r5sdk/r5dev/game/server/ai_network.h
Kawe Mazidjatari f081fe6f67 Dump hull data blocks as well
The AIN dumper is now finished. Giving it a valid r1 AIN will make it spit out an identical AIN (minus the CRC header, but this is intended).
2023-08-28 23:17:03 +02:00

97 lines
3.5 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 CMemory p_CAI_Network__AddPathNode;
inline CAI_Node*(*v_CAI_Network__AddPathNode)(CAI_Network* pNetwork, const Vector3D* origin, float yaw);
inline CMemory p_CAI_Network__CreateNodeLink;
inline CAI_NodeLink* (*v_CAI_Network__CreateNodeLink)(CAI_Network* pNetwork, int srcID, int destID);
inline CMemory p_CAI_Network__DebugConnectMsg;
inline void(*v_CAI_Network__DebugConnectMsg)(int node1, int node2, const char* pszformat, ...);
///////////////////////////////////////////////////////////////////////////////
class VAI_Network : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CAI_Network::AddPathNode", p_CAI_Network__AddPathNode.GetPtr());
LogFunAdr("CAI_Network::CreateNodeLink", p_CAI_Network__CreateNodeLink.GetPtr());
LogFunAdr("CAI_Network::DebugConnectMsg", p_CAI_Network__DebugConnectMsg.GetPtr());
LogVarAdr("g_pAINetwork", reinterpret_cast<uintptr_t>(g_pAINetwork));
}
virtual void GetFun(void) const
{
p_CAI_Network__AddPathNode = 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 ??");
v_CAI_Network__AddPathNode = p_CAI_Network__AddPathNode.RCast<CAI_Node*(*)(CAI_Network*, const Vector3D*, float)>();
p_CAI_Network__CreateNodeLink = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 57 41 56 48 83 EC 20 49 63 E8");
v_CAI_Network__CreateNodeLink = p_CAI_Network__CreateNodeLink.RCast<CAI_NodeLink* (*)(CAI_Network*, int, int)>();
p_CAI_Network__DebugConnectMsg = g_GameDll.FindPatternSIMD("4C 89 4C 24 ?? 48 83 EC 18");
v_CAI_Network__DebugConnectMsg = p_CAI_Network__DebugConnectMsg.RCast<void (*)(int, int, const char*, ...)>();
}
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 Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////