15 Commits

20 changed files with 709 additions and 296 deletions

4
.gitignore vendored
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@@ -2,8 +2,10 @@ x64/
powrprof/
.vscode/
.vs/
.claude/
minhook/
packages/
*.vcxproj.filters
*.vcxproj.user
# Prerequisites

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@@ -1,4 +1,4 @@
# SWEaW Hooks
# FoCAPI
## Project Overview
@@ -17,3 +17,11 @@ This project is a hook API for Star Wars: Empire at War: Forces of Corruption to
## Empire at War Lua Scripting Engine
The source code for the Lua scripting engine in Empire at War was leaked at: https://github.com/PetroglyphGames/GlyphX-Reference. Use this as a guide for what Lua functions and variables are already available, and how the engine hooks Lua scripting into the rest of the game. No other engine source code is available.
## Adding a New Lua Function
1. Create `functions/<module>.cpp` — implement `L_*` function(s) and `Register_<Module>(lua_State* L)`
2. Add `void Register_<Module>(lua_State* L);` to `functions/functions.h`
3. Add `Register_<Module>(L);` to `functions/functions.cpp`
4. Add new RVAs (if needed) to `rvas.h` in the relevant section, for each supported executable
5. Add `functions\<module>.cpp` to `FoCAPI.vcxproj` and `FoCAPI.vcxproj.filters`

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@@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36127.28 d17.14
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SWEAW Hooks", "SWEAW Hooks.vcxproj", "{F2C4477F-C9F1-4AF0-A04C-9D6ADD14E783}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "FoCAPI", "FoCAPI.vcxproj", "{F2C4477F-C9F1-4AF0-A04C-9D6ADD14E783}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

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@@ -22,7 +22,7 @@
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{f2c4477f-c9f1-4af0-a04c-9d6add14e783}</ProjectGuid>
<RootNamespace>SWEAWHooks</RootNamespace>
<RootNamespace>FoCAPI</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>powrprof</ProjectName>
</PropertyGroup>
@@ -50,7 +50,6 @@
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v145</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
@@ -71,6 +70,11 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup>
<ClCompile>
<AdditionalIncludeDirectories>packages\minhook.1.3.3\lib\native\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
</ItemDefinitionGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<IncludePath>C:\Program Files (x86)\Windows Kits\10\Include\10.0.26100.0\ucrt;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Windows Kits\10\Lib\10.0.26100.0\ucrt\x64;$(LibraryPath)</LibraryPath>
@@ -83,7 +87,7 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;_DEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -92,6 +96,7 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>packages\minhook.1.3.3\lib\native\lib\libMinHook-x86-v141-mdd.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@@ -100,7 +105,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;NDEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -109,13 +114,14 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalDependencies>packages\minhook.1.3.3\lib\native\lib\libMinHook-x86-v141-md.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_DEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -124,8 +130,8 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalLibraryDirectories>minhook\bin\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<ModuleDefinitionFile>powrprof.def</ModuleDefinitionFile>
<AdditionalDependencies>packages\minhook.1.3.3\lib\native\lib\libMinHook-x64-v141-mdd.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -134,7 +140,7 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;SWEAWHOOKS_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;FOCAPI_EXPORTS;_WINDOWS;_USRDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
@@ -143,18 +149,25 @@
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableUAC>false</EnableUAC>
<AdditionalLibraryDirectories>minhook\bin\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<ModuleDefinitionFile>powrprof.def</ModuleDefinitionFile>
<AdditionalDependencies>packages\minhook.1.3.3\lib\native\lib\libMinHook-x64-v141-md.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="lua_hook.h" />
<ClInclude Include="proxy.h" />
<ClInclude Include="rvas.h" />
<ClInclude Include="functions\functions.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp" />
<ClCompile Include="lua_hook.cpp" />
<ClCompile Include="proxy.cpp" />
<ClCompile Include="functions\functions.cpp" />
<ClCompile Include="functions\file_io.cpp" />
<ClCompile Include="functions\players.cpp" />
<ClCompile Include="functions\screen_text.cpp" />
<ClCompile Include="functions\game_object_type.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="powrprof.def" />

71
FoCAPI.vcxproj.filters Normal file
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@@ -0,0 +1,71 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="functions">
<UniqueIdentifier>{B3D2F8A1-4E7C-4D9A-8F23-1C5A6E2B9D47}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Functions">
<UniqueIdentifier>{2e9ee1bb-cc3a-49e1-8942-619ea103a1bd}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Functions">
<UniqueIdentifier>{590318ee-4f40-4183-bc33-5ee14f70c131}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClInclude Include="lua_hook.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="proxy.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="rvas.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="functions\functions.h">
<Filter>Header Files\Functions</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="dllmain.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="proxy.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="lua_hook.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="functions\players.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\screen_text.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\file_io.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\functions.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\game_object_type.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="powrprof.def">
<Filter>Source Files</Filter>
</None>
</ItemGroup>
</Project>

