Files
WeirdUtils/src/markers/offsets.zig
T
MarcelineVQ 0e6d479667 Fix marker placement when cursor is over a unit or game object
UpdateHitTest returns hit type 2 (object) when the cursor is over a
unit/game object, with the intersection point landing at the camera
position rather than the object. Detect object hits via the hit type
field and resolve the object's actual world position from its GUID
stored in the HitTestResult.
2026-03-07 09:03:32 -08:00

232 lines
11 KiB
Zig

//! Offsets for marker/game object system
// =============================================================================
// Unit position
// =============================================================================
/// Unit + this → movement struct pointer
pub const UNIT_MOVEMENT_OFFSET: usize = 0x118;
/// Movement struct + this → X coordinate (float)
pub const MOVEMENT_POS_X: usize = 0x10;
/// Movement struct + this → Y coordinate (float)
pub const MOVEMENT_POS_Y: usize = 0x14;
/// Movement struct + this → Z coordinate (float)
pub const MOVEMENT_POS_Z: usize = 0x18;
// =============================================================================
// Entity creation (high-level API)
// =============================================================================
/// CreateEntityInstance_WithAttachment - __fastcall, RET 0x14 (5 stack params).
/// ECX = modelPath (char*), EDX = position (float[3]*)
/// Stack: facing (float), flags (int), updateNow (int), param6 (int), param7 (int)
/// Returns: entity pointer (int*).
///
/// Routes M2 models (no ".wmo" in path) through CreateWorldUnit.
/// Routes WMO models (".wmo" in path) through CreateGameObject + ModelAttachment_CreateNode
/// + global list insertion + SetObjectTransformation.
///
/// Both paths call UpdateWorldPosition when updateNow != 0.
/// Increments refcount at entity+0x0E.
pub const FN_CREATE_ENTITY_INSTANCE: usize = 0x006707c0;
// =============================================================================
// World teardown (map unload / logout / exit)
// =============================================================================
/// CleanupWorldAndEntities - void(), no params, __stdcall.
/// Top-level world teardown: calls CleanupEntityList_ProcessAll, then
/// CleanupWorldAndReleaseResources (which iterates heaps and force-frees).
/// Called from InitializeWorldScene (map change) and ShutdownClientSystems (exit).
/// Hook this to destroy custom entities BEFORE the game's teardown begins.
pub const FN_CLEANUP_WORLD_AND_ENTITIES: usize = 0x0066fc40;
// =============================================================================
// World object lifecycle
// =============================================================================
/// AllocateAndInitializeWorldObject(initializeFlag)
/// __fastcall returns void**
pub const FN_ALLOCATE_WORLD_OBJECT: usize = 0x006a0930;
/// DestroyWorldObjectAndRelease(object) - __fastcall, ECX=obj, no stack params.
/// Unlinks from world object list (+0x10/+0x14), calls virtual destructor, frees heap.
/// ONLY for objects on WENTITY heap (from AllocateAndInitializeWorldObject).
pub const FN_DESTROY_WORLD_OBJECT: usize = 0x006a0a70;
/// CleanupEntity_ProcessAttachments(entity) - __fastcall, ECX=entity, no stack params.
/// High-level destructor counterpart to CreateEntityInstance_WithAttachment.
/// Walks and frees attachment children, decrements refcount at +0x0E, then
/// dispatches to type-specific destructor based on flags at +0x8:
/// flag 0x8 (M2): destroyWorldEnvironment (0x6a6870) - scene graph removal + free
/// flag 0x40 (WMO): cleanupGameObject (0x6a67a0) - render detach + spatial unlink + free
/// Only actually frees when refcount reaches 0.
pub const FN_CLEANUP_ENTITY: usize = 0x00670d50;
/// DecrementReferenceCount(obj) - __fastcall, ECX=obj, no stack params.
/// Decrements ref count; when it reaches 0, calls virtual destructor to free.
pub const FN_DECREMENT_REFCOUNT: usize = 0x007103a0;
// =============================================================================
// Cursor terrain position
// =============================================================================
/// WorldFrame global pointer - *(u32*)PTR = worldFrame object.
pub const PTR_WORLD_FRAME: usize = 0x00B4B2BC;
/// UpdateHitTest - __fastcall(ECX=worldFrame), no stack params.
