r5sdk/r5dev/engine/modelloader.h
Kawe Mazidjatari f47fb63e5f Fix dedicated server compile errors
Huge cleanup for dedicated. All patches in 'opcodes.cpp' are now directly applied to the executable, and kept as reference in the source file. The patch logic is commented. Any other patches for the dedicated server executable should be documented in the patch file found in 'r5dev/resource/patch'.
2023-01-26 02:59:50 +01:00

134 lines
7.8 KiB
C++

#pragma once
#include "engine/gl_model_private.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class IModelLoader
{
public:
enum REFERENCETYPE
{
// The name is allocated, but nothing else is in memory or being referenced
FMODELLOADER_NOTLOADEDORREFERENCED = 0,
// The model has been loaded into memory
FMODELLOADER_LOADED = (1 << 0),
// The model is being referenced by the server code
FMODELLOADER_SERVER = (1 << 1),
// The model is being referenced by the client code
FMODELLOADER_CLIENT = (1 << 2),
// The model is being referenced in the client .dll
FMODELLOADER_CLIENTDLL = (1 << 3),
// The model is being referenced by static props
FMODELLOADER_STATICPROP = (1 << 4),
// The model is a detail prop
FMODELLOADER_DETAILPROP = (1 << 5),
// The model is the simple version of the world geometry
FMODELLOADER_SIMPLEWORLD = (1 << 6),
// The model is dynamically loaded
FMODELLOADER_DYNSERVER = (1 << 7),
FMODELLOADER_DYNCLIENT = (1 << 8),
FMODELLOADER_COMBINED = (1 << 9),
FMODELLOADER_DYNAMIC = FMODELLOADER_DYNSERVER | FMODELLOADER_DYNCLIENT | FMODELLOADER_COMBINED,
FMODELLOADER_REFERENCEMASK = (FMODELLOADER_SERVER | FMODELLOADER_CLIENT | FMODELLOADER_CLIENTDLL | FMODELLOADER_STATICPROP | FMODELLOADER_DETAILPROP | FMODELLOADER_DYNAMIC | FMODELLOADER_SIMPLEWORLD),
// The model was touched by the preload method
FMODELLOADER_TOUCHED_BY_PRELOAD = (1 << 15),
// The model was loaded by the preload method, a postload fixup is required
FMODELLOADER_LOADED_BY_PRELOAD = (1 << 16),
// The model touched its materials as part of its load
FMODELLOADER_TOUCHED_MATERIALS = (1 << 17),
};
};
class CModelLoader
{
public:
static void LoadModel(CModelLoader* loader, model_t* model);
static uint64_t Map_LoadModelGuts(CModelLoader* loader, model_t* model);
};
inline CMemory p_CModelLoader__FindModel;
inline auto CModelLoader__FindModel = p_CModelLoader__FindModel.RCast<void* (*)(CModelLoader* loader, const char* pszModelName)>();
inline CMemory p_CModelLoader__LoadModel;
inline auto CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast<void(*)(CModelLoader* loader, model_t* model)>();
inline CMemory p_CModelLoader__UnloadModel;
inline auto CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast<uint64_t(*)(CModelLoader* loader, model_t* model)>();
inline CMemory p_CModelLoader__Studio_LoadModel;
inline auto CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast<void* (*)(CModelLoader* loader)>();
inline CMemory p_CModelLoader__Map_LoadModelGuts;
inline auto CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast<uint64_t(*)(CModelLoader* loader, model_t* model)>();
inline CMemory p_CModelLoader__Map_IsValid;
inline auto CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*)(CModelLoader* loader, const char* pszMapName)>();
//inline CMemory p_GetSpriteInfo; // DEDICATED PATCH!
//inline auto GetSpriteInfo = p_GetSpriteInfo.RCast<void* (*)(const char* pName, bool bIsAVI, bool bIsBIK, int& nWidth, int& nHeight, int& nFrameCount, void* a7)>();
//inline CMemory p_BuildSpriteLoadName; // DEDICATED PATCH!