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@@ -1,12 +1,30 @@
# SWEaW Hooks
# FoCAPI
A powrprof.dll hook which adds custom Lua functions to Forces of Corruption.
## Usage
Drop powrprof.dll and MinHooks.x64.dll into the `/corruption/` folder of your Empire at War installation.
Currently only works with the debug kit `StarWarsI.exe`; `StarWarsG.exe` support is coming soon.
Drop powrprof.dll and MinHooks.x64.dll into the `/corruption` folder of your Empire at War installation.
Works with both the debug kit `StarWarsI.exe` and client version `StarWarsG.exe` of the Steam version.
Not supported on disc / GoG versions (sorry).
## Functions
## Global Functions
- Global `WriteToFile(str a, str b)` - Appends a line of text `b` to the file name `a` in the game directory.
- Global `WriteToFile(file, text)` - Appends a line of text specified file in the game directory.
- Parameter `file` string - The file name to append.
- Parameter `text` string - The text line to append.
- Global `Get_All_Players()` - Returns a 1-based Lua table of all active players, iterable with `ipairs()`. Each entry is the same PlayerWrapper type returned by `Find_Player()`.
- Global `Add_Tutorial_Text(key, text, duration, r, g, b, a)` - Adds a line to the tutorial text pane.
- Parameter `key`: string - The key used to identify this line, later can be used to update or remove the text.
- Parameter `text`: string - The text to display.
- Parameter `duration` number? - The duration to display the text. Default: -1 (infinite)
- Parameter `r` number? - The red color component. Default: 1
- Parameter `g` number? - The green color component. Default: 1
- Parameter `b` number? - The blue color component. Default: 1
- Parameter `a` number? - The alpha component. Default: 1
- Global `Remove_Tutorial_Text(key)` - Removes the line associated with the key.
- Parameter `key` string - The key used to identify the line when it was added.
## GameObjectTypeWrapper
- `Get_Display_Name()` - Returns the localized text string display name of the object type.

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@@ -12,8 +12,9 @@ BOOL WINAPI DllMain(HINSTANCE hinstDll, DWORD fdwReason, LPVOID lpvReserved) {
}
if (!LuaHook_Init()) {
OutputDebugStringA("[SWEAW Hooks] WARNING: LuaHook_Init() failed - Lua hooks are not active.\n");
OutputDebugStringA("[FoCAPI] WARNING: LuaHook_Init() failed - Lua hooks are not active.\n");
}
break;
case DLL_PROCESS_DETACH:

37
functions/file_io.cpp Normal file
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@@ -0,0 +1,37 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
// WriteToFile(path, text) - appends text to a file
static int L_WriteToFile(lua_State* L) {
const char* path = pfn_tostring(L, 1);
const char* text = pfn_tostring(L, 2);
if (!path || !text) {
return 0;
}
HANDLE hFile = CreateFileA(
path,
GENERIC_WRITE,
FILE_SHARE_READ,
NULL,
OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL,
NULL);
if (hFile != INVALID_HANDLE_VALUE) {
DWORD written;
SetFilePointer(hFile, 0, NULL, FILE_END);
WriteFile(hFile, text, lstrlenA(text), &written, NULL);
WriteFile(hFile, "\n", 1, &written, NULL);
CloseHandle(hFile);
}
return 0;
}
void Register_FileIO(lua_State* L) {
register_global(L, "WriteToFile", L_WriteToFile);
}

14
functions/functions.cpp Normal file
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@@ -0,0 +1,14 @@
#include "functions.h"
// To add a new Lua function module:
// 1. Create functions/<module>.cpp with L_* implementation(s) and Register_<Module>()
// 2. Declare void Register_<Module>(lua_State* L); in functions.h
// 3. Call Register_<Module>(L); below
// 4. Add new RVAs (if needed) to rvas.h in the relevant section
// 5. Add functions\<module>.cpp to FoCAPI.vcxproj and .vcxproj.filters
void Register_All(lua_State* L) {
Register_FileIO(L);
Register_Players(L);
Register_ScreenText(L);
}

17
functions/functions.h Normal file
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@@ -0,0 +1,17 @@
#pragma once
struct lua_State;
// Registers all custom Lua functions into the given state.
// Called once per lua_open() from Hook_lua_open().
void Register_All(lua_State* L);
// Per-module registration functions.
// Each checks its own required function pointer guards before registering.
void Register_FileIO(lua_State* L);
void Register_Players(lua_State* L);
void Register_ScreenText(lua_State* L);
// Called from the GameObjectTypeWrapper ctor hook (not from Register_All).
// Registers custom member functions on each wrapper instance.
void Register_GOTMembers(void* wrapper);

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@@ -0,0 +1,92 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
#include <string>
#include <cstring>
// Offset of SmartPtr<GameObjectTypeClass> within GameObjectTypeWrapper.
// SmartPtr stores the raw pointer as its first member.
static constexpr int OFFSET_OBJECT = 0x70;
// MSVC std::wstring layout (x64, MSVC 14.0+).
// Used to read the wstring* returned by GameTextClass::Get.
struct MSVCWString {
union {
wchar_t buf[8]; // SSO buffer (up to 7 wchars + null)
wchar_t* ptr; // heap pointer when capacity > 7
};
size_t size;
size_t capacity; // <= 7 means SSO, > 7 means heap
const wchar_t* c_str() const { return (capacity <= 7) ? buf : ptr; }
};
// Custom member function registered on GameObjectTypeWrapper.
// Signature matches LuaTable* __thiscall (LuaScriptClass*, LuaTable*).
// On x64 this is the standard calling convention: this_wrapper in RCX, script in RDX, params in R8.
static void* Lua_Get_Display_Name(void* this_wrapper, void* /*script*/, void* /*params*/)
{
// 1. Get GameObjectTypeClass* from SmartPtr at offset 0x70
void* got_class = *(void**)((char*)this_wrapper + OFFSET_OBJECT);
if (!got_class)
return nullptr;
// 2. Get the text ID string (e.g. "TEXT_UNIT_X_WING") via Get_Text_Name_ID.
// The game's function constructs a std::string into our buffer via copy-ctor.
// Assumes shared CRT (both DLL and game link to vcruntime140.dll dynamically).
std::string text_id;
pfn_get_text_name_id(got_class, &text_id);
// 3. Resolve the localized display name via TheGameText.Get(text_id, false).
// Returns a pointer to an internal wstring (the translated text).
MSVCWString* display_wstr = (MSVCWString*)pfn_game_text_get(g_the_game_text, &text_id, false);
if (!display_wstr)
return nullptr;
// 4. Convert the wide display name to a narrow (UTF-8) string for Lua.
const wchar_t* wdata = display_wstr->c_str();
int wlen = (int)display_wstr->size;
int narrow_len = WideCharToMultiByte(CP_UTF8, 0, wdata, wlen, nullptr, 0, nullptr, nullptr);
if (narrow_len <= 0)
return nullptr;
std::string narrow(narrow_len, '\0');
WideCharToMultiByte(CP_UTF8, 0, wdata, wlen, &narrow[0], narrow_len, nullptr, nullptr);
// 5. Create a LuaString (LuaValue<string>, 0x78 bytes) and return it.
void* lua_value = ::operator new(0x78);
if (!lua_value)
return nullptr;
memset(lua_value, 0, 0x78);
pfn_lua_value_ctor(lua_value, &narrow);
return pfn_return_variable(this_wrapper, lua_value);
}
void Register_GOTMembers(void* wrapper)
{
if (!pfn_lmfw_ctor || !pfn_register_member)
return;
if (!pfn_get_text_name_id || !pfn_game_text_get || !g_the_game_text)
return;
if (!pfn_lua_value_ctor || !pfn_return_variable)
return;
// Allocate a LuaMemberFunctionWrapper<GameObjectTypeWrapper> (0x88 bytes).
void* lmfw = ::operator new(0x88);
if (!lmfw) return;
memset(lmfw, 0, 0x88);
// Build the 16-byte pointer-to-member-function structure.
// MSVC x64 multiple-inheritance PMF: [8-byte func addr][8-byte this-adjustment].
// this-adjustment is 0 (our function expects the full GameObjectTypeWrapper*).
alignas(8) uint8_t pmf[16] = {};
*(uintptr_t*)pmf = (uintptr_t)&Lua_Get_Display_Name;
// Construct the LuaMemberFunctionWrapper via the game's ctor.
pfn_lmfw_ctor(lmfw, wrapper, pmf, false);
// Register as a member callable via wrapper.Get_Display_Name()
pfn_register_member(wrapper, "Get_Display_Name", lmfw);
}

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functions/players.cpp Normal file
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@@ -0,0 +1,71 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
// Offsets for reading PlayersByID count directly from the PlayerList object.
// PlayersByID (DynamicVectorClass) is at +0x18 within PlayerListClass.
// The active count field is at +0x10 within DynamicVectorClass.
static constexpr int OFFSET_PLAYERS_BY_ID = 0x18;
static constexpr int OFFSET_VECTOR_COUNT = 0x10;
// Get_All_Players() - returns a 1-based Lua table of PlayerWrappers for all players,
// iterable with ipairs(). Identical wrapper type to Find_Player().
static int L_Get_All_Players(lua_State* L) {
int count = *(int*)((char*)g_player_list + OFFSET_PLAYERS_BY_ID + OFFSET_VECTOR_COUNT);
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: PlayersByID count = %d\n", count);
pfn_debug_print(msg);
}
if (count <= 0 || count > 64) {
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: count out of expected range, aborting\n");
pfn_newtable(L);
return 1;
}
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling Get_Script_From_State\n");
void* script = pfn_get_script_from_state(L);
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: script = %p\n", script);
pfn_debug_print(msg);
}
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling lua_newtable\n");
pfn_newtable(L);
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_newtable OK\n");
for (int i = 0; i < count; i++) {
if (pfn_debug_print) {
char msg[64];
wsprintfA(msg, "[FoCAPI] Get_All_Players: Get_Player_By_Index(%d)\n", i);
pfn_debug_print(msg);
}
void* player = pfn_get_player_by_index(g_player_list, i);
if (!player) continue;
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: PlayerWrapper::Create\n");
void* wrapper = pfn_player_wrapper_create(player, script);
if (pfn_debug_print) {
char msg[128];
wsprintfA(msg, "[FoCAPI] Get_All_Players: wrapper = %p, player = %p\n", wrapper, player);
pfn_debug_print(msg);
}
if (!wrapper) continue;
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: Map_Var_To_Lua\n");
pfn_map_var_to_lua(L, wrapper);
if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_rawseti\n");
pfn_rawseti(L, -2, i + 1);
}
return 1;
}
void Register_Players(lua_State* L) {
if (!pfn_map_var_to_lua || !pfn_newtable || !pfn_rawseti) return;
register_global(L, "Get_All_Players", L_Get_All_Players);
}

