Files
WeirdUtils/src/interact/interact.zig
T
MarcelineVQ 9c96a94dc1 Migrate inline asm call sites to hook.call()
Replace hand-written inline asm blocks with hook.call() typed function
pointer dispatch across 10 files. Also migrates 4 D3D9 COM vtable
NULL-dispatch blocks using ?*anyopaque optional pointers.

Net removal: ~350 lines of inline asm replaced by single-line calls.
2026-03-09 10:28:55 -07:00

401 lines
13 KiB
Zig

const std = @import("std");
const hook = @import("zhook");
const con = @import("../console.zig");
const WINAPI = std.builtin.CallingConvention.winapi;
extern "kernel32" fn GetTickCount() callconv(WINAPI) u32;
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;
const ERROR_ALREADY_EXISTS: u32 = 183;
// =============================================================================
// Offsets
// =============================================================================
const Offsets = struct {
const ADDR_SceneEnd: usize = 0x5A17A0;
const FUN_GET_OBJECT_POINTER: usize = 0x464870;
const FUN_IS_IN_WORLD: usize = 0xB4B424;
const FUN_RIGHT_CLICK_UNIT: usize = 0x60BEA0;
const FUN_RIGHT_CLICK_OBJECT: usize = 0x5F8660;
const FUN_SET_TARGET: usize = 0x493540;
const LOOT_GUID_LO: usize = 0x00B71B48;
const LOOT_GUID_HI: usize = 0x00B71B4C;
const LUA_ERROR: usize = 0x6F4940;
const LUA_ISNUMBER: usize = 0x6F34D0;
const LUA_TONUMBER: usize = 0x6F3620;
const VISIBLE_OBJECTS: usize = 0xB41414;
};
// =============================================================================
// Types
// =============================================================================
const ObjectType = enum(u32) {
none = 0,
item = 1,
container = 2,
unit = 3,
player = 4,
game_object = 5,
dynamic_object = 6,
corpse = 7,
};
const C3Vector = struct {
y: f32,
x: f32,
z: f32,
};
// =============================================================================
// Calling Conventions
// =============================================================================
const sc: std.builtin.CallingConvention = .{ .x86_stdcall = .{} };
const tc: std.builtin.CallingConvention = .{ .x86_thiscall = .{} };
// =============================================================================
// Game API
// =============================================================================
fn getObjectPointer(guid: u64) u32 {
const lo: u32 = @truncate(guid);
const hi: u32 = @truncate(guid >> 32);
return hook.call(fn (u32, u32) callconv(sc) u32, Offsets.FUN_GET_OBJECT_POINTER, .{ lo, hi });
}
fn isInWorld() bool {
return hook.readMem(u8, Offsets.FUN_IS_IN_WORLD) != 0;
}
fn getUnitPosition(unit: u32) C3Vector {
return .{
.y = hook.readMem(f32, unit + 0x09B8),
.x = hook.readMem(f32, unit + 0x09BC),
.z = hook.readMem(f32, unit + 0x09C0),
};
}
fn getObjectPosition(pointer: u32) C3Vector {
const p = hook.readMem(u32, pointer + 0x110);
return .{
.y = hook.readMem(f32, p + 0x24),
.x = hook.readMem(f32, p + 0x28),
.z = hook.readMem(f32, p + 0x2C),
};
}
fn getUnitHealth(unit: u32) i32 {
return hook.readMem(i32, hook.readMem(u32, unit + 0x8) + 0x58);
}
fn isUnitLootable(unit: u32) bool {
const flags = hook.readMem(i32, hook.readMem(u32, unit + 0x8) + 0x23C);
return (flags & 1) != 0;
}
fn isUnitSkinnable(unit: u32) bool {
const flags = hook.readMem(i32, hook.readMem(u32, unit + 0x8) + 0xB8);
return (flags & 0x4000000) == 0x4000000;
}
fn setTarget(guid: u64) void {
const lo: u32 = @truncate(guid);
const hi: u32 = @truncate(guid >> 32);
hook.call(fn (u32, u32) callconv(sc) void, Offsets.FUN_SET_TARGET, .{ lo, hi });
}
fn rightClickInteract(pointer: u32, autoloot: i32, fun_ptr: usize) void {
hook.call(fn (u32, i32) callconv(tc) void, fun_ptr, .{ pointer, autoloot });
}
// =============================================================================
// Utility
// =============================================================================
fn distance3D(v1: C3Vector, v2: C3Vector) f32 {
const dx = v2.x - v1.x;
const dy = v2.y - v1.y;
const dz = v2.z - v1.z;
return @sqrt(dx * dx + dy * dy + dz * dz);
