//! Client-side world marker system //! //! Manages up to 5 colored markers placed at world positions. //! Uses CreateEntityInstance_WithAttachment (0x6707c0) for entity lifecycle. //! Markers persist across zone transitions via MarkerDef definitions. //! Entities are respawned automatically when the player approaches within 200y. //! //! Lua API: //! WorldMarker(index, x, y, z) — place marker at coordinates //! WorldMarker(index, "unit") — place marker at unit's position //! WorldMarker(index) — place marker at cursor terrain position //! ClearWorldMarker(index) — remove specific marker (1-5) //! ClearWorldMarker() — remove all markers //! SetMarkerDef(i, x, y, z, area) — store definition (no immediate spawn) //! ClearMarkerDef([index]) — clear definition (and entity) //! GetMarkerDef(index) — returns x, y, z, areaId or nil const std = @import("std"); const hook = @import("zhook"); const o = @import("offsets.zig"); const wow = @import("../outline/wow.zig"); const con = @import("../console.zig"); const WINAPI = std.builtin.CallingConvention.winapi; extern "kernel32" fn CreateMutexA(lpMutexAttributes: ?*anyopaque, bInitialOwner: i32, lpName: [*:0]const u8) callconv(WINAPI) ?*anyopaque; extern "kernel32" fn ReleaseMutex(hMutex: *anyopaque) callconv(WINAPI) i32; extern "kernel32" fn CloseHandle(hObject: *anyopaque) callconv(WINAPI) i32; extern "kernel32" fn GetLastError() callconv(WINAPI) u32; extern "kernel32" fn GetCurrentProcessId() callconv(WINAPI) u32; extern "kernel32" fn GetTickCount() callconv(WINAPI) u32; const ERROR_ALREADY_EXISTS: u32 = 183; var g_mutex: ?*anyopaque = null; var g_is_hook_owner: bool = false; /// True if this DLL instance owns the markers hooks and Lua API is safe to use. pub fn isActive() bool { return g_is_hook_owner; } // ============================================================================= // Constants // ============================================================================= const NUM_MARKERS = 5; const MARKER_Z_OFFSET: f32 = 2.0; // M2 animation IDs for Raid_UI_FX models (not standard Birth/Death) const ANIM_STAND: u32 = 0; // 4000ms grow-in (bones scale from 1x to full) const ANIM_HOLD: u32 = 158; // sustained idle at full scale (loops) const ANIM_DECAY: u32 = 159; // 666ms shrink-out const DECAY_DURATION_MS: u32 = 650; // slightly over 666ms to ensure animation completes const MODEL_PATHS = [NUM_MARKERS][*:0]const u8{ "Spells\\Raid_UI_FX_Cyan.m2", // 1 - Blue Square "Spells\\Raid_UI_FX_Green.m2", // 2 - Green Triangle "Spells\\Raid_UI_FX_Purple.m2", // 3 - Purple Diamond "Spells\\Raid_UI_FX_Red.m2", // 4 - Red Cross "Spells\\Raid_UI_FX_Yellow.m2", // 5 - Yellow Star }; // ============================================================================= // Types // ============================================================================= pub const Vec3 = struct { x: f32, y: f32, z: f32, }; // ============================================================================= // State // ============================================================================= /// Persistent marker definition — survives zone transitions. const MarkerDef = struct { pos: Vec3, area_id: u32, active: bool, }; const EMPTY_DEF: MarkerDef = .{ .pos = .{ .x = 0, .y = 0, .z = 0 }, .area_id = 0, .active = false }; /// Marker definitions persist across zone transitions (NOT cleared in worldCleanupDetour). var marker_defs: [NUM_MARKERS]MarkerDef = .{EMPTY_DEF} ** NUM_MARKERS; /// Transient entity state — cleared on zone transition / teardown. var marker_entities: [NUM_MARKERS]?*anyopaque = .{null} ** NUM_MARKERS; var marker_created_tick: [NUM_MARKERS]u32 = .{0} ** NUM_MARKERS; var hold_queued: [NUM_MARKERS]bool = .