Files
d2go/pkg/memory/player.go
2026-02-14 18:26:58 +01:00

325 lines
10 KiB
Go

package memory
import (
"encoding/binary"
"github.com/hectorgimenez/d2go/pkg/data/mode"
"github.com/hectorgimenez/d2go/pkg/data"
"github.com/hectorgimenez/d2go/pkg/data/area"
"github.com/hectorgimenez/d2go/pkg/data/skill"
"github.com/hectorgimenez/d2go/pkg/data/state"
)
func (gd *GameReader) GetRawPlayerUnits() RawPlayerUnits {
rawPlayerUnits := make(RawPlayerUnits, 0)
hover := gd.HoveredData()
for i := 0; i < 128; i++ {
unitOffset := gd.offset.UnitTable + uintptr(i*8)
playerUnitAddr := gd.Process.moduleBaseAddressPtr + unitOffset
playerUnit := uintptr(gd.Process.ReadUInt(playerUnitAddr, Uint64))
for playerUnit > 0 {
unitID := gd.Process.ReadUInt(playerUnit+0x08, Uint32)
pInventory := playerUnit + 0x90
inventoryAddr := uintptr(gd.Process.ReadUInt(pInventory, Uint64))
pPath := playerUnit + 0x38
pathAddress := uintptr(gd.Process.ReadUInt(pPath, Uint64))
room1Ptr := uintptr(gd.Process.ReadUInt(pathAddress+0x20, Uint64))
room2Ptr := uintptr(gd.Process.ReadUInt(room1Ptr+0x18, Uint64))
levelPtr := uintptr(gd.Process.ReadUInt(room2Ptr+0x90, Uint64))
levelNo := gd.Process.ReadUInt(levelPtr+0x1F8, Uint32)
xPos := gd.Process.ReadUInt(pathAddress+0x02, Uint16)
yPos := gd.Process.ReadUInt(pathAddress+0x06, Uint16)
pUnitData := playerUnit + 0x10
playerNameAddr := uintptr(gd.Process.ReadUInt(pUnitData, Uint64))
name := gd.Process.ReadStringFromMemory(playerNameAddr, 0)
expCharPtr := uintptr(gd.Process.ReadUInt(gd.moduleBaseAddressPtr+gd.offset.Expansion, Uint64))
expChar := gd.Process.ReadUInt(expCharPtr+0x5C, Uint16)
gd.ExpChar = uint16(expChar)
isMainPlayer := gd.Process.ReadUInt(inventoryAddr+0x30, Uint16)
if expChar >= 2 {
isMainPlayer = gd.Process.ReadUInt(inventoryAddr+0x70, Uint16)
}
isCorpse := gd.Process.ReadUInt(playerUnit+0x1AE, Uint8)
statsListExPtr := uintptr(gd.Process.ReadUInt(playerUnit+0x88, Uint64))
baseStats := gd.getStatsList(statsListExPtr + 0x30)
stats := gd.getStatsList(statsListExPtr + 0xA8)
states := gd.GetStates(statsListExPtr)
playerMode := mode.PlayerMode(gd.Process.ReadUInt(playerUnit+0x0c, Uint32))
rawPlayerUnits = append(rawPlayerUnits, RawPlayerUnit{
UnitID: data.UnitID(unitID),
Address: playerUnit,
Name: name,
IsMainPlayer: isMainPlayer > 0,
IsCorpse: isCorpse == 1 && inventoryAddr > 0 && xPos > 0 && yPos > 0,
Area: area.ID(levelNo),
Position: data.Position{
X: int(xPos),
Y: int(yPos),
},
IsHovered: hover.IsHovered && hover.UnitID == data.UnitID(unitID) && hover.UnitType == 0,
States: states,
Stats: stats,
BaseStats: baseStats,
Mode: playerMode,
})
playerUnit = uintptr(gd.Process.ReadUInt(playerUnit+0x158, Uint64))
}
}
return rawPlayerUnits
}
func (gd *GameReader) GetPlayerUnit(mainPlayerUnit RawPlayerUnit) data.PlayerUnit {
// Skills
skillListPtr := uintptr(gd.Process.ReadUInt(mainPlayerUnit.Address+0x100, Uint64))