/// Raycasts from camera through mouse cursor, stores result at worldFrame+0x350.
pub const FN_UPDATE_HIT_TEST: usize = 0x00481F00;
/// Offsets from worldFrame base to HitTestResult fields.
pub const WF_HIT_TYPE: usize = 0x350; // 0=terrain, 1=ground-target, 2=object
pub const WF_HIT_GUID: usize = 0x358; // u64 object GUID (0 for terrain)
pub const WF_HIT_TERRAIN_X: usize = 0x360;
pub const WF_HIT_TERRAIN_Y: usize = 0x364;
pub const WF_HIT_TERRAIN_Z: usize = 0x368;
// =============================================================================
// Zone / area identification
// =============================================================================
/// Current zone area ID - numeric, locale-safe zone identifier.
/// Updated by the game as the player moves between areas.
pub const ZONE_AREA_ID: usize = 0x00B4E314;
// =============================================================================
// Per-frame world update
// =============================================================================
/// OnWorldUpdate - __fastcall(ECX=worldFrame), no stack params, void return.
/// Called every frame while the world is active (in-game, not login screen).
/// Part of CGWorldFrame update pipeline.
pub const FN_ON_WORLD_UPDATE: usize = 0x00482EA0;
// =============================================================================
// Model creation
// =============================================================================
/// CM2Model_CreateForModelObject(modelPath_ECX, worldObj_EDX, forceInit)
/// __fastcall, RET 0x04. ECX=modelPath(char*), EDX=worldObject, 1 stack param.
/// Complete model creation pipeline: createModelAttachment, SetModelScale,
/// SetCallbackFunctions, SetRenderCallbacks, PlayBoneAnimation, CM2Model_Initialize.
/// Returns 1 on success, 0 on failure. Stores render context at worldObj+0x88.
pub const FN_CM2_CREATE_FOR_MODEL_OBJECT: usize = 0x00695100;
// =============================================================================
// Animation
// =============================================================================
/// CM2Model__PlayBoneAnimation - __thiscall(ECX=modelRenderCtx), RET 0x1c (7 stack params).
/// (boneIndex, animId, sequenceIndex, animData*, speed, blendMode, queueAnimation)
/// boneIndex: 0xFFFFFFFF = all bones
/// animId: M2 animation ID (0=Stand, 158=Hold, 159=Decay for Raid_UI_FX)
/// sequenceIndex: -1 = random sub-sequence
/// animData: NULL for default timing
/// speed: 1.0 = normal
/// blendMode: 0 = hard cut, 1 = smooth blend
/// queueAnimation: 0 = set immediately, 1 = queue after current
pub const FN_PLAY_BONE_ANIMATION: usize = 0x007121a0;
// =============================================================================
// Transform and position
// =============================================================================
/// UpdateObjectTransform_CalculateBounds - __fastcall, RET 0x0C
/// ECX = world object, EDX = 4x4 transform matrix (float[16])
/// Stack: bounds (float[6] min/max), halfExtents (float[3]), forceUpdate (int)
pub const FN_UPDATE_OBJECT_TRANSFORM: usize = 0x006717d0;
// =============================================================================
// File I/O (Storm) - for in-memory file serving
// =============================================================================
/// openFileWithOptions - __stdcall(4), RET 0x10, prologue=9
/// (archive_ptr, path, flags, handle_out) → type_code (0=fail, 1-4=success)
pub const FN_OPEN_FILE_WITH_OPTIONS: usize = 0x006477c0;
/// GetFileSizeFromHandle - __stdcall(2), RET 0x08, prologue=6
/// (file_context, high_size_out) → size
pub const FN_GET_FILE_SIZE: usize = 0x006487f0;
/// ReadFileFromMultipleSources - __stdcall(6), RET 0x18, prologue=6
/// (context, buffer, size, bytes_read_out, async_ptr, param6) → bool
/// async_ptr==NULL: synchronous read. Non-NULL: queues async operation.
