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Location.cpp
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301 lines (260 loc) · 10.6 KB
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
// PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "Location.h"
#include "../Game.h"
#include "../Offsets.h"
#include "../guid/Guid.h"
#include "Arg.h"
#include "ID.h"
#include <cstring>
namespace Item::Location {
namespace {
using GetItemBySlot_t = void *(__thiscall *)(void *thisInvMgr, int slot);
using PackBagSlot_t = int(__fastcall *)(void *L, void **outInvMgr, int *outLinearSlot,
int *outUnused);
using ResolveUnitToken_t = void *(__fastcall *)(const char *token);
using GetItemRecord_t = const uint8_t *(__thiscall *)(void *cache, uint32_t itemID,
const uint64_t *guid, void *callback,
void *userData, int unused);
void *ResolveActivePlayerInvMgr() {
auto ResolveUnitToken =
reinterpret_cast<ResolveUnitToken_t>(Offsets::FUN_RESOLVE_UNIT_TOKEN);
auto *player = static_cast<uint8_t *>(ResolveUnitToken("player"));
if (player == nullptr)
return nullptr;
return player + Offsets::OFF_PLAYER_INVENTORY_MANAGER;
}
// Reads `loc.fieldName` and returns it as an int. Returns false via the
// boolean result if the field is missing or non-numeric. Always leaves the
// Lua stack as it found it.
bool TryReadIntField(void *L, int locIdx, const char *fieldName, int *out) {
Game::Lua::PushString(L, fieldName);
Game::Lua::GetTable(L, locIdx); // pops key, pushes value
const bool ok = Game::Lua::IsNumber(L, -1);
if (ok)
*out = static_cast<int>(Game::Lua::ToNumber(L, -1));
Game::Lua::SetTop(L, -2); // pop value (or nil)
return ok;
}
const uint8_t *ResolveBagSlot(void *L, int bagID, int slotIndex) {
// PackBagSlot reads bagID/slotIndex from Lua stack[1] and stack[2] (it's
// designed to be called from a Lua-callback context like
// Script_GetContainerItemInfo). Replace the stack so positions 1 and 2
// hold the raw values for PackBagSlot's internal lua_tonumber reads.
Game::Lua::SetTop(L, 0);
Game::Lua::PushNumber(L, static_cast<double>(bagID));
Game::Lua::PushNumber(L, static_cast<double>(slotIndex));
void *invMgr = nullptr;
int linearSlot = 0;
int unused = 0;
auto PackBagSlot = reinterpret_cast<PackBagSlot_t>(Offsets::FUN_PACK_BAG_SLOT);
if (!PackBagSlot(L, &invMgr, &linearSlot, &unused) || invMgr == nullptr)
return nullptr;
auto GetItemBySlot = reinterpret_cast<GetItemBySlot_t>(
Offsets::FUN_ITEMMGR_GET_ITEM_BY_SLOT);
return static_cast<const uint8_t *>(GetItemBySlot(invMgr, linearSlot));
}
// --- GUID-walk helpers ---------------------------------------------------
const uint8_t *PeekItemRecord(uint32_t itemID) {
auto fn = reinterpret_cast<GetItemRecord_t>(Offsets::FUN_DBCACHE_ITEMSTATS_GET_RECORD);
auto *cache = reinterpret_cast<void *>(Offsets::VAR_ITEMDB_CACHE);
const uint64_t zeroGuid = 0;
return fn(cache, itemID, &zeroGuid, nullptr, nullptr, 0);
}
uint64_t ReadCGItemGUID(const uint8_t *item) {
auto *instance = *reinterpret_cast<const uint8_t *const *>(
item + Offsets::OFF_ITEM_INSTANCE_BLOCK);
if (instance == nullptr)
return 0;
return *reinterpret_cast<const uint64_t *>(
instance + Offsets::OFF_INSTANCE_BLOCK_GUID);
}
} // namespace
const uint8_t *ResolveEquipmentSlot(int slot1Based) {
void *invMgr = ResolveActivePlayerInvMgr();
if (invMgr == nullptr)
return nullptr;
// GetItemBySlot expects 0-based linearized slot indices. The built-in
// Lua functions all do `dec eax` on the slot argument before calling —
// see helper at 0x004C8520.
auto GetItemBySlot = reinterpret_cast<GetItemBySlot_t>(
Offsets::FUN_ITEMMGR_GET_ITEM_BY_SLOT);
return static_cast<const uint8_t *>(GetItemBySlot(invMgr, slot1Based - 1));
}
// Mirrors `Item::Bag::ResolveBagInfo`'s slot-count derivation: backpack
// is fixed at 16, equipped bags read `m_containerSlots` off the cache
// record. Returns 0 for empty bag slots or out-of-range bagIDs.
