h2-mod/src/client/component/notifies.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "scheduler.hpp"
#include "game/scripting/entity.hpp"
#include "game/scripting/execution.hpp"
#include "game/scripting/lua/value_conversion.hpp"
#include "game/scripting/lua/error.hpp"
#include "notifies.hpp"
#include <utils/hook.hpp>
namespace notifies
{
bool hook_enabled = true;
namespace
{
struct gsc_hook_t
{
bool is_lua_hook{};
const char* target_pos{};
sol::protected_function lua_function;
};
std::unordered_map<const char*, gsc_hook_t> vm_execute_hooks;
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utils::hook::detour scr_entity_damage_hook;
std::vector<sol::protected_function> entity_damage_callbacks;
char empty_function[2] = {0x32, 0x34}; // CHECK_CLEAR_PARAMS, END
const char* target_function = nullptr;
unsigned int local_id_to_entity(unsigned int local_id)
{
const auto variable = game::scr_VarGlob->objectVariableValue[local_id];
return variable.u.f.next;
}
bool execute_vm_hook(const char* pos)
{
if (vm_execute_hooks.find(pos) == vm_execute_hooks.end())
{
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hook_enabled = true;
return false;
}
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if (!hook_enabled && pos > reinterpret_cast<char*>(vm_execute_hooks.size()))
{
hook_enabled = true;
return false;
}
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const auto& hook = vm_execute_hooks[pos];
if (hook.is_lua_hook)
{
const auto& function = hook.lua_function;
const auto state = function.lua_state();
const scripting::entity self = local_id_to_entity(game::scr_VmPub->function_frame->fs.localId);
std::vector<sol::lua_value> args;
const auto top = game::scr_function_stack->top;
for (auto* value = top; value->type != game::SCRIPT_END; --value)
{
args.push_back(scripting::lua::convert(state, *value));
}
const auto result = function(self, sol::as_args(args));
scripting::lua::handle_error(result);
target_function = empty_function;
}
else
{
target_function = hook.target_pos;
}
return true;
}
void vm_execute_stub(utils::hook::assembler& a)
{
const auto replace = a.newLabel();
const auto end = a.newLabel();
a.pushad64();
a.mov(rcx, r14);
a.call_aligned(execute_vm_hook);
a.cmp(al, 0);
a.jne(replace);
a.popad64();
a.jmp(end);
a.bind(end);
a.movzx(r15d, byte_ptr(r14));
a.inc(r14);
a.mov(dword_ptr(rbp, 0xA4), r15d);
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a.jmp(0x1405C90B3);
a.bind(replace);
a.popad64();
a.mov(rax, qword_ptr(reinterpret_cast<int64_t>(&target_function)));
a.mov(r14, rax);
a.jmp(end);
}
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sol::lua_value convert_entity(lua_State* state, const game::gentity_s* ent)
{
if (!ent)
{
return {};
}
const auto player = scripting::call("getentbynum", {ent->s.entityNum});
return scripting::lua::convert(state, player);
}
std::string get_weapon_name(unsigned int weapon, bool isAlternate)
{
char output[1024] = {0};
game::BG_GetWeaponNameComplete(weapon, isAlternate, output, 1024);
return output;
}
sol::lua_value convert_vector(lua_State* state, const float* vec)
{
if (!vec)
{
return {};
}
const auto _vec = scripting::vector(vec);
return scripting::lua::convert(state, _vec);
}
std::string convert_mod(const int meansOfDeath)
{
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const auto value = reinterpret_cast<game::scr_string_t**>(0x140BF49B0)[meansOfDeath];
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const auto string = game::SL_ConvertToString(*value);
return string;
}
void scr_entity_damage_stub(game::gentity_s* self, game::gentity_s* inflictor, game::gentity_s* attacker, const float* vDir, const float* vPoint,
int damage, int dflags, const unsigned int meansOfDeath, const unsigned int weapon, bool isAlternate, unsigned int a11, const int hitLoc, unsigned int a13, unsigned int a14)
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{
{
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const std::string _hitLoc = reinterpret_cast<const char**>(0x140BF4AA0)[hitLoc];
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const auto _mod = convert_mod(meansOfDeath);
const auto _weapon = get_weapon_name(weapon, isAlternate);
for (const auto& callback : entity_damage_callbacks)
{
const auto state = callback.lua_state();
const auto _self = convert_entity(state, self);
const auto _inflictor = convert_entity(state, inflictor);
const auto _attacker = convert_entity(state, attacker);
const auto _vDir = convert_vector(state, vDir);
const auto result = callback(_self, _inflictor, _attacker, damage, _mod, _weapon, _vDir, _hitLoc);
scripting::lua::handle_error(result);
if (result.valid())
{
const auto value = result.get<sol::object>();
if (value.is<int>())
{
damage = value.as<int>();
}
}
}
if (damage == 0)
{
return;
}
}
scr_entity_damage_hook.invoke<void>(self,inflictor, attacker, vDir, vPoint, damage, dflags,
meansOfDeath, weapon, isAlternate, a11, hitLoc, a13, a14);
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}
}
void add_entity_damage_callback(const sol::protected_function& callback)
{
entity_damage_callbacks.push_back(callback);
}
void clear_callbacks()
{
vm_execute_hooks.clear();
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entity_damage_callbacks.clear();
}
void set_lua_hook(const char* pos, const sol::protected_function& callback)
{
gsc_hook_t hook;
hook.is_lua_hook = true;
hook.lua_function = callback;
vm_execute_hooks[pos] = hook;
}
void set_gsc_hook(const char* source, const char* target)
{
gsc_hook_t hook;
hook.is_lua_hook = false;
hook.target_pos = target;
vm_execute_hooks[source] = hook;
}
void clear_hook(const char* pos)
{
vm_execute_hooks.erase(pos);
}
size_t get_hook_count()
{
return vm_execute_hooks.size();
}
class component final : public component_interface
{
public:
void post_unpack() override
{
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utils::hook::jump(0x1405C90A5, utils::hook::assemble(vm_execute_stub), true);
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scr_entity_damage_hook.create(0x1404BD2E0, scr_entity_damage_stub);
}
};
}
REGISTER_COMPONENT(notifies::component)