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functions/screen_text.cpp Normal file
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@@ -0,0 +1,66 @@
#include "functions.h"
#include "../lua_hook.h"
#include <windows.h>
#include <string>
// Add_Tutorial_Text(key, text [, duration [, r, g, b, a]])
// duration defaults to -1 (perpetual). r/g/b/a default to 1.0 (white, opaque).
// The color pointer must be non-null: the game copies 16 bytes from it unconditionally
// before its own null check, so we always pass a valid buffer.
static int L_Add_Tutorial_Text(lua_State* L)
{
const char* key = pfn_tostring(L, 1);
const char* text = pfn_tostring(L, 2);
if (!key || !text)
return 0;
float duration = -1.0f;
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if (pfn_tonumber)
{
double arg3 = pfn_tonumber(L, 3);
if (arg3 != 0.0) duration = (float)arg3;
double r = pfn_tonumber(L, 4);
double g = pfn_tonumber(L, 5);
double b = pfn_tonumber(L, 6);
double a = pfn_tonumber(L, 7);
if (r != 0.0 || g != 0.0 || b != 0.0 || a != 0.0)
{
color[0] = (float)r;
color[1] = (float)g;
color[2] = (float)b;
color[3] = (float)a;
}
}
int wlen = MultiByteToWideChar(CP_ACP, 0, text, -1, nullptr, 0);
std::wstring wtext(wlen - 1, L'\0');
MultiByteToWideChar(CP_ACP, 0, text, -1, &wtext[0], wlen);
pfn_add_tutorial_text(g_command_bar, &wtext, (char*)key, duration, 0, false, color);
return 0;
}
// Remove_Tutorial_Text(key)
static int L_Remove_Tutorial_Text(lua_State* L)
{
const char* key = pfn_tostring(L, 1);
if (!key)
return 0;
pfn_remove_tutorial_text(g_command_bar, (char*)key);
return 0;
}
void Register_ScreenText(lua_State* L)
{
if (!pfn_add_tutorial_text || !pfn_remove_tutorial_text || !g_command_bar)
return;
register_global(L, "Add_Tutorial_Text", L_Add_Tutorial_Text);
register_global(L, "Remove_Tutorial_Text", L_Remove_Tutorial_Text);
}