pub const FN_READ_FILE: usize = 0x00648460;
/// CleanupFileHandleResources - __stdcall(1), RET 0x04, prologue=7
/// (file_context) → 1
pub const FN_CLEANUP_FILE_HANDLE: usize = 0x00648730;
/// processAsyncFileOperation - __fastcall(ECX=request), plain RET, prologue=7
/// Request structure: +0x08=file_ctx, +0x0C=dest_buf, +0x10=read_size,
/// +0x14=seek/event_struct (*(+0x14)+4 = event handle)
pub const FN_PROCESS_ASYNC_FILE_OP: usize = 0x00647350;
/// initializeFileContext - __thiscall(ECX=ctx, type)
/// Sets context type, initializes critical section at +0x24, zeroes fields.
pub const FN_INIT_FILE_CONTEXT: usize = 0x00647290;
/// cleanupFileContext - __thiscall(ECX=ctx)
/// Destroys critical section, cleanup companion to initializeFileContext.
pub const FN_CLEANUP_FILE_CONTEXT: usize = 0x006472d0;
/// FreeMemory (SMemFree) - __stdcall(3): (ptr, src_str, flags)
pub const FN_FREE_MEMORY: usize = 0x00646430;
// =============================================================================
// M2 model loading (async pipeline)
// =============================================================================
/// loadModelFromFileAsync - __thiscall(ECX=model_obj), 2 stack params, RET 0x08
/// (fileHandle: **ctx, shouldUseCallback: int) → 1
/// Prologue: 55 8b ec 8b 55 0c 56 8b f1 - safe sizes: [6, 7, 9]
/// Allocates async task to read file and call onModelLoadComplete when done.
/// The async executor at 0x71d610 calls fileReadWithLock directly, bypassing
/// our ReadFileFromMultipleSources hook - hence this hook fills the buffer
/// synchronously for fake file contexts.
pub const FN_LOAD_MODEL_ASYNC: usize = 0x0071d4e0;
/// processLoadedModelData - __fastcall(ECX=model), no stack params, plain RET
/// Parses model header from buffer at model+0x130 (ptr) / model+0x134 (size),
/// initializes model resources, sets bit 0 of model+8 when done.
pub const FN_PROCESS_LOADED_MODEL_DATA: usize = 0x0071d640;
// =============================================================================
// Permission check - leader / raid officer
// =============================================================================
/// Group leader GUID (64-bit): low u32 at +0, high u32 at +4.
/// Valid for both party leader and raid leader.
pub const LEADER_GUID: usize = 0x00bc75f8;
/// Raid roster - array of 40 pointers to roster entry structs.
/// Entry layout: +0x00/+0x04 = GUID (u64), +0x08 = subgroup, +0x0C = rank.
/// Rank: 0 = member, 1 = assistant, 2 = leader.
pub const RAID_ROSTER_ARRAY: usize = 0x00b712a8;
/// Number of raid members (u32). 0 when not in a raid.
pub const RAID_MEMBER_COUNT: usize = 0x00b713e0;
/// Offset within a roster entry to the rank field (i32).
pub const ROSTER_ENTRY_RANK: usize = 0x0C;
/// Party member GUIDs - 4 slots, 8 bytes each (lo/hi u32 pairs).
/// Contains other party members (not local player). Stride = 8.
pub const PARTY_MEMBER_GUIDS: usize = 0x00bc6f48;
/// GetPlayerGUID - __fastcall(), no params, returns EAX(low):EDX(high).
pub const FN_GET_PLAYER_GUID: usize = 0x00468550;
/// RetrieveNPCDataFromCache - __thiscall(ECX=cache_obj), 6 stack params, RET 0x18.
/// (guid_low, guid_high, name_buf_ptr, 0, 0, 0) → char* name or NULL.
/// Used by GetRaidRosterInfo to resolve player names from GUIDs.
pub const FN_NAME_CACHE_LOOKUP: usize = 0x0055f080;
/// Name cache object - static instance at this address. Passed as ECX (this)
/// to RetrieveNPCDataFromCache.
pub const NAME_CACHE_OBJ: usize = 0x00c0e228;