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chrono
Joined: 03 Jun 2005 Posts: 2
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Posted: Fri Jun 03, 2005 11:05 Post subject: Solved: Yet another memory thread (lists) |
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Hi
I'm trying to decode the NWN memory, but without too much luck. As of now, I'm working with triggers and have successfully extracted data such as the location of it and some other things, but what I also am looking for is the geometry nodes and their positions. This is where my problem comes in as they are stored in lists and I can't seem to figure them out. I've read the "Decoding NWN memory - Part I" about lists, but somehow it doesn't work, most likely since I'm not too experienced with this kind of programming
That guide says:
Quote: | SListPointer:
int pointerToSPreList
int NumberOfListElements |
and I know I have 4 nodes in my trigger (04 00 00 00) and I find two occourences at 0x214 and 0x224 (relative from pGameObject and both of these changes to the right amount of nodes (I've tested it)) but no preceeding pointer (only 00 00 00 00). So, either I got the wrong address or something.
Anyway, what I wanted to ask is if anyone got some example code on how to work with lists (which has entries, and elements below that) or if someone else has worked with this? I'm starting to lose hair...
Thanks in advance |
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chrono
Joined: 03 Jun 2005 Posts: 2
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Posted: Fri Jun 03, 2005 17:53 Post subject: |
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Hehe, finally solved it. I was so close all of the time...
0x214 is where the amount of nodes are saved, and the following four bytes at 0x218 is the address to where all the nodes are saved (starting with the first one). They are all stored in the format of "PositionX, PositionY, PositionZ" and the absolute coordinates are those who are stored, not the relative ones. So the first 12 bytes of the first node comes at that address, followed by the next 12, etc. Here's a little snipper to illustrate (sorry for my not-so-good C++ skills):
Code: |
float fPosX = *(float*)(pGameObject + 0x78);
float fPosY = *(float*)(pGameObject + 0x7C);
float fPosZ = *(float*)(pGameObject + 0x80);
int nNodes = *(int*)(pGameObject + 0x214);
Log(0, "fPosX: %f\n", fPosX);
Log(0, "fPosY: %f\n", fPosY);
Log(0, "fPosZ: %f\n", fPosZ);
Log(0, "Geometry Nodes: %d\n", nNodes);
Log(0, "--------\n");
char* pNodes = (char*)(*(int*)(pGameObject + 0x218));
int iNode;
for (iNode = 0; iNode < nNodes; iNode++)
{
float fNodeX = *(float*)(pNodes + (0x0C * iNode));
float fNodeY = *(float*)(pNodes + (0x0C * iNode) + 0x04);
float fNodeZ = *(float*)(pNodes + (0x0C * iNode) + 0x08);
Log(0, "#%d fNodeX: %f\n", iNode, fNodeX);
Log(0, "#%d fNodeY: %f\n", iNode, fNodeY);
Log(0, "#%d fNodeZ: %f\n", iNode, fNodeZ);
}
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This outputs something like this:
Code: |
fPosX: 33.000000
fPosY: 57.000000
fPosZ: 5.000000
Geometry Nodes: 4
--------
#0 fNodeX: 34.000000
#0 fNodeY: 58.000000
#0 fNodeZ: 6.000000
#1 fNodeX: 34.000000
#1 fNodeY: 59.000000
#1 fNodeZ: 7.000000
#2 fNodeX: 35.000000
#2 fNodeY: 59.000000
#2 fNodeZ: 8.000000
#3 fNodeX: 35.000000
#3 fNodeY: 58.000000
#3 fNodeZ: 9.000000
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Which is correct. The coordinates of the trigger is (33, 57, 5) and the 4 nodes are:
Code: | (1, 1, 1)
(1, 2, 2)
(2, 2, 3)
(2, 1, 4) |
which makes a rather funny shape, but good for testing. These values were set with Leto to ensure accuracy. So, as mentioned above, the coordinates stored in memory are the absolute coordinates, not the relative ones. |
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