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CleoBase.cpp
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357 lines (288 loc) · 11.8 KB
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#include "stdafx.h"
#include "CleoBase.h"
#include "Singleton.h"
namespace CLEO
{
CCleoInstance CleoInstance;
inline CCleoInstance::~CCleoInstance()
{
Stop();
}
void __cdecl CCleoInstance::OnGameProcess()
{
CleoInstance.CallCallbacks(eCallbackId::GameProcessBefore);
CleoInstance.OnGameProcess_Orig();
CleoInstance.CallCallbacks(eCallbackId::GameProcessAfter);
}
HWND CCleoInstance::OnCreateMainWnd(HINSTANCE hinst)
{
CleoSingletonCheck(); // check once for CLEO.asi duplicates
auto window = CleoInstance.CreateMainWnd_Orig(hinst); // call original
// redirect window handling procedure
*((size_t*)&CleoInstance.MainWndProc_Orig) = GetWindowLongPtr(window, GWLP_WNDPROC); // store original address
SetWindowLongPtr(window, GWLP_WNDPROC, (LONG)OnMainWndProc);
return window;
}
LRESULT __stdcall CCleoInstance::OnMainWndProc(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_ACTIVATE:
CleoInstance.CallCallbacks(eCallbackId::MainWindowFocus, wparam != 0);
break;
case WM_KILLFOCUS:
CleoInstance.CallCallbacks(eCallbackId::MainWindowFocus, false);
break;
}
return CleoInstance.MainWndProc_Orig(wnd, msg, wparam, lparam);
}
/*******************************************************
Order of callbacks during game start:
First Boot → New Game OnScmInit2
First Boot → Load Save OnScmInit2 → OnScmInit1 → OnScmInit3
Later → New Game OnScmInit1
Later → Load Save OnScmInit1 → OnScmInit3
********************************************************/
void CCleoInstance::OnScmInit1()
{
CleoInstance.ScmInit1_Orig();
if (!FrontEndMenuManager.m_bWantToLoad)
{
// if it's a new game, we can call GameBegin right now.
// Otherwise, defer it to OnScmInit3
CleoInstance.GameBegin(-1);
}
}
void CCleoInstance::OnScmInit2()
{
TRACE("CLEO initialization: Phase 2");
CGameVersionManager& gvm = CleoInstance.VersionManager;
auto& inj = CleoInstance.CodeInjector;
inj.InjectFunction(GetScriptStringParam, gaddrof(::CRunningScript::ReadTextLabelFromScript));
inj.ReplaceFunction(
OnDebugDisplayTextBuffer_Idle, gvm.TranslateMemoryAddress(MA_CALL_DEBUG_DISPLAY_TEXT_BUFFER_IDLE),
&CleoInstance.GameRestartDebugDisplayTextBuffer_IdleOrig
);
inj.ReplaceFunction(
OnDebugDisplayTextBuffer_Frontend, gvm.TranslateMemoryAddress(MA_CALL_DEBUG_DISPLAY_TEXT_BUFFER_FRONTEND),
&CleoInstance.GameRestartDebugDisplayTextBuffer_FrontendOrig
);
inj.ReplaceFunction(
OnGameProcess, gvm.TranslateMemoryAddress(MA_CALL_GAME_PROCESS), &CleoInstance.OnGameProcess_Orig
);
CleoInstance.PluginSystem.LogLoadedPlugins();
// limit adjusters support: get adresses from (possibly) patched references
inj.MemoryRead(gvm.TranslateMemoryAddress(MA_SCM_BLOCK_REF), CleoInstance.ScriptEngine.scmBlock);
inj.MemoryRead(gvm.TranslateMemoryAddress(MA_MISSION_BLOCK_REF), CleoInstance.ScriptEngine.missionBlock);
// re-read User directory path, as it could be modified by PortableGTA.asi
UpdateUserDirectoryPath();
CleoInstance.ScmInit2_Orig();
if (!FrontEndMenuManager.m_bWantToLoad)
{
// if it's a new game, we can call GameBegin right now.
