/df-structures

Dwarf Fortress data structure descriptions

Primary LanguagePerl

How to update for a new version.


STAGE 1. RESET

  Download the new versions.

  Use new-release.pl to automatically perform:

    Use md5sum for linux and winedump for windows to find
    out the new hash and PE timestamp.

    Use the stamps to create new sections in symbols.xml
    Also paste them into make-csv inside start.lisp

    Create an empty v0.??.??.lst, and change the open-annotations
    filename in start.lisp.

    Wipe linux/df.globals.xml empty of all the global definitions.

  Start the linux DF version, and launch the tool.

  Execute (reset-state-annotation)

  Commit.

STAGE 2. LINUX COMPOUND GLOBALS

  Globals gps, enabler, gview and init are in the export table
  for linking with libgraphics, so they are immediately available
  in (browse @global.*).

  Run (list-globals/linux), paste the results in linux/df.globals.xml,
  and immediately compare it to the old version from source control.
  The order of the globals is quite stable, so if sizes look similar,
  they can be guessed immediately.

  The .bss compound section should be done except for 'announcements'.

  Run (browse-dataseg). The first three -30000 are cursor. Following
  group of 6 are selection_rect. After that, at 16-aligned addresses
  are control_mode and game_mode. Tab the game ui to the most common
  two-pane mode, scroll to the end and find 0x30200. Within this dword
  ui_menu_width is byte 1, ui_area_map_width is byte 2.

  (reload), (browse @global.*), look at the most important globals
  for misalignment. If found, fix it and delete old tables from
  symbols.xml.

STAGE 3. Linux primitive globals

  Unpause the game for a moment to let various structures be initialized.

  The fields can be found either by a straight memory search, or by
  looking in the area they are expected to be.

[A] The 'cur_year' area.

    Located just before ui_building_assign_type.

  1. cur_year / cur_year_tick

    (find-changes); step with dot; Enter; step; +; step; +; step; +; done

    look at values in bss, there will be cur_year_tick, and
    cur_year is 32 bytes before that.

  2. process_jobs

    Designate a building for construction.
    Look after process_dig for an enabled boolean.

  3. process_dig

    Step the game one step. Designate a tile for digging.
    Look after cur_year and before process_jobs.

    Note: this order because designating sometimes sets process_jobs too.

  4. job_next_id / ui_workshop_job_cursor

    Find a workshop without jobs; (find-changes); add job; Enter;
    add job; +; add job; +; done
    Finds job_next_id and ui_workshop_job_cursor, the distinction is obvious.

    The ui_workshop_job_cursor is expected to be after cur_year_tick.

  5. ui_workshop_in_add, ui_building_in_resize, ui_building_in_assign

    Expected to be in the area after ui_workshop_job_cursor, in this order.
    Change the relevant state in game and F5.

  6. ui_building_item_cursor

    Find a cluttered workshop, t; (find-changes); move cursor down; Enter;
    cursor down; +; cursor down; +; done

    Expected to be right after ui_workshop_job_cursor.

  7. current_weather

    Subtract 0x1c from cur_year address. Obviously, a big hack.

    It is best to use a save where the contents are non-zero and known to you.

[B] The ui_look_cursor area.

    Located in the area of the 124 byte global before ui.

  1. ui_look_cursor

    Like ui_building_item_cursor, but with a cluttered tile and k.

  2. ui_selected_unit

    Find a place with many nearby units; (find-changes); v; Enter; v; new;
    ...; when returned to origin, 0; 1; 2...; done

    Expected to be before ui_look_cursor.

  3. ui_unit_view_mode

    Select unit, page Gen; (find-changes); Inv; Enter; Prf; +; Wnd; +; done

    Expected to be after ui_selected_unit.

  4. pause_state

    (find-changes); toggle pause; Enter; toggle; 0; toggle; 1; etc; done

    Expected to be in the area after ui_look_cursor.

[C] The window_x/y/z area.

    Located right after ui_build_selector.

  1. window_x, window_y, window_z

    Use k, move window view to upper left corner, then the cursor to bottom
    right as far as it can go without moving the view.

    (find-changes); Shift-RightDown; Enter; Shift-RightDown; + 10;
    Shift-RightDown; + 10; done

    Finds cursor and two variables in bss. Z is just after them.

[D] Random positions.

  1. announcements

    Immediately follows d_init; starts 25 25 31 31 24 ...


