Files
d2go/pkg/memory/player.go
Héctor Giménez f06c587c7a Read WP data (#7)
2024-01-19 22:00:48 +09:00

301 lines
9.0 KiB
Go

package memory
import (
"encoding/binary"
"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/stat"
"github.com/hectorgimenez/d2go/pkg/data/state"
)
func (gd *GameReader) GetPlayerUnitPtr(roster data.Roster) (playerUnitPtr uintptr, corpse data.Corpse) {
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 {
pInventory := playerUnit + 0x90
inventoryAddr := uintptr(gd.Process.ReadUInt(pInventory, Uint64))
pPath := playerUnit + 0x38
pathAddress := uintptr(gd.Process.ReadUInt(pPath, Uint64))
xPos := gd.Process.ReadUInt(pathAddress+0x02, Uint16)
yPos := gd.Process.ReadUInt(pathAddress+0x06, Uint16)
// Only current player has inventory
if inventoryAddr > 0 && xPos > 0 && yPos > 0 {
expCharPtr := uintptr(gd.Process.ReadUInt(gd.moduleBaseAddressPtr+gd.offset.Expansion, Uint64))
expChar := gd.Process.ReadUInt(expCharPtr+0x5C, Uint16)
baseCheck := gd.Process.ReadUInt(inventoryAddr+0x30, Uint16)
if expChar > 0 {
baseCheck = gd.Process.ReadUInt(inventoryAddr+0x70, Uint16)
}
isCorpse := gd.Process.ReadUInt(playerUnit+0x1A6, Uint8)
if isCorpse == 1 {
unitID := gd.Process.ReadUInt(playerUnit+0x08, Uint32)
hover := gd.hoveredData()
corpse = data.Corpse{
Found: true,
IsHovered: hover.IsHovered && hover.UnitID == data.UnitID(unitID) && hover.UnitType == 0,
Position: data.Position{
X: int(xPos),
Y: int(yPos),
},
}
}
if baseCheck > 0 {
playerUnitPtr = playerUnit
} else {
pUnitData := playerUnit + 0x10
playerNameAddr := uintptr(gd.Process.ReadUInt(pUnitData, Uint64))
name := gd.Process.ReadStringFromMemory(playerNameAddr, 0)
for k, rm := range roster {
if name != rm.Name {
continue
}
roster[k] = data.RosterMember{
Name: name,
Area: rm.Area,
Position: data.Position{
X: int(xPos),
Y: int(yPos),
},
}
}
}
}
playerUnit = uintptr(gd.Process.ReadUInt(playerUnit+0x150, Uint64))
}
}
return
}
func (gd *GameReader) GetPlayerUnit(playerUnit uintptr) data.PlayerUnit {
unitID := gd.Process.ReadUInt(playerUnit+0x08, Uint32)
// Read X and Y Positions
pPath := playerUnit + 0x38
pathAddress := uintptr(gd.Process.ReadUInt(pPath, Uint64))
xPos := gd.Process.ReadUInt(pathAddress+0x02, Uint16)
yPos := gd.Process.ReadUInt(pathAddress+0x06, Uint16)
// Player name
pUnitData := playerUnit + 0x10
playerNameAddr := uintptr(gd.Process.ReadUInt(pUnitData, Uint64))
name := gd.Process.ReadStringFromMemory(playerNameAddr, 0)
// Get Stats
statsListExPtr := uintptr(gd.Process.ReadUInt(playerUnit+0x88, Uint64))
statPtr := gd.Process.ReadUInt(statsListExPtr+0x30, Uint64)
statCount := gd.Process.ReadUInt(statsListExPtr+0x38, Uint64)
stats := map[stat.ID]int{}
for j := 0; j < int(statCount); j++ {
statOffset := uintptr(statPtr) + 0x2 + uintptr(j*8)
statNumber := gd.Process.ReadUInt(statOffset, Uint16)
statValue := gd.Process.ReadUInt(statOffset+0x02, Uint32)
switch stat.ID(statNumber) {
case stat.Life,
stat.MaxLife,
stat.Mana,
stat.MaxMana:
stats[stat.ID(statNumber)] = int(uint32(statValue) >> 8)
default:
stats[stat.ID(statNumber)] = int(statValue)
}
}
// States (Buff, Debuff, Auras)
states := gd.getStates(statsListExPtr)
// Skills
skillListPtr := uintptr(gd.Process.ReadUInt(playerUnit+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(playerUnit+0x174, Uint32))
// Level number
pathPtr := uintptr(gd.Process.ReadUInt(playerUnit+0x38, Uint64))
room1Ptr := uintptr(gd.Process.ReadUInt(pathPtr+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)
availableWPs := make([]area.Area, 0)
// Probably there is a better place to pick up those values, since this seems to be very tied to the UI
wpList := gd.Process.ReadBytesFromMemory(gd.moduleBaseAddressPtr+0x21AD220, 0x48)
for i := 0; i < 0x48; i = i + 8 {
a := binary.LittleEndian.Uint32(wpList[i : i+4])
available := binary.LittleEndian.Uint32(wpList[i+4 : i+8])
if available == 1 || area.Area(levelNo) == area.Area(a) {
availableWPs = append(availableWPs, area.Area(a))
}
}
return data.PlayerUnit{
Name: name,
ID: data.UnitID(unitID),
Area: area.Area(levelNo),
Position: data.Position{
X: int(xPos),
Y: int(yPos),
},
Stats: stats,
Skills: skills,
States: states,
Class: class,
LeftSkill: skill.Skill(leftSkillId),
RightSkill: skill.Skill(rightSkillId),
AvailableWaypoints: availableWPs,
}
}
func (gd *GameReader) getSkills(skillListPtr uintptr) map[skill.Skill]int {
skills := make(map[skill.Skill]int)
skillPtr := uintptr(gd.Process.ReadUInt(skillListPtr, Uint64))
for skillPtr != 0 {
skillTxtPtr := uintptr(gd.Process.ReadUInt(skillPtr, Uint64))
skillTxt := uintptr(gd.Process.ReadUInt(skillTxtPtr, Uint16))
skillLvl := gd.Process.ReadUInt(skillPtr+0x38, Uint16)
skills[skill.Skill(skillTxt)] = int(skillLvl)
skillPtr = uintptr(gd.Process.ReadUInt(skillPtr+0x08, Uint64))
}
return skills
}
func (gd *GameReader) getStates(statsListExPtr uintptr) []state.State {
var states []state.State
for i := 0; i < 6; i++ {
offset := i * 4
stateByte := gd.Process.ReadUInt(statsListExPtr+0xAD0+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
}