{false} ** NUM_MARKERS; // Proximity respawn constants const RESPAWN_DISTANCE_SQ: f32 = 200.0 * 200.0; // Throttle timers for respawn checks var last_respawn_tick: u32 = 0; const RESPAWN_CHECK_INTERVAL_MS: u32 = 1000; var last_zombie_tick: u32 = 0; const ZOMBIE_CHECK_INTERVAL_MS: u32 = 3000; // Entities playing their Decay animation before destruction. // Cleaned up every frame by tickAnimations (via OnWorldUpdate hook). const MAX_DESPAWNING = 8; const DespawningEntity = struct { entity: *anyopaque, start_tick: u32, }; var despawning: [MAX_DESPAWNING]?DespawningEntity = .{null} ** MAX_DESPAWNING; // ============================================================================= // Lua C API (WoW 1.12.1 — all __fastcall, L in ECX) // ============================================================================= const fc = std.builtin.CallingConvention{ .x86_fastcall = .{} }; const sc = std.builtin.CallingConvention{ .x86_stdcall = .{} }; const lapi = struct { fn gettop(L: u32) i32 { const f: *const fn (u32) callconv(fc) i32 = @ptrFromInt(0x6F3070); return f(L); } fn isnumber(L: u32, index: i32) bool { const f: *const fn (u32, i32) callconv(fc) u32 = @ptrFromInt(0x6F34D0); return f(L, index) != 0; } fn isstring(L: u32, index: i32) bool { const f: *const fn (u32, i32) callconv(fc) u32 = @ptrFromInt(0x6F3510); return f(L, index) != 0; } fn tonumber(L: u32, index: i32) f64 { const f: *const fn (u32, i32) callconv(fc) f64 = @ptrFromInt(0x6F3620); return f(L, index); } fn tostring(L: u32, index: i32) ?[*:0]const u8 { const f: *const fn (u32, i32) callconv(fc) ?[*:0]const u8 = @ptrFromInt(0x6F3690); return f(L, index); } fn pushstring(L: u32, s: [*:0]const u8) void { const f: *const fn (u32, [*:0]const u8) callconv(fc) void = @ptrFromInt(0x6F3890); f(L, s); } fn pushnumber(L: u32, n: f64) void { // Ghidra confirms: __thiscall(ECX=L), double on stack as [EBP+8]/[EBP+0xc], ret 8. // Can't use fastcall — our patched inreg would shove the f64's low dword into EDX. const tc = std.builtin.CallingConvention{ .x86_thiscall = .{} }; const f: *const fn (u32, f64) callconv(tc) void = @ptrFromInt(0x6F3810); f(L, n); } }; // ============================================================================= // Position helpers // ============================================================================= pub fn getUnitPosition(unit: u32) Vec3 { if (unit == 0) return .{ .x = 0, .y = 0, .z = 0 }; const movement = hook.readMem(u32, unit + o.UNIT_MOVEMENT_OFFSET); if (movement == 0 or movement < 0x10000) return .{ .x = 0, .y = 0, .z = 0 }; return .{ .x = hook.readMem(f32, movement + o.MOVEMENT_POS_X), .y = hook.readMem(f32, movement + o.MOVEMENT_POS_Y), .z = hook.readMem(f32, movement + o.MOVEMENT_POS_Z), }; } /// Resolve a unit ID string ("player", "target", etc.) to a world position. fn resolveUnitPosition(unit_id: [*:0]const u8) ?Vec3 { const guid = wow.unitGUID(unit_id); if (guid == 0) return null; const obj = wow.getObjectByGUID(guid); if (obj == 0) return null; const pos = getUnitPosition(obj); if (pos.x == 0 and pos.y == 0 and pos.z == 0) return null; return pos; } /// Get the terrain position under the mouse cursor by calling UpdateHitTest. /// This performs a camera-through-cursor raycast and stores the result at /// worldFrame+0x350. Safe to call from Lua callbacks (saves/restores matrices). fn getCursorTerrainPosition() ?Vec3 { const world_frame = hook.readMem(u32, o.PTR_WORLD_FRAME); if (world_frame == 0 or world_frame < 0x10000) return null; // Zero the intersection point before raycasting so we can detect "no hit" // (HitTestPoint returns 0 for both "terrain hit" and "no hit" in normal mode — // WorldIntersectionTest returns gameStateFlags & 1, which is 0 outside AoE targeting. // On a real hit the coords are overwritten; on sky/no-hit they stay zeroed.) @as(*align(1) u32, @ptrFromInt(world_frame + o.WF_HIT_TERRAIN_X)).