STAGE 4. Primary windows compound globals

  After aligning globals on linux, run (make-csv) to produce offset tables.

  1. world

    Set a nickname, search for it; the unit will have it at offset 0x1C.
    Then trace back to the unit vector, and subtract its offset.

  2. ui

    Open the 's'quad sidebar page. Navigate to a squad in world.squads.all,
    then backtrace and subtract the offset of ui.squads.list.

  3. ui_build_selector

    Start creating a building, up to the point of material selection.
    Find the material item through world and backtrack references until .bss.

  4. ui_sidebar_menus

    Select a unit in 'v', open inventory page, backtrack from
    unit_inventory_item, subtract offset of unit.inv_items.

  5. ui_look_list

    Put a 'k' cursor over a unit, backtrack to a 0x10 bytes object
    with pointer at offset 0xC, then to the global vector.

  6. ui_advmode

    In adventure mode, open the 'c'ompanions menu, then backtrack from
    world.units.active[0] (i.e. the player) via ui_advmode.companions.unit

    Alternatively, look before ui_look_list for "0, 15" coming from the string.

  7. enabler

    (find-changes), resize the window, enter; resize width by +1 char,
    +; repeat until few candidates left; then done, select the renderer
    heap object and backtrack to enabler.renderer.

    Alternatively, look before ui for clocks changing every frame.

  8. map_renderer

    Put a 'v' cursor exactly above a unit; backtrack from the unit object.

    Alternatively, look before ui_advmode for the unit pointer list.

  9. texture

    Load the game with [GRAPHICS:YES] in init.txt, and example set.
    Then search for string "example/dwarves.bmp" and backtrack.

    Alternatively, look between ui_build_selector and init.


STAGE 5. Secondary windows compound globals

  These are too difficult to find by backtracking or search, so try
  looking in the expected area first:

  1. timed_events

    Look for a pointer vector around -0x54 before ui.

  2a. ui_building_assign_is_marked

    Assign to zone, (find-changes), toggle 1st unit, enter; toggle 1st,
    0; toggle 1st, 1; toggle 2nd, new; done

    The vector is expected to be just before ui.

  2b. ui_building_assign_items

    Expected to be immediately before ui_building_assign_is_marked.

  2c. ui_building_assign_units

    Start assigning units to a pasture, backtrack from one of the units.

    The vector is expected to be immediately before world.

  2d. ui_building_assign_type

    The vector is expected to be 2nd vector immediately after ui_look_list.

  3. gview

    Immediately follows ui.

  4a. d_init

    Follows world after a small gap (starts with flagarray).

  4b. init

    Follows ui_build_selector after a small gap.

  5. gps

    Look at around offset ui_area_map_width+0x470 for pointers.

  6a. created_item_type

    Expected to be at around -0x40 before world.

  6b. created_item_subtype

    The first vector immediately after ui_look_list.

  6c. created_item_mattype

    Immediately before ui_sidebar_menus.

  6d. created_item_matindex

    Before ui, after timed_events.

  6e. created_item_count

    Immediately before timed_events.


STAGE 6. Windows primitive globals

    Like linux primitives, except the ordering is completely different.

    This section only describes the ordering heuristics; for memory search
    instructions see linux primitive globals.

[A] formation_next_id

    Followed by ui_building_item_cursor, cur_year.

[B] interaction_instance_next_id...hist_figure_next_id

    Contains window_x, ui_workshop_in_add.

[C] machine_next_id

    Followed by ui_look_cursor, window_y.

[D] crime_next_id

    Followed by, in this order (but with some gaps):

    - ui_workshop_job_cursor
    - current_weather (immediately after ui_workshop_job_cursor)
    - process_dig
    - process_jobs
    - ui_building_in_resize
    - ui_building_in_assign
    - pause_state

[E] Random positions.

  1. cur_year_tick

    Look immediately before artifact_next_id.

  2. window_z

    Look before proj_next_id.

  3. ui_selected_unit

    Look just after squad_next_id.

  4. ui_unit_view_mode

    Look just before hist_event_collection_next_id.

  5. announcements

    Immediately follows d_init; starts 25 25 31 31 24 ...


STAGE 7. Verify objects

    With the windows version, run (check-struct-sizes) to see if
    any objects changed their size. If nothing is obviously wrong,
    use (check-struct-sizes :annotate? t) to mark correctly sized
    objects ALIGNED.