- Hook OnWorldUpdate (0x482EA0) for per-frame tick while world is active - Remove Lua OnUpdate animation driver (ProcessMarkerAnimations) - Add DistanceToMark(index) Lua API returning player-to-marker distance - Track marker positions DLL-side for distance queries - Clean up positions on marker clear and world teardown
192 lines
9.3 KiB
Zig
192 lines
9.3 KiB
Zig
//! Offsets for marker/game object system
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// =============================================================================
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// Unit position
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// =============================================================================
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/// Unit + this → movement struct pointer
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pub const UNIT_MOVEMENT_OFFSET: usize = 0x118;
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/// Movement struct + this → X coordinate (float)
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pub const MOVEMENT_POS_X: usize = 0x10;
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/// Movement struct + this → Y coordinate (float)
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pub const MOVEMENT_POS_Y: usize = 0x14;
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/// Movement struct + this → Z coordinate (float)
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pub const MOVEMENT_POS_Z: usize = 0x18;
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// =============================================================================
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// Entity creation (high-level API)
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// =============================================================================
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/// CreateEntityInstance_WithAttachment — __fastcall, RET 0x14 (5 stack params).
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/// ECX = modelPath (char*), EDX = position (float[3]*)
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/// Stack: facing (float), flags (int), updateNow (int), param6 (int), param7 (int)
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/// Returns: entity pointer (int*).
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///
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/// Routes M2 models (no ".wmo" in path) through CreateWorldUnit.
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/// Routes WMO models (".wmo" in path) through CreateGameObject + ModelAttachment_CreateNode
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/// + global list insertion + SetObjectTransformation.
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///
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/// Both paths call UpdateWorldPosition when updateNow != 0.
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/// Increments refcount at entity+0x0E.
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pub const FN_CREATE_ENTITY_INSTANCE: usize = 0x006707c0;
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// =============================================================================
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// World teardown (map unload / logout / exit)
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// =============================================================================
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/// CleanupWorldAndEntities — void(), no params, __stdcall.
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/// Top-level world teardown: calls CleanupEntityList_ProcessAll, then
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/// CleanupWorldAndReleaseResources (which iterates heaps and force-frees).
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/// Called from InitializeWorldScene (map change) and ShutdownClientSystems (exit).
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/// Hook this to destroy custom entities BEFORE the game's teardown begins.
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pub const FN_CLEANUP_WORLD_AND_ENTITIES: usize = 0x0066fc40;
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// =============================================================================
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// World object lifecycle
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// =============================================================================
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/// AllocateAndInitializeWorldObject(initializeFlag)
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/// __fastcall returns void**
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pub const FN_ALLOCATE_WORLD_OBJECT: usize = 0x006a0930;
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/// DestroyWorldObjectAndRelease(object) — __fastcall, ECX=obj, no stack params.
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/// Unlinks from world object list (+0x10/+0x14), calls virtual destructor, frees heap.
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/// ONLY for objects on WENTITY heap (from AllocateAndInitializeWorldObject).
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pub const FN_DESTROY_WORLD_OBJECT: usize = 0x006a0a70;
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/// CleanupEntity_ProcessAttachments(entity) — __fastcall, ECX=entity, no stack params.
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/// High-level destructor counterpart to CreateEntityInstance_WithAttachment.
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/// Walks and frees attachment children, decrements refcount at +0x0E, then
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/// dispatches to type-specific destructor based on flags at +0x8:
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/// flag 0x8 (M2): destroyWorldEnvironment (0x6a6870) — scene graph removal + free
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/// flag 0x40 (WMO): cleanupGameObject (0x6a67a0) — render detach + spatial unlink + free
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/// Only actually frees when refcount reaches 0.
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pub const FN_CLEANUP_ENTITY: usize = 0x00670d50;
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/// DecrementReferenceCount(obj) — __fastcall, ECX=obj, no stack params.
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/// Decrements ref count; when it reaches 0, calls virtual destructor to free.
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pub const FN_DECREMENT_REFCOUNT: usize = 0x007103a0;
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// =============================================================================
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// Cursor terrain position
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// =============================================================================
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/// WorldFrame global pointer — *(u32*)PTR = worldFrame object.
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pub const PTR_WORLD_FRAME: usize = 0x00B4B2BC;
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/// UpdateHitTest — __fastcall(ECX=worldFrame), no stack params.
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/// Raycasts from camera through mouse cursor, stores result at worldFrame+0x350:
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/// +0x350: hit type (0=none, 1=terrain, 2=object)
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/// +0x360: terrain intersection X (f32)
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/// +0x364: terrain intersection Y (f32)
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/// +0x368: terrain intersection Z (f32)
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pub const FN_UPDATE_HIT_TEST: usize = 0x00481F00;
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/// Offsets from worldFrame base to HitTestResult fields.
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pub const WF_HIT_TYPE: usize = 0x350;
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pub const WF_HIT_TERRAIN_X: usize = 0x360;
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pub const WF_HIT_TERRAIN_Y: usize = 0x364;
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pub const WF_HIT_TERRAIN_Z: usize = 0x368;
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// =============================================================================
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// Per-frame world update
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// =============================================================================
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/// OnWorldUpdate — __fastcall(ECX=worldFrame), no stack params, void return.
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/// Called every frame while the world is active (in-game, not login screen).
