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

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
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#include "game/game.hpp"
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#include "command.hpp"
#include "scheduler.hpp"
#include "scripting.hpp"
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#include "game/scripting/event.hpp"
#include "game/scripting/functions.hpp"
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#include "game/scripting/execution.hpp"
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#include "game/scripting/lua/engine.hpp"
#include <utils/hook.hpp>
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namespace scripting
{
std::unordered_map<int, std::unordered_map<std::string, int>> fields_table;
std::unordered_map<std::string, std::unordered_map<std::string, const char*>> script_function_table;
utils::concurrency::container<shared_table_t> shared_table;
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namespace
{
utils::hook::detour vm_notify_hook;
utils::hook::detour g_shutdown_game_hook;
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utils::hook::detour player_spawn_hook;
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utils::hook::detour scr_add_class_field_hook;
utils::hook::detour scr_set_thread_position_hook;
utils::hook::detour process_script_hook;
std::string current_file;
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void vm_notify_stub(const unsigned int notify_list_owner_id, const game::scr_string_t string_value,
game::VariableValue* top)
{
const auto* string = game::SL_ConvertToString(string_value);
if (string)
{
event e;
e.name = string;
e.entity = notify_list_owner_id;
for (auto* value = top; value->type != game::SCRIPT_END; --value)
{
e.arguments.emplace_back(*value);
}
lua::engine::notify(e);
}
vm_notify_hook.invoke<void>(notify_list_owner_id, string_value, top);
}
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void player_spawn_stub(const game::gentity_s* player)
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{
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player_spawn_hook.invoke<void>(player);
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lua::engine::start();
}
void g_shutdown_game_stub(const int free_scripts)
{
lua::engine::stop();
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g_shutdown_game_hook.invoke<void>(free_scripts);
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}
void scr_add_class_field_stub(unsigned int classnum, game::scr_string_t _name, unsigned int canonicalString, unsigned int offset)
{
const auto name = game::SL_ConvertToString(_name);
if (fields_table[classnum].find(name) == fields_table[classnum].end())
{
fields_table[classnum][name] = offset;
}
scr_add_class_field_hook.invoke<void>(classnum, _name, canonicalString, offset);
}
void process_script_stub(const char* filename)
{
current_file = filename;
const auto file_id = atoi(filename);
if (file_id)
{
current_file = scripting::find_token(file_id);
}
process_script_hook.invoke<void>(filename);
}
void scr_set_thread_position_stub(unsigned int threadName, const char* codePos)
{
const auto function_name = scripting::find_token(threadName);
script_function_table[current_file][function_name] = codePos;
scr_set_thread_position_hook.invoke<void>(threadName, codePos);
}
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utils::hook::detour sub_6B2940_hook;
char sub_6B2940_stub(void* a1)
{
const auto result = sub_6B2940_hook.invoke<char>(a1);
if (a1 != nullptr)
{
lua::engine::start();
}
return result;
}
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}
class component final : public component_interface
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{
public:
void post_unpack() override
{
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vm_notify_hook.create(0x1405CC450, vm_notify_stub);
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g_shutdown_game_hook.create(0x1404CBAD0, g_shutdown_game_stub);
player_spawn_hook.create(0x1404B0710, player_spawn_stub);
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scr_add_class_field_hook.create(0x1405C2C30, scr_add_class_field_stub);
scr_set_thread_position_hook.create(0x1405BC7E0, scr_set_thread_position_stub);
process_script_hook.create(0x1405C6160, process_script_stub);
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// Loading last checkpoint doesn't call spawn player again (player_spawn_hook)
// Not sure what this function does but `a1` is != nullptr when loading
// the last checkpoint so we need to start lua in this context
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sub_6B2940_hook.create(0x1406B2940, sub_6B2940_stub);
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scheduler::loop([]()
{
lua::engine::run_frame();
}, scheduler::pipeline::server);
}
};
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}
REGISTER_COMPONENT(scripting::component)