int GetBagSlotCount(int bagID) {
if (bagID == 0)
return Offsets::BACKPACK_NUM_SLOTS;
if (bagID < 1 || bagID > 4)
return 0;
auto *bagItem = ResolveEquipmentSlot(Offsets::INVSLOT_BAG1 + bagID - 1);
if (bagItem == nullptr)
return 0;
const int bagItemID = Item::ID::FromCGItem(bagItem);
if (bagItemID == 0)
return 0;
auto *record = PeekItemRecord(static_cast<uint32_t>(bagItemID));
if (record == nullptr)
return 0;
return static_cast<int>(*reinterpret_cast<const uint32_t *>(
record + Offsets::OFF_ITEMSTATS_CONTAINER_SLOTS));
}
const uint8_t *ResolveBag(void *L, int bagID, int slotIndex) {
return ResolveBagSlot(L, bagID, slotIndex);
}
bool ParseGUIDString(const char *s, uint64_t *out) {
return Guid::Parse(s, out);
}
const uint8_t *ResolveByGUID(uint64_t guid) {
if (guid == 0)
return nullptr;
using ResolveByGUID_t = void *(__fastcall *)(int, const char *, uint32_t,
uint32_t, int);
auto fn = reinterpret_cast<ResolveByGUID_t>(Offsets::FUN_OBJECT_RESOLVE_BY_GUID);
return static_cast<const uint8_t *>(fn(Offsets::OBJ_TYPE_ITEM, "ItemMgr",
static_cast<uint32_t>(guid),
static_cast<uint32_t>(guid >> 32),
0x172));
}
bool FindByItemID(void *L, int itemID, ByGUIDResult *out) {
if (itemID <= 0)
return false;
for (int slot = Offsets::EQUIPMENT_SLOT_FIRST;
slot <= Offsets::EQUIPMENT_SLOT_LAST; ++slot) {
auto *item = ResolveEquipmentSlot(slot);
if (item == nullptr)
continue;
if (Item::ID::FromCGItem(item) == itemID) {
out->equipmentSlotIndex = slot;
out->bagID = 0;
out->slotIndex = 0;
out->item = item;
return true;
}
}
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBag(L, bagID, slotIndex);
if (item == nullptr)
continue;
if (Item::ID::FromCGItem(item) == itemID) {
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
}
return false;
}
bool FindByArgInBags(void *L, const Item::Arg::Resolved &arg, ByGUIDResult *out) {
if (arg.itemID <= 0 && arg.name == nullptr)
return false;
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBag(L, bagID, slotIndex);
if (item == nullptr)
continue;
const int id = Item::ID::FromCGItem(item);
if (id == 0)
continue;
if (arg.itemID > 0) {
if (id != arg.itemID)
continue;
} else {
auto *record = PeekItemRecord(static_cast<uint32_t>(id));
if (record == nullptr)
continue;
const char *name = *reinterpret_cast<const char *const *>(
record + Offsets::OFF_ITEMSTATS_NAME);
if (name == nullptr || _stricmp(name, arg.name) != 0)
continue;
}
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
return false;
}
bool FindByGUID(void *L, uint64_t guid, ByGUIDResult *out) {
if (guid == 0)
return false;
// Equipment slots first — no Lua stack interaction, so cheaper.
for (int slot = Offsets::EQUIPMENT_SLOT_FIRST;
slot <= Offsets::EQUIPMENT_SLOT_LAST; ++slot) {
auto *item = ResolveEquipmentSlot(slot);
if (item == nullptr)
continue;
if (ReadCGItemGUID(item) == guid) {
out->equipmentSlotIndex = slot;
out->bagID = 0;
out->slotIndex = 0;
out->item = item;
return true;
}
}
// Bag slots — `ResolveBag` stomps the Lua stack on each call. Caller
// beware: any data the caller stashed on the stack will be gone after
// this returns true.
for (int bagID = 0; bagID <= 4; ++bagID) {
const int slotCount = GetBagSlotCount(bagID);
for (int slotIndex = 1; slotIndex <= slotCount; ++slotIndex) {
auto *item = ResolveBag(L, bagID, slotIndex);
if (item == nullptr)
continue;
if (ReadCGItemGUID(item) == guid) {
out->equipmentSlotIndex = 0;
out->bagID = bagID;
out->slotIndex = slotIndex;
out->item = item;
return true;
}
}
}
return false;
}
bool IsLocationArg(void *L, int idx) {
const int t = Game::Lua::Type(L, idx);
return t == Game::Lua::TYPE_TABLE || t == Game::Lua::TYPE_STRING;
}
const uint8_t *Resolve(void *L, int locIdx) {
const int t = Game::Lua::Type(L, locIdx);
if (t == Game::Lua::TYPE_STRING) {
uint64_t guid = 0;
if (!ParseGUIDString(Game::Lua::ToString(L, locIdx), &guid))
return nullptr;
ByGUIDResult found;
if (!FindByGUID(L, guid, &found))
return nullptr;
return found.item;
}
if (t != Game::Lua::TYPE_TABLE)
return nullptr;
int eqSlot = 0;
if (TryReadIntField(L, locIdx, "equipmentSlotIndex", &eqSlot))
return ResolveEquipmentSlot(eqSlot);
int bagID = 0, slotIndex = 0;
if (TryReadIntField(L, locIdx, "bagID", &bagID) &&
TryReadIntField(L, locIdx, "slotIndex", &slotIndex))
return ResolveBagSlot(L, bagID, slotIndex);
return nullptr;
}
} // namespace Item::Location