#include #include "gsc_funcs.hpp" #include "definitions/game.hpp" #include "loader/component_loader.hpp" #include "component/scheduler.hpp" #include #include namespace gsc_funcs { uint32_t canon_hash(const char* str) { uint32_t hash = 0x4B9ACE2F; for (const char* data = str; *data; data++) { char c = (char)tolower(*data); hash = ((c + hash) ^ ((c + hash) << 10)) + (((c + hash) ^ ((c + hash) << 10)) >> 6); } return 0x8001 * ((9 * hash) ^ ((9 * hash) >> 11)); } void gsc_error(const char* message, game::scriptInstance_t inst, bool terminal, ...) { static char buffer[game::scriptInstance_t::SCRIPTINSTANCE_MAX][0x800]; va_list va; va_start(va, terminal); vsprintf_s(buffer[inst], message, va); va_end(va); game::ScrVm_Error(custom_error_id, inst, buffer[inst], terminal); } namespace { enum hud_elem_align_x { HUD_ALIGN_X_LEFT = 0, HUD_ALIGN_X_CENTER, HUD_ALIGN_X_RIGHT, HUD_ALIGN_X_MAX, }; enum hud_elem_align_y { HUD_ALIGN_Y_TOP = 0, HUD_ALIGN_Y_MIDDLE, HUD_ALIGN_Y_BOTTOM, HUD_ALIGN_Y_MAX }; struct hud_elem { std::string text{}; hud_elem_align_x align_x{}; hud_elem_align_y align_y{}; hud_elem_align_x anchor_x{}; hud_elem_align_y anchor_y{}; game::vec4_t color{ 1,1,1,1 }; float x{}; float y{}; float scale = 1; void set_color_rgba(uint32_t rgba) { color[0] = (game::vec_t)(rgba & 0xFF) / 0x100; color[1] = (game::vec_t)((rgba >> 8) & 0xFF) / 0x100; color[2] = (game::vec_t)((rgba >> 16) & 0xFF) / 0x100; uint32_t alpha = (rgba >> 24) & 0xFF; color[3] = alpha ? (game::vec_t)(alpha) / 0x100 : 1; } float get_relative_x(float screen_width, float width) const { float delta{}; switch (align_x) { case HUD_ALIGN_X_LEFT: delta = 0; break; case HUD_ALIGN_X_CENTER: delta = width / 2; break; case HUD_ALIGN_X_RIGHT: delta = -width; break; } switch (anchor_x) { case HUD_ALIGN_X_LEFT: return delta + x; case HUD_ALIGN_X_CENTER: return screen_width / 2 + delta + x; case HUD_ALIGN_X_RIGHT: return screen_width + delta + x; } return 0; } float get_relative_y(float screen_height, float height) const { float delta{}; switch (align_y) { case HUD_ALIGN_Y_TOP: delta = 0; break; case HUD_ALIGN_Y_MIDDLE: delta = height / 2; break; case HUD_ALIGN_Y_BOTTOM: delta = -height; break; } switch (anchor_y) { case HUD_ALIGN_Y_TOP: return delta + y; case HUD_ALIGN_Y_MIDDLE: return screen_height / 2 + delta + y; case HUD_ALIGN_Y_BOTTOM: return screen_height + delta + y; } return 0; } }; std::unordered_map hud_elems{}; void shield_log(game::scriptInstance_t inst) { game::ScrVarType_t type = game::ScrVm_GetType(inst, 0); switch (type) { case game::TYPE_UNDEFINED: logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] undefined", inst ? "CSC" : "GSC"); break; case game::TYPE_STRING: logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %s", inst ? "CSC" : "GSC", game::ScrVm_GetString(inst, 0)); break; case game::TYPE_HASH: { game::BO4_AssetRef_t hash{}; logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %llx", inst ? "CSC" : "GSC", game::ScrVm_GetHash(&hash, inst, 0)->hash); } break; case game::TYPE_INTEGER: logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %lld", inst ? "CSC" : "GSC", game::ScrVm_GetInt(inst, 0)); break; case game::TYPE_FLOAT: logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] %f", inst ? "CSC" : "GSC", game::ScrVm_GetFloat(inst, 0)); break; case game::TYPE_VECTOR: { game::vec3_t vec{}; game::ScrVm_GetVector(inst, 0, &vec); logger::write(logger::LOG_TYPE_INFO, "[ %s VM ] (%f, %f, %f)", inst ? "CSC" : "GSC", vec[0], vec[1], vec[2]); } break; default: gsc_error("Call of ShieldLog with unknown type: %d", inst, false, type); break; } } void