Building Subfile

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This page pertains to the format of the Building Subfile within the Savegame files. This file has Type ID A9BD882D. It can be viewed using the SC4 Savegame Explorer, but not edited. This particular subfile was decoded by RippleJet.

Description

This subfile contains data about all of the buildings in the city.

Structure

The structure of the Building Subfile follows the format below. Somebody should clarify which part of this repeats for each building.

DWORD	Size
DWORD	CRC
DWORD	Memory
WORD	Major Version?  (only seen 0x0002)
WORD	Minor Version?  (only seen 0x0004)
WORD	Zot Word  (always 0x0000 for buildings)
BYTE	Unknown  (only seen 0x00)
BYTE	Appearance Flag  (see Appendix 2 below)
DWORD	0x278128A0  (always the same)
BYTE	Min Tract X Coordinate
BYTE	Min Tract Z Coordinate
BYTE	Max Tract X Coordinate
BYTE	Max Tract Z Coordinate
WORD	X Tract Size? (power of 2)  (only seen 0x0002)
WORD	Z Tract Size? (power of 2)  (only seen 0x0002)
DWORD	Count of Properties  (can be several of them)
    SGPROP    	SaveGame Properties, repeated Count times  (see Appendix 1 below)
BYTE	Unknown  (only seen 0x01)
DWORD	Group ID  (from the Prop Exemplar)
DWORD	Type ID  (from the Prop Exemplar)
DWORD	Instance ID  (from the Prop Exemplar)
DWORD	Instance ID  (the value given when the building appeared)
FLOAT32	Min X Coordinate
FLOAT32	Min Y Coordinate
FLOAT32	Min Z Coordinate
FLOAT32	Max X Coordinate
FLOAT32	Max Y Coordinate
FLOAT32	Max Z Coordinate
BYTE	Orientation
FLOAT32	Scaffolding Height (see Appendix 3 below)

Appendix 1: Structure of SGPROP (SaveGame Properties)

This structure is used on the SGPROP entries. Known entries are listed further below.

DWORD   Property Name Value
DWORD	Property Name Value (doubled for some unknown reason)
DWORD	0x00000000
BYTE	Data Type: 01=UInt8, 02=UInt16, 03=UInt32, 07=SInt32, 08=SInt64, 09=Float32, 0B=Boolean, 0C=String
BYTE	KeyType: 0x00 = 0 reps, 0x80 = more than 0 reps
WORD	0x0000
DWORD	Rep Count  (this one appears only if KeyType = 0x80)
    DATA	Property Value (repeated Rep Count times, type according to Data Type)

Appendix 2: Appearance Flag (offset 0x0013)

The Appearance Flag can have any of the following values:

  • 0x01 (00000001b) - Building that appears in the game (if this is off, the building has been deleted).
  • 0x02 (00000010b) - ? (unused).
  • 0x04 (00000100b) - ? (always on).
  • 0x08 (00001000b) - Flora (not used for buildings).
  • 0x40 (01000000b) - Burnt (probably not used for buildings, as if they burn, they become replaced by a burnt prop).

Appendix 3: Scaffolding Height

Depending on the height of the finished building, the scaffolding height is divided into a number of (let's call it F) fractions. During construction, if the building is growable (or LotConfigPropertyDoConstruction = True), the scaffolding will jump up in steps equal to 1/F of the final height.

The height of the current scaffolding is given in this field. Checking several buildings under construction of different heights, the following values have been found:

1/2,  1/3,  2/3,  3/5,  4/5,  2/7,  4/7,  4/9,  8/17,  7/20

Once the scaffolding enters the height of the final building, this field will get a value of 1.00. A finished building always has a value of 1.00 in this field.

Savegame Properties (SGProps)

Known entries for SGPROP for the Building Subfile are listed below.

