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

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|-
 
|-
| Current Unit Focus
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| Current unit focus
 
| 4
 
| 4
 
| long
 
| long
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|-
 
|-
| Current Year
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| Current year
 
|  
 
|  
 
|  
 
|  
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|-
 
|-
| Dwarf Race ID
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| Dwarf race ID
 
|  
 
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|-
 
|-
| Creature Vector
+
| Creature vector
 
|  
 
|  
 +
| [[Memory hacking#Vector|vector]]
 +
| There are actually multiple creature vectors, but this has all of them.
 +
| <code>01416A38</code>
 +
 +
|-
 +
| Another creature vector
 
|  
 
|  
| There are actually multiple creature vectors, but this has all of them.
+
| [[Memory hacking#Vector|vector]]
| <code>01416A3C</code>
+
| This is the creature list that 'Current unit focus' indexes into, unlike previously stated.
  
 
|}
 
|}

Revision as of 14:41, 5 November 2007

Addresses

Name Size Type Notes Offset
Art defacement malus 4 long normally -1000 (18 FC FF FF) 0079DC2F
Current unit focus 4 long Indexes into the full creature list. 00C2F548
Current year 00C34378
Map menu state 4 long The current state of the menu when viewing the map normally in Dwarf Fortress. 0x16 when in 'View Units' mode, other values unknown. 123B65C
Dwarf race ID As in the race identifier in the creature structure. 01237AD0 (probably)
Creature vector vector There are actually multiple creature vectors, but this has all of them. 01416A38
Another creature vector vector This is the creature list that 'Current unit focus' indexes into, unlike previously stated.

Creature Structure

Offset Size Type Name Notes
0x0000 4 Vptr Virtual function table pointer
0x0004 24 string First name
0x0020 24 string Nickname
0x0070 24 string Custom profession name
0x0088 2 Type ID #1 Dwarf types. 0x88 is the original dwarf type, 0x8a is the current dwarf type (I'm told Toady stores the original dwarf type for legends). The key is in the "Type ID" table, woefully incomplete.
0x008A 2 Type ID #2
0x008C 4 Creature Race A6 is the dwarf default (this may be different if the user has a mod installed)
0x00AC 2 X Coordinate Cells east of the west side
0x00AE 2 Y Coordinate Cells south of the north side
0x00B0 2 Z Coordinate Levels up from the bottom level
0x00E4 4 Flags (1 << 1) Unclear. It is set on dead things. Also, when a merchant caravan arrives, merchants and guards are added to the entity list slightly before they are added to the "u" list - during this period, this bit is set.
0x00E8 4 Flags (1 << 7) Appears to be whether or not the creature is dead.

(1 << 17) if creature is ready for slaughter

0x01F8 2 Strange mood 0xFFFF means no mood
0x041C 4 Strength
Value Name
0 Nothing
1 Strong
2 Very Strong
3 Extremely Strong
4 Mighty
5 Ultra-Mighty
0x0420 4 Agility
Value Name
0 Nothing
1 Agile
2 Very Agile
3 Extremely Agile
4 Unbelievably Agile
5 Perfectly Agile
0x0424 4 Toughness
Value Name
0 Nothing
1 Tough
2 Very Tough
3 Extremely Tough
4 Unbelievably Tough
5 Superdwarvenly Tough
0x042C 4 Skill Start Ptr Start of skill list
0x0430 4 Skill End Ptr End of skill list
0x0458 102 Labor preferences 102 1 byte values, corresponding to the profession list. Mostly bools, with notable exceptions of shieldtype,armortype, and weaponnum. I have No idea what the last one means.
0x0504 4 Happiness level 0 = miserable, >149 = ecstatic