mirror of
https://github.com/xivdev/Penumbra.git
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316 lines
No EOL
13 KiB
C#
316 lines
No EOL
13 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using Dalamud.Hooking;
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using Dalamud.Utility.Signatures;
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using Penumbra.Collections;
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using Penumbra.GameData.Enums;
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using Penumbra.String;
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using Penumbra.String.Classes;
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using GameObject = FFXIVClientStructs.FFXIV.Client.Game.Object.GameObject;
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namespace Penumbra.Interop.Resolver;
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public unsafe partial class PathResolver
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{
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public class AnimationState
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{
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private readonly DrawObjectState _drawObjectState;
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private ResolveData _animationLoadData = ResolveData.Invalid;
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private ResolveData _characterSoundData = ResolveData.Invalid;
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public AnimationState( DrawObjectState drawObjectState )
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{
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_drawObjectState = drawObjectState;
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SignatureHelper.Initialise( this );
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}
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public bool HandleFiles( ResourceType type, Utf8GamePath _, out ResolveData resolveData )
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{
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switch( type )
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{
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case ResourceType.Scd:
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if( _characterSoundData.Valid )
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{
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resolveData = _characterSoundData;
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return true;
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}
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if( _animationLoadData.Valid )
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{
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resolveData = _animationLoadData;
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return true;
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}
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break;
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case ResourceType.Tmb:
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case ResourceType.Pap:
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case ResourceType.Avfx:
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case ResourceType.Atex:
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if( _animationLoadData.Valid )
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{
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resolveData = _animationLoadData;
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return true;
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}
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break;
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}
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resolveData = ResolveData.Invalid;
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return false;
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}
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public void Enable()
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{
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_loadTimelineResourcesHook.Enable();
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_characterBaseLoadAnimationHook.Enable();
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_loadSomePapHook.Enable();
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_someActionLoadHook.Enable();
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_loadCharacterSoundHook.Enable();
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_loadCharacterVfxHook.Enable();
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_loadAreaVfxHook.Enable();
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//_loadSomeAvfxHook.Enable();
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//_someOtherAvfxHook.Enable();
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}
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public void Disable()
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{
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_loadTimelineResourcesHook.Disable();
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_characterBaseLoadAnimationHook.Disable();
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_loadSomePapHook.Disable();
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_someActionLoadHook.Disable();
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_loadCharacterSoundHook.Disable();
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_loadCharacterVfxHook.Disable();
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_loadAreaVfxHook.Disable();
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//_loadSomeAvfxHook.Disable();
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//_someOtherAvfxHook.Disable();
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}
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public void Dispose()
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{
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_loadTimelineResourcesHook.Dispose();
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_characterBaseLoadAnimationHook.Dispose();
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_loadSomePapHook.Dispose();
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_someActionLoadHook.Dispose();
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_loadCharacterSoundHook.Dispose();
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_loadCharacterVfxHook.Dispose();
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_loadAreaVfxHook.Dispose();
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//_loadSomeAvfxHook.Dispose();
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//_someOtherAvfxHook.Dispose();
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}
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// Characters load some of their voice lines or whatever with this function.
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private delegate IntPtr LoadCharacterSound( IntPtr character, int unk1, int unk2, IntPtr unk3, ulong unk4, int unk5, int unk6, ulong unk7 );
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[Signature( "4C 89 4C 24 ?? 55 57 41 56", DetourName = nameof( LoadCharacterSoundDetour ) )]
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private readonly Hook< LoadCharacterSound > _loadCharacterSoundHook = null!;
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private IntPtr LoadCharacterSoundDetour( IntPtr character, int unk1, int unk2, IntPtr unk3, ulong unk4, int unk5, int unk6, ulong unk7 )
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{
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var last = _characterSoundData;
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_characterSoundData = IdentifyCollection( ( GameObject* )character, true );
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var ret = _loadCharacterSoundHook.Original( character, unk1, unk2, unk3, unk4, unk5, unk6, unk7 );
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_characterSoundData = last;
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return ret;
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}
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// The timeline object loads the requested .tmb and .pap files. The .tmb files load the respective .avfx files.
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// We can obtain the associated game object from the timelines 28'th vfunc and use that to apply the correct collection.