* = 0; @as(*align(1) u32, @ptrFromInt(world_frame + o.WF_HIT_TERRAIN_Y)).* = 0; @as(*align(1) u32, @ptrFromInt(world_frame + o.WF_HIT_TERRAIN_Z)).* = 0; // UpdateHitTest — __fastcall(ECX=worldFrame) hook.fastcall(void, o.FN_UPDATE_HIT_TEST, world_frame, 0); const x = hook.readMem(f32, world_frame + o.WF_HIT_TERRAIN_X); const y = hook.readMem(f32, world_frame + o.WF_HIT_TERRAIN_Y); const z = hook.readMem(f32, world_frame + o.WF_HIT_TERRAIN_Z); if (x == 0 and y == 0 and z == 0) return null; return .{ .x = x, .y = y, .z = z }; } // ============================================================================= // Game function wrappers // ============================================================================= /// CreateEntityInstance_WithAttachment — __fastcall, RET 0x14. fn createEntityInstance(path: [*:0]const u8, pos: *[3]f32, facing: f32, flags: u32, update_now: u32) ?*anyopaque { const facing_bits: u32 = @bitCast(facing); const stack_args = [5]u32{ facing_bits, flags, update_now, 0, 0, }; const result: u32 = asm volatile ( \\ push 16(%[a]) \\ push 12(%[a]) \\ push 8(%[a]) \\ push 4(%[a]) \\ push (%[a]) \\ call *%[func] : [ret] "={eax}" (-> u32), : [_] "{ecx}" (@intFromPtr(path)), [_] "{edx}" (@intFromPtr(pos)), [a] "r" (&stack_args), [func] "r" (o.FN_CREATE_ENTITY_INSTANCE), : .{ .memory = true, .cc = true }); return if (result != 0) @ptrFromInt(result) else null; } /// CleanupEntity_ProcessAttachments — __fastcall(ECX=entity), no stack params. fn cleanupEntity(obj: *anyopaque) void { asm volatile ("call *%[func]" : : [_] "{ecx}" (@intFromPtr(obj)), [func] "r" (o.FN_CLEANUP_ENTITY), : .{ .eax = true, .edx = true, .memory = true, .cc = true }); } // ============================================================================= // Animation // ============================================================================= /// Play an animation on an entity's M2 model render context (entity+0x88). /// CM2Model__PlayBoneAnimation — __thiscall(ECX=model), RET 0x1c. fn playAnimation(entity: *anyopaque, anim_id: u32, queue: bool) void { const entity_addr = @intFromPtr(entity); const model = hook.readMem(u32, entity_addr + 0x88); if (model == 0 or model < 0x10000) return; const speed_bits: u32 = @bitCast(@as(f32, 1.0)); const stack_args = [7]u32{ 0xFFFFFFFF, // boneIndex: all bones anim_id, @bitCast(@as(i32, -1)), // seqIndex: random 0, // animData: NULL speed_bits, // speed: 1.0 1, // blendMode: smooth blend @intFromBool(queue), }; asm volatile ( \\ push 24(%[a]) \\ push 20(%[a]) \\ push 16(%[a]) \\ push 12(%[a]) \\ push 8(%[a]) \\ push 4(%[a]) \\ push (%[a]) \\ call *%[func] : : [_] "{ecx}" (model), [a] "r" (&stack_args), [func] "r" (o.FN_PLAY_BONE_ANIMATION), : .{ .eax = true, .edx = true, .memory = true, .cc = true }); } /// Clean up despawning entities whose Decay animation has finished. fn cleanupDespawning() void { const now = GetTickCount(); for (&despawning) |*slot| { if (slot.*) |d| { if (now -% d.start_tick >= DECAY_DURATION_MS) { cleanupEntity(d.entity); slot.* = null; } } } } /// Force-cleanup all despawning entities immediately (for shutdown). fn forceCleanupDespawning() void { for (&despawning) |*slot| { if (slot.*) |d| { cleanupEntity(d.entity); slot.* = null; } } } /// Start despawn animation and defer entity destruction. fn beginDespawn(entity: *anyopaque) void { playAnimation(entity, ANIM_DECAY, true); // Find a free despawning slot for (&despawning) |*slot| { if (slot.* == null) { slot.* = .