r5sdk/r5dev/game/server/ai_networkmanager.h
Kawe Mazidjatari 6af5c7cdcf Use internal FileSystem for loading and handling
AIN files are now written to GAME dir, and the engine attempts to load the AI files from any GAME dir (search includes the VPK's).
2022-08-23 21:32:12 +02:00

116 lines
7.8 KiB
C++

//=============================================================================//
//
// Purpose:
//
//=============================================================================//
#pragma once
#include "game/server/ai_network.h"
#include "game/server/detour_impl.h"
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
const int AINETWORK_OFFSET = 2808;
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
const int AINETWORK_OFFSET = 2840;
#endif
/* ==== CAI_NETWORKMANAGER ============================================================================================================================================== */
inline CMemory p_CAI_NetworkManager__ShouldRebuild = nullptr;
inline auto CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast<void* (*)(void* thisptr, CAI_Network* pNetwork, void* a3, int a4)>();
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr;
inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void* thisptr, void* pBuffer, const char* pszFileName, int a4)>();
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
inline CMemory p_CAI_NetworkManager__LoadNetworkGraph = nullptr;
inline auto CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void* thisptr, void* pBuffer, const char* pszFileName)>();
#endif
/* ==== CAI_NETWORKBUILDER ============================================================================================================================================== */
inline CMemory p_CAI_NetworkBuilder__Build;
inline auto CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast<void* (*)(void* thisptr, CAI_Network* pNetwork, void* a3, int a4)>();
inline int * g_nAiNodeClusters = nullptr;
inline AINodeClusters *** g_pppAiNodeClusters = nullptr;
inline int * g_nAiNodeClusterLinks = nullptr;
inline AINodeClusterLinks*** g_pppAiNodeClusterLinks = nullptr;
void CAI_NetworkManager_Attach();
void CAI_NetworkManager_Detach();
//-----------------------------------------------------------------------------
// CAI_NetworkBuilder
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_NetworkBuilder
{
public:
static void Build(CAI_NetworkBuilder* pBuilder, CAI_Network* pAINetwork, void* a3, int a4);
static void SaveNetworkGraph(CAI_Network* pNetwork);
};
//-----------------------------------------------------------------------------
// CAI_NetworkManager
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_NetworkManager
{
public:
static void LoadNetworkGraph(CAI_NetworkManager* pAINetworkManager, void* pBuffer, const char* szAIGraphFile);
static void LoadNetworkGraphEx(CAI_NetworkManager* pAINetworkManager, void* pBuffer, const char* szAIGraphFile);
};
///////////////////////////////////////////////////////////////////////////////
class VAI_NetworkManager : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CAI_NetworkManager::LoadNetworkGraph : {:#18x} |\n", p_CAI_NetworkManager__LoadNetworkGraph.GetPtr());
spdlog::debug("| FUN: CAI_NetworkManager::ShouldRebuild : {:#18x} |\n", p_CAI_NetworkManager__ShouldRebuild.GetPtr());
spdlog::debug("| FUN: CAI_NetworkBuilder::Build : {:#18x} |\n", p_CAI_NetworkBuilder__Build.GetPtr() );
spdlog::debug("| VAR: g_nAiNodeClusters : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nAiNodeClusters ));
spdlog::debug("| VAR: g_pppAiNodeClusters : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pppAiNodeClusters ));
spdlog::debug("| VAR: g_nAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_nAiNodeClusterLinks ));
spdlog::debug("| VAR: g_pppAiNodeClusterLinks : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_pppAiNodeClusterLinks));
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
p_CAI_NetworkManager__ShouldRebuild = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x83\xEC\x20\x48\x8B\xD9\x48\x8B\x0D\x00\x00\x00\x00\x8B\x41\x6C"), "xxxxxxxxxxxx????xxx");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x57\x41\x54\x41\x55\x41\x56"), "xxxx?xxxx?xxxxxxxxx");
CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void*, void*, const char*, int)>(); /*4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 57 41 54 41 55 41 56*/
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CAI_NetworkManager__LoadNetworkGraph = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x89\x44\x24\x00\x48\x89\x4C\x24\x00\x55\x53\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x8D\x6C\x24\x00\x48\x81\xEC\x00\x00\x00\x00\x48\x8B\xFA"), "xxxx?xxxx?xxxxxxxxxxxxxxxx?xxx????xxx");
CAI_NetworkManager__LoadNetworkGraph = p_CAI_NetworkManager__LoadNetworkGraph.RCast<void* (*)(void*, void*, const char*)>(); /*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*/
#endif
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x4C\x24\x00\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x30\x48\x63\xBA\x00\x00\x00\x00"), "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxxxxxx????");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CAI_NetworkBuilder__Build = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x54\x24\x00\x48\x89\x4C\x24\x00\x53\x55\x56\x57\x41\x54\x41\x55\x41\x56\x41\x57\x48\x83\xEC\x38\x8B\xB2\x00\x00\x00\x00"), "xxxx?xxxx?xxxxxxxxxxxxxxxxxx????");
#endif
CAI_NetworkManager__ShouldRebuild = p_CAI_NetworkManager__ShouldRebuild.RCast<void* (*)(void*, CAI_Network*, void*, int)>(); /*40 53 48 83 EC 20 48 8B D9 48 8B 0D ?? ?? ?? ?? 8B 41 6C*/
CAI_NetworkBuilder__Build = p_CAI_NetworkBuilder__Build.RCast<void* (*)(void*, CAI_Network*, void*, int)>(); /*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 ?? ?? ?? ??*/
}
virtual void GetVar(void) const
{
g_nAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4C\x0F\xBF\x12"), "xxxx")
.FindPatternSelf("83 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x7).RCast<int*>();
g_pppAiNodeClusters = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx")
.FindPatternSelf("48 8B 35", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<AINodeClusters***>();
g_nAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x49\xFF\xC0\x48\x83\xC2\x04\x4D\x3B\xC2\x7C\xD4"), "xxxxxxxxxxxx")
.FindPatternSelf("8B 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x2, 0x6).RCast<int*>();
g_pppAiNodeClusterLinks = g_GameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\xF3\x0F\x10\x52\x00\x4C\x8B\xCA"), "xxxx?xxx")
.FindPatternSelf("4C 8B 1D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<AINodeClusterLinks***>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VAI_NetworkManager);