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private delegate ulong LoadTimelineResourcesDelegate( IntPtr timeline );
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[Signature( "E8 ?? ?? ?? ?? 83 7F ?? ?? 75 ?? 0F B6 87", DetourName = nameof( LoadTimelineResourcesDetour ) )]
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private readonly Hook< LoadTimelineResourcesDelegate > _loadTimelineResourcesHook = null!;
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private ulong LoadTimelineResourcesDetour( IntPtr timeline )
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{
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ulong ret;
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var old = _animationLoadData;
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try
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{
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if( timeline != IntPtr.Zero )
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{
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var getGameObjectIdx = ( ( delegate* unmanaged< IntPtr, int >** )timeline )[ 0 ][ 28 ];
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var idx = getGameObjectIdx( timeline );
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if( idx >= 0 && idx < Dalamud.Objects.Length )
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{
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var obj = Dalamud.Objects[ idx ];
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_animationLoadData = obj != null ? IdentifyCollection( ( GameObject* )obj.Address, true ) : ResolveData.Invalid;
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}
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else
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{
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_animationLoadData = ResolveData.Invalid;
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}
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}
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}
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finally
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{
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ret = _loadTimelineResourcesHook.Original( timeline );
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}
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_animationLoadData = old;
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return ret;
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}
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// Probably used when the base idle animation gets loaded.
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// Make it aware of the correct collection to load the correct pap files.
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private delegate void CharacterBaseNoArgumentDelegate( IntPtr drawBase );
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[Signature( "E8 ?? ?? ?? ?? BA ?? ?? ?? ?? 48 8B CF 44 8B C2 E8 ?? ?? ?? ?? 48 8B 05",
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DetourName = nameof( CharacterBaseLoadAnimationDetour ) )]
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private readonly Hook< CharacterBaseNoArgumentDelegate > _characterBaseLoadAnimationHook = null!;
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private void CharacterBaseLoadAnimationDetour( IntPtr drawObject )
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{
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var last = _animationLoadData;
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_animationLoadData = _drawObjectState.LastCreatedCollection.Valid
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? _drawObjectState.LastCreatedCollection
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: FindParent( drawObject, out var collection ) != null
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? collection
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: Penumbra.CollectionManager.Default.ToResolveData();
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_characterBaseLoadAnimationHook.Original( drawObject );
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_animationLoadData = last;
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}
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// Unknown what exactly this is but it seems to load a bunch of paps.
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private delegate void LoadSomePap( IntPtr a1, int a2, IntPtr a3, int a4 );
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[Signature( "48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 56 41 57 48 83 EC ?? 41 8B D9 89 51",
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DetourName = nameof( LoadSomePapDetour ) )]
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private readonly Hook< LoadSomePap > _loadSomePapHook = null!;
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private void LoadSomePapDetour( IntPtr a1, int a2, IntPtr a3, int a4 )
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{
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var timelinePtr = a1 + 0x50;
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var last = _animationLoadData;
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if( timelinePtr != IntPtr.Zero )
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{
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var actorIdx = ( int )( *( *( ulong** )timelinePtr + 1 ) >> 3 );
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if( actorIdx >= 0 && actorIdx < Dalamud.Objects.Length )
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{
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_animationLoadData = IdentifyCollection( ( GameObject* )( Dalamud.Objects[ actorIdx ]?.Address ?? IntPtr.Zero ), true );
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}
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}
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_loadSomePapHook.Original( a1, a2, a3, a4 );
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_animationLoadData = last;
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}
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// Seems to load character actions when zoning or changing class, maybe.