{ .entity = entity, .start_tick = GetTickCount() }; return; } } // All slots full — force-cleanup the oldest and reuse slot 0 if (despawning[0]) |old| { cleanupEntity(old.entity); } despawning[0] = .{ .entity = entity, .start_tick = GetTickCount() }; } // ============================================================================= // Marker management // ============================================================================= /// Place a marker at the given world position. Replaces any existing marker in that slot. /// Also stores the definition so the marker survives zone transitions. /// index is 0-based (0..4). fn placeMarker(index: usize, pos: Vec3) bool { if (index >= NUM_MARKERS) return false; // Clear existing entity in this slot (but not the def — we're about to overwrite it) clearEntity(index); // Store persistent definition marker_defs[index] = .{ .pos = pos, .area_id = hook.readMem(u32, o.ZONE_AREA_ID), .active = true, }; return spawnEntity(index, pos); } /// Spawn a marker entity without touching marker_defs. Used by both /// placeMarker (initial placement) and the proximity respawn system. fn spawnEntity(index: usize, pos: Vec3) bool { var position = [3]f32{ pos.x, pos.y, pos.z + MARKER_Z_OFFSET }; const obj = createEntityInstance(MODEL_PATHS[index], &position, 0.0, 0, 1) orelse { con.fmt("[markers] failed to create marker {d}\n", .{index + 1}); return false; }; marker_entities[index] = obj; marker_created_tick[index] = GetTickCount(); hold_queued[index] = false; con.fmt("[markers] marker {d} spawned at {d:.1}, {d:.1}, {d:.1} @0x{x}\n", .{ index + 1, pos.x, pos.y, pos.z, @intFromPtr(obj), }); return true; } /// Remove only the live entity for a marker slot (def untouched). /// Used internally before respawn/replacement. fn clearEntity(index: usize) void { if (index >= NUM_MARKERS) return; cleanupDespawning(); if (marker_entities[index]) |existing| { beginDespawn(existing); marker_entities[index] = null; hold_queued[index] = false; } } /// Remove a specific marker (entity + definition). index is 0-based. fn clearMarker(index: usize) void { if (index >= NUM_MARKERS) return; clearEntity(index); marker_defs[index] = EMPTY_DEF; } /// Remove all markers (entities + definitions). fn clearAllMarkers() void { cleanupDespawning(); var any = false; for (0..NUM_MARKERS) |i| { if (marker_entities[i]) |existing| { beginDespawn(existing); marker_entities[i] = null; any = true; } marker_defs[i] = EMPTY_DEF; } if (any) con.print("[markers] all markers cleared\n"); } // ============================================================================= // Lua API // ============================================================================= /// Lua: WorldMarker(index [, x, y, z | "unitId"]) /// WorldMarker(1, x, y, z) — place at coordinates /// WorldMarker(1, "target") — place at unit's current position /// WorldMarker(1) — place at cursor terrain position pub fn luaWorldMarker(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs < 1 or !lapi.isnumber(L, 1)) { con.print("[markers] WorldMarker: expected index (1-5)\n"); return 0; } const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) { con.print("[markers] WorldMarker: index must be 1-5\n"); return 0; } const index: usize = @intCast(raw_index - 1); if (nargs >= 4 and lapi.isnumber(L, 2)) { // WorldMarker(index, x, y, z) const x: f32 = @floatCast(lapi.tonumber(L, 2)); const y: f32 = @floatCast(lapi.tonumber(L, 3)); const z: f32 = @floatCast(lapi.tonumber(L, 4)); _ = placeMarker(index, .{ .x = x, .y = y, .z = z }); } else if (nargs >= 2 and lapi.isstring(L, 2)) { // WorldMarker(index, "unitId") const unit_id = lapi.tostring(L, 2) orelse { con.print("[markers] WorldMarker: invalid unit string\n"); return 0; }; const pos = resolveUnitPosition(unit_id) orelse { con.fmt("[markers] WorldMarker: unit '{s}' not found\n", .