diff options
-rw-r--r-- | gamedata/engine.kv | 15 | ||||
-rw-r--r-- | gamedata/entprops.kv | 2 | ||||
-rw-r--r-- | gamedata/gamelib.kv | 2 | ||||
-rw-r--r-- | gamedata/inputsystem.kv | 2 | ||||
-rw-r--r-- | src/con_.c | 163 |
5 files changed, 82 insertions, 102 deletions
diff --git a/gamedata/engine.kv b/gamedata/engine.kv index 414a584..39fa1df 100644 --- a/gamedata/engine.kv +++ b/gamedata/engine.kv @@ -1,5 +1,18 @@ // = engine library = +// ICvar +// XXX: const and non-const entries might be flipped here on Windows, not 100% +// sure. kind of just choosing not to care thusfar, as it still works the same! +vtidx_AllocateDLLIdentifier { default 5 Portal2 8 } +vtidx_RegisterConCommand { default 6 Portal2 9 } +vtidx_UnregisterConCommands { default 8 Portal2 11 } +//vtidx_FindComandBase { default 10 Portal2 13 } // unused +vtidx_FindVar { default 12 Portal2 15 } +//vtidx_FindVar_const { default 13 Portal2 16 } // e.g. this might be wrong(???) +vtidx_FindCommand { default 14 Portal2 17 } +vtidx_CallGlobalChangeCallbacks { default 20 L4Dx 18 Portal2 21 } +vtidx_ConsoleColorPrintf { OrangeBoxbased 23 L4Dx 21 Portal2 24 } + // CDemoRecorder vtidx_SetSignonState 3 vtidx_StopRecording 7 @@ -62,4 +75,4 @@ off_SP_offset { //2013 72 // TODO(compat): not sure about 2013/009 yet pt3 } -// vi: sw=4 ts=4 noet tw=80 cc=80 +// vi: sw=4 ts=4 noet tw=80 cc=80 ft=plain diff --git a/gamedata/entprops.kv b/gamedata/entprops.kv index cd19ae8..fdbe83a 100644 --- a/gamedata/entprops.kv +++ b/gamedata/entprops.kv @@ -6,4 +6,4 @@ off_entpos CBaseEntity/m_vecOrigin // look angles, currently just for L4D1/2, can add other games as needed off_eyeang "CCSPlayer/m_angEyeAngles[0]" -// vi: sw=4 ts=4 noet tw=80 cc=80 +// vi: sw=4 ts=4 noet tw=80 cc=80 ft=plain diff --git a/gamedata/gamelib.kv b/gamedata/gamelib.kv index 7db228f..cebcec5 100644 --- a/gamedata/gamelib.kv +++ b/gamedata/gamelib.kv @@ -34,4 +34,4 @@ vtidx_Teleport { off_curtime 12 off_edicts { L4D 88 } -// vi: sw=4 ts=4 noet tw=80 cc=80 +// vi: sw=4 ts=4 noet tw=80 cc=80 ft=plain diff --git a/gamedata/inputsystem.kv b/gamedata/inputsystem.kv index 5e242c2..1e5ab88 100644 --- a/gamedata/inputsystem.kv +++ b/gamedata/inputsystem.kv @@ -5,4 +5,4 @@ vtidx_SleepUntilInput { Portal2 34 // IAppSystem changes } -// vi: sw=4 ts=4 noet tw=80 cc=80 +// vi: sw=4 ts=4 noet tw=80 cc=80 ft=plain @@ -50,35 +50,21 @@ void *_con_iface; void (*_con_colourmsgf)(void *this, const struct con_colour *c, const char *fmt, ...) _CON_PRINTF(3, 4); -// XXX: the const and non-const entries might actually be flipped on windows, -// not 100% sure, but dunno if it's worth essentially duping most of these when -// the actual executed machine code is probably identical anyway. -// XXX: make these use gamedata at some point and avoid all the conditionals, -// now that gamedata is populated before the rest of console init -DECL_VFUNC(int, AllocateDLLIdentifier, 5) -DECL_VFUNC(int, AllocateDLLIdentifier_p2, 8) -DECL_VFUNC(void, RegisterConCommand, 6, /*ConCommandBase*/ void *) -DECL_VFUNC(void, RegisterConCommand_p2, 9, /*ConCommandBase*/ void *) -DECL_VFUNC(void, UnregisterConCommands, 8, int) -DECL_VFUNC(void, UnregisterConCommands_p2, 11, int) -// DECL_VFUNC(void *, FindCommandBase, 10, const char *) +// bootstrap hackery, see "GENIUS HACK" comment below :) DECL_VFUNC(void *, FindCommandBase_p2, 13, const char *) -DECL_VFUNC(struct con_var *, FindVar, 12, const char *) +DECL_VFUNC(void *, FindCommand_nonp2, 14, const char *) +DECL_VFUNC(void *, FindVar_nonp2, 12, const char *) + +// rest of these are figured out from gamedata after initial game detection +DECL_VFUNC_DYN(int, AllocateDLLIdentifier) +DECL_VFUNC_DYN(void, RegisterConCommand, /*ConCommandBase*/ void *) +DECL_VFUNC_DYN(void, UnregisterConCommands, int) +DECL_VFUNC_DYN(struct con_var *, FindVar, const char *) // DECL_VFUNC(const struct con_var *, FindVar_const, 13, const char *) -DECL_VFUNC(struct con_var *, FindVar_p2, 15, const char *) -DECL_VFUNC(struct con_cmd *, FindCommand, 14, const char *) -DECL_VFUNC(struct con_cmd *, FindCommand_p2, 17, const char *) -DECL_VFUNC(void, CallGlobalChangeCallