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Difference between revisions of "40d:Memory hacking/v0.27.169.33f"

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(thought on →‎Racial Data)
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This work done by [[User:0x517A5D|0x517A5D]] 22:36, 19 December 2007 (EST)
 
This work done by [[User:0x517A5D|0x517A5D]] 22:36, 19 December 2007 (EST)
 +
 +
:A thought: If ''I'' was designing this structure, all of these seldom-used fields would be kept off in a vector of strings and parsed when needed.  I mean, <code>remains_color</code> is used <u>once</u> in the  entire game, and it's for a creature that (I think) can't even appear!  <code>demon_sphere_vector</code>?  <code>cheese_liquid_density</code>?  Now, really.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 15:28, 21 December 2007 (EST)

Revision as of 20:28, 21 December 2007

Addresses

pe_header_timestamp              == 4763710C
map_data_loc                     == 01462568
map_x_count_loc                  == 01462580
map_y_count_loc                  == 01462584
map_z_count_loc                  == 01462588
race_data_vector_loc             == 01463F48
dwarven_race_index_loc           == 01241AD0
main_creature_vector_loc         == 01420A38
another_creature_vector_loc      == 01420A48
yet_another_creature_vector_loc  == 01420A88
whathe_another_creature_vector_loc == 01420A18
number_of_dwarves_loc            == 0078A555
initial_starting_points_loc      == 0078970A
art_defacement_malus_loc         == 007A489F
current_unit_focus_loc           == 00C39548
next_creature_id_loc             == 00C119F4
language_vector_loc              == 01464068
metal_tokens_vector_loc          == 01463F18
starting_skills_limit_loc        == 0078654B
starting_skills_increment_loc    == 00786466
starting_skills_decrement_loc    == 00786608

creature.happiness_level         == 00000508

Does anyone need other locations? Ask in the Talk subpage.


Racial Data

I shall use assembly language syntax instead of C, as that's what my disassembler delivers.

The race_data_vector is an array of pointers to instances of an object we will hereby call race_type. The instances are, of course, generated from the [CREATURE] entries in the raw files.

race_type appears to contain several custom sub-objects as well as standard ones such as strings.

This structure merely groups two strings, a singular noun and a plural noun.

00000000 s_p struc ; (sizeof=0x38)
00000000 singular string ?
0000001C plural string ?
00000038 s_p ends

This structure groups three strings, a singular noun and a plural noun and a noun I call "corpse" as it is used when displaying info about a corpse. (It is probably used in other ways as well.)

00000000 s_p_c struc ; (sizeof=0x54)
00000000 singular string ?
0000001C plural string ?
00000038 corpse_prefix? string ?
00000054 s_p_c ends

This structure groups color information. It is not obvious whether the original code has a color substructure, but I decided to make one anyway. I have not tested whether the red, green, blue fields are in the proper order. Edit: this appears to be foreground color, background color, and the bold flag, just like the raws define it.

00000000 color_type struc ; (sizeof=0x6)
00000000 red? dw ?
00000002 green? dw ?
00000004 blue? dw ?
00000006 color_type ends

This structure groups certain temperature-related information.

00000000 temperature_table struc ; (sizeof=0xE)
00000000 spec_heat dw ?
00000002 heatdam_point dw ?
00000004 colddam_point dw ?
00000006 ignite_point dw ?
00000008 melting_point dw ?
0000000A boiling_point dw ?
0000000C fixed_temp dw ?
0000000E temperature_table ends

Finally the (huge) race_type object. Note the lack of a vtable, implying that race_type is probably not subclassed.

00000000 race_type struc ; (sizeof=0x20A0)
00000000 token string ?                          ; TOAD, COW, EQUIPMENT_WAGON
0000001C name s_p_c ?                            ; cow:cows:bovine
00000070 chunk s_p ?                             ; remains:remains
00000070                                         ; chunk:chunks
000000A8 extract string ?                        ; cow's milk
000000A8                                         ; phantom spider venom
000000A8                                         ; liquid fire
000000C4 extract_cheese string ?                 ; cow cheese
000000E0 extract_antidote string ?
000000FC vermin_bite_verb string ?
00000118 gnawer_verb string ?
00000134 babyname s_p ?                          ; warning: token BABYNAME not in raws
0000016C childname s_p ?                         ; puppy, x calf, x fry
000001A4 craftsman_name s_p ?                    ; craftsdwarf:craftsdwarves
000001DC fisherman_name s_p ?
00000214 hammerman_name s_p ?
0000024C spearman_name s_p ?
00000284 crossbowman_name s_p ?                  ; marksdwarf:marksdwarves
000002BC axeman_name s_p ?
000002F4 swordsman_name s_p ?
0000032C maceman_name s_p ?
00000364 pikeman_name s_p ?                      ; pikedwarf:pikedwarves (!)
0000039C bowman_name s_p ?                       ; bowdwarf:bowdwarves (!)
000003D4 specname_male s_p_c ?                   ; bull:bulls:bull
00000428 specname_female s_p_c ?                 ; mermaid:mermaids:mermaid
0000047C tile db ?
0000047D alttile db ?
0000047E bloodtype db ?                          ; default 9
0000047F glowtile db ?
00000480 t temperature_table ?
0000048E silk_t temperature_table ?
0000049C leather_t temperature_table ?
000004AA bone_t temperature_table ?
000004B8 extract_t temperature_table ?
000004C6 cheese_t temperature_table ?
000004D4 drink_t temperature_table ?
000004E2 homeotherm dw ?                         ; default 60001
000004E4 field_4E4 dw ?
000004E6 field_4E6 dw ?
000004E8 color color_type ?                      ; a sub-object may start here
000004EE population_number_high dw ?
000004F0 population_number_low dw ?
000004F2 cluster_number_high dw ?
000004F4 cluster_number_low dw ?
000004F6 triggerable_group_high dw ?
000004F8 triggerable_group_low dw ?
000004FA probably_littersize_high dw ?           ; default 3
000004FC probably_littersize_low dw ?
000004FE genpower dw ?
00000500 value dw ?
00000502 extract_field3 dw ?
00000504 extract_field4 dw ?
00000506 extract_cheese_value dw ?
00000508 extract_cheese_field3 dw ?
0000050A extract_cheese_field4 dw ?
0000050C penetrate_power dw ?
0000050E frequency dw ?                          ; default 50
00000510 antidote_value dw ?
00000512 antidote_field3 dw ?
00000514 antidote_field4 dw ?
00000516 vermin_bite_field1 dw ?
00000518 vermin_bite_field3 dw ?
0000051A grasstrample dw ?                       ; default 5
0000051C building_destroyer_level dw ?
0000051E damblock dw ?
00000520 corpse_item_type dw ?
00000522 corpse_item_subtype dw ?
00000524 corpse_material_type dw ?
00000526 corpse_material_subtype dw ?
00000528 itemcorpse_quality dw ?
0000052A racegloss dw ?                          ; default -1
0000052C remains_color color_type ?              ; default 5:0:0
00000532 difficulty dw ?
00000534 fat dw ?
00000536 glowcolor1 color_type ?
0000053C material_type dw ?
0000053E material_subtype dw ?
00000540 layering dw ?
00000542 beach_frequency dw ?
00000544 speed dd ?                              ; default 900
00000548 modvalue dd ?
0000054C extract_value dd ?
00000550 cheese_value dd ?
00000554 antidote_field5 dd ?
00000558 petvalue dd ?
0000055C extract_size dd ?                       ; default 1
00000560 milking_related_number dd ?             ; default 100800, 1 year
00000564 viewrange dd ?                          ; default 20
00000568 size dd ?                               ; default 6
0000056C maxage_low dd ?
00000570 maxage_high dd ?
00000574 baby_count dd ?
00000578 child_count? dd ?
0000057C density dd ?                            ; default 0FBBC7818h
00000580 silk_solid_density dd ?                 ; default 1353
00000584 silk_liquid_density dd ?                ; default 0FBBC7818h
00000588 leather_solid_density dd ?              ; default 0FBBC7818h
0000058C leather_liquid_density dd ?             ; default 0FBBC7818h
00000590 bone_solid_density dd ?                 ; default 0FBBC7818h
00000594 bone_liquid_density dd ?                ; default 0FBBC7818h
00000598 extract_solid_density dd ?              ; default 1200
0000059C extract_liquid_density dd ?             ; default 1200
000005A0 cheese_solid_density dd ?               ; default 1200
000005A4 cheese_liquid_density dd ?              ; default 1200
000005A8 drink_solid_density dd ?                ; default 1200
000005AC drink_liquid_density dd ?               ; default 1200
000005B0 swim_speed dd ?
000005B4 trade_capacity dd ?
000005B8 prefstring_vector vector ?
000005C8 body_vector vector ?
000005D8 attack_vector vector ?
000005E8 personality_traits_min? dw 30 dup(?)    ; base 10
00000624 personality_traits_avg? dw 30 dup(?)    ; default 50's
00000660 personality_traits_max? dw 30 dup(?)    ; default 100's
0000069C demon_sphere_vector vector ?
000006AC flags_ptr dd ?                          ; ptr to flags bitfield size 19h
000006B0 flags_size dd ?                         ; 19h, size of bitfield
000006B4 field_6B4 dd 6 dup(?)
000006CC field_6CC dd 6 dup(?)
000006E4 field_6E4 dd 7 dup(?)
00000700 field_700 dd 7 dup(?)
0000071C field_71C dd 7 dup(?)
00000738 field_738 dd 7 dup(?)
00000754 field_754 dd 7 dup(?)
00000770 field_770 dd 7 dup(?)
0000078C field_78C dd 7 dup(?)
000007A8 field_7A8 dd 7 dup(?)
000007C4 field_7C4 dd 7 dup(?)
000007E0 field_7E0 dd 7 dup(?)
000007FC field_7FC dd 7 dup(?)
00000818 field_818 dd 7 dup(?)
00000834 field_834 dd 114 dup(?)
000009FC field_9FC dd 114 dup(?)
00000BC4 field_BC4 dd 114 dup(?)
00000D8C field_D8C dd 114 dup(?)
00000F54 field_F54 dd 114 dup(?)
0000111C field_111C dd 114 dup(?)
000012E4 field_12E4 dd 114 dup(?)                ; associated with field_834
000014AC field_14AC dd 114 dup(?)
00001674 field_1674 dd 114 dup(?)
0000183C field_183C dd 114 dup(?)
00001A04 field_1A04 dd 114 dup(?)
00001BCC field_1BCC dd 114 dup(?)
00001D94 field_1D94 db 6 dup(?)                  ; probably flags,
00001D94                                         ; associated with field_6B4 and field_6CC,
00001D94                                         ; somehow related to ADD_COLOR
00001D9A field_1D9A db 7 dup(?)                  ; associated with field_6E4
00001DA1 field_1DA1 db 7 dup(?)                  ; associated with field_700
00001DA8 field_1DA8 db 7 dup(?)                  ; associated with field_71C
00001DAF field_1DAF db 7 dup(?)
00001DB6 field_1DB6 db 7 dup(?)                  ; associated with field_754
00001DBD field_1DBD db 7 dup(?)                  ; associated with field_770
00001DC4 field_1DC4 db 114 dup(?)                ; probably flags
00001DC4                                         ; associated with field_834 and field_12E4
00001DC4                                         ; somehow related to ADD_COLOR
00001E36 field_1E36 db 114 dup(?)                ; associated with field_9FC
00001EA8 field_1EA8 db 114 dup(?)                ; associated with field_BC4
00001F1A field_1F1A db 114 dup(?)
00001F8C field_1F8C db 114 dup(?)                ; associated wiuth field_F54
00001FFE field_1FFE db 114 dup(?)                ; associated with field_111C
00002070 speech_vector?_1 vector ?
00002080 speech_vector?_2 vector ?
00002090 speech_vector?_3 vector ?
000020A0 race_type ends

Most everything that the raws can set on a creature has been found. The arrays near the end are not set by the raws, and are currently unknown.

race_type.flags_ptr needs further explanation. The object does not contain the associated flags; instead it has a pointer to a bitvector of flags. To test a flag in the bitvector, divide the flag number by 8 (number of bits in a byte). The quotient is the byte to test, the remainder is the number of bits to shift the mask. Flag 0x43, for example, is tested by (BYTE *)(race.flags_ptr)[8] & (1 << 3) .

The flags:

0:  ?? used but not set by raws
1:  ??
2:  LOCKPICKER
3:  AMPHIBIOUS
4:  AQUATIC (also sets AMPHIBIOUS)
5:  MISCHIEVIOUS
6:  PATTERNFLIER
7:  CURIOUSBEAST
8:  CURIOUSBEAST_ITEM
9:  CURIOUSBEAST_GUZZLER
A:  FLEEQUICK
B:  VERMINHUNTER
C:  VERMIN_EATER
D:  VERMIN_GROUNDER
E:  VERMIN_ROTTER
F:  ??
10: SWIMS_LEARNED
11: VERMIN_SOIL
12: VERMIN_SOIL_COLONY
13: ??
14: ??
15: NO_EAT
16: NO_DRINK
17: NO_SLEEP
18: COMMON_DOMESTIC
19: WAGON_PULLER
1A: PACK_ANIMAL
1B: LARGE_ROAMING
1C: VERMIN_FISH
1D: FLIER
1E: LARGE_PREDATOR
1F: MAGMA_VISION
20: LOOSE_CLUSTERS
21: FIREIMMUNE
22: FIREIMMUNE_SUPER
23: WEBBER
24: WEBIMMUNE
25: FANCIFUL
26: FISHITEM
27: IMMOBILE_LAND
28: IMMOLATE
29: MILKABLE
2A: NO_SPRING
2B: NO_SUMMER
2C: NO_AUTUMN
2D: NO_WINTER
2E: BENIGN
2F: VERMIN_NOROAM
30: VERMIN_NOTRAP
31: VERMIN_NOFISH
32: EXTRACT_PERMANENT
33: EXTRACT_PARALYZE
34: EXTRACT_STUN
35: EXTRACT_PARALYZE_INTERMITTENT
36: EXTRACT_STUN_INTERMITTENT
37: AMBUSHPREDATOR
38: CHITIN
39: GNAWER
3A: NOT_BUTCHERABLE
3B: BUTCHERABLE_NONSTANDARD
3C: COOKABLE_LIVE
3D: EXTRACT_COOKABLE
3E: FIREBREATH
3F: DRAGONFIREBREATH
40: MEANDERER
41: THICKWEB
42: TRAINABLE
43: PET
44: PET_EXOTIC
45: CAN_CIV
46: CAN_SPEAK
47: CAN_LEARN
    note: INTELLIGENT sets 45, 46, 47
48: UTTERANCES
49: BONECARN (also sets CARNIVORE)
4A: CARNIVORE
4B: UNDERSWIM
4C: NOEXERT
4D: NOPAIN
4E: EXTRAVISION
4F: NOBREATHE
50: NOSTUN
51: NONAUSEA
52: NOBLEAD
53: TRANCES
54: NOEMOTION
55: RECKLESS
56: NOSTUCKINS
57: SEVERONBREAKS
58: NOSKULL
59: NOSKIN
5A: NOBONES
5B: NOMEAT
5C: PARALYZEIMMUNE
5D: NOFEAR
5E: CANOPENDOORS
5F: has ITEMCORPSE see also fields 520-526
60: USE_RACEGLOSS as corpse material subtype
61: NOSMELLYROT
62: REMAINS_UNDETERMINED
63: HASSHELL
64: PEARL
65: IVORY
66: HORN
67: NARROW
68: STOUT
69: LIKES_FIGHTING
6A: VERMIN_HATABLE
6B: VEGETATION
6C: MAGICAL
6D: GOOD
6E: NATURAL
6F: EVIL
70: SAVAGE
71: BABY  see also field 574
72: CHILD  see also field 578
73: MULTIPLE_LITTER_RARE
74: MOUNT
75: MOUNT_EXOTIC
76: FEATURE_ATTACK_GROUP
77: VERMIN_MICRO
78: BIOME_POOL_TEMPERATE_BRACKISHWATER
79: EQUIPS
7A: ENDING
7B: DEFENDER
7C: NOTHOUGHT
7D: TRAPAVOID
