r5sdk/r5dev/game/server/ai_network.h
Kawe Mazidjatari edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00

86 lines
3.0 KiB
C++

#pragma once
#include "game/server/ai_node.h"
//-----------------------------------------------------------------------------
// CAI_Network
//
// Purpose: Stores a node graph through which an AI may pathfind
//-----------------------------------------------------------------------------
class CAI_Network
{
public:
static void DebugConnectMsg(int node1, int node2, const char* pszFormat, ...);
void* GetVTable(void) const;
int NumLinks(void) const;
int NumZones(void) const;
int NumHints(void) const;
int NumScriptNodes(void) const;
int NumPathNodes(void) const;
short GetHint(int nIndex) const;
CAI_ScriptNode* GetScriptNodes(void) const;
CAI_Node* AddPathNode(const Vector3D* origin, const float jaw);
CAI_Node* GetPathNode(int id) const;
CAI_NodeLink* CreateNodeLink(int srcID, int destID);
public:
void* m_pVTable; // <-- 'this'.
int m_iNumLinks; // +0x0008
int m_nUnk0;
CAI_HullData m_HullData[MAX_HULLS];
int m_iNumZones; // +0x0088
int m_iUnkCount0;
int m_iUnkCount1;
int m_iUnkCount2;
int m_iUnkCount4;
// unk8 on disk
int unk5; // +0x009C
char unk6[0x4]; // +0x00A0
int m_iNumHints; // +0x00A4
short m_Hints[0x7D0]; // +0x00A8 <-- '2000' hints.
CAI_ScriptNode* m_ScriptNode; // +0x1048 <-- '[r5apex_ds.exe + 0xc6fd39]'.
int m_iNumScriptNodes; // +0x1050
char pad0[0x14]; // +0x1054 <-- !TODO
int m_iNumNodes; // +0x1070
CAI_Node** m_pAInode; // +0x1078
};
inline CAI_Network** g_pAINetwork = nullptr;
inline CAI_Node*(*CAI_Network__AddPathNode)(CAI_Network* pNetwork, const Vector3D* origin, float yaw);
inline CAI_NodeLink* (*CAI_Network__CreateNodeLink)(CAI_Network* pNetwork, int srcID, int destID);
inline void(*CAI_Network__DebugConnectMsg)(int node1, int node2, const char* pszformat, ...);
///////////////////////////////////////////////////////////////////////////////
class VAI_Network : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CAI_Network::AddPathNode", CAI_Network__AddPathNode);
LogFunAdr("CAI_Network::CreateNodeLink", CAI_Network__CreateNodeLink);
LogFunAdr("CAI_Network::DebugConnectMsg", CAI_Network__DebugConnectMsg);
LogVarAdr("g_pAINetwork", g_pAINetwork);
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 30 48 8B B9 ?? ?? ?? ?? 48 8B F2 0F 29 74 24 ??").GetPtr(CAI_Network__AddPathNode);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 57 41 56 48 83 EC 20 49 63 E8").GetPtr(CAI_Network__CreateNodeLink);
g_GameDll.FindPatternSIMD("4C 89 4C 24 ?? 48 83 EC 18").GetPtr(CAI_Network__DebugConnectMsg);
}
virtual void GetVar(void) const
{
g_pAINetwork = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 4C 63 91 ?? ?? ?? ??").FindPatternSelf("48 8B").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CAI_Network**>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////