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@@ -1,76 +1,48 @@
#include "lua_hook.h"
#include "minhook/include/MinHook.h"
#include "functions/functions.h"
#include <MinHook.h>
#include <windows.h>
#if defined _M_X64
#pragma comment(lib, "MinHook.x64.lib")
#elif defined _M_IX86
#pragma comment(lib, "MinHook.x86.lib")
#endif
// Opaque Lua state - never dereferenced, just passed around
struct lua_State;
typedef int (*lua_CFunction)(lua_State*);
// Function pointer types
typedef lua_State* (*fn_lua_open)();
typedef void (*fn_lua_pushstring)(lua_State*, const char*);
typedef void (*fn_lua_pushcclosure)(lua_State*, lua_CFunction, int);
typedef void (*fn_lua_settable)(lua_State*, int);
typedef const char* (*fn_lua_tostring)(lua_State*, int);
// Resolved function pointers
static fn_lua_open real_lua_open = nullptr;
static fn_lua_pushstring pfn_pushstring = nullptr;
static fn_lua_pushcclosure pfn_pushcclosure = nullptr;
static fn_lua_settable pfn_settable = nullptr;
static fn_lua_tostring pfn_tostring = nullptr;
fn_lua_open real_lua_open = nullptr;
fn_lua_pushstring pfn_pushstring = nullptr;
fn_lua_pushcclosure pfn_pushcclosure = nullptr;
fn_lua_settable pfn_settable = nullptr;
fn_lua_tostring pfn_tostring = nullptr;
fn_lua_tonumber pfn_tonumber = nullptr;
fn_lua_newtable pfn_newtable = nullptr;
fn_lua_rawseti pfn_rawseti = nullptr;
fn_GetPlayerByIndex pfn_get_player_by_index = nullptr;
void* g_player_list = nullptr;
fn_PlayerWrapperCreate pfn_player_wrapper_create = nullptr;
fn_GetScriptFromState pfn_get_script_from_state = nullptr;
fn_MapVarToLua pfn_map_var_to_lua = nullptr;
fn_AddTutorialText pfn_add_tutorial_text = nullptr;
fn_RemoveTutorialText pfn_remove_tutorial_text = nullptr;
void* g_command_bar = nullptr;
fn_DebugPrint pfn_debug_print = nullptr;
fn_RegisterMember pfn_register_member = nullptr;
fn_LuaValueCtor pfn_lua_value_ctor = nullptr;
fn_ReturnVariable pfn_return_variable = nullptr;
fn_GotWrapperCtor real_got_wrapper_ctor = nullptr;
fn_LmfwCtor pfn_lmfw_ctor = nullptr;
fn_GetTextNameId pfn_get_text_name_id = nullptr;
fn_GameTextGet pfn_game_text_get = nullptr;
void* g_the_game_text = nullptr;
// Helper, equivalent of lua_setglobal
static void register_global(lua_State* L, const char* name, lua_CFunction fn) {
void register_global(lua_State* L, const char* name, lua_CFunction fn) {
pfn_pushstring(L, name);
pfn_pushcclosure(L, fn, 0);
pfn_settable(L, LUA_GLOBALSINDEX);
}
// =========================
// Custom Lua file functions
// =========================
// WriteToFile(path, text) - appends text to a file
static int L_WriteToFile(lua_State* L) {
const char* path = pfn_tostring(L, 1);
const char* text = pfn_tostring(L, 2);
if (!path || !text) {
return 0;
}
HANDLE hFile = CreateFileA(
path,
GENERIC_WRITE,
FILE_SHARE_READ,
NULL,
OPEN_ALWAYS,
FILE_ATTRIBUTE_NORMAL,
NULL);
if (hFile != INVALID_HANDLE_VALUE) {
DWORD written;
SetFilePointer(hFile, 0, NULL, FILE_END);
WriteFile(hFile, text, lstrlenA(text), &written, NULL);
WriteFile(hFile, "\n", 1, &written, NULL);
CloseHandle(hFile);
}
return 0;
// Fired every time the game constructs a GameObjectTypeWrapper
static void* Hook_GOTWrapperCtor(void* this_wrapper) {
void* result = real_got_wrapper_ctor(this_wrapper);
Register_GOTMembers(this_wrapper);
return result;
}
// =========================
// Hooks
// =========================
// Fired every time the game creates a new Lua state
static lua_State* Hook_lua_open() {
lua_State* L = real_lua_open();
@@ -79,8 +51,7 @@ static lua_State* Hook_lua_open() {
return L;
}
// Register custom Lua functions
register_global(L, "WriteToFile", L_WriteToFile);
Register_All(L);
return L;
}
@@ -108,6 +79,47 @@ bool LuaHook_Init() {
pfn_settable = (fn_lua_settable)(base + rvas->lua_settable);
pfn_tostring = (fn_lua_tostring)(base + rvas->lua_tostring);
if (rvas->lua_tonumber && rvas->get_player_by_index && rvas->player_list &&
rvas->player_wrapper_create && rvas->get_script_from_state && rvas->map_var_to_lua)
{
pfn_tonumber = (fn_lua_tonumber)(base + rvas->lua_tonumber);
pfn_get_player_by_index = (fn_GetPlayerByIndex)(base + rvas->get_player_by_index);
g_player_list = (void*)(base + rvas->player_list);
pfn_player_wrapper_create = (fn_PlayerWrapperCreate)(base + rvas->player_wrapper_create);
pfn_get_script_from_state = (fn_GetScriptFromState)(base + rvas->get_script_from_state);
pfn_map_var_to_lua = (fn_MapVarToLua)(base + rvas->map_var_to_lua);
}
if (rvas->command_bar && rvas->add_tutorial_text && rvas->remove_tutorial_text) {
g_command_bar = (void*)(base + rvas->command_bar);
pfn_add_tutorial_text = (fn_AddTutorialText)(base + rvas->add_tutorial_text);
pfn_remove_tutorial_text = (fn_RemoveTutorialText)(base + rvas->remove_tutorial_text);
}
if (rvas->debug_print)
pfn_debug_print = (fn_DebugPrint)(base + rvas->debug_print);
if (rvas->register_member)
pfn_register_member = (fn_RegisterMember)(base + rvas->register_member);
if (rvas->lua_value_ctor)
pfn_lua_value_ctor = (fn_LuaValueCtor)(base + rvas->lua_value_ctor);
if (rvas->return_variable)
pfn_return_variable = (fn_ReturnVariable)(base + rvas->return_variable);
if (rvas->the_game_text)
g_the_game_text = (void*)(base + rvas->the_game_text);
if (rvas->get_string)
pfn_game_text_get = (fn_GameTextGet)(base + rvas->get_string);
if (rvas->got_get_text_name_id)
pfn_get_text_name_id = (fn_GetTextNameId)(base + rvas->got_get_text_name_id);
if (rvas->got_lmfw_ctor)
pfn_lmfw_ctor = (fn_LmfwCtor)(base + rvas->got_lmfw_ctor);
if (rvas->lua_newtable && rvas->lua_rawseti) {
pfn_newtable = (fn_lua_newtable)(base + rvas->lua_newtable);
pfn_rawseti = (fn_lua_rawseti)(base + rvas->lua_rawseti);
}
void* const target = (void*)(base + rvas->lua_open);
if (MH_Initialize() != MH_OK) {
@@ -122,6 +134,18 @@ bool LuaHook_Init() {
return false;
}
// Hook GameObjectTypeWrapper constructor to register custom member functions
if (rvas->got_wrapper_ctor && rvas->got_lmfw_ctor &&
pfn_register_member && pfn_lmfw_ctor &&
pfn_get_text_name_id && pfn_game_text_get && g_the_game_text &&
pfn_lua_value_ctor && pfn_return_variable)
{
void* got_ctor_target = (void*)(base + rvas->got_wrapper_ctor);
if (MH_CreateHook(got_ctor_target, &Hook_GOTWrapperCtor, (void**)&real_got_wrapper_ctor) == MH_OK) {
MH_EnableHook(got_ctor_target);
}
}
return true;
}