7E: CAVE_ADAPT
7F: MEGABEAST
80: SEMIMEGABEAST
81: ALL_ACTIVE
82: DIURNAL
83: NOCTURNAL
84: CREPUSCULAR
85: MATUTINAL
86: VESPERTINE
87: LIGHT_GEN
88: BIOME_MOUNTAIN
89: BIOME_GLACIER
8A: BIOME_TUNDRA
8B: BIOME_SWAMP_TEMPERATE_FRESHWATER
8C: BIOME_SWAMP_TEMPERATE_SALTWATER
8D: BIOME_MARSH_TEMPERATE_FRESHWATER
8E: BIOME_MARSH_TEMPERATE_SALTWATER
8F: BIOME_SWAMP_TROPICAL_FRESHWATER
90: BIOME_SWAMP_TROPICAL_SALTWATER
91: BIOME_SWAMP_MANGROVE
92: BIOME_MARSH_TROPICAL_FRESHWATER
93: BIOME_MARSH_TROPICAL_SALTWATER
94: BIOME_FOREST_TAIGA
95: BIOME_FOREST_TEMPERATE_CONIFER
96: BIOME_FOREST_TEMPERATE_BROADLEAF
97: BIOME_FOREST_TROPICAL_CONIFER
98: BIOME_FOREST_TROPICAL_DRY_BROADLEAF
99: BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
9A: BIOME_GRASSLAND_TEMPERATE
9B: BIOME_SAVANNA_TEMPERATE
9C: BIOME_SHRUBLAND_TEMPERATE
9D: BIOME_GRASSLAND_TROPICAL
9E: BIOME_SAVANNA_TROPICAL
9F: BIOME_SHRUBLAND_TROPICAL
A0: BIOME_DESERT_BADLAND
A1: BIOME_DESERT_ROCK
A2: BIOME_DESERT_SAND
A3: BIOME_OCEAN_TROPICAL
A4: BIOME_OCEAN_TEMPERATE
A5: BIOME_OCEAN_ARCTIC
A6: BIOME_POOL_TEMPERATE_FRESHWATER
A7: BIOME_SUBTERRANEAN_WATER
A8: BIOME_SUBTERRANEAN_CHASM
A9: BIOME_SUBTERRANEAN_LAVA
AA: FEMALE
AB: MALE
AC: NO_GENDER
AD: LISP
AE: MATERIAL
AF: both MATERIAL & USE_RACEGLOSS
B0: ALCOHOL_DEPENDENT
B1: SWIMS_INNATE  (also sets SWIMS_LEARNED)
B2: BIOME_POOL_TEMPERATE_SALTWATER
B3: BIOME_POOL_TROPICAL_FRESHWATER
B4: BIOME_POOL_TROPICAL_BRACKISHWATER
B5: BIOME_POOL_TROPICAL_SALTWATER
B6: BIOME_LAKE_TEMPERATE_FRESHWATER
B7: BIOME_LAKE_TEMPERATE_BRACKISHWATER
B8: BIOME_LAKE_TEMPERATE_SALTWATER
B9: BIOME_LAKE_TROPICAL_FRESHWATER
BA: BIOME_LAKE_TROPICAL_BRACKISHWATER
BB: BIOME_LAKE_TROPICAL_SALTWATER
BC: BIOME_RIVER_TEMPERATE_FRESHWATER
BD: BIOME_RIVER_TEMPERATE_BRACKISHWATER
BE: BIOME_RIVER_TEMPERATE_SALTWATER
BF: BIOME_RIVER_TROPICAL_FRESHWATER
C0: BIOME_RIVER_TROPICAL_BRACKISHWATER
C1: BIOME_RIVER_TROPICAL_SALTWATER

EQUIPMENT_WAGON sets 1, 15-17, 3A, 4C-5D, 61, 7C, AC
the following set multiple biome flags:
BIOME_ALL_MAIN, BIOME_ANY_LAND, BIOME_ANY_OCEAN, BIOME_ANY_LAKE, 
BIOME_ANY_RIVER, BIOME_ANY_POOL, BIOME_NOT_FREEZING, BIOME_ANY_TEMPERATE,
BIOME_ANY_TROPICAL, BIOME_ANY_TEMPERATE_FOREST, BIOME_ANY_TROPICAL_FOREST,
BIOME_ANY_WETLAND, BIOME_ANY_DESERT

This work done by 0x517A5D 22:36, 19 December 2007 (EST)

A thought: If I was designing this structure, all of these seldom-used fields would be kept off in a vector of strings and parsed when needed. I mean, remains_color is used once in the entire game, and it's for a creature that (I think) can't even appear! demon_sphere_vector? cheese_liquid_density? Now, really.
0x517A5D 15:28, 21 December 2007 (EST)