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/// Part of CGWorldFrame update pipeline.
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pub const FN_ON_WORLD_UPDATE: usize = 0x00482EA0;
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// =============================================================================
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// Model creation
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// =============================================================================
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/// CM2Model_CreateForModelObject(modelPath_ECX, worldObj_EDX, forceInit)
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/// __fastcall, RET 0x04. ECX=modelPath(char*), EDX=worldObject, 1 stack param.
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/// Complete model creation pipeline: createModelAttachment, SetModelScale,
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/// SetCallbackFunctions, SetRenderCallbacks, PlayBoneAnimation, CM2Model_Initialize.
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/// Returns 1 on success, 0 on failure. Stores render context at worldObj+0x88.
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pub const FN_CM2_CREATE_FOR_MODEL_OBJECT: usize = 0x00695100;
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// =============================================================================
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// Animation
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// =============================================================================
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/// CM2Model__PlayBoneAnimation — __thiscall(ECX=modelRenderCtx), RET 0x1c (7 stack params).
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/// (boneIndex, animId, sequenceIndex, animData*, speed, blendMode, queueAnimation)
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/// boneIndex: 0xFFFFFFFF = all bones
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/// animId: M2 animation ID (0=Stand, 158=Hold, 159=Decay for Raid_UI_FX)
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/// sequenceIndex: -1 = random sub-sequence
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/// animData: NULL for default timing
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/// speed: 1.0 = normal
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/// blendMode: 0 = hard cut, 1 = smooth blend
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/// queueAnimation: 0 = set immediately, 1 = queue after current
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pub const FN_PLAY_BONE_ANIMATION: usize = 0x007121a0;
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// =============================================================================
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// Transform and position
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// =============================================================================
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/// UpdateObjectTransform_CalculateBounds — __fastcall, RET 0x0C
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/// ECX = world object, EDX = 4x4 transform matrix (float[16])
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/// Stack: bounds (float[6] min/max), halfExtents (float[3]), forceUpdate (int)
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pub const FN_UPDATE_OBJECT_TRANSFORM: usize = 0x006717d0;
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// =============================================================================
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// File I/O (Storm) — for in-memory file serving
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// =============================================================================
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/// openFileWithOptions — __stdcall(4), RET 0x10, prologue=9
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/// (archive_ptr, path, flags, handle_out) → type_code (0=fail, 1-4=success)
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pub const FN_OPEN_FILE_WITH_OPTIONS: usize = 0x006477c0;
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/// GetFileSizeFromHandle — __stdcall(2), RET 0x08, prologue=6
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/// (file_context, high_size_out) → size
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pub const FN_GET_FILE_SIZE: usize = 0x006487f0;
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/// ReadFileFromMultipleSources — __stdcall(6), RET 0x18, prologue=6
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/// (context, buffer, size, bytes_read_out, async_ptr, param6) → bool
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/// async_ptr==NULL: synchronous read. Non-NULL: queues async operation.
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pub const FN_READ_FILE: usize = 0x00648460;
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/// CleanupFileHandleResources — __stdcall(1), RET 0x04, prologue=7
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/// (file_context) → 1
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pub const FN_CLEANUP_FILE_HANDLE: usize = 0x00648730;
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/// processAsyncFileOperation — __fastcall(ECX=request), plain RET, prologue=7
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/// Request structure: +0x08=file_ctx, +0x0C=dest_buf, +0x10=read_size,
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/// +0x14=seek/event_struct (*(+0x14)+4 = event handle)
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pub const FN_PROCESS_ASYNC_FILE_OP: usize = 0x00647350;
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/// initializeFileContext — __thiscall(ECX=ctx, type)
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/// Sets context type, initializes critical section at +0x24, zeroes fields.
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pub const FN_INIT_FILE_CONTEXT: usize = 0x00647290;
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/// cleanupFileContext — __thiscall(ECX=ctx)
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/// Destroys critical section, cleanup companion to initializeFileContext.
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pub const FN_CLEANUP_FILE_CONTEXT: usize = 0x006472d0;
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/// FreeMemory (SMemFree) — __stdcall(3): (ptr, src_str, flags)
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pub const FN_FREE_MEMORY: usize = 0x00646430;
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// =============================================================================
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// M2 model loading (async pipeline)
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// =============================================================================
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/// loadModelFromFileAsync — __thiscall(ECX=model_obj), 2 stack params, RET 0x08
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/// (fileHandle: **ctx, shouldUseCallback: int) → 1
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/// Prologue: 55 8b ec 8b 55 0c 56 8b f1 — safe sizes: [6, 7, 9]
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/// Allocates async task to read file and call onModelLoadComplete when done.
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/// The async executor at 0x71d610 calls fileReadWithLock directly, bypassing
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/// our ReadFileFromMultipleSources hook — hence this hook fills the buffer
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/// synchronously for fake file contexts.
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pub const FN_LOAD_MODEL_ASYNC: usize = 0x0071d4e0;
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/// processLoadedModelData — __fastcall(ECX=model), no stack params, plain RET
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/// Parses model header from buffer at model+0x130 (ptr) / model+0x134 (size),
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/// initializes model resources, sets bit 0 of model+8 when done.
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pub const FN_PROCESS_LOADED_MODEL_DATA: usize = 0x0071d640;
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