h2-mod/src/component/command.cpp

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#include <stdinc.hpp>
#include "loader/component_loader.hpp"
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#include "game/game.hpp"
#include "game/dvars.hpp"
#include "command.hpp"
#include "game_console.hpp"
#include "chat.hpp"
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#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <utils/memory.hpp>
namespace command
{
namespace
{
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utils::hook::detour dvar_command_hook;
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std::unordered_map<std::string, std::function<void(params&)>> handlers;
void main_handler()
{
params params = {};
const auto command = utils::string::to_lower(params[0]);
if (handlers.find(command) != handlers.end())
{
handlers[command](params);
}
}
void enum_assets(const game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, const bool includeOverride)
{
game::DB_EnumXAssets_Internal(type, static_cast<void(*)(game::XAssetHeader, void*)>([](game::XAssetHeader header, void* data)
{
const auto& cb = *static_cast<const std::function<void(game::XAssetHeader)>*>(data);
cb(header);
}), &callback, includeOverride);
}
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game::dvar_t* dvar_command_stub()
{
const params args;
if (args.size() <= 0)
{
return 0;
}
const auto dvar = game::Dvar_FindVar(args[0]);
if (dvar)
{
if (args.size() == 1)
{
const auto current = game::Dvar_ValueToString(dvar, nullptr, &dvar->current);
const auto reset = game::Dvar_ValueToString(dvar, nullptr, &dvar->reset);
game_console::print(game_console::con_type_info, "\"%s\" is: \"%s\" default: \"%s\" hash: %i",
args[0], current, reset, dvar->name);
game_console::print(game_console::con_type_info, " %s\n",
dvars::dvar_get_domain(dvar->type, dvar->domain).data());
}
else
{
char command[0x1000] = { 0 };
game::Dvar_GetCombinedString(command, 1);
game::Dvar_SetCommand(dvar->name, "", command);
}
return dvar;
}
return 0;
}
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}
params::params()
: nesting_(game::cmd_args->nesting)
{
}
int params::size() const
{
return game::cmd_args->argc[this->nesting_];
}
const char* params::get(const int index) const
{
if (index >= this->size())
{
return "";
}
return game::cmd_args->argv[this->nesting_][index];
}
std::string params::join(const int index) const
{
std::string result = {};
for (auto i = index; i < this->size(); i++)
{
if (i > index) result.append(" ");
result.append(this->get(i));
}
return result;
}
void add_raw(const char* name, void (*callback)())
{
game::Cmd_AddCommandInternal(name, callback, utils::memory::get_allocator()->allocate<game::cmd_function_s>());
}
void add(const char* name, const std::function<void(const params&)>& callback)
{
const auto command = utils::string::to_lower(name);
if (handlers.find(command) == handlers.end())
add_raw(name, main_handler);
handlers[command] = callback;
}
void add(const char* name, const std::function<void()>& callback)
{
add(name, [callback](const params&)
{
callback();
});
}
void execute(std::string command, const bool sync)
{
command += "\n";
if (sync)
{
game::Cmd_ExecuteSingleCommand(0, 0, command.data());
}
else
{
game::Cbuf_AddText(0, command.data());
}
}
class component final : public component_interface
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{
public:
void post_unpack() override
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{
utils::hook::jump(game::base_address + 0x5A74F0, dvar_command_stub, true);
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add("say", [](const params& params)
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{
chat::print(params.join(1));
});
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add("listassetpool", [](const params& params)
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{
if (params.size() < 2)
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{
game_console::print(game_console::con_type_info, "listassetpool <poolnumber>: list all the assets in the specified pool\n");
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for (auto i = 0; i < game::XAssetType::ASSET_TYPE_COUNT; i++)
{
game_console::print(game_console::con_type_info, "%d %s\n", i, game::g_assetNames[i]);
}
}
else
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{
const auto type = static_cast<game::XAssetType>(atoi(params.get(1)));
if (type < 0 || type >= game::XAssetType::ASSET_TYPE_COUNT)
{
game_console::print(game_console::con_type_info, "Invalid pool passed must be between [%d, %d]\n", 0, game::XAssetType::ASSET_TYPE_COUNT - 1);
return;
}
game_console::print(game_console::con_type_info, "Listing assets in pool %s\n", game::g_assetNames[type]);
enum_assets(type, [type](const game::XAssetHeader header)
{
const auto asset = game::XAsset{ type, header };
const auto* const asset_name = game::DB_GetXAssetName(&asset);
//const auto entry = game::DB_FindXAssetEntry(type, asset_name);
//TODO: display which zone the asset is from
game_console::print(game_console::con_type_info, "%s\n", asset_name);
}, true);
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}
});
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add("baseAddress", []()
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{
printf("%p\n", (void*)game::base_address);
});
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add("commandDump", []()
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{
printf("======== Start command dump =========\n");
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game::cmd_function_s* cmd = (*game::cmd_functions);
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while (cmd)
{
if (cmd->name)
{
game_console::print(game_console::con_type_info, "%s\n", cmd->name);
}
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cmd = cmd->next;
}
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printf("======== End command dump =========\n");
});
}
};
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}
REGISTER_COMPONENT(command::component)