skills := gd.getSkills(skillListPtr)
leftSkillPtr := gd.Process.ReadUInt(skillListPtr+0x08, Uint64)
leftSkillTxtPtr := uintptr(gd.Process.ReadUInt(uintptr(leftSkillPtr), Uint64))
leftSkillId := uintptr(gd.Process.ReadUInt(leftSkillTxtPtr, Uint16))
rightSkillPtr := gd.Process.ReadUInt(skillListPtr+0x10, Uint64)
rightSkillTxtPtr := uintptr(gd.Process.ReadUInt(uintptr(rightSkillPtr), Uint64))
rightSkillId := uintptr(gd.Process.ReadUInt(rightSkillTxtPtr, Uint16))
// Class
class := data.Class(gd.Process.ReadUInt(mainPlayerUnit.Address+0x17C, Uint32))
availableWPs := gd.decodeWaypointMasks()
d := data.PlayerUnit{
Address: mainPlayerUnit.Address,
Name: mainPlayerUnit.Name,
ID: mainPlayerUnit.UnitID,
Area: mainPlayerUnit.Area,
Position: mainPlayerUnit.Position,
Stats: mainPlayerUnit.Stats,
BaseStats: mainPlayerUnit.BaseStats,
Skills: skills,
States: mainPlayerUnit.States,
Class: class,
LeftSkill: skill.ID(leftSkillId),
RightSkill: skill.ID(rightSkillId),
AvailableWaypoints: availableWPs,
Mode: mainPlayerUnit.Mode,
}
return d
}
// WaypointTableData returns the waypoint table struct and the data buffer it points to
func (gd *GameReader) WaypointTableData() (structAddr uintptr, structBuf []byte, dataAddr uintptr, dataBuf []byte) {
var structSize = uint(0x100)
var dataSize = uint(0x200)
ptrAddr := gd.moduleBaseAddressPtr + gd.offset.WaypointTableOffset
structAddr = uintptr(gd.Process.ReadUInt(ptrAddr, Uint64))
structBuf = gd.Process.ReadBytesFromMemory(structAddr, structSize)
if len(structBuf) >= 0x18 {
dataAddr = uintptr(binary.LittleEndian.Uint64(structBuf[0x10:]))
if dataAddr != 0 {
dataBuf = gd.Process.ReadBytesFromMemory(dataAddr, dataSize)
}
}
return
}
// decodeWaypointMasks reads the global waypoint bitfield from the waypoint table.
// It returns nil if the table cannot be read.
func (gd *GameReader) decodeWaypointMasks() []area.ID {
waypointOrder := []area.ID{
// Act 1
area.RogueEncampment, area.ColdPlains, area.StonyField, area.DarkWood, area.BlackMarsh,
area.OuterCloister, area.JailLevel1, area.InnerCloister, area.CatacombsLevel2,
// Act 2
area.LutGholein, area.SewersLevel2Act2, area.DryHills, area.HallsOfTheDeadLevel2, area.FarOasis,
area.LostCity, area.PalaceCellarLevel1, area.ArcaneSanctuary, area.CanyonOfTheMagi,
// Act 3
area.KurastDocks, area.SpiderForest, area.GreatMarsh, area.FlayerJungle, area.LowerKurast,
area.KurastBazaar, area.UpperKurast, area.Travincal, area.DuranceOfHateLevel2,
// Act 4
area.ThePandemoniumFortress, area.CityOfTheDamned, area.RiverOfFlame,
// Act 5
area.Harrogath, area.FrigidHighlands, area.ArreatPlateau, area.CrystallinePassage, area.GlacialTrail,
area.HallsOfPain, area.FrozenTundra, area.TheAncientsWay, area.TheWorldStoneKeepLevel2,
}
_, structBuf, _, _ := gd.WaypointTableData()
if len(structBuf) < 4 {
return nil
}
// First two bytes are the 0x0201 header; the next five bytes hold the bitfield (per classic D2 layout).
