- The shot end's button check (0x4def52) answers "held" for the auto-attack target, like the melee swing end. - An art order counts as started when the art's cooldown rises, so bow arts and arts ordered mid-swing hand over to auto-attack. - re/crash.cpp: a watchdog writes sacred_re_hang.dmp when the engine tick stops for 10 s while the game is in front. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
146 lines
5.9 KiB
C++
146 lines
5.9 KiB
C++
#pragma once
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// Creature orders (cEvent_creature) and the engine fields around them
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// (docs/wasd.md, docs/auto-attack.md).
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#include <cstddef>
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#include <cstdint>
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#include "game/engine/objects.h"
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namespace game {
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constexpr uint32_t kEventCreatureVtable = 0x0088e95c;
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// cEngine fields.
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constexpr size_t kEngineFlags = 0x54; // 0x10 mouse button held (hold-to-move), 0x4000 input blocked
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constexpr size_t kEngineControlledId = 0x13c; // object id of the controlled creature
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// Order commands.
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constexpr uint32_t kOrderWalk = 4;
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constexpr uint32_t kOrderAttack = 7; // left click on a creature: one attack
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constexpr uint32_t kOrderUseArt = 0x105;
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// cEvent_creature (0x44 bytes). The meaning of +0x10..+0x20 depends on the
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// command:
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// walk (4): +0x14 2 = ground point at +0x18 / +0x1c (0: stop),
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// +0x20 1 = re-aim while a mouse button is held
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// attack (7): +0x18 target object id, +0x1c / +0x20 its position
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// use art (105): +0x10 target object id (0: ground / self), +0x18 / +0x1c
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// ground point, +0x30 art id
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// hit (5): +8 sender, +0xc / +0x10 target, +0x1c attacker id (the
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// damage code credits it: life leech, ...; aura hits leave
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// it 0), +0x20 four u16 damage slots (physical, ...),
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// +0x30 float damage factor
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struct CreatureOrder {
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uint32_t vtable = kEventCreatureVtable;
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uint32_t command = 0;
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uint32_t unknown08[2] = {};
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uint32_t target = 0; // +0x10
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uint32_t groundTarget = 0; // +0x14
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int32_t a = 0; // +0x18
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int32_t b = 0; // +0x1c
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int32_t c = 0; // +0x20
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uint32_t unknown24[3] = {};
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uint32_t art = 0; // +0x30
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uint32_t unknown34[4] = {};
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};
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static_assert(sizeof(CreatureOrder) == 0x44);
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static_assert(offsetof(CreatureOrder, art) == 0x30);
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// cEngine::SendCreatureOrder (0x6170d0): snaps ground targets, then
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// creature->vf18 (cCreature::ReceiveOrder 0x52e400).
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inline void SendCreatureOrder(uint8_t* engine, void* creature, CreatureOrder& order) {
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using Fn = void(__fastcall*)(void* engine, void* edx, void* creature, void* event);
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reinterpret_cast<Fn>(0x006170d0)(engine, nullptr, creature, &order);
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}
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inline void* ControlledCreature(uint8_t* engine) {
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return GetCreature(*reinterpret_cast<uint32_t*>(engine + kEngineControlledId));
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}
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// Called before cCreature::ReceiveOrder (0x52e400) handles an order (any
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// creature; `caller` is the code that sent it). Register at startup.
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using CreatureOrderFn = void (*)(void* creature, const CreatureOrder& order, void* caller);
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void OnCreatureOrder(CreatureOrderFn callback);
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// Creature fields.
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constexpr size_t kCreatureId = 0xc;
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constexpr size_t kCreatureX = 0x1c;
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constexpr size_t kCreatureY = 0x20;
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// +0x150: low word the current action, high word its phase; 0x10000 when
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// standing idle. Measured on the hero: 1 walking (also up to a target),
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// 3 weapon attack, 4 casting a spell (2026-10-16), 6 dying, 8 an art seen
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// after walking up (2026-10-15, presumably a combat move), 5 a shot with a
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// projectile weapon (bow, 2026-10-18).
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constexpr size_t kCreatureAction = 0x150;
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enum CreatureAction : int32_t {
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kActionIdle = 0,
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kActionWalk = 1,
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kActionAttack = 3,
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kActionCastSpell = 4,
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kActionShoot = 5,
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kActionDying = 6,
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kActionCombatMove = 8,
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};
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inline int32_t CurrentAction(const void* creature);
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// cCreature::IsAlive (0x548ef0): not dying (+0x150 == 6), not dead (+0xfc ==
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// 9), health (+0x4d8) left.
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inline bool IsAlive(void* creature) {
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using Fn = char(__fastcall*)(void*, void*);
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return reinterpret_cast<Fn>(0x00548ef0)(creature, nullptr) != 0;
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}
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// cCreature::IsHostileTo (0x548dd0, (creature)): `other` is alive and its
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// faction is hostile to this creature's (0x4226f0 / 0x423450). NPCs such as
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// traders are not hostile (and not allies either).
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inline bool IsHostileTo(void* creature, void* other) {
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using Fn = char(__fastcall*)(void*, void*, void*);
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return other && reinterpret_cast<Fn>(0x00548dd0)(creature, nullptr, other) != 0;
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}
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// cCreature::DistanceTo (0x536f20, (object id)).
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inline uint32_t DistanceTo(void* creature, uint32_t id) {
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using Fn = uint32_t(__fastcall*)(void*, void*, uint32_t);
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return reinterpret_cast<Fn>(0x00536f20)(creature, nullptr, id);
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}
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inline int32_t CreatureField(const void* creature, size_t offset) {
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return *reinterpret_cast<const int32_t*>(static_cast<const uint8_t*>(creature) + offset);
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}
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inline int32_t CurrentAction(const void* creature) {
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return CreatureField(creature, kCreatureAction) & 0xffff;
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}
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// The distance at which two creatures touch (0x4dbaa0 on one, (the other)):
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// the mean of their body radii by object type (heroes 110 with a weapon, 80
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// without; monsters 70..480). A melee attacker swings from about there
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// (measured: heroes started swings at 117..149).
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inline int ContactDistance(void* creature, void* other) {
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using Fn = int(__fastcall*)(void*, void*, void*);
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return reinterpret_cast<Fn>(0x004dbaa0)(creature, nullptr, other);
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}
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// The creature's weapon class (0x546df0, (0)): from the weapons in its hands
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// (+0x1d4 / +0x1d8, item type +0x1e), in the order of the motion sets:
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// 0 bare hands, 1 one-handed, 2 two-handed, 3 two-handed axe, 4 staff,
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// 5 dagger, 6 throwing, 7 bow, 8 two weapons, 9 / 10 blades, 11 whip,
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// 12 crossbow, 13 pistol.
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inline int WeaponClass(void* creature) {
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using Fn = short(__fastcall*)(void*, void*, int);
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return reinterpret_cast<Fn>(0x00546df0)(creature, nullptr, 0);
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}
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inline bool HasRangedWeapon(void* creature) {
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const int c = WeaponClass(creature);
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return c == 6 || c == 7 || c == 12 || c == 13;
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}
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// The nearest living creature hostile to `attacker` within `maxDistance` of
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// `from` (a creature), other than `except` and other player heroes; one not
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// in `avoid` if there is any. 0 if none.
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uint32_t NearestHostile(void* attacker, void* from, double maxDistance, uint32_t except = 0,
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const uint32_t* avoid = nullptr, size_t avoidCount = 0);
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} // namespace game
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