{std.mem.span(unit_id)}); return 0; }; _ = placeMarker(index, pos); } else { // WorldMarker(index) — cursor terrain position const pos = getCursorTerrainPosition() orelse { con.print("[markers] no terrain under cursor\n"); return 0; }; _ = placeMarker(index, pos); } return 0; } /// Lua: ClearWorldMarker([index]) /// ClearWorldMarker(1) — remove marker 1 /// ClearWorldMarker() — remove all markers pub fn luaClearWorldMarker(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs == 0) { clearAllMarkers(); return 0; } if (!lapi.isnumber(L, 1)) { con.print("[markers] ClearWorldMarker: expected index (1-5) or no args\n"); return 0; } const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) { con.print("[markers] ClearWorldMarker: index must be 1-5\n"); return 0; } clearMarker(@intCast(raw_index - 1)); return 0; } // Delay before queuing Hold after Stand starts. Too short (<1s) causes the // engine's blend logic to accelerate Stand; too long and there's a visible gap. // 2000ms was empirically determined as the shortest delay that preserves // Stand's full-speed grow-in animation across all 5 marker colors. const HOLD_QUEUE_DELAY_MS: u32 = 2000; /// Per-frame tick (driven by OnWorldUpdate hook). /// 1. Queue Hold animation after Stand grow-in completes /// 2. Clean up despawning entities /// 3. Detect zombie entities (culled by the game) and destroy them /// 4. Respawn markers near the player from persistent definitions fn tickAnimations() void { const now = GetTickCount(); cleanupDespawning(); // Queue Hold animation for freshly-created markers for (0..NUM_MARKERS) |i| { if (hold_queued[i]) continue; const entity = marker_entities[i] orelse continue; if (now -% marker_created_tick[i] < HOLD_QUEUE_DELAY_MS) continue; playAnimation(entity, ANIM_HOLD, true); hold_queued[i] = true; } // Zombie detection — entity exists but refcount dropped to 1 (culled by game). // Check every 3 seconds to avoid per-frame overhead. if (now -% last_zombie_tick >= ZOMBIE_CHECK_INTERVAL_MS) { last_zombie_tick = now; for (0..NUM_MARKERS) |i| { const entity = marker_entities[i] orelse continue; const addr = @intFromPtr(entity); const refcount = hook.readMem(u16, addr + 0x0E); if (refcount <= 1) { con.fmt("[markers] zombie detected [{d}] @0x{x} rc={d}, destroying\n", .{ i + 1, addr, refcount }); cleanupEntity(entity); marker_entities[i] = null; hold_queued[i] = false; } } } // Proximity respawn — check every ~1 second if (now -% last_respawn_tick >= RESPAWN_CHECK_INTERVAL_MS) { last_respawn_tick = now; const player = wow.getLocalPlayer(); if (player != 0) { const player_pos = getUnitPosition(player); if (player_pos.x != 0 or player_pos.y != 0 or player_pos.z != 0) { const current_area = hook.readMem(u32, o.ZONE_AREA_ID); for (0..NUM_MARKERS) |i| { if (!marker_defs[i].active) continue; if (marker_entities[i] != null) continue; // entity alive, skip if (marker_defs[i].area_id != current_area) continue; // wrong zone const dx = player_pos.x - marker_defs[i].pos.x; const dy = player_pos.y - marker_defs[i].pos.y; const dz = player_pos.z - marker_defs[i].pos.z; const dist_sq = dx * dx + dy * dy + dz * dz; if (dist_sq < RESPAWN_DISTANCE_SQ) { con.fmt("[markers] respawning [{d}] dist={d:.0}\n", .