View File

@@ -1,33 +1,66 @@
#pragma once
#include <cstdint>
#include "rvas.h"
struct LuaRVAs {
uintptr_t lua_open;
uintptr_t lua_pushstring;
uintptr_t lua_pushcclosure;
uintptr_t lua_settable;
uintptr_t lua_tostring;
};
struct lua_State;
typedef int (*lua_CFunction)(lua_State*);
// StarWarsI.exe -- debug kit, PDB available
constexpr LuaRVAs RVAs_StarWarsI = {
0x12AB790, // lua_open
0x12AC930, // lua_pushstring
0x12AC6E0, // lua_pushcclosure
0x12AD020, // lua_settable
0x12AD430, // lua_tostring
};
// Function pointer types
typedef lua_State* (*fn_lua_open)();
typedef void (*fn_lua_pushstring)(lua_State*, const char*);
typedef void (*fn_lua_pushcclosure)(lua_State*, lua_CFunction, int);
typedef void (*fn_lua_settable)(lua_State*, int);
typedef const char* (*fn_lua_tostring)(lua_State*, int);
typedef double (*fn_lua_tonumber)(lua_State*, int);
typedef void (*fn_lua_newtable)(lua_State*);
typedef void (*fn_lua_rawseti)(lua_State*, int, int);
typedef void* (*fn_GetPlayerByIndex)(void*, int); // PlayerListClass::Get_Player_By_Index
typedef void* (*fn_PlayerWrapperCreate)(void*, void*); // PlayerWrapper::Create(PlayerClass*, LuaScriptClass*)
typedef void* (*fn_GetScriptFromState)(lua_State*); // LuaScriptClass::Get_Script_From_State
typedef void (*fn_MapVarToLua)(lua_State*, void*); // LuaScriptClass::Map_Var_To_Lua (static)
typedef void (*fn_AddTutorialText)(void*, void*, const char*, float, unsigned int, bool, void*); // CommandBarClass::Add_Tutorial_Text (inner)
typedef void (*fn_RemoveTutorialText)(void*, const char*); // CommandBarClass::Remove_Tutorial_Text
typedef void (*fn_DebugPrint)(const char*); // Debug_Print
// Scripting internals (LuaUserVar) -- usable by any wrapper module
typedef void (*fn_RegisterMember)(void* uservar, const char* name, void* fn_ptr); // LuaUserVar::Register_Member
typedef void (*fn_LuaValueCtor)(void* lua_value, void* basic_string_ptr); // LuaValue<>::LuaValue<>(basic_string<>*)
typedef void* (*fn_ReturnVariable)(void* uservar, void* lua_var); // LuaUserVar::Return_Variable(LuaVar*) -> LuaTable*
// Game Object Type Wrapper internals
typedef void* (*fn_GotWrapperCtor)(void* this_wrapper); // GameObjectTypeWrapper::GameObjectTypeWrapper()
typedef void* (*fn_LmfwCtor)(void* lmfw, void* wrapper, void* pmf, bool use_maps); // LuaMemberFunctionWrapper<GameObjectTypeWrapper>::ctor
typedef void* (*fn_GetTextNameId)(void* got_class, void* out_string); // GameObjectTypeClass::Get_Text_Name_ID() -- returns via hidden out-param
typedef void* (*fn_GameTextGet)(void* game_text, void* text_id_str, bool insert); // GameTextClass::Get(basic_string*, bool) -- returns wstring*
// StarWarsG.exe -- client binary, no PDB
constexpr LuaRVAs RVAs_StarWarsG = {
0x07b8930, // lua_open
0x07b9540, // lua_pushstring
0x07b9340, // lua_pushcclosure
0x07b9a60, // lua_settable
0x07b9cc0, // lua_tostring
};
// Resolved function pointers (defined in lua_hook.cpp)
extern fn_lua_open real_lua_open;
extern fn_lua_pushstring pfn_pushstring;
extern fn_lua_pushcclosure pfn_pushcclosure;
extern fn_lua_settable pfn_settable;
extern fn_lua_tostring pfn_tostring;
extern fn_lua_tonumber pfn_tonumber;
extern fn_lua_newtable pfn_newtable;
extern fn_lua_rawseti pfn_rawseti;
extern fn_GetPlayerByIndex pfn_get_player_by_index;
extern void* g_player_list;
extern fn_PlayerWrapperCreate pfn_player_wrapper_create;
extern fn_GetScriptFromState pfn_get_script_from_state;
extern fn_MapVarToLua pfn_map_var_to_lua;
extern fn_AddTutorialText pfn_add_tutorial_text;
extern fn_RemoveTutorialText pfn_remove_tutorial_text;
extern void* g_command_bar;
extern fn_DebugPrint pfn_debug_print;
extern fn_RegisterMember pfn_register_member;
extern fn_LuaValueCtor pfn_lua_value_ctor;
extern fn_ReturnVariable pfn_return_variable;
extern fn_GotWrapperCtor real_got_wrapper_ctor;
extern fn_LmfwCtor pfn_lmfw_ctor;
extern fn_GetTextNameId pfn_get_text_name_id;
extern fn_GameTextGet pfn_game_text_get;
extern void* g_the_game_text;
constexpr int LUA_GLOBALSINDEX = -10001;
// Equivalent of lua_setglobal — registers a C function in the Lua global table
void register_global(lua_State* L, const char* name, lua_CFunction fn);
bool LuaHook_Init();
void LuaHook_Shutdown();