}
const blacklist = [_]u32{ 179830, 179831, 179785, 179786 };
fn isBlacklisted(id: u32) bool {
for (blacklist) |b| {
if (b == id) return true;
}
return false;
}
// =============================================================================
// Lua helpers (hook.fastcall to avoid broken callconv(fc) codegen)
// =============================================================================
fn luaIsNumber(L: *anyopaque, idx: i32) bool {
return hook.fastcall(u32, Offsets.LUA_ISNUMBER, @intFromPtr(L), idx) != 0;
}
fn luaToNumber(L: *anyopaque, idx: i32) f64 {
return hook.fastcall(f64, Offsets.LUA_TONUMBER, @intFromPtr(L), idx);
}
fn luaPrintError(L: *anyopaque, msg: [*:0]const u8) void {
hook.call(fn (*anyopaque, [*:0]const u8) callconv(.c) void, Offsets.LUA_ERROR, .{ L, msg });
}
// =============================================================================
// InteractNearest - find closest interactable within 5 yards, right-click it
// =============================================================================
pub fn interactNearest(L: *anyopaque) callconv(.c) u32 {
if (!isInWorld()) return 0;
if (!luaIsNumber(L, 1)) {
luaPrintError(L, "Usage: InteractNearest(autoloot)");
return 0;
}
const objects = hook.readMem(u32, Offsets.VISIBLE_OBJECTS);
var current_object = hook.readMem(u32, objects + 0xAC);
const player_guid = hook.readMem(u64, objects + 0xC0);
const player = getObjectPointer(player_guid);
const p_pos = getUnitPosition(player);
var best_distance: f32 = 1000.0;
var candidate: u32 = 0xFFFFFFFF;
while (current_object != 0 and (current_object & 1) == 0) {
const guid = hook.readMem(u64, current_object + 0x30);
const pointer = getObjectPointer(guid);
const obj_type = hook.readMem(u32, pointer + 0x14);
// Skip objects summoned by players (totems, pets, etc.)
const summoned_by_guid = hook.readMem(u64, hook.readMem(u32, pointer + 0x8) + 0x30);
const summoned_by = getObjectPointer(summoned_by_guid);
if (summoned_by_guid != 0 and summoned_by != 0) {
const owner_type = hook.readMem(u32, summoned_by + 0x14);
if (owner_type == @intFromEnum(ObjectType.player)) {
current_object = hook.readMem(u32, current_object + 0x3C);
continue;
}
}
var o_pos: C3Vector = undefined;
if (obj_type == @intFromEnum(ObjectType.unit)) {
o_pos = getUnitPosition(current_object);
} else if (obj_type == @intFromEnum(ObjectType.game_object)) {
o_pos = getObjectPosition(current_object);
} else {
current_object = hook.readMem(u32, current_object + 0x3C);
continue;
}
const dist = distance3D(o_pos, p_pos);
if (dist <= 5.0 and dist < best_distance) {
if (obj_type == @intFromEnum(ObjectType.unit)) {
const health = getUnitHealth(current_object);
if (health == 0 and (isUnitLootable(current_object) or isUnitSkinnable(current_object))) {
best_distance = dist;
candidate = current_object;
} else if (health > 0) {
best_distance = dist;
candidate = current_object;
}
} else if (obj_type == @intFromEnum(ObjectType.game_object)) {
const id = hook.readMem(u32, pointer + 0x294);
if (!isBlacklisted(id)) {
best_distance = dist;
candidate = current_object;
}
}
}
current_object = hook.readMem(u32, current_object + 0x3C);
}
if (candidate == 0xFFFFFFFF) return 0;
const candidate_guid = hook.readMem(u64, candidate + 0x30);
const candidate_pointer = getObjectPointer(candidate_guid);
const candidate_type = hook.readMem(u32, candidate_pointer + 0x14);
const autoloot: i32 = @intFromFloat(luaToNumber(L, 1));
if (candidate_type == @intFromEnum(ObjectType.unit)) {
setTarget(candidate_guid);
rightClickInteract(candidate, autoloot, Offsets.FUN_RIGHT_CLICK_UNIT);
} else {
rightClickInteract(candidate_pointer, autoloot, Offsets.FUN_RIGHT_CLICK_OBJECT);
}
return 1;
}
// =============================================================================
// LootAllCorpses - queue nearby lootable corpses, loot them sequentially
// =============================================================================
const MAX_LOOT_QUEUE: usize = 100;
const mod_mutex = @import("../mutex.zig");