shield_clear_hud_elems(game::scriptInstance_t inst) { hud_elems.clear(); } void shield_register_hud_elem(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; hud_elem& elem = hud_elems[id]; uint32_t params = game::ScrVm_GetNumParam(inst); if (params > 1) { elem.text = game::ScrVm_GetString(inst, 1); } else { elem.text = ""; } if (params > 2) { elem.set_color_rgba((uint32_t)game::ScrVm_GetInt(inst, 2)); } else { elem.set_color_rgba(0xFFFFFFFF); } if (params > 3) { elem.x = game::ScrVm_GetFloat(inst, 3); } else { elem.x = 0; } if (params > 4) { elem.y = game::ScrVm_GetFloat(inst, 4); } else { elem.y = 0; } if (params > 5) { int64_t val = game::ScrVm_GetInt(inst, 5); if (val >= 0 && val > HUD_ALIGN_X_MAX) { gsc_error("bad hud anchor x value: %lld", inst, false, val); elem.anchor_x = HUD_ALIGN_X_LEFT; } else { elem.anchor_x = (hud_elem_align_x)val; } } else { elem.anchor_x = HUD_ALIGN_X_LEFT; } if (params > 6) { int64_t val = game::ScrVm_GetInt(inst, 6); if (val >= 0 && val > HUD_ALIGN_Y_MAX) { gsc_error("bad hud anchor y value: %lld", inst, false, val); elem.anchor_y = HUD_ALIGN_Y_TOP; } else { elem.anchor_y = (hud_elem_align_y)val; } } else { elem.anchor_y = HUD_ALIGN_Y_TOP; } if (params > 7) { int64_t val = game::ScrVm_GetInt(inst, 7); if (val >= 0 && val > HUD_ALIGN_X_MAX) { gsc_error("bad hud align x value: %lld", inst, false, val); elem.align_x = HUD_ALIGN_X_LEFT; } else { elem.align_x = (hud_elem_align_x)val; } } else { elem.align_x = HUD_ALIGN_X_LEFT; } if (params > 8) { int64_t val = game::ScrVm_GetInt(inst, 8); if (val >= 0 && val > HUD_ALIGN_Y_MAX) { gsc_error("bad hud align y value: %lld", inst, false, val); elem.align_y = HUD_ALIGN_Y_TOP; } else { elem.align_y = (hud_elem_align_y)val; } } else { elem.align_y = HUD_ALIGN_Y_TOP; } if (params > 9) { float val = game::ScrVm_GetFloat(inst, 9); if (val >= 0.01) { elem.scale = val; } else { gsc_error("bad scale value: %f", inst, false, val); elem.scale = 1.0; } } else { elem.scale = 1.0; } } void shield_remove_hud_elem(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; hud_elems.erase(game::ScrVm_GetHash(&hashRef, inst, 0)->hash); } void shield_hud_elem_set_text(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; auto it = hud_elems.find(id); if (it == hud_elems.end()) { gsc_error("can't find hud element with id 0x%llx", inst, false, id); return; } it->second.text = game::ScrVm_GetString(inst, 1); } void shield_hud_elem_set_x(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; auto it = hud_elems.find(id); if (it == hud_elems.end()) { gsc_error("can't find hud element with id 0x%llx", inst, false, id); return; } it->second.x = game::ScrVm_GetFloat(inst, 1); } void shield_hud_elem_set_y(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; auto it = hud_elems.find(id); if (it == hud_elems.end()) { gsc_error("can't find hud element with id 0x%llx", inst, false, id); return; } float val = game::ScrVm_GetFloat(inst, 1); if (val >= 0.01) { it->second.y = val; } else { gsc_error("bad scale value: %f", inst, false, val); } } void shield_hud_elem_set_color(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; auto it = hud_elems.find(id); if (it == hud_elems.end()) { gsc_error("can't find hud element with id 0x%llx", inst, false, id); return; } hud_elem& elem = it->second; uint32_t params = game::ScrVm_GetNumParam(inst); if (params == 2) { game::ScrVarType_t type = game::ScrVm_GetType(inst, 1); if (type == game::TYPE_VECTOR) { game::vec3_t vec{}; game::ScrVm_GetVector(inst, 1, &vec); elem.color[0] = vec[0]; elem.color[1] = vec[1]; elem.color[2] = vec[2]; } else if (type == game::TYPE_INTEGER) { elem.set_color_rgba((uint32_t)game::ScrVm_GetInt(inst, 1)); } else { gsc_error("ShieldHudElemSetColor used with bad type %d", inst, false, type); return; } } else if (params == 4) { bool float_based = game::ScrVm_GetType(inst, 1) == game::TYPE_FLOAT || game::ScrVm_GetType(inst, 2) == game::TYPE_FLOAT || game::ScrVm_GetType(inst, 3) == game::TYPE_FLOAT; bool int_based = game::ScrVm_GetType(inst, 1) == game::TYPE_INTEGER || game::ScrVm_GetType(inst, 2) == game::TYPE_INTEGER || game::ScrVm_GetType(inst, 3) == game::TYPE_INTEGER; if (float_based && int_based) { gsc_error("ShieldHudElemSetColor should be used with only integers or floats", inst, false); return; } if (float_based) { elem.color[0] = game::ScrVm_GetFloat(inst, 1); elem.color[1] = game::ScrVm_GetFloat(inst, 2); elem.color[2] = game::ScrVm_GetFloat(inst, 3); } else { elem.color[0] = (game::vec_t)game::ScrVm_GetInt(inst, 1) / 0x100; elem.color[1] = (game::vec_t)game::ScrVm_GetInt(inst, 2) / 0x100; elem.color[2] = (game::vec_t)game::ScrVm_GetInt(inst, 3) / 0x100; } } else { gsc_error("usage of ShieldHudElemSetColor with a bad number of params", inst, false); } } void shield_hud_elem_set_scale(game::scriptInstance_t inst) { game::BO4_AssetRef_t hashRef{}; uint64_t id = game::ScrVm_GetHash(&hashRef, inst, 0)->hash; auto it = hud_elems.find(id); if (it == hud_elems.end()) { gsc_error("can't find hud element with id 0x%llx", inst, false, id); return; } it->second.scale = game::ScrVm_GetFloat(inst, 1); } game::BO4_BuiltinFunctionDef custom_functions_gsc[] = { { // ShieldLog(message) .canonId = canon_hash("ShieldLog"), .min_args = 1, .max_args = 1, .actionFunc = shield_log, .type = 0, }, { // ShieldClearHudElems() .canonId = canon_hash("ShieldClearHudElems"), .min_args = 0, .max_args = 0, .actionFunc = shield_clear_hud_elems, .type = 0, }, { // ShieldRegisterHudElem(id, text = "", color = 0xFFFFFFFF, x = 0, y = 0, anchor_x = 0, anchor_y = 0, align_x = 0, align_y = 0, scale = 1.0) .canonId = canon_hash("ShieldRegisterHudElem"), .min_args = 1, .max_args = 10, .actionFunc = shield_register_hud_elem, .type = 0, }, { // ShieldRemoveHudElem(id) .canonId = canon_hash("ShieldRemoveHudElem"), .min_args = 1, .max_args = 1, .actionFunc = shield_remove_hud_elem, .type = 0, }, { // ShieldHudElemSetText(id, text) .canonId = canon_hash("ShieldHudElemSetText"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_text, .type = 0, }, { // ShieldHudElemSetX(id, x) .canonId = canon_hash("ShieldHudElemSetX"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_x, .type = 0, }, { // ShieldHudElemSetY(id, y) .canonId = canon_hash("ShieldHudElemSetY"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_y, .type = 0, }, { // ShieldHudElemSetY(id, color_vec) | ShieldHudElemSetY(id, color_rgba) | ShieldHudElemSetY(id, r, g, b) .canonId = canon_hash("ShieldHudElemSetColor"), .min_args = 2, .max_args = 4, .actionFunc = shield_hud_elem_set_color, .type = 0, }, { // ShieldHudElemSetY(id, scale) .canonId = canon_hash("ShieldHudElemSetScale"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_scale, .type = 0, } }; game::BO4_BuiltinFunctionDef custom_functions_csc[] = { { // ShieldLog(message) .canonId = canon_hash("ShieldLog"), .min_args = 1, .max_args = 1, .actionFunc = shield_log, .type = 0, }, { // ShieldClearHudElems() .canonId = canon_hash("ShieldClearHudElems"), .min_args = 0, .max_args = 0, .actionFunc = shield_clear_hud_elems, .type = 0, }, { // ShieldRegisterHudElem(id, text = "", color = 0xFFFFFFFF, x = 0, y = 0, anchor_x = 0, anchor_y = 0, align_x = 0, align_y = 0, scale = 1.0) .canonId = canon_hash("ShieldRegisterHudElem"), .min_args = 1, .max_args = 10, .actionFunc = shield_register_hud_elem, .type = 0, }, { // ShieldRemoveHudElem(id) .canonId = canon_hash("ShieldRemoveHudElem"), .min_args = 1, .max_args = 1, .actionFunc = shield_remove_hud_elem, .type = 0, }, { // ShieldHudElemSetText(id, text) .canonId = canon_hash("ShieldHudElemSetText"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_text, .type = 0, }, { // ShieldHudElemSetX(id, x) .canonId = canon_hash("ShieldHudElemSetX"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_x, .type = 0, }, { // ShieldHudElemSetY(id, y) .canonId = canon_hash("ShieldHudElemSetY"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_y, .type = 0, }, { // ShieldHudElemSetY(id, color_vec) | ShieldHudElemSetY(id, color_rgba) | ShieldHudElemSetY(id, r, g, b) .canonId = canon_hash("ShieldHudElemSetColor"), .min_args = 2, .max_args = 4, .actionFunc = shield_hud_elem_set_color, .type = 0, }, { // ShieldHudElemSetY(id, scale) .canonId = canon_hash("ShieldHudElemSetScale"), .min_args = 2, .max_args = 2, .actionFunc = shield_hud_elem_set_scale, .type = 0, } }; void draw_hud() { const game::vec_t screen_width = game::ScrPlace_GetView(0)->realViewportSize[0]; const game::vec_t screen_height = game::ScrPlace_GetView(0)->realViewportSize[1]; if (game::Com_IsRunningUILevel()) { // clear huds hud_elems.clear(); return; } // render huds void* font = reinterpret_cast(game::sharedUiInfo->assets.bigFont); if (!font) return; for (auto& [id, elem] : hud_elems) { const char* text = elem.text.c_str(); int height = game::UI_TextHeight(font, elem.scale); int width = game::UI_TextWidth(0, text, 0x7FFFFFFF, font, elem.scale); float rx = elem.get_relative_x(screen_width, (float)width); float ry = elem.get_relative_y(screen_height, (float)height) + height; game::R_AddCmdDrawText(text, 0x7FFFFFFF, font, rx, ry, elem.scale, elem.scale, 0.0f, elem.color, 0); } } } bool enable_dev_func = false; utilities::hook::detour scr_get_function_reverse_lookup; utilities::hook::detour cscr_get_function_reverse_lookup; utilities::hook::detour scr_get_function; utilities::hook::detour cscr_get_function; utilities::hook::detour scr_get_method; utilities::hook::detour cscr_get_method; utilities::hook::detour scrvm_error; bool scr_get_function_reverse_lookup_stub(void* func, uint32_t* hash, bool* isFunction) { if (scr_get_function_reverse_lookup.invoke(func, hash, isFunction)) { return true; } auto f = std::find_if(std::begin(custom_functions_gsc), std::end(custom_functions_gsc), [func](const game::BO4_BuiltinFunctionDef& def) { return def.actionFunc == func; }); if (f != std::end(custom_functions_gsc)) { *hash = f->canonId; *isFunction = true; return true; } return false; } bool cscr_get_function_reverse_lookup_stub(void* func, uint32_t* hash, bool* isFunction) { if (cscr_get_function_reverse_lookup.invoke(func, hash, isFunction)) { return true; } auto f = std::find_if(std::begin(custom_functions_csc), std::end(custom_functions_csc), [func](const game::BO4_BuiltinFunctionDef& def) { return def.actionFunc == func; }); if (f != std::end(custom_functions_csc)) { *hash = f->canonId; *isFunction = true; return true; } return false; } void* scr_get_function_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args) { void* func = scr_get_function.invoke(name, type, min_args, max_args); if (enable_dev_func) { *type = 0; } if (func) { return func; } auto f = std::find_if(std::begin(custom_functions_gsc), std::end(custom_functions_gsc), [name](const game::BO4_BuiltinFunctionDef& func) { return func.canonId == name; }); if (f != std::end(custom_functions_gsc)) { *type = f->type && !enable_dev_func; *min_args = f->min_args; *max_args = f->max_args; return f->actionFunc; } return nullptr; } void* cscr_get_function_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args) { void* func = cscr_get_function.invoke(name, type, min_args, max_args); if (enable_dev_func) { *type = 0; } if (func) { return func; } auto f = std::find_if(std::begin(custom_functions_csc), std::end(custom_functions_csc), [name](const game::BO4_BuiltinFunctionDef& func) { return func.canonId == name; }); if (f != std::end(custom_functions_csc)) { *type = f->type && !enable_dev_func; *min_args = f->min_args; *max_args = f->max_args; return f->actionFunc; } return nullptr; } void* scr_get_method_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args) { void* func = scr_get_method.invoke(name, type, min_args, max_args); if (enable_dev_func) { *type = 0; } return func; } void* cscr_get_method_stub(uint32_t name, int32_t* type, int32_t* min_args, int32_t* max_args) { void* func = cscr_get_method.invoke(name, type, min_args, max_args); if (enable_dev_func) { *type = 0; } return func; } void scrvm_error_stub(uint64_t code, game::scriptInstance_t inst, char* unused, bool terminal) { static char buffer[game::scriptInstance_t::SCRIPTINSTANCE_MAX][0x200] = { 0 }; // reimplement assert/assertmsg/errormsg functions switch (code) { case 2737681163:// Assert(val, msg) with message error { const char* msg = game::ScrVm_GetString(inst, 1); sprintf_s(buffer[inst], "assert fail: %s", msg); game::scrVarPub[inst]->error_message = buffer[inst]; } break; case 1385570291:// AssertMsg(msg) { const char* msg = game::ScrVm_GetString(inst, 0); sprintf_s(buffer[inst], "assert fail: %s", msg); game::scrVarPub[inst]->error_message = buffer[inst]; } break; case 2532286589:// ErrorMsg(msg) { const char* msg = game::ScrVm_GetString(inst, 0); sprintf_s(buffer[inst], "error: %s", msg); game::scrVarPub[inst]->error_message = buffer[inst]; } break; default: // put custom message for our id if (code == custom_error_id) { game::scrVarPub[inst]->error_message = unused; } break; } logger::write(terminal ? logger::LOG_TYPE_ERROR : logger::LOG_TYPE_WARN, "[ %s VM ] %s (%lld)", inst ? "CSC" : "GSC", game::scrVarPub[inst]->error_message ? game::scrVarPub[inst]->error_message : "no message", code); scrvm_error.invoke(code, inst, unused, terminal); } void scrvm_log_compiler_error(const char* fmt, ...) { va_list va; va_start(va, fmt); char buffer[0x800]; int e = vsprintf_s(buffer, fmt, va); va_end(va); if (e > 0 && buffer[e - 1] == '\n') { buffer[e - 1] = 0; // remove end new line } std::string str{ buffer }; logger::write(logger::LOG_TYPE_ERROR, str); } class component final : public component_interface { public: void post_unpack() override { // enable dev functions still available in the game enable_dev_func = utilities::json_config::ReadBoolean("gsc", "dev_funcs", false); scr_get_function_reverse_lookup.create(0x1433AF8A0_g, scr_get_function_reverse_lookup_stub); cscr_get_function_reverse_lookup.create(0x141F132A0_g, cscr_get_function_reverse_lookup_stub); cscr_get_function.create(0x141F13140_g, cscr_get_function_stub); cscr_get_method.create(0x141F13650_g, cscr_get_method_stub); scr_get_function.create(0x1433AF840_g, scr_get_function_stub); scr_get_method.create(0x1433AFC20_g, scr_get_method_stub); // log gsc errors scrvm_error.create(0x142770330_g, scrvm_error_stub); utilities::hook::jump(0x142890470_g, scrvm_log_compiler_error); scheduler::loop(draw_hud, scheduler::renderer); } }; } REGISTER_COMPONENT(gsc_funcs::component)