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View File

@@ -1,185 +0,0 @@
/*
* MinHook - The Minimalistic API Hooking Library for x64/x86
* Copyright (C) 2009-2017 Tsuda Kageyu.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER
* OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if !(defined _M_IX86) && !(defined _M_X64) && !(defined __i386__) && !(defined __x86_64__)
#error MinHook supports only x86 and x64 systems.
#endif
#include <windows.h>
// MinHook Error Codes.
typedef enum MH_STATUS
{
// Unknown error. Should not be returned.
MH_UNKNOWN = -1,
// Successful.
MH_OK = 0,
// MinHook is already initialized.
MH_ERROR_ALREADY_INITIALIZED,
// MinHook is not initialized yet, or already uninitialized.
MH_ERROR_NOT_INITIALIZED,
// The hook for the specified target function is already created.
MH_ERROR_ALREADY_CREATED,
// The hook for the specified target function is not created yet.
MH_ERROR_NOT_CREATED,
// The hook for the specified target function is already enabled.
MH_ERROR_ENABLED,
// The hook for the specified target function is not enabled yet, or already
// disabled.
MH_ERROR_DISABLED,
// The specified pointer is invalid. It points the address of non-allocated
// and/or non-executable region.
MH_ERROR_NOT_EXECUTABLE,
// The specified target function cannot be hooked.
MH_ERROR_UNSUPPORTED_FUNCTION,
// Failed to allocate memory.
MH_ERROR_MEMORY_ALLOC,
// Failed to change the memory protection.
MH_ERROR_MEMORY_PROTECT,
// The specified module is not loaded.
MH_ERROR_MODULE_NOT_FOUND,
// The specified function is not found.
MH_ERROR_FUNCTION_NOT_FOUND
}
MH_STATUS;
// Can be passed as a parameter to MH_EnableHook, MH_DisableHook,
// MH_QueueEnableHook or MH_QueueDisableHook.
#define MH_ALL_HOOKS NULL
#ifdef __cplusplus
extern "C" {
#endif
// Initialize the MinHook library. You must call this function EXACTLY ONCE
// at the beginning of your program.
MH_STATUS WINAPI MH_Initialize(VOID);
// Uninitialize the MinHook library. You must call this function EXACTLY
// ONCE at the end of your program.
MH_STATUS WINAPI MH_Uninitialize(VOID);
// Creates a hook for the specified target function, in disabled state.
// Parameters:
// pTarget [in] A pointer to the target function, which will be
// overridden by the detour function.
// pDetour [in] A pointer to the detour function, which will override
// the target function.
// ppOriginal [out] A pointer to the trampoline function, which will be
// used to call the original target function.
// This parameter can be NULL.
MH_STATUS WINAPI MH_CreateHook(LPVOID pTarget, LPVOID pDetour, LPVOID *ppOriginal);
// Creates a hook for the specified API function, in disabled state.
// Parameters:
// pszModule [in] A pointer to the loaded module name which contains the
// target function.
// pszProcName [in] A pointer to the target function name, which will be
// overridden by the detour function.
// pDetour [in] A pointer to the detour function, which will override
// the target function.
// ppOriginal [out] A pointer to the trampoline function, which will be
// used to call the original target function.
// This parameter can be NULL.
MH_STATUS WINAPI MH_CreateHookApi(
LPCWSTR pszModule, LPCSTR pszProcName, LPVOID pDetour, LPVOID *ppOriginal);
// Creates a hook for the specified API function, in disabled state.
// Parameters:
// pszModule [in] A pointer to the loaded module name which contains the
// target function.
// pszProcName [in] A pointer to the target function name, which will be
// overridden by the detour function.
// pDetour [in] A pointer to the detour function, which will override
// the target function.
// ppOriginal [out] A pointer to the trampoline function, which will be
// used to call the original target function.
// This parameter can be NULL.
// ppTarget [out] A pointer to the target function, which will be used
// with other functions.
// This parameter can be NULL.
MH_STATUS WINAPI MH_CreateHookApiEx(
LPCWSTR pszModule, LPCSTR pszProcName, LPVOID pDetour, LPVOID *ppOriginal, LPVOID *ppTarget);
// Removes an already created hook.
// Parameters:
// pTarget [in] A pointer to the target function.
MH_STATUS WINAPI MH_RemoveHook(LPVOID pTarget);
// Enables an already created hook.
// Parameters:
// pTarget [in] A pointer to the target function.
// If this parameter is MH_ALL_HOOKS, all created hooks are
// enabled in one go.
MH_STATUS WINAPI MH_EnableHook(LPVOID pTarget);
// Disables an already created hook.
// Parameters:
// pTarget [in] A pointer to the target function.
// If this parameter is MH_ALL_HOOKS, all created hooks are
// disabled in one go.
MH_STATUS WINAPI MH_DisableHook(LPVOID pTarget);
// Queues to enable an already created hook.
// Parameters:
// pTarget [in] A pointer to the target function.
// If this parameter is MH_ALL_HOOKS, all created hooks are
// queued to be enabled.
MH_STATUS WINAPI MH_QueueEnableHook(LPVOID pTarget);
// Queues to disable an already created hook.
// Parameters:
// pTarget [in] A pointer to the target function.
// If this parameter is MH_ALL_HOOKS, all created hooks are
// queued to be disabled.
MH_STATUS WINAPI MH_QueueDisableHook(LPVOID pTarget);
// Applies all queued changes in one go.
MH_STATUS WINAPI MH_ApplyQueued(VOID);
// Translates the MH_STATUS to its name as a string.
const char * WINAPI MH_StatusToString(MH_STATUS status);
#ifdef __cplusplus
}
#endif

4
packages.config Normal file
View File

@@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="minhook" version="1.3.3.0" targetFramework="native" />
</packages>

