using System; using System.Text; using Dalamud.Game.ClientState.Objects; using Dalamud.Game.ClientState.Objects.Types; using Dalamud.Hooking; using Dalamud.Memory; using Dalamud.Utility.Signatures; using Microsoft.Extensions.Logging; using Pal.Client.Floors; namespace Pal.Client.DependencyInjection; internal sealed unsafe class GameHooks : IDisposable { private readonly ILogger _logger; private readonly ObjectTable _objectTable; private readonly TerritoryState _territoryState; private readonly FrameworkService _frameworkService; #pragma warning disable CS0649 private delegate nint ActorVfxCreateDelegate(char* a1, nint a2, nint a3, float a4, char a5, ushort a6, char a7); [Signature("40 53 55 56 57 48 81 EC ?? ?? ?? ?? 0F 29 B4 24 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 33 C4 48 89 84 24 ?? ?? ?? ?? 0F B6 AC 24 ?? ?? ?? ?? 0F 28 F3 49 8B F8", DetourName = nameof(ActorVfxCreate))] private Hook ActorVfxCreateHook { get; init; } = null!; #pragma warning restore CS0649 public GameHooks(ILogger logger, ObjectTable objectTable, TerritoryState territoryState, FrameworkService frameworkService) { _logger = logger; _objectTable = objectTable; _territoryState = territoryState; _frameworkService = frameworkService; _logger.LogDebug("Initializing game hooks"); SignatureHelper.Initialise(this); ActorVfxCreateHook.Enable(); _logger.LogDebug("Game hooks initialized"); } /// /// Even with a pomander of sight, the BattleChara's position for the trap remains at {0, 0, 0} until it is activated. /// Upon exploding, the trap's position is moved to the exact location that the pomander of sight would have revealed. /// /// That exact position appears to be used for VFX playing when you walk into it - even if you barely walk into the /// outer ring of an otter/luring/impeding/landmine trap, the VFX plays at the exact center and not at your character's /// location. /// /// Especially at higher floors, you're more likely to walk into an undiscovered trap compared to e.g. 51-60, /// and you probably don't want to/can't use sight on every floor - yet the trap location is still useful information. /// /// Some (but not all) chests also count as BattleChara named 'Trap', however the effect upon opening isn't played via /// ActorVfxCreate even if they explode (but probably as a Vfx with static location, doesn't matter for here). /// /// Landmines and luring traps also don't play a VFX attached to their BattleChara. /// /// otter: vfx/common/eff/dk05th_stdn0t.avfx
/// toading: vfx/common/eff/dk05th_stdn0t.avfx
/// enfeebling: vfx/common/eff/dk05th_stdn0t.avfx
/// landmine: none
/// luring: none
/// impeding: vfx/common/eff/dk05ht_ipws0t.avfx (one of silence/pacification)
/// impeding: vfx/common/eff/dk05ht_slet0t.avfx (the other of silence/pacification)
/// /// It is of course annoying that, when testing, almost all traps are landmines. /// There's also vfx/common/eff/dk01gd_inv0h.avfx for e.g. impeding when you're invulnerable, but not sure if that /// has other trigger conditions. ///
public nint ActorVfxCreate(char* a1, nint a2, nint a3, float a4, char a5, ushort a6, char a7) { try { if (_territoryState.IsInDeepDungeon()) { var vfxPath = MemoryHelper.ReadString(new nint(a1), Encoding.ASCII, 256); var obj = _objectTable.CreateObjectReference(a2); /* if (Service.Configuration.BetaKey == "VFX") _chat.PalPrint($"{vfxPath} on {obj}"); */ if (obj is BattleChara bc && (bc.NameId == /* potd */ 5042 || bc.NameId == /* hoh */ 7395)) { if (vfxPath == "vfx/common/eff/dk05th_stdn0t.avfx" || vfxPath == "vfx/common/eff/dk05ht_ipws0t.avfx") { _logger.LogDebug("VFX '{Path}' playing at {Location}", vfxPath, obj.Position); _frameworkService.NextUpdateObjects.Enqueue(obj.Address); } } } } catch (Exception e) { _logger.LogError(e, "VFX Create Hook failed"); } return ActorVfxCreateHook.Original(a1, a2, a3, a4, a5, a6, a7); } public void Dispose() { _logger.LogDebug("Disposing game hooks"); ActorVfxCreateHook.Dispose(); } }