#pragma once // Creature orders (cEvent_creature) and the engine fields around them // (docs/wasd.md, docs/auto-attack.md). #include #include #include "game/engine/objects.h" namespace game { constexpr uint32_t kEventCreatureVtable = 0x0088e95c; // cEngine fields. constexpr size_t kEngineFlags = 0x54; // 0x10 mouse button held (hold-to-move), 0x4000 input blocked constexpr size_t kEngineControlledId = 0x13c; // object id of the controlled creature // Order commands. constexpr uint32_t kOrderWalk = 4; constexpr uint32_t kOrderAttack = 7; // left click on a creature: one attack constexpr uint32_t kOrderUseArt = 0x105; // cEvent_creature (0x44 bytes). The meaning of +0x10..+0x20 depends on the // command: // walk (4): +0x14 2 = ground point at +0x18 / +0x1c (0: stop), // +0x20 1 = re-aim while a mouse button is held // attack (7): +0x18 target object id, +0x1c / +0x20 its position // use art (105): +0x10 target object id (0: ground / self), +0x18 / +0x1c // ground point, +0x30 art id // hit (5): +8 sender, +0xc / +0x10 target, +0x1c attacker id (the // damage code credits it: life leech, ...; aura hits leave // it 0), +0x20 four u16 damage slots (physical, ...), // +0x30 float damage factor struct CreatureOrder { uint32_t vtable = kEventCreatureVtable; uint32_t command = 0; uint32_t unknown08[2] = {}; uint32_t target = 0; // +0x10 uint32_t groundTarget = 0; // +0x14 int32_t a = 0; // +0x18 int32_t b = 0; // +0x1c int32_t c = 0; // +0x20 uint32_t unknown24[3] = {}; uint32_t art = 0; // +0x30 uint32_t unknown34[4] = {}; }; static_assert(sizeof(CreatureOrder) == 0x44); static_assert(offsetof(CreatureOrder, art) == 0x30); // cEngine::SendCreatureOrder (0x6170d0): snaps ground targets, then // creature->vf18 (cCreature::ReceiveOrder 0x52e400). inline void SendCreatureOrder(uint8_t* engine, void* creature, CreatureOrder& order) { using Fn = void(__fastcall*)(void* engine, void* edx, void* creature, void* event); reinterpret_cast(0x006170d0)(engine, nullptr, creature, &order); } inline void* ControlledCreature(uint8_t* engine) { return GetCreature(*reinterpret_cast(engine + kEngineControlledId)); } // Called before cCreature::ReceiveOrder (0x52e400) handles an order (any // creature; `caller` is the code that sent it). Register at startup. using CreatureOrderFn = void (*)(void* creature, const CreatureOrder& order, void* caller); void OnCreatureOrder(CreatureOrderFn callback); // Asked before the callbacks: an order any filter refuses (returns false) is // dropped, the creature never gets it. using CreatureOrderFilter = bool (*)(void* creature, const CreatureOrder& order); void FilterCreatureOrders(CreatureOrderFilter filter); // Creature fields. constexpr size_t kCreatureId = 0xc; constexpr size_t kCreatureX = 0x1c; constexpr size_t kCreatureY = 0x20; // Escorts (measured 2026-10-26, docs/quests.md): an NPC told to follow // (cCreature::ReceiveOrder 0x52e400, e.g. 0x52e64f) stores its leader id at // +0x251, sets bit 4 of +0x1f4 (escorts of quest scripts have 0x100 instead, // measured on "Jagd auf die Wilderer"; the leave order clears both) and is added to the leader's follower list // (+0x39c..+0x3a0, 9-byte entries {u32 id, u32, u8}) with AddFollower. // Quest scripts test "@npc" (0x498aa0 case 0x40) against that list. constexpr size_t kCreatureLeader = 0x251; constexpr size_t kCreatureStatus = 0x1f4; constexpr uint32_t kStatusFollowing = 0x104; constexpr size_t kCreatureFollowersBegin = 0x39c; constexpr size_t kCreatureFollowersEnd = 0x3a0; constexpr size_t kFollowerEntrySize = 9; #pragma pack(push, 1) struct FollowerEntry { uint32_t id; uint32_t value; // 1 for escorts, as the follow order adds them uint8_t flag; // 1 for escorts }; #pragma pack(pop) static_assert(sizeof(FollowerEntry) == kFollowerEntrySize); // cCreature::AddFollower (0x54b070, thiscall (const FollowerEntry*), ret 4): // adds the entry to the leader's list unless its id is in it. inline void AddFollower(void* leader, const FollowerEntry& entry) { using Fn = void(__fastcall*)(void*, void*, const FollowerEntry*); reinterpret_cast(0x0054b070)(leader, nullptr, &entry); } // The ids on the leader's follower list. template void ForEachFollower(const void* leader, Fn&& fn) { const auto* creature = static_cast(leader); const auto* begin = *reinterpret_cast(creature + kCreatureFollowersBegin); const auto* end = *reinterpret_cast(creature + kCreatureFollowersEnd); for (const uint8_t* entry = begin; entry && entry < end; entry += kFollowerEntrySize) { fn(*reinterpret_cast(entry)); } } inline bool HasFollower(const void* leader, uint32_t id) { bool found = false; ForEachFollower(leader, [&](uint32_t follower) { found = found || follower == id; }); return found; } // cCreature::Teleport (0x54d840, thiscall (cell x, cell y, 0, 1), ret 0x10): // as the portals move the hero (EE_USEPORTAL 0x6197c3); the game's log line // "Teleport (type): , ... (x,y)". inline void Teleport(void* creature, int32_t cellX, int32_t cellY) { using Fn = void(__fastcall*)(void*, void*, int32_t, int32_t, int32_t, int32_t); reinterpret_cast(0x0054d840)(creature, nullptr, cellX, cellY, 0, 1); } // The walk path (measured 2026-10-18): waypoints {x, y} at +0x2ed + i * 8, // the current segment's start index at +0x36d, the count at +0x371, and the // step's sub-unit remainder (x, y, 1/1024 units) at +0x37d / +0x381. // cCreature::Update (0x594110, thiscall (u8), ret 4; about 40 times per second // on the engine thread) moves the creature its step length along the // segments into g_creatureNewPosition (0xad2368, {u16, x, y, u8 level}), // writes the reached point back as the segment start, and commits it with // cObjectManager::Place (0x5fcd10), which refuses blocked spots (the // creature then stays where it was). At the last waypoint the walk ends. constexpr size_t kCreaturePath = 0x2ed; constexpr size_t kPathPointSize = 8; constexpr size_t kCreaturePathIndex = 0x36d; constexpr size_t kCreaturePathCount = 0x371; // Facing: a float unit vector in world axes ({0.707, -0.707} facing right on // screen). Walking turns it towards the path gradually (measured 2026-10-18: // about 300 ms for a reversal, swinging through the side). constexpr size_t kCreatureFacing = 0x70; // +0xfc: the pending action (u16, the order received but not yet started; // 2 a walk), +0xfe its phase, +0x100..+0x13f its parameters (walk target at // +0x104 / +0x108). cCreature::Think (vf04, 0x537430, thiscall (float), // ret 4; about every 110 ms per creature) starts it and then runs the current // action's handler. constexpr size_t kCreaturePendingAction = 0xfc; constexpr uint16_t kPendingWalk = 2; // cCreature::StartPendingWalk (0x4ede70, thiscall (), ret): the Think step // for a pending walk: unless a status effect (+0x1f4) holds the creature or // the target is over 2000 units away, the pending parameters become the // action's (+0x154), action 1, phase 0 unless already walking. inline void StartPendingWalk(void* creature) { using Fn = void(__fastcall*)(void*, void*); reinterpret_cast(0x004ede70)(creature, nullptr); } // cCreature::WalkAction (0x4f45b0, thiscall (), ret): the Think step of the // walk action; phase 0 plans the path, sets the facing, starts the walk // animation and goes to phase 1. inline void WalkAction(void* creature) { using Fn = void(__fastcall*)(void*, void*); reinterpret_cast(0x004f45b0)(creature, nullptr); } // +0x150: low word the current action, high word its phase; 0x10000 when // standing idle. Measured on the hero: 1 walking (also up to a target), // 2 stopping (2026-10-18: the target-less walk order sets the walk's phase // to 0x64 at 0x52f03a, WalkAction then switches to 2 with the stop // animation at 0x4f6f8b, idle about 110 ms later at 0x546513), // 3 weapon attack, 4 casting a spell (2026-10-16), 6 dying, 8 an art seen // after walking up (2026-10-15, presumably a combat move), 5 a shot with a // projectile weapon (bow, 2026-10-18). constexpr size_t kCreatureAction = 0x150; enum CreatureAction : int32_t { kActionIdle = 0, kActionWalk = 1, kActionStop = 2, kActionAttack = 3, kActionCastSpell = 4, kActionShoot = 5, kActionDying = 6, kActionCombatMove = 8, }; inline int32_t CurrentAction(const void* creature); constexpr size_t kCreatureActionPhase = 0x152; // u16 constexpr uint16_t kPhaseStopping = 0x64; // walk: stop requested // cCreature::IsAlive (0x548ef0): not dying (+0x150 == 6), not dead (+0xfc == // 9), health (+0x4d8) left. inline bool IsAlive(void* creature) { using Fn = char(__fastcall*)(void*, void*); return reinterpret_cast(0x00548ef0)(creature, nullptr) != 0; } // cCreature::IsHostileTo (0x548dd0, (creature)): `other` is alive and its // faction is hostile to this creature's (0x4226f0 / 0x423450). NPCs such as // traders are not hostile (and not allies either). inline bool IsHostileTo(void* creature, void* other) { using Fn = char(__fastcall*)(void*, void*, void*); return other && reinterpret_cast(0x00548dd0)(creature, nullptr, other) != 0; } // cCreature::DistanceTo (0x536f20, (object id)). inline uint32_t DistanceTo(void* creature, uint32_t id) { using Fn = uint32_t(__fastcall*)(void*, void*, uint32_t); return reinterpret_cast(0x00536f20)(creature, nullptr, id); } inline int32_t CreatureField(const void* creature, size_t offset) { return *reinterpret_cast(static_cast(creature) + offset); } inline int32_t CurrentAction(const void* creature) { return CreatureField(creature, kCreatureAction) & 0xffff; } // A map position as objects keep it (object +0x18): area, x, y, level. In // world units, or in map cells (world / kMapCellSize, truncated; 0x6225c0 // converts an object's position). struct MapPosition { uint16_t area = 0; int32_t x = 0; int32_t y = 0; uint8_t level = 0; }; static_assert(offsetof(MapPosition, x) == 4 && offsetof(MapPosition, level) == 0xc); constexpr size_t kObjectPosition = 0x18; constexpr size_t kObjectLevel = 0x24; constexpr float kMapCellSize = 53.66563f; // 0x88f318 / 0x890044 // The map cell of world point (x, y) on the creature's area and level. inline MapPosition CellAt(const void* creature, int x, int y) { const auto* c = static_cast(creature); MapPosition cell; cell.area = *reinterpret_cast(c + kObjectPosition); cell.x = static_cast(x / kMapCellSize); cell.y = static_cast(y / kMapCellSize); cell.level = c[kObjectLevel]; return cell; } // cCreature::IsCellWalkable (0x4f7b20, thiscall (cell*), ret 4): whether the // creature may enter map cell `cell` (map sector lookups and its walk area // +0x2c; reads only). The step test cCreature::CanStepTo (0x593c50) refuses a // step into another cell that is not walkable. inline bool IsCellWalkable(void* creature, MapPosition& cell) { using Fn = char(__fastcall*)(void*, void*, MapPosition*); return reinterpret_cast(0x004f7b20)(creature, nullptr, &cell) != 0; } // The distance at which two creatures touch (0x4dbaa0 on one, (the other)): // the mean of their body radii by object type (heroes 110 with a weapon, 80 // without; monsters 70..480). A melee attacker swings from about there // (measured: heroes started swings at 117..149). inline int ContactDistance(void* creature, void* other) { using Fn = int(__fastcall*)(void*, void*, void*); return reinterpret_cast(0x004dbaa0)(creature, nullptr, other); } // The creature's weapon class (0x546df0, (0)): from the weapons in its hands // (+0x1d4 / +0x1d8, item type +0x1e), in the order of the motion sets: // 0 bare hands, 1 one-handed, 2 two-handed, 3 two-handed axe, 4 staff, // 5 dagger, 6 throwing, 7 bow, 8 two weapons, 9 / 10 blades, 11 whip, // 12 crossbow, 13 pistol. inline int WeaponClass(void* creature) { using Fn = short(__fastcall*)(void*, void*, int); return reinterpret_cast(0x00546df0)(creature, nullptr, 0); } inline bool HasRangedWeapon(void* creature) { const int c = WeaponClass(creature); return c == 6 || c == 7 || c == 12 || c == 13; } // The nearest living creature hostile to `attacker` within `maxDistance` of // `from` (a creature), other than `except` and other player heroes; one not // in `avoid` if there is any. 0 if none. uint32_t NearestHostile(void* attacker, void* from, double maxDistance, uint32_t except = 0, const uint32_t* avoid = nullptr, size_t avoidCount = 0); } // namespace game