// Otherwise, defer it to OnScmInit3
CleoInstance.GameBegin(-1);
}
}
void CCleoInstance::OnScmInit3()
{
CleoInstance.ScmInit3_Orig();
CleoInstance.GameBegin(FrontEndMenuManager.m_nSelectedSaveGame);
}
void __declspec(naked) CCleoInstance::OnGameShutdown()
{
CleoInstance.GameEnd();
static DWORD oriFunc;
oriFunc = (DWORD)(CleoInstance.GameShutdown_Orig);
_asm jmp oriFunc
}
void __declspec(naked) CCleoInstance::OnGameRestart1()
{
CleoInstance.GameEnd();
static DWORD oriFunc;
oriFunc = (DWORD)(CleoInstance.GameRestart1_Orig);
_asm jmp oriFunc
}
void __declspec(naked) CCleoInstance::OnGameRestart2()
{
CleoInstance.GameEnd();
static DWORD oriFunc;
oriFunc = (DWORD)(CleoInstance.GameRestart2_Orig);
_asm jmp oriFunc
}
void __declspec(naked) CCleoInstance::OnGameRestart3()
{
CleoInstance.GameEnd();
static DWORD oriFunc;
oriFunc = (DWORD)(CleoInstance.GameRestart3_Orig);
_asm jmp oriFunc
}
void __cdecl CCleoInstance::OnDebugDisplayTextBuffer_Idle()
{
CleoInstance.GameRestartDebugDisplayTextBuffer_IdleOrig(); // call original
CleoInstance.CallCallbacks(eCallbackId::DrawingFinished); // execute registered callbacks
}
void __cdecl CCleoInstance::OnDebugDisplayTextBuffer_Frontend()
{
CleoInstance.GameRestartDebugDisplayTextBuffer_FrontendOrig(); // call original
CleoInstance.CallCallbacks(eCallbackId::DrawingFinished); // execute registered callbacks
}
void CCleoInstance::Start()
{
TRACE("CLEO initialization: Phase 1");
FS::create_directory(GetCleoDirectory());
FS::create_directory(GetCleoDirectory() + "\\cleo_modules");
FS::create_directory(GetCleoDirectory() + "\\cleo_plugins");
FS::create_directory(GetCleoDirectory() + "\\cleo_saves");
OpcodeInfoDb.LoadCommands((GetCleoDirectory() + "\\.config\\sa.json").c_str());
CodeInjector.OpenReadWriteAccess(); // must do this earlier to ensure plugins write access on init
GameMenu.Inject(CodeInjector);
DmaFix.Inject(CodeInjector);
OpcodeSystem.Inject(CodeInjector);
ScriptEngine.Inject(CodeInjector);
CodeInjector.ReplaceFunction(
OnCreateMainWnd, VersionManager.TranslateMemoryAddress(MA_CALL_CREATE_MAIN_WINDOW), &CreateMainWnd_Orig
);
CodeInjector.ReplaceFunction(
OnScmInit1, VersionManager.TranslateMemoryAddress(MA_CALL_INIT_SCM1), &ScmInit1_Orig
);
CodeInjector.ReplaceFunction(
OnScmInit2, VersionManager.TranslateMemoryAddress(MA_CALL_INIT_SCM2), &ScmInit2_Orig
);
CodeInjector.ReplaceFunction(
OnScmInit3, VersionManager.TranslateMemoryAddress(MA_CALL_INIT_SCM3), &ScmInit3_Orig
);
CodeInjector.ReplaceFunction(
OnGameShutdown, VersionManager.TranslateMemoryAddress(MA_CALL_GAME_SHUTDOWN), &GameShutdown_Orig
);
CodeInjector.ReplaceFunction(
OnGameRestart1, VersionManager.TranslateMemoryAddress(MA_CALL_GAME_RESTART_1), &GameRestart1_Orig
);
CodeInjector.ReplaceFunction(
OnGameRestart2, VersionManager.TranslateMemoryAddress(MA_CALL_GAME_RESTART_2), &GameRestart2_Orig
);
CodeInjector.ReplaceFunction(
OnGameRestart3, VersionManager.TranslateMemoryAddress(MA_CALL_GAME_RESTART_3), &GameRestart3_Orig
);
OpcodeSystem.Init();
PluginSystem.LoadPlugins();
m_isStarted = true;
}
void CCleoInstance::Stop()
{
m_isStarted = false;
GameEnd();
PluginSystem.UnloadPlugins();
}
void CCleoInstance::GameBegin(int saveSlot)
{
if (m_bGameInProgress) return;
m_bGameInProgress = true;
CConfigManager::Reset(); // re-read config file to apply any user changes made in background
CleoInstance.saveSlot = saveSlot;
TRACE("Starting new game session, save slot: %d", saveSlot);
