='None'
comment='copied from mood type upon entering strange mood'/>
<pointer name='ghost_info' type-name='unit_ghost_info'/>
<int32_t name='disturbed_heid' ref-target='history_event' init-value='-1' since='v0.34.01'/>
<int32_t name='birth_year' init-value='-1'/>
<int32_t name='birth_time' init-value='-1'/>
<int32_t name='curse_year' init-value='-1' since='v0.34.01' comment='bay12: frozen_age_year'/>
<int32_t name='curse_time' init-value='-1' since='v0.34.01' comment='bay12: frozen_age_season_count'/>
<int32_t name='birth_year_bias' init-value='0' since='v0.34.01' comment='bay12: credit_age_year'/>
<int32_t name='birth_time_bias' init-value='0' since='v0.34.01' comment='bay12: credit_age_season_count'/>
<int32_t name='old_year' init-value='-1' comment='bay12: age_death_year'/>
<int32_t name='old_time' init-value='-1' comment='bay12: age_death_season_count'/>
<pointer name='following' type-name='unit'/>
<enum name='owner_type' type-name='unit_owner_type' base-type='int16_t' comment='invalid unless following'/>
<static-array name='relationship_ids' type-name='int32_t' count='9' index-enum='unit_relationship_type'/>
<enum name='mount_type' type-name='rider_positions_type' base-type='int16_t' comment='bay12: riderposition'/>
<compound name='last_hit' type-name='history_hit_item'/> not real compound
<int32_t name='on_item_id' ref-target='item'/>
<stl-vector name='inventory' pointer-type='unit_inventory_item'/>
<stl-vector name='owned_items' type-name='int32_t' ref-target='item'/>
<stl-vector name='traded_items' comment='items brought to trade depot' type-name='int32_t' ref-target='item'/>
<stl-vector name='owned_buildings' pointer-type='building_civzonest' comment='bay12: zone_assigned'/>
<stl-vector name='corpse_parts' comment='entries remain even when items are destroyed' type-name='int32_t' ref-target='item'/>
<compound name='job'> not a compound
<int32_t name='account'/>
<int32_t name='satisfaction' comment='bay12: seasonpay: amount earned recently for jobs'/>
<uint32_t name='random_appearance_number'/>
<pointer type-name='unit' name='hunt_target'/>
<bitfield name='target_flags' type-name='unit_target_flags'/>
<pointer type-name='building' name='destroy_target'/>
<int32_t name='vision_x' since='v0.40.01'/>
<int32_t name='vision_y' since='v0.40.01'/>
<int32_t name='vision_z' since='v0.40.01'/>
<int32_t name='vision_angle' since='v0.40.01'/>
<uint8_t name='move_momentum_dir' since='v0.40.01'/>
<int32_t name='gait_buildup' comment='bay12: move_momentum_perc'/>
<compound name='climb_hold' type-name='coord'/>
<int32_t name='hold_itid' ref-target='item' init-value='-1' since='v0.40.14'/>
<pointer comment='df_job' name='current_job' type-name='job'/>
<enum base-type='int16_t' type-name='job_skill' name='mood_skill' comment="can be uninitialized for children and animals"/>
<int32_t name='mood_timeout' comment='counts down from 50000, insanity upon reaching zero'/>
<int32_t name='attack_chance_modifier'/>
</compound>
<compound name='body'> not a compound
<compound name='components' type-name='body_component_info'/> not real compound
<stl-vector name='wounds' pointer-type='unit_wound'/>
<int32_t name='wound_next_id' init-value='1'/>
<static-array name='systemic_wound_id' count='10' type-name='int32_t' index-enum='wound_effect_type'/>
<pointer name='body_plan' type-name='caste_body_info'/>
<int16_t name='weapon_bp' refers-to='$$._parent.body_plan.body_parts[$]' init-value='-1'/>
<static-array type-name='unit_attribute' name='physical_attrs'
count='6' index-enum='physical_attribute_type'/>
<compound name='size_info' type-name='body_size_info'/> not real compound
<uint32_t name='blood_max'/>
<uint32_t name='blood_count'/>
<int32_t name='infection_level'
comment='GETS_INFECTIONS_FROM_ROT sets; DISEASE_RESISTANCE reduces; >=300 causes bleeding'/>
<stl-vector name='spatters' pointer-type='unit_spatter'/>
</compound>
<compound name='appearance'> not a compound
<stl-vector name='body_modifiers' type-name='int32_t'
index-refers-to='$$._global.caste.ref-target.body_appearance_modifiers[$]'/>
<stl-vector name='bp_modifiers' type-name='int32_t'
index-refers-to='$$._global.caste.ref-target.bp_appearance.modifier_idx[$].refers-to'/>
<int32_t name='size_modifier' comment='product of all H/B/LENGTH body modifiers, in %'/>
-- Something for bp_appearance.layers_*
<stl-vector type-name='tissue_style_type' name='tissue_style'
index-refers-to='$$._global.caste.ref-target.bp_appearance.style_layer_idx[$].refers-to'/>
<stl-vector type-name='int32_t' name='tissue_style_civ_id'
ref-target='historical_entity'
index-refers-to='$$._parent.tissue_style.index-refers-to[$]'/>
<stl-vector type-name='int32_t' name='tissue_style_id'
ref-target='entity_tissue_style'
aux-value='$$._parent.tissue_style_civ_id[$._key]'
index-refers-to='$$._parent.tissue_style.index-refers-to[$]'/>
<stl-vector type-name='int32_t' name='tissue_style_type'
refers-to='(find-by-id $$._global.caste.ref-target.tissue_styles $id $)'
index-refers-to='$$._parent.tissue_style.index-refers-to[$]'/>
<stl-vector type-name='int32_t' name='tissue_length'
index-refers-to='$$._parent.tissue_style.index-refers-to[$]'
comment='description uses bp_modifiers[style_list_idx[index]]'/>
<compound name='genes' type-name='unit_genes'/>
<stl-vector name='colors' type-name='int32_t' comment='colors[i] refers to caste_raw.color_modifiers[i].pattern_index'/>
</compound>
<stl-vector name='actions' pointer-type='unit_action'/>
<int32_t name='next_action_id'/>
<compound name='counters'> not a compound:
<int32_t name='think_counter' comment='loaddelay'/>
<int32_t name='job_counter' comment='movewait'/>
<int32_t name='swap_counter'/>
<enum name='death_cause' type-name='death_type'/>
<int32_t name='death_id' ref-target='incident'/>
<int16_t name='winded'/>
<int16_t name='stunned'/>
<int16_t name='unconscious'/>
<int16_t name='suffocation' comment='counts up while winded, results in death'/>
<int16_t name='webbed'/>
-- When gutted:
<compound name='guts_trail1' type-name='coord'/>
<compound name='guts_trail2' type-name='coord'/>
<int16_t name='soldier_mood_countdown' init-value='300' comment='plus a random amount' />
<enum name='soldier_mood' base-type='int16_t' init-value='None'> bay12: SoldierMoodType, actually int32 base type but overridden to int16 here
<enum-item name='None' value='-1'/>
<enum-item name='MartialTrance'/>
<enum-item name='Enraged'/>
<enum-item name='Tantrum'/>
<enum-item name='Depressed'/>
<enum-item name='Oblivious'/>
</enum>
<uint32_t name='pain'/>