pub const module_name: [*:0]const u8 = "interact";
var g_mutex: ?*anyopaque = null;
var g_is_hook_owner: bool = false;
pub fn isActive() bool {
return g_is_hook_owner;
}
var loot_queue: [MAX_LOOT_QUEUE]u64 = .{0} ** MAX_LOOT_QUEUE;
var loot_queue_count: usize = 0;
var loot_queue_index: usize = 0;
var loot_active: bool = false;
var loot_last_interact_time: u32 = 0;
var loot_next_delay: u32 = 0;
fn interactNextCorpse() void {
while (loot_queue_index < loot_queue_count) {
const guid = loot_queue[loot_queue_index];
loot_queue_index += 1;
const pointer = getObjectPointer(guid);
if (pointer == 0) continue;
const obj_type = hook.readMem(u32, pointer + 0x14);
if (obj_type != @intFromEnum(ObjectType.unit)) continue;
if (getUnitHealth(pointer) != 0) continue;
if (!isUnitLootable(pointer)) continue;
setTarget(guid);
rightClickInteract(pointer, 1, Offsets.FUN_RIGHT_CLICK_UNIT);
const now = GetTickCount();
loot_last_interact_time = now;
// 300ms base + 0-100ms jitter
loot_next_delay = 300 + (now *% 2654435761) % 101;
return;
}
loot_active = false;
}
fn processLootQueue() void {
const now = GetTickCount();
const elapsed = now -% loot_last_interact_time;
const loot_guid_lo = hook.readMem(u32, Offsets.LOOT_GUID_LO);
const loot_guid_hi = hook.readMem(u32, Offsets.LOOT_GUID_HI);
if (loot_guid_lo != 0 or loot_guid_hi != 0) {
// Loot window is open - wait for auto-loot to finish.
// If items remain after timeout (e.g. unique items already owned),
// skip to next corpse.
if (elapsed > 1500) {
interactNextCorpse();
}
return;
}
// Loot GUID is zero - loot closed or server hasn't responded yet
if (elapsed < loot_next_delay) return;
interactNextCorpse();
}
pub fn lootAllCorpses(_: *anyopaque) callconv(.c) u32 {
if (!isInWorld()) return 0;
// Cancel any in-progress chain
loot_queue_count = 0;
loot_queue_index = 0;
loot_active = false;
const objects = hook.readMem(u32, Offsets.VISIBLE_OBJECTS);
var current_object = hook.readMem(u32, objects + 0xAC);
const player_guid = hook.readMem(u64, objects + 0xC0);
const player = getObjectPointer(player_guid);
const p_pos = getUnitPosition(player);
while (current_object != 0 and (current_object & 1) == 0) {
if (loot_queue_count >= MAX_LOOT_QUEUE) break;
const guid = hook.readMem(u64, current_object + 0x30);
const pointer = getObjectPointer(guid);
const obj_type = hook.readMem(u32, pointer + 0x14);
if (obj_type == @intFromEnum(ObjectType.unit)) {
const o_pos = getUnitPosition(current_object);
const dist = distance3D(o_pos, p_pos);
if (dist <= 5.0) {
const health = getUnitHealth(current_object);
if (health == 0 and isUnitLootable(current_object)) {
loot_queue[loot_queue_count] = guid;
loot_queue_count += 1;
}
}
}
current_object = hook.readMem(u32, current_object + 0x3C);
}
if (loot_queue_count == 0) return 0;
loot_active = true;
interactNextCorpse();
return 0;
}
// =============================================================================
// Hook: SceneEnd (0x5A17A0)
// __thiscall(CGxDevice*), 9-byte prologue, no fixups.
// Per-frame hook for processing the loot queue.
// =============================================================================
const SceneEndFn = fn (u32) callconv(tc) void;
var scene_end_hook: hook.Detour(SceneEndFn) = .{};
fn hookSceneEnd(device: u32) callconv(tc) void {
if (loot_active) {
processLootQueue();
}
scene_end_hook.callOriginal(.{device});
}
// =============================================================================
// Install / Remove
// =============================================================================
pub fn installHooks() void {
con.print("[interact] Module loaded\n");
const result = mod_mutex.acquire(module_name);
g_mutex = result.handle;
g_is_hook_owner = result.is_owner;
if (!g_is_hook_owner) return;
// SceneEnd - per-frame loot queue processing
_ = scene_end_hook.attach(Offsets.ADDR_SceneEnd, &hookSceneEnd);
}
pub fn removeHooks() void {
if (g_is_hook_owner) {
scene_end_hook.detach();
mod_mutex.release(&g_mutex);
}
g_is_hook_owner = false;
}