// log important config settings
TRACE("Config summary:");
TRACE(" MainScmLegacyMode = %d", CConfigManager::ReadInt("General", "MainScmLegacyMode", 0));
TRACE(" StrictValidation = %d", CConfigManager::ReadInt("Plugins", "StrictValidation", 0));
auto scriptLogEnabled = CConfigManager::ReadInt("Plugins", "DebugUtils.ScriptLog.Enabled", 0);
if (scriptLogEnabled != 0)
{
const auto path = (GetLogDirectory() + "\\cleo_script.log").c_str();
TRACE(" DebugUtils.ScriptLog.Enabled = %d, path: %s", scriptLogEnabled, path);
}
else
{
TRACE(" DebugUtils.ScriptLog.Enabled = 0");
}
// execute registered callbacks
CleoInstance.CallCallbacks(eCallbackId::GameBegin, saveSlot);
}
void CCleoInstance::GameEnd()
{
if (!m_bGameInProgress) return;
m_bGameInProgress = false;
TRACE("Ending current game session");
CleoInstance.CallCallbacks(eCallbackId::GameEnd); // execute registered callbacks
ScriptEngine.GameEnd();
OpcodeSystem.GameEnd();
saveSlot = -1;
}
void CCleoInstance::AddCallback(eCallbackId id, void* func)
{
m_callbacks[id].insert(func);
}
void CCleoInstance::RemoveCallback(eCallbackId id, void* func)
{
m_callbacks[id].erase(func);
}
const std::set<void*>& CCleoInstance::GetCallbacks(eCallbackId id)
{
return m_callbacks[id];
}
void CCleoInstance::CallCallbacks(eCallbackId id)
{
for (void* func : GetCallbacks(id))
{
typedef void WINAPI callback(void);
((callback*)func)();
}
}
void CCleoInstance::CallCallbacks(eCallbackId id, DWORD arg)
{
for (void* func : GetCallbacks(id))
{
typedef void WINAPI callback(DWORD);
((callback*)func)(arg);
}
}
void WINAPI CLEO_ResolvePath(CLEO::CRunningScript* thread, char* inOutPath, DWORD pathMaxLen)
{
if (thread == nullptr || inOutPath == nullptr || pathMaxLen < 2)
{
return; // invalid param
}
auto resolved = reinterpret_cast<CCustomScript*>(thread)->ResolvePath(inOutPath);
if (resolved.length() >= pathMaxLen) resolved.resize(pathMaxLen - 1); // and terminator character
std::memcpy(inOutPath, resolved.c_str(), resolved.length() + 1); // with terminator
}
void WINAPI CLEO_StringListFree(StringList list)
{
if (list.count > 0 && list.strings != nullptr)
{
for (DWORD i = 0; i < list.count; i++)
{
free(list.strings[i]);
}
free(list.strings);
}
}
StringList WINAPI
CLEO_ListDirectory(CLEO::CRunningScript* thread, const char* searchPath, BOOL listDirs, BOOL listFiles)
{
if (searchPath == nullptr) return {}; // invalid param
if (!listDirs && !listFiles) return {}; // nothing to list, done
// make absolute
auto fsSearchPath = FS::path(searchPath);
if (!fsSearchPath.is_absolute())
{
const auto baseDir = thread ? ((CCustomScript*)thread)->GetWorkDir() : GetGameDirectory();
fsSearchPath = baseDir / fsSearchPath;
}
WIN32_FIND_DATA wfd = {0};
HANDLE hSearch = FindFirstFile(fsSearchPath.string().c_str(), &wfd);
if (hSearch == INVALID_HANDLE_VALUE) return {}; // nothing found
std::set<std::string> found;
do
{
if (!listDirs && (wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) continue; // skip directories
if (!listFiles && !(wfd.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)) continue; // skip files
auto path = FS::path(wfd.cFileName);
if (!path.is_absolute()) // keep absolute in case somebody hooked the APIs to return so
path = fsSearchPath.parent_path() / path;
found.insert(path.string());
} while (FindNextFile(hSearch, &wfd));
FindClose(hSearch);
return CreateStringList(found);
}
} // namespace CLEO