Files
WeirdUtils/src/markers/markers.zig
T
MarcelineVQ db1243d136 Add marker persistence, respawn, group sync, and fix pushnumber ABI
Marker definitions (position + area ID) now persist across zone
transitions. Entities are destroyed on map change but respawned
automatically when the player approaches within 200y. Definitions
are cleared on logout/exit via onShutdown hook.

Group sync via addon messages (WMark prefix, colon-delimited protocol)
with permission checks (raid leader/assist, party leader). Includes
sync request/response for late joiners and roster change broadcasting.

Fix lua_pushnumber calling convention: function is __thiscall (ECX=L,
f64 on stack, ret 8), not __fastcall. The patched inreg fastcall was
placing the f64's low dword in EDX, corrupting values.

Other fixes:
- Remove Bindings.xml from .toc files (explicit binding loader needed)
- Remove remove_on_shutdown for markers (was killing hooks on logout)
- Remove diagnostic entity check code (culling behavior understood)
- New Lua APIs: SetMarkerDef, ClearMarkerDef, GetMarkerDef
- Rename binding labels to marker colors
2026-03-02 11:45:26 -08:00

795 lines
29 KiB
Zig

//! 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;
}