{ i + 1, @sqrt(dist_sq) }); _ = spawnEntity(i, marker_defs[i].pos); } } } } } } /// Lua: local x, y, z = GetPlayerPosition() pub fn luaGetPlayerPosition(L: u32) callconv(.c) u32 { const player = wow.getLocalPlayer(); if (player == 0) return 0; const pos = getUnitPosition(player); lapi.pushnumber(L, @floatCast(pos.x)); lapi.pushnumber(L, @floatCast(pos.y)); lapi.pushnumber(L, @floatCast(pos.z)); return 3; } /// Lua: local dist = DistanceToMark(index) /// Returns distance in yards from player to the stored marker position, /// or nil if the marker doesn't exist or there's no player. pub fn luaDistanceToMark(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs < 1 or !lapi.isnumber(L, 1)) return 0; const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) return 0; const index: usize = @intCast(raw_index - 1); if (!marker_defs[index].active) return 0; const mark_pos = marker_defs[index].pos; const player = wow.getLocalPlayer(); if (player == 0) return 0; const player_pos = getUnitPosition(player); if (player_pos.x == 0 and player_pos.y == 0 and player_pos.z == 0) return 0; const dx = player_pos.x - mark_pos.x; const dy = player_pos.y - mark_pos.y; const dz = player_pos.z - mark_pos.z; const dist = @sqrt(dx * dx + dy * dy + dz * dz); lapi.pushnumber(L, @floatCast(dist)); return 1; } /// Lua: SetMarkerDef(index, x, y, z, areaId) /// Store a marker definition without immediately spawning. Used by the addon /// when receiving remote marker data — proximity respawn handles entity creation. pub fn luaSetMarkerDef(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs < 5) return 0; if (!lapi.isnumber(L, 1) or !lapi.isnumber(L, 2) or !lapi.isnumber(L, 3) or !lapi.isnumber(L, 4) or !lapi.isnumber(L, 5)) return 0; const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) return 0; const index: usize = @intCast(raw_index - 1); const x: f32 = @floatCast(lapi.tonumber(L, 2)); const y: f32 = @floatCast(lapi.tonumber(L, 3)); const z: f32 = @floatCast(lapi.tonumber(L, 4)); const area_id: u32 = @intFromFloat(lapi.tonumber(L, 5)); // Clear existing entity if any (will be respawned by proximity check) clearEntity(index); marker_defs[index] = .{ .pos = .{ .x = x, .y = y, .z = z }, .area_id = area_id, .active = true, }; con.fmt("[markers] SetMarkerDef [{d}] at {d:.1},{d:.1},{d:.1} area={d}\n", .{ index + 1, x, y, z, area_id }); return 0; } /// Lua: ClearMarkerDef([index]) /// Clear a definition (and its entity if alive). No args = clear all. pub fn luaClearMarkerDef(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs == 0) { clearAllMarkers(); return 0; } if (!lapi.isnumber(L, 1)) return 0; const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) return 0; clearMarker(@intCast(raw_index - 1)); return 0; } /// Lua: local x, y, z, areaId = GetMarkerDef(index) /// Returns position and area ID for an active marker def, or nil if inactive. pub fn luaGetMarkerDef(L: u32) callconv(.c) u32 { const nargs = lapi.gettop(L); if (nargs < 1 or !lapi.isnumber(L, 1)) return 0; const raw_index = @as(i32, @intFromFloat(lapi.tonumber(L, 1))); if (raw_index < 1 or raw_index > NUM_MARKERS) return 0; const index: usize = @intCast(raw_index - 1); if (!marker_defs[index].active) return 0; lapi.pushnumber(L, @floatCast(marker_defs[index].pos.x)); lapi.pushnumber(L, @floatCast(marker_defs[index].pos.y)); lapi.pushnumber(L, @floatCast(marker_defs[index].pos.z)); lapi.pushnumber(L, @floatCast(@as(f64, @floatFromInt(marker_defs[index].area_id)))); return 4; } /// Lua: local areaId = GetCurrentAreaId() /// Returns the current zone area ID from the game global. pub fn luaGetCurrentAreaId(L: u32) callconv(.c) u32 { const area_id = hook.readMem(u32, o.ZONE_AREA_ID); lapi.pushnumber(L, @floatCast(@as(f64, @floatFromInt(area_id)))); return 1; } // ============================================================================= // World teardown hook // ============================================================================= var world_cleanup_hook: hook.Detour(fn () callconv(sc) void) = .{}; var world_update_hook: hook.Detour(fn (u32) callconv(fc) void) = .