r5sdk/r5dev/game/server/ai_network.cpp
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

161 lines
4.8 KiB
C++

//=============================================================================//
//
// Purpose:
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "game/server/ai_network.h"
int g_DebugConnectNode1 = -1;
int g_DebugConnectNode2 = -1;
#define DebuggingConnect( node1, node2 ) ( ( node1 == g_DebugConnectNode1 && node2 == g_DebugConnectNode2 ) || ( node1 == g_DebugConnectNode2 && node2 == g_DebugConnectNode1 ) )
//-----------------------------------------------------------------------------
// Purpose: debug logs node connections
// Input : node1 -
// node2 -
// *pszFormat -
// ... -
//-----------------------------------------------------------------------------
void CAI_Network::DebugConnectMsg(int node1, int node2, const char* pszFormat, ...)
{
if (ai_ainDebugConnect->GetBool())
{
if (DebuggingConnect(node1, node2))
{
static char buf[1024] = {};
{/////////////////////////////
va_list args{};
va_start(args, pszFormat);
vsnprintf(buf, sizeof(buf), pszFormat, args);
buf[sizeof(buf) - 1] = '\0';
va_end(args);
}/////////////////////////////
Msg(eDLL_T::SERVER, "%s", buf);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: gets the AI Network VTable
// Output : void*
//-----------------------------------------------------------------------------
void* CAI_Network::GetVTable(void) const
{
return m_pVTable;
}
//-----------------------------------------------------------------------------
// Purpose: gets the number of node links
// Output : int
//-----------------------------------------------------------------------------
int CAI_Network::NumLinks(void) const
{
return m_iNumLinks;
}
//-----------------------------------------------------------------------------
// Purpose: gets the number of zones
// Output : int
//-----------------------------------------------------------------------------
int CAI_Network::NumZones(void) const
{
return m_iNumZones;
}
//-----------------------------------------------------------------------------
// Purpose: gets the number of hints
// Output : int
//-----------------------------------------------------------------------------
int CAI_Network::NumHints(void) const
{
return m_iNumHints;
}
//-----------------------------------------------------------------------------
// Purpose: gets the number of script nodes
// Output : int
//-----------------------------------------------------------------------------
int CAI_Network::NumScriptNodes(void) const
{
return m_iNumScriptNodes;
}
//-----------------------------------------------------------------------------
// Purpose: gets the path nodes
// Output : int
//-----------------------------------------------------------------------------
int CAI_Network::NumPathNodes(void) const
{
return m_iNumNodes;
}
//-----------------------------------------------------------------------------
// Purpose: gets the specified hint from static array
// Input : nIndex -
// Output : int
//-----------------------------------------------------------------------------
short CAI_Network::GetHint(int nIndex) const
{
return m_Hints[nIndex];
}
//-----------------------------------------------------------------------------
// Purpose: gets the pointer to script node array
// Output : CAI_ScriptNode*
//-----------------------------------------------------------------------------
CAI_ScriptNode* CAI_Network::GetScriptNodes(void) const
{
return m_ScriptNode;
}
//-----------------------------------------------------------------------------
// Purpose: gets the pointer to path node
// Input : id -
// Output : CAI_Node**
//-----------------------------------------------------------------------------
CAI_Node* CAI_Network::GetPathNode(int id) const
{
if (id >= 0 &&
id < m_iNumNodes)
{
return m_pAInode[id];
}
Assert(0);
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: adds a path node
// Input : *origin -
// jaw -
// Output : CAI_Node*
//-----------------------------------------------------------------------------
CAI_Node* CAI_Network::AddPathNode(const Vector3D* origin, const float jaw)
{
return CAI_Network__AddPathNode(this, origin, jaw);
}
//-----------------------------------------------------------------------------
// Purpose: creates a node link
// Input : srcID -
// destID -
// Output : CAI_NodeLink*
//-----------------------------------------------------------------------------
CAI_NodeLink* CAI_Network::CreateNodeLink(int srcID, int destID)
{
return CAI_Network__CreateNodeLink(this, srcID, destID);
}
//-----------------------------------------------------------------------------
void VAI_Network::Detour(const bool bAttach) const
{
DetourSetup(&CAI_Network__DebugConnectMsg, &CAI_Network::DebugConnectMsg, bAttach);
}