11 Commits

14 changed files with 338 additions and 208 deletions

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@@ -2,21 +2,22 @@
## Project Overview ## Project Overview
This project is a hook API for Star Wars: Empire at War: Forces of Corruption to expose custom Lua functions available for scripting. This project is a DLL hook for Star Wars: Empire at War: Forces of Corruption to add custom Lua functions available for scripting.
## Client and Debug Kits ## Client and Debug Kits
- StarWarsG.exe -- the binary shipped with the game for all clients. PDB unavailable. - StarWarsG.exe -- the binary shipped with the game for all clients. PDB unavailable.
- StarWarsI.exe -- the debug kit binary which comes with debug functionality but is too slow to run normally. PDB available. - StarWarsI.exe -- the debug kit binary which comes with debug functionality but is too slow to run normally. PDB available.
- Both binares are 64-bit Windows portable executables.
## DLL Hook ## DLL Hook
- Uses MinHook to create the DLL hook into the game via powerprof.dll - Uses MinHook to create the DLL hook into the game via powerprof.dll
- Using IDA Free to find addresses of function calls. - Using Ghidra to find addresses of function calls from StarWarsI and map them using Version Control to addresses in StarWarsG.
## Empire at War Lua Scripting Engine ## 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. The source code for parts of the Lua scripting engine in Empire at War was leaked at and can be accessed [here](../GlyphX-Reference-master/Project1/Code/). 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.
## Adding a New Lua Function ## Adding a New Lua Function

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@@ -166,6 +166,8 @@
<ClCompile Include="functions\functions.cpp" /> <ClCompile Include="functions\functions.cpp" />
<ClCompile Include="functions\file_io.cpp" /> <ClCompile Include="functions\file_io.cpp" />
<ClCompile Include="functions\players.cpp" /> <ClCompile Include="functions\players.cpp" />
<ClCompile Include="functions\screen_text.cpp" />
<ClCompile Include="functions\game_object_type.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="powrprof.def" /> <None Include="powrprof.def" />

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@@ -50,12 +50,18 @@
<ClCompile Include="functions\players.cpp"> <ClCompile Include="functions\players.cpp">
<Filter>Source Files\Functions</Filter> <Filter>Source Files\Functions</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="functions\screen_text.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
<ClCompile Include="functions\file_io.cpp"> <ClCompile Include="functions\file_io.cpp">
<Filter>Source Files\Functions</Filter> <Filter>Source Files\Functions</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="functions\functions.cpp"> <ClCompile Include="functions\functions.cpp">
<Filter>Source Files\Functions</Filter> <Filter>Source Files\Functions</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="functions\game_object_type.cpp">
<Filter>Source Files\Functions</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="powrprof.def"> <None Include="powrprof.def">

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@@ -4,10 +4,27 @@ A powrprof.dll hook which adds custom Lua functions to Forces of Corruption.
## Usage ## Usage
Drop powrprof.dll and MinHooks.x64.dll into the `/corruption/` folder of your Empire at War installation. 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. 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 `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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@@ -10,4 +10,5 @@
void Register_All(lua_State* L) { void Register_All(lua_State* L) {
Register_FileIO(L); Register_FileIO(L);
Register_Players(L); Register_Players(L);
Register_ScreenText(L);
} }

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@@ -10,3 +10,8 @@ void Register_All(lua_State* L);
// Each checks its own required function pointer guards before registering. // Each checks its own required function pointer guards before registering.
void Register_FileIO(lua_State* L); void Register_FileIO(lua_State* L);
void Register_Players(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);
}

66
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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@@ -17,7 +17,18 @@ void* g_player_list = nullptr;
fn_PlayerWrapperCreate pfn_player_wrapper_create = nullptr; fn_PlayerWrapperCreate pfn_player_wrapper_create = nullptr;
fn_GetScriptFromState pfn_get_script_from_state = nullptr; fn_GetScriptFromState pfn_get_script_from_state = nullptr;
fn_MapVarToLua pfn_map_var_to_lua = 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_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;
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_pushstring(L, name);
@@ -25,6 +36,13 @@ void register_global(lua_State* L, const char* name, lua_CFunction fn) {
pfn_settable(L, LUA_GLOBALSINDEX); pfn_settable(L, LUA_GLOBALSINDEX);
} }
// 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;
}
// Fired every time the game creates a new Lua state // Fired every time the game creates a new Lua state
static lua_State* Hook_lua_open() { static lua_State* Hook_lua_open() {
lua_State* L = real_lua_open(); lua_State* L = real_lua_open();
@@ -72,9 +90,31 @@ bool LuaHook_Init() {
pfn_map_var_to_lua = (fn_MapVarToLua)(base + rvas->map_var_to_lua); 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) if (rvas->debug_print)
pfn_debug_print = (fn_DebugPrint)(base + 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) { if (rvas->lua_newtable && rvas->lua_rawseti) {
pfn_newtable = (fn_lua_newtable)(base + rvas->lua_newtable); pfn_newtable = (fn_lua_newtable)(base + rvas->lua_newtable);
pfn_rawseti = (fn_lua_rawseti)(base + rvas->lua_rawseti); pfn_rawseti = (fn_lua_rawseti)(base + rvas->lua_rawseti);
@@ -94,6 +134,18 @@ bool LuaHook_Init() {
return false; 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; return true;
} }