127
rvas.h Normal file
View File

@@ -0,0 +1,127 @@
#pragma once
#include <cstdint>
struct LuaRVAs {
// --- Lua Core ---
uintptr_t lua_open;
uintptr_t lua_pushstring;
uintptr_t lua_pushcclosure;
uintptr_t lua_settable;
uintptr_t lua_tostring;
uintptr_t lua_tonumber;
uintptr_t lua_newtable;
uintptr_t lua_rawseti;
// --- Scripts ---
uintptr_t get_script_from_state; // LuaScriptClass::Get_Script_From_State (static)
uintptr_t map_var_to_lua; // LuaScriptClass::Map_Var_To_Lua (member)
uintptr_t register_member; // LuaUserVar::Register_Member(char*, LuaVar*)
uintptr_t lua_value_ctor; // LuaValue<>::LuaValue<>(basic_string<>*)
uintptr_t return_variable; // LuaUserVar::Return_Variable(LuaVar*)
// --- TheGameText ---
uintptr_t the_game_text; // TheGameText global object (data, not a function)
uintptr_t get_string; // GameTextClass::Get(char*, bool)
// --- Players ---
uintptr_t get_player_by_index; // PlayerListClass::Get_Player_By_Index
uintptr_t player_list; // PlayerList global object (data, not a function)
uintptr_t player_wrapper_create; // PlayerWrapper::Create (static)
// --- Screen Text ---
uintptr_t command_bar; // TheCommandBar global object (data, not a function)
uintptr_t add_tutorial_text; // CommandBarClass::Add_Tutorial_Text (inner overload: wstring*, char*, float, uint, bool, RGBAClass*)
uintptr_t remove_tutorial_text; // CommandBarClass::Remove_Tutorial_Text(char*)
// --- Game Object Type Wrapper ---
uintptr_t got_wrapper_ctor; // GameObjectTypeWrapper::GameObjectTypeWrapper()
uintptr_t got_get_text_name_id; // GameObjectTypeClass::Get_Text_Name_ID()
uintptr_t got_lmfw_ctor; // LuaMemberFunctionWrapper<GameObjectTypeWrapper>::LuaMemberFunctionWrapper<>()
// --- Debug ---
uintptr_t debug_print; // Debug_Print(char*)
};
// StarWarsI.exe -- debug kit, PDB available
constexpr LuaRVAs RVAs_StarWarsI = {
// --- Lua Core ---
0x12AB790, // lua_open
0x12AC930, // lua_pushstring
0x12AC6E0, // lua_pushcclosure
0x12AD020, // lua_settable
0x12AD430, // lua_tostring
0x12AD300, // lua_tonumber
0x12AC460, // lua_newtable
0x12ACD70, // lua_rawseti
// --- Scripts ---
0x0537BB0, // LuaScriptClass::Get_Script_From_State
0x0536FE0, // LuaScriptClass::Map_Var_To_Lua
0x0046f51, // LuaUserVar::Register_Member
0x004df5e, // LuaValue<>::LuaValue<>
0x0058887, // LuaUserVar::Return_Variable
// --- TheGameText ---
0x18578b0, // TheGameText global object
0x002b4cc, // GameTextClass::Get
// --- Players ---
0x000b0e1, // PlayerListClass::Get_Player_By_Index
0x1913158, // PlayerList global object
0x0F12010, // PlayerWrapper::Create
// --- Screen Text ---
0x1916b80, // TheCommandBar global object
0x003c83a, // CommandBarClass::Add_Tutorial_Text inner
0x006e1eb, // CommandBarClass::Remove_Tutorial_Text
// --- Game Object Type Wrapper ---
0x004f6c9, // GameObjectTypeWrapper::GameObjectTypeWrapper()
0x007b747, // GameObjectTypeClass::Get_Text_Name_ID()
0x0f08450, // LuaMemberFunctionWrapper<GameObjectTypeWrapper>::ctor
// --- Debug ---
0x0476AE0, // Debug_Print
};
// StarWarsG.exe -- client binary, no PDB
constexpr LuaRVAs RVAs_StarWarsG = {
// --- Lua Core ---
0x07b8930, // lua_open
0x07b9540, // lua_pushstring
0x07b9340, // lua_pushcclosure
0x07b9a60, // lua_settable
0x07b9cc0, // lua_tostring
0x07b9bc0, // lua_tonumber
0x07b9140, // lua_newtable
0x07b9820, // lua_rawseti
// --- Scripts ---
0x0245790, // LuaScriptClass::Get_Script_From_State
0x0247700, // LuaScriptClass::Map_Var_To_Lua
0, // LuaUserVar::Register_Member -- not mapped
0, // LuaString::LuaString -- not mapped
0, // LuaUserVar::Return_Variable -- not mapped
// --- TheGameText ---
0, // TheGameText global object
0, // GameTextClass::Get
// --- Players ---
0x0294bc0, // PlayerListClass::Get_Player_By_Index
0x0a16fd0, // PlayerList global object
0x06019f0, // PlayerWrapper::Create
// --- Screen Text ---
0x0b27f60, // TheCommandBar global object
0x02dfd10, // CommandBarClass::Add_Tutorial_Text inner
0x02ff290, // CommandBarClass::Remove_Tutorial_Text
// --- Game Object Type Wrapper ---
0, // GameObjectTypeWrapper::GameObjectTypeWrapper() -- not mapped
0, // GameObjectTypeClass::Get_Text_Name_ID() -- not mapped
0, // LuaMemberFunctionWrapper<GameObjectTypeWrapper>::ctor -- not mapped
// --- Debug ---
0, // Debug_Print (not mapped)
};