//inline auto BuildSpriteLoadName = p_BuildSpriteLoadName.RCast<void* (*)(const char* pName, char* pOut, int outLen, bool& bIsAVI, bool& bIsBIK)>();
inline CModelLoader* g_pModelLoader;
///////////////////////////////////////////////////////////////////////////////
class VModelLoader : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CModelLoader::FindModel", p_CModelLoader__FindModel.GetPtr());
LogFunAdr("CModelLoader::LoadModel", p_CModelLoader__LoadModel.GetPtr());
LogFunAdr("CModelLoader::UnloadModel", p_CModelLoader__UnloadModel.GetPtr());
LogFunAdr("CModelLoader::Map_LoadModelGuts", p_CModelLoader__Map_LoadModelGuts.GetPtr());
LogFunAdr("CModelLoader::Map_IsValid", p_CModelLoader__Map_IsValid.GetPtr());
LogFunAdr("CModelLoader::Studio_LoadModel", p_CModelLoader__Studio_LoadModel.GetPtr());
//LogFunAdr("GetSpriteInfo", p_GetSpriteInfo.GetPtr());
//LogFunAdr("BuildSpriteLoadName", p_BuildSpriteLoadName.GetPtr());
LogVarAdr("g_pModelLoader", reinterpret_cast<uintptr_t>(g_pModelLoader));
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 55 41 56 48 8D AC 24 ?? ?? ?? ??");
p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 56 48 81 EC ?? ?? ?? ?? 48 8B FA");
p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 8B C4 48 89 58 18 55 48 81 EC ?? ?? ?? ?? 48 8B DA");
p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 56 48 8D AC 24 ?? ?? ?? ??");
p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 41 54 41 55 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? FF 05 ?? ?? ?? ??"); // BSP.
p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("48 8B C4 53 48 81 EC ?? ?? ?? ?? 48 8B DA");
p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B AC 24 ?? ?? ?? ?? BE ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CModelLoader__FindModel = g_GameDll.FindPatternSIMD("40 55 41 57 48 83 EC 48 80 3A 2A");
p_CModelLoader__LoadModel = g_GameDll.FindPatternSIMD("40 53 57 41 57 48 81 EC ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ??");
p_CModelLoader__UnloadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B F9 33 ED");
p_CModelLoader__Studio_LoadModel = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 57 48 81 EC ?? ?? ?? ??");
p_CModelLoader__Map_LoadModelGuts = g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 57"); // BSP.
p_CModelLoader__Map_IsValid = g_GameDll.FindPatternSIMD("40 53 48 81 EC ?? ?? ?? ?? 48 8B DA 48 85 D2 0F 84 ?? ?? ?? ?? 80 3A ?? 0F 84 ?? ?? ?? ?? 4C 8B CA");
//p_GetSpriteInfo = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 30 4C 8B BC 24 ?? ?? ?? ??");
#endif
//p_BuildSpriteLoadName = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 81 EC ?? ?? ?? ?? 4D 8B F1 48 8B F2");
CModelLoader__FindModel = p_CModelLoader__FindModel.RCast<void* (*)(CModelLoader*, const char*)>();
CModelLoader__LoadModel = p_CModelLoader__LoadModel.RCast<void(*)(CModelLoader*, model_t*)>();
CModelLoader__UnloadModel = p_CModelLoader__UnloadModel.RCast<uint64_t(*)(CModelLoader*, model_t*)>();
CModelLoader__Studio_LoadModel = p_CModelLoader__Studio_LoadModel.RCast<void* (*)(CModelLoader*)>();
CModelLoader__Map_LoadModelGuts = p_CModelLoader__Map_LoadModelGuts.RCast<uint64_t(*)(CModelLoader*, model_t* mod)>();
CModelLoader__Map_IsValid = p_CModelLoader__Map_IsValid.RCast<bool(*)(CModelLoader*, const char*)>();
//GetSpriteInfo = p_GetSpriteInfo.RCast<void* (*)(const char*, bool, bool, int&, int&, int&, void*)>();
//BuildSpriteLoadName = p_BuildSpriteLoadName.RCast<void* (*)(const char*, char*, int, bool&, bool&)>();
}
virtual void GetVar(void) const
{
g_pModelLoader = g_GameDll.FindPatternSIMD(
"48 89 4C 24 ?? 53 55 56 41 54 41 55 41 56 41 57 48 81 EC ?? ?? ?? ??").FindPatternSelf("48 ?? 0D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(3, 7).RCast<CModelLoader*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////