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@@ -17,7 +17,18 @@ typedef void* (*fn_GetPlayerByIndex)(void*, int); // PlayerListC
typedef void* (*fn_PlayerWrapperCreate)(void*, void*); // PlayerWrapper::Create(PlayerClass*, LuaScriptClass*) typedef void* (*fn_PlayerWrapperCreate)(void*, void*); // PlayerWrapper::Create(PlayerClass*, LuaScriptClass*)
typedef void* (*fn_GetScriptFromState)(lua_State*); // LuaScriptClass::Get_Script_From_State 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_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 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*
// Resolved function pointers (defined in lua_hook.cpp) // Resolved function pointers (defined in lua_hook.cpp)
extern fn_lua_open real_lua_open; extern fn_lua_open real_lua_open;
@@ -33,7 +44,18 @@ extern void* g_player_list;
extern fn_PlayerWrapperCreate pfn_player_wrapper_create; extern fn_PlayerWrapperCreate pfn_player_wrapper_create;
extern fn_GetScriptFromState pfn_get_script_from_state; extern fn_GetScriptFromState pfn_get_script_from_state;
extern fn_MapVarToLua pfn_map_var_to_lua; 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_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; constexpr int LUA_GLOBALSINDEX = -10001;

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@@ -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

83
rvas.h
View File

@@ -12,14 +12,31 @@ struct LuaRVAs {
uintptr_t lua_newtable; uintptr_t lua_newtable;
uintptr_t lua_rawseti; 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 --- // --- Players ---
uintptr_t get_player_by_index; // PlayerListClass::Get_Player_By_Index 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_list; // PlayerList global object (data, not a function)
uintptr_t player_wrapper_create; // PlayerWrapper::Create (static) uintptr_t player_wrapper_create; // PlayerWrapper::Create (static)
// --- Scripts --- // --- Screen Text ---
uintptr_t get_script_from_state; // LuaScriptClass::Get_Script_From_State (static) uintptr_t command_bar; // TheCommandBar global object (data, not a function)
uintptr_t map_var_to_lua; // LuaScriptClass::Map_Var_To_Lua (member) 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 --- // --- Debug ---
uintptr_t debug_print; // Debug_Print(char*) uintptr_t debug_print; // Debug_Print(char*)
@@ -37,14 +54,31 @@ constexpr LuaRVAs RVAs_StarWarsI = {
0x12AC460, // lua_newtable 0x12AC460, // lua_newtable
0x12ACD70, // lua_rawseti 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 --- // --- Players ---
0x000b0e1, // PlayerListClass::Get_Player_By_Index 0x000b0e1, // PlayerListClass::Get_Player_By_Index
0x1913158, // PlayerList global object 0x1913158, // PlayerList global object
0x0F12010, // PlayerWrapper::Create 0x0F12010, // PlayerWrapper::Create
// --- Scripts --- // --- Screen Text ---
0x0537BB0, // LuaScriptClass::Get_Script_From_State 0x1916b80, // TheCommandBar global object
0x0536FE0, // LuaScriptClass::Map_Var_To_Lua 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 --- // --- Debug ---
0x0476AE0, // Debug_Print 0x0476AE0, // Debug_Print
@@ -59,18 +93,35 @@ constexpr LuaRVAs RVAs_StarWarsG = {
0x07b9a60, // lua_settable 0x07b9a60, // lua_settable
0x07b9cc0, // lua_tostring 0x07b9cc0, // lua_tostring
0x07b9bc0, // lua_tonumber 0x07b9bc0, // lua_tonumber
0x07b9140, // lua_newtable (TODO) 0x07b9140, // lua_newtable
0x07b9820, // lua_rawseti (TODO) 0x07b9820, // lua_rawseti
// --- Players ---
0x0294bc0, // PlayerListClass::Get_Player_By_Index (TODO)
0x0a16fd0, // PlayerList global object (TODO)
0x06019f0, // PlayerWrapper::Create (TODO)
// --- Scripts --- // --- Scripts ---
0x0245790, // LuaScriptClass::Get_Script_From_State (TODO) 0x0245790, // LuaScriptClass::Get_Script_From_State
0x0247700, // LuaScriptClass::Map_Var_To_Lua (TODO) 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 --- // --- Debug ---
0, // Debug_Print (TODO) 0, // Debug_Print (not mapped)
}; };