if structBuf[0] != 0x02 || structBuf[1] != 0x01 {
return nil
}
var bits uint64
for i := 0; i < 5 && 2+i < len(structBuf); i++ {
bits |= uint64(structBuf[2+i]) << (8 * i)
}
if bits == 0 {
return nil
}
out := make([]area.ID, 0, len(waypointOrder))
for idx, wpArea := range waypointOrder {
if bits&(1<<uint(idx)) != 0 {
out = append(out, wpArea)
}
}
return out
}
func (gd *GameReader) getSkills(skillListPtr uintptr) map[skill.ID]skill.Points {
skills := make(map[skill.ID]skill.Points)
skillPtr := uintptr(gd.Process.ReadUInt(skillListPtr, Uint64))
for skillPtr != 0 {
skillTxtPtr := uintptr(gd.Process.ReadUInt(skillPtr, Uint64))
skillTxt := uintptr(gd.Process.ReadUInt(skillTxtPtr, Uint16))
lvl := gd.Process.ReadUInt(skillPtr+0x40, Uint16)
charges := gd.Process.ReadUInt(skillPtr+0x48, Uint16)
shouldSetSkill := true
existingSkill, exists := skills[skill.ID(skillTxt)]
if exists {
if existingSkill.Charges == 0 && charges > 0 {
shouldSetSkill = false
}
}
if shouldSetSkill {
skills[skill.ID(skillTxt)] = skill.Points{
Level: lvl,
Charges: charges,
}
}
skillPtr = uintptr(gd.Process.ReadUInt(skillPtr+0x08, Uint64))
}
return skills
}
func (gd *GameReader) GetStates(statsListExPtr uintptr) state.States {
var states state.States
for i := 0; i < 6; i++ {
offset := i * 4
stateByte := gd.Process.ReadUInt(statsListExPtr+0xAF0+uintptr(offset), Uint32)
offset = (32 * i) - 1
states = append(states, calculateStates(stateByte, uint(offset))...)
}
return states
}
func calculateStates(stateFlag uint, offset uint) []state.State {
var states []state.State
if 0x00000001&stateFlag != 0 {
states = append(states, state.State(1+offset))
}
if 0x00000002&stateFlag != 0 {
states = append(states, state.State(2+offset))
}
if 0x00000004&stateFlag != 0 {
states = append(states, state.State(3+offset))
}
if 0x00000008&stateFlag != 0 {
states = append(states, state.State(4+offset))
}
if 0x00000010&stateFlag != 0 {
states = append(states, state.State(5+offset))
}
if 0x00000020&stateFlag != 0 {
states = append(states, state.State(6+offset))
}
if 0x00000040&stateFlag != 0 {
states = append(states, state.State(7+offset))
}
if 0x00000080&stateFlag != 0 {
states = append(states, state.State(8+offset))
}
if 0x00000100&stateFlag != 0 {
states = append(states, state.State(9+offset))
}
if 0x00000200&stateFlag != 0 {
states = append(states, state.State(10+offset))
}
if 0x00000400&stateFlag != 0 {
states = append(states, state.State(11+offset))
}
if 0x00000800&stateFlag != 0 {
states = append(states, state.State(12+offset))
}
if 0x00001000&stateFlag != 0 {
states = append(states, state.State(13+offset))
}
if 0x00002000&stateFlag != 0 {
states = append(states, state.State(14+offset))
}
if 0x00004000&stateFlag != 0 {
states = append(states, state.State(15+offset))
}
if 0x00008000&stateFlag != 0 {
states = append(states, state.State(16+offset))
}
if 0x00010000&stateFlag != 0 {
states = append(states, state.State(17+offset))
}
if 0x00020000&stateFlag != 0 {
states = append(states, state.State(18+offset))
}
if 0x00040000&stateFlag != 0 {
states = append(states, state.State(19+offset))
}
if 0x00080000&stateFlag != 0 {
states = append(states, state.State(20+offset))
}
if 0x00100000&stateFlag != 0 {
states = append(states, state.State(21+offset))
}
if 0x00200000&stateFlag != 0 {
states = append(states, state.State(22+offset))
}
if 0x00400000&stateFlag != 0 {
states = append(states, state.State(23+offset))
}
if 0x00800000&stateFlag != 0 {
states = append(states, state.State(24+offset))
}
if 0x01000000&stateFlag != 0 {
states = append(states, state.State(25+offset))
}
if 0x02000000&stateFlag != 0 {
states = append(states, state.State(26+offset))
}
if 0x04000000&stateFlag != 0 {
states = append(states, state.State(27+offset))
}
if 0x08000000&stateFlag != 0 {
states = append(states, state.State(28+offset))
}
if 0x10000000&stateFlag != 0 {
states = append(states, state.State(29+offset))
}
if 0x20000000&stateFlag != 0 {
states = append(states, state.State(30+offset))
}
if 0x40000000&stateFlag != 0 {
states = append(states, state.State(31+offset))
}
if 0x80000000&stateFlag != 0 {
states = append(states, state.State(32+offset))
}
return states
}