//=============================================================================// // // Purpose: // //=============================================================================// #pragma once #include "game/server/ai_network.h" #include "game/server/detour_impl.h" #include "baseentity.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class CAI_NetworkBuilder; class CAI_NetworkManager; /* ==== CAI_NETWORKMANAGER ============================================================================================================================================== */ inline void (*CAI_NetworkManager__InitializeAINetworks)(void); // Static inline void (*CAI_NetworkManager__DelayedInit)(CAI_NetworkManager* thisptr, CAI_Network* pNetwork); inline void (*CAI_NetworkManager__LoadNetworkGraph)(CAI_NetworkManager* thisptr, CUtlBuffer* pBuffer, const char* pszFileName); /* ==== CAI_NETWORKBUILDER ============================================================================================================================================== */ inline void (*CAI_NetworkBuilder__Build)(CAI_NetworkBuilder* thisptr, CAI_Network* pNetwork); inline CAI_NetworkManager** g_ppAINetworkManager = nullptr; inline CUtlVector* g_pAIPathClusters = nullptr; inline CUtlVector* g_pAIClusterLinks = nullptr; inline CUtlVector* g_pAITraverseNodes = nullptr; //----------------------------------------------------------------------------- // CAI_NetworkEditTools // // Purpose: Bridge class to Hammer node editing functionality // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class CAI_NetworkEditTools { public: //----------------- // WC Editing //----------------- int m_nNextWCIndex; Vector3D* m_pWCPosition; //----------------- // Debugging Tools //----------------- int m_debugNetOverlays; int* m_pNodeIndexTable; //----------------- // Network pointers //----------------- CAI_NetworkManager* m_pManager; CAI_Network* m_pNetwork; }; //----------------------------------------------------------------------------- // CAI_NetworkBuilder // // Purpose: Wrapper class for building and saving network graphs // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class CAI_NetworkBuilder { public: static void Build(CAI_NetworkBuilder* pBuilder, CAI_Network* pAINetwork); static void SaveNetworkGraph(CAI_Network* pNetwork); }; //----------------------------------------------------------------------------- // CAI_NetworkManager // // Purpose: The entity in the level responsible for building the network if it // isn't there, saving & loading of the network, and holding the // CAI_Network instance. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- class CAI_NetworkManager : public CBaseEntity { public: static void LoadNetworkGraph(CAI_NetworkManager* pAINetworkManager, CUtlBuffer* pBuffer, const char* szAIGraphFile); static void LoadNetworkGraphEx(CAI_NetworkManager* pAINetworkManager, CUtlBuffer* pBuffer, const char* szAIGraphFile); CAI_NetworkEditTools* GetEditOps() { return m_pEditOps; } CAI_Network* GetNetwork() { /*Assert(!m_ThreadedBuild.pBuildingNetwork);*/ return m_pNetwork; } inline uint32 GetFileCRC() const { m_ainMapFilesCRC; } inline uint32 GetRuntimeCRC() const { return m_runtimeCreatedAINMapFilesCRC; } inline bool IsRuntimeCRCCalculated() const { return m_calculatedRuntimeAINMapFilesCRC; } private: // !TODO[ AMOS ]: If found, change to ptr and hook up to engine! //static bool gm_fNetworksLoaded; // Have AINetworks been loaded void* _vftable; CAI_NetworkEditTools* m_pEditOps; CAI_Network* m_pNetwork; bool m_fInitalized; bool m_bDontSaveGraph; char gap_b22[2]; int m_ainVersion; uint32 m_ainMapFilesCRC; uint32 m_runtimeCreatedAINMapFilesCRC; bool m_calculatedRuntimeAINMapFilesCRC; char gap_b31[7]; /*ThreadedGraphBuildData*/ char m_ThreadedBuild[72]; }; /////////////////////////////////////////////////////////////////////////////// class VAI_NetworkManager : public IDetour { virtual void GetAdr(void) const { LogFunAdr("CAI_NetworkManager::InitializeAINetworks", CAI_NetworkManager__InitializeAINetworks); LogFunAdr("CAI_NetworkManager::LoadNetworkGraph", CAI_NetworkManager__LoadNetworkGraph); LogFunAdr("CAI_NetworkManager::DelayedInit", CAI_NetworkManager__DelayedInit); LogFunAdr("CAI_NetworkBuilder::Build", CAI_NetworkBuilder__Build); LogVarAdr("g_pAINetworkManager", g_ppAINetworkManager); LogVarAdr("g_AIPathClusters< CAI_Cluster* >", g_pAIPathClusters); LogVarAdr("g_AIClusterLinks< CAI_ClusterLink* >", g_pAIClusterLinks); LogVarAdr("g_AITraverseNodes< CAI_TraverseNode >", g_pAITraverseNodes); } virtual void GetFun(void) const { g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 4C 89 74 24 ?? 55 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? E8 ?? ?? ?? ??").GetPtr(CAI_NetworkManager__InitializeAINetworks); g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8B D9 48 8B 0D ?? ?? ?? ?? 8B 41 6C").GetPtr(CAI_NetworkManager__DelayedInit); g_GameDll.FindPatternSIMD("4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 48 8B FA").GetPtr(CAI_NetworkManager__LoadNetworkGraph); g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 53 55 56 57 41 54 41 55 41 56 41 57 48 83 EC 38 8B B2 ?? ?? ?? ??").GetPtr(CAI_NetworkBuilder__Build); } virtual void GetVar(void) const { g_ppAINetworkManager = CMemory(CAI_NetworkManager__InitializeAINetworks).FindPattern("48 89 05", CMemory::Direction::DOWN) .ResolveRelativeAddressSelf(0x3, 0x7).RCast(); g_pAIPathClusters = g_GameDll.FindPatternSIMD("F3 0F 10 52 ?? 4C 8B CA") .FindPatternSelf("48 8B 35", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast*>(); g_pAIClusterLinks = g_GameDll.FindPatternSIMD("F3 0F 10 52 ?? 4C 8B CA") .FindPatternSelf("4C 8B 1D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast*>(); g_pAITraverseNodes = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 56 48 8B EC 48 81 EC ?? ?? ?? ??").OffsetSelf(0x2EF) .FindPatternSelf("48 8B 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast*>(); } virtual void GetCon(void) const { } virtual void Detour(const bool bAttach) const; }; ///////////////////////////////////////////////////////////////////////////////