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[Signature( "E8 ?? ?? ?? ?? C6 83 ?? ?? ?? ?? ?? 8B 8E", DetourName = nameof( SomeActionLoadDetour ) )]
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private readonly Hook< CharacterBaseNoArgumentDelegate > _someActionLoadHook = null!;
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private void SomeActionLoadDetour( IntPtr gameObject )
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{
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var last = _animationLoadData;
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_animationLoadData = IdentifyCollection( ( GameObject* )gameObject, true );
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_someActionLoadHook.Original( gameObject );
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_animationLoadData = last;
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}
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[StructLayout( LayoutKind.Explicit )]
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private struct VfxParams
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{
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[FieldOffset( 0x118 )]
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public uint GameObjectId;
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[FieldOffset( 0xD0 )]
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public ushort TargetCount;
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[FieldOffset( 0x120 )]
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public fixed uint Target[16];
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}
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private delegate IntPtr LoadCharacterVfxDelegate( byte* vfxPath, VfxParams* vfxParams, byte unk1, byte unk2, float unk3, int unk4 );
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[Signature( "E8 ?? ?? ?? ?? 48 8B F8 48 8D 93", DetourName = nameof( LoadCharacterVfxDetour ) )]
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private readonly Hook< LoadCharacterVfxDelegate > _loadCharacterVfxHook = null!;
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private IntPtr LoadCharacterVfxDetour( byte* vfxPath, VfxParams* vfxParams, byte unk1, byte unk2, float unk3, int unk4 )
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{
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var last = _animationLoadData;
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if( vfxParams != null && vfxParams->GameObjectId != unchecked( ( uint )-1 ) )
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{
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var obj = Dalamud.Objects.SearchById( vfxParams->GameObjectId );
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if( obj != null )
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{
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_animationLoadData = IdentifyCollection( ( GameObject* )obj.Address, true );
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}
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else
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{
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_animationLoadData = ResolveData.Invalid;
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}
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}
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else
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{
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_animationLoadData = ResolveData.Invalid;
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}
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var ret = _loadCharacterVfxHook.Original( vfxPath, vfxParams, unk1, unk2, unk3, unk4 );
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#if DEBUG
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Penumbra.Log.Verbose(
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$"Load Character VFX: {new ByteString( vfxPath )} {vfxParams->GameObjectId:X} {vfxParams->TargetCount} {unk1} {unk2} {unk3} {unk4} -> {ret:X} {_animationLoadData.ModCollection.Name} {_animationLoadData.AssociatedGameObject} {last.ModCollection.Name} {last.AssociatedGameObject}" );
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#endif
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_animationLoadData = last;
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return ret;
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}
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private delegate IntPtr LoadAreaVfxDelegate( uint vfxId, float* pos, GameObject* caster, float unk1, float unk2, byte unk3 );
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[Signature( "48 8B C4 53 55 56 57 41 56 48 81 EC", DetourName = nameof( LoadAreaVfxDetour ) )]
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private readonly Hook< LoadAreaVfxDelegate > _loadAreaVfxHook = null!;
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private IntPtr LoadAreaVfxDetour( uint vfxId, float* pos, GameObject* caster, float unk1, float unk2, byte unk3 )
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{
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var last = _animationLoadData;
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if( caster != null )
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{
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_animationLoadData = IdentifyCollection( caster, true );
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}
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else
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{
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_animationLoadData = ResolveData.Invalid;
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}
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var ret = _loadAreaVfxHook.Original( vfxId, pos, caster, unk1, unk2, unk3 );
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#if DEBUG
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Penumbra.Log.Verbose(
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$"Load Area VFX: {vfxId}, {pos[ 0 ]} {pos[ 1 ]} {pos[ 2 ]} {( caster != null ? new ByteString( caster->GetName() ).ToString() : "Unknown" )} {unk1} {unk2} {unk3} -> {ret:X} {_animationLoadData.ModCollection.Name} {_animationLoadData.AssociatedGameObject} {last.ModCollection.Name} {last.AssociatedGameObject}" );
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#endif
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_animationLoadData = last;
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return ret;
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}
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// ========== Those hooks seem to be superseded by LoadCharacterVfx =========
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// public delegate ulong LoadSomeAvfx( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 );
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//
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// [Signature( "E8 ?? ?? ?? ?? 45 0F B6 F7", DetourName = nameof( LoadSomeAvfxDetour ) )]
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// private readonly Hook<LoadSomeAvfx> _loadSomeAvfxHook = null!;
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//
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// private ulong LoadSomeAvfxDetour( uint a1, IntPtr gameObject, IntPtr gameObject2, float unk1, IntPtr unk2, IntPtr unk3 )
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// {
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// var last = _animationLoadData;
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// _animationLoadData = IdentifyCollection( ( GameObject* )gameObject, true );
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// var ret = _loadSomeAvfxHook.Original( a1, gameObject, gameObject2, unk1, unk2, unk3 );
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// _animationLoadData = last;
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// return ret;
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// }
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//
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// [Signature( "E8 ?? ?? ?? ?? 44 84 A3", DetourName = nameof( SomeOtherAvfxDetour ) )]
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// private readonly Hook<CharacterBaseNoArgumentDelegate> _someOtherAvfxHook = null!;
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//
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// private void SomeOtherAvfxDetour( IntPtr unk )
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// {
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// var last = _animationLoadData;
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// var gameObject = ( GameObject* )( unk - 0x8D0 );
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// _animationLoadData = IdentifyCollection( gameObject, true );
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// _someOtherAvfxHook.Original( unk );
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// _animationLoadData = last;
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// }
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}
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} |