0x899AFBAD - Custom Name
Type: String
Rep Count = String Length
Contains the customized name given to a building in the game
0x08D9763D - Utility Usage
Type: UInt32/SInt32
Rep Count = 0
UInt32 for Water Pumps
SInt32 for Power Plants
0x00000000 for newly plopped facilities
The actual amount of water and power produced (and used by the city).
0x2A58D350 - Actual Monthly Cost at full funding
Type: SInt64
Rep Count = 0
Only for utility buildings, not for other civic buildings.
Takes into account "Funding percentage to decay rate multiplier response curve".
0xEA54D284 - Budget Panel Identification
Type: UInt32
Rep Count > 0
Normally a link to the Building Exemplar's IID
0x00000001 = Ambulance or School Bus
0xEA54D287 - Local Budget Funding in %
Type: Float32
Rep Count > 0
Funding percentage of those items set in 0xEA54D284
0x0910BFCF - Accumulated Age Degradation
Type: Float32
Rep Count = 0
0xE9244B2E - School Capacity (actual capacity, based on funding)
Type: UInt32
Rep Count = 0
0x09220161 - School Usage (actual number of students)
Type: UInt32
Rep Count = 0
0xFFFFFFFF if newly plopped
0x49244B21 - Hospital Capacity (actual capacity, based on funding)
Type: UInt32
Rep Count = 0
0xC922015C - Hospital Usage (actual number of patients)
Type: UInt32
Rep Count = 0
0xFFFFFFFF if newly plopped
0x292453C5 - School Grade? (between 0.00 and 1.00)
0x2A976C20 - School Grade? (between 0.00 and 1.00)
Type: Float32
Rep Count = 0
One is probably the grade. What is the other one?
0x092453CB - Hospital Grade? (between 0.00 and 1.00)
0xAA976BE7 - Hospital Grade? (between 0.00 and 1.00)
Type: Float32
Rep Count = 0
One is probably the grade. What is the other one?
0x48D71EE1 - Jail Usage (actual number of inmates)
Type: UInt32
Rep Count = 0
0x00000000 if newly plopped
For the Modd Squad Safety I had an inmate count of 19 in the query, but this property showed 20.
0x48D71ED7 - Police Station available(?) dispatches
Type: UInt32
Rep Count = 0
For some reason this is usually not accurate though, compared to the building property Police Station, Total Dispatches, e.g:

 Station	
 Total
	
 SGPROP
 plopped:	
 Dispatches
	
 Dispatches
 Police Kiosk	
 0
	
 1
 Small Police Station	
 2
	
 1
 Large Police Station	
 4
	
 3
 DeLuxe Police Station	
 6
	
 7
 Modd Squad Safety	
 20
	
 21

Thus, I cannot guarantee what this property is showing.
However the values are the only ones that even somewhat match up to the total dispatches.
0x69B425DD - Fire Station available(?) dispatches
Type: UInt32
Rep Count = 0
For some reason this is usually not accurate though, compared to the building property Fire Station, Total Dispatches, e.g:

 Station	
 Total
	
 SGPROP
 plopped:	
 Dispatches
	
 Dispatches
 Small Fire Station	
 1
	
 1
 Large Fire Station	
 2
	
 2
 Fire Landing Strip	
 2
	
 4
 Modd Squad Safety	
 20
	
 21

Thus, I cannot guarantee what this property is showing.
However the values are the only ones that even somewhat match up to the total dispatches.
0x48D71ED8 - Police Station - Unknown property
Type: UInt32
Rep Count = 0
0x00000000 - Police Kiosk
0x00000003 - Small Police Station
0x0000000F - Large Police Station
0x0000003F - DeLuxe Police Station
0x000FFFFF - Modd Squad Safety
0x69B425DE - Fire Station - Unknown property
Type: UInt32
Rep Count = 0
0x00000001 - Small Fire Station
0x00000003 - Large Fire Station
0x00000003 - Fire Landing Strip
0x000FFFFF - Modd Squad Safety
0x8A70A0B9 - Crimes and Arrests
Type: UInt32
Rep Count = 4
Rep 1 = Number of Crimes this month (as reported by the query)
Rep 2 = Number of Arrests this month (as reported by the query)
Rep 3 = Number of Crimes the previous month
Rep 4 = Number of Arrests the previous month
0xAC0B070E - Unknown - DeLuxe Police Station - Helicopter related?
Type: UInt32
Rep Count = 0
0xEC0B0709 - Unknown - DeLuxe Police Station - Helicopter related?
Type: UInt32
Rep Count = 0
0x0C0AFF3F - Unknown - Fire Landing Strip - Fire Plane related?
Type: UInt32
Rep Count = 0
0xCC0AFDDB - Unknown - Fire Landing Strip - Fire Plane related?
Type: UInt32
Rep Count = 0
0x69DBEBE1 - Unknown
Data Type: Boolean
Rep Count: 0
Values seen: always False (never True)
This is rare, but has been found in the Prop subfile, the Flora subfile and the Building subfile

NOTE: Just like ordinary police and fire stations, the Modd Squad Safety did not get the property 0xEA54D284 (Budget Panel Identification). Thus, it is not currently known in which order the budget fundings given in 0xEA54D287 are to be read. That property did get three reps, all at 100%, probably for police funding, jail funding and fire station funding.