{}; /// OnWorldUpdate hook — per-frame tick while world is active. /// Drives animation state (Hold queue after Stand, despawn cleanup). fn worldUpdateDetour(frame: u32) callconv(fc) void { tickAnimations(); world_update_hook.callOriginal(.{frame}); } /// Pre-hook on CleanupWorldAndEntities (0x66fc40). /// Destroys all our entities via CleanupEntity_ProcessAttachments before the /// game's teardown runs — the same pattern every native caller uses (e.g. /// processCinematicExit, DestroyPathObjectIfPresent). This unlinks them from /// the WDOODADDEF hash table so the atexit handler never touches freed memory. fn worldCleanupDetour() callconv(sc) void { con.print("[markers] >>> worldCleanupDetour FIRING <<<\n"); destroyAllEntities(); world_cleanup_hook.callOriginal(.{}); } /// Destroy all tracked entities (active markers + despawning). /// Does NOT clear marker_defs — definitions persist for respawn. /// Idempotent — safe to call multiple times. fn destroyAllEntities() void { var count: u32 = 0; for (&marker_entities, 0..) |*slot, i| { if (slot.*) |existing| { const addr = @intFromPtr(existing); con.fmt("[markers] destroying marker[{d}] @0x{x}\n", .{ i, addr }); cleanupEntity(existing); slot.* = null; count += 1; } } for (&hold_queued) |*h| h.* = false; for (&marker_created_tick) |*t| t.* = 0; for (&despawning, 0..) |*slot, i| { if (slot.*) |d| { const addr = @intFromPtr(d.entity); con.fmt("[markers] destroying despawn[{d}] @0x{x}\n", .{ i, addr }); cleanupEntity(d.entity); slot.* = null; count += 1; } } if (count > 0) { con.fmt("[markers] world cleanup: destroyed {d} entities\n", .{count}); } } // ============================================================================= // Install hooks // ============================================================================= pub fn installHooks() void { con.print("[markers] Module loaded\n"); var mutex_name_buf: [64]u8 = undefined; const mutex_name = std.fmt.bufPrint(&mutex_name_buf, "Local\\MarkersHook_{d}", .{GetCurrentProcessId()}) catch return; mutex_name_buf[mutex_name.len] = 0; g_mutex = CreateMutexA(null, 1, @ptrCast(mutex_name_buf[0..mutex_name.len :0])); if (g_mutex == null) return; if (GetLastError() == ERROR_ALREADY_EXISTS) { _ = CloseHandle(g_mutex.?); g_mutex = null; g_is_hook_owner = false; con.print("[markers] Another DLL owns markers (mutex taken), skipping\n"); return; } g_is_hook_owner = true; // Hook OnWorldUpdate for per-frame animation tick (runs every frame while world is active). if (world_update_hook.attach(o.FN_ON_WORLD_UPDATE, &worldUpdateDetour) != .ok) { con.print("[markers] FAILED to hook OnWorldUpdate!\n"); } else { con.print("[markers] hooked OnWorldUpdate OK\n"); } // Hook CleanupWorldAndEntities to destroy our entities before world teardown. // This fires on map change, logout, AND exit — before heaps are destroyed. if (world_cleanup_hook.attach(o.FN_CLEANUP_WORLD_AND_ENTITIES, &worldCleanupDetour) != .ok) { con.print("[markers] FAILED to hook CleanupWorldAndEntities!\n"); } else { con.print("[markers] hooked CleanupWorldAndEntities OK\n"); } } /// Called from CGGameUI_Shutdown (logout/exit) — wipes marker definitions. /// Does NOT touch hooks or mutex. Entities are destroyed separately by /// worldCleanupDetour which fires after shutdown. pub fn onShutdown() void { for (&marker_defs) |*d| d.* = EMPTY_DEF; con.print("[markers] defs cleared (shutdown)\n"); } pub fn removeHooks() void { if (g_is_hook_owner) { // destroyAllEntities is idempotent — if worldCleanupDetour already ran, // all slots are null and this is a no-op. destroyAllEntities(); world_update_hook.detach(); world_cleanup_hook.detach(); } if (g_is_hook_owner) { if (g_mutex) |m| { _ = ReleaseMutex(m); _ = CloseHandle(m); g_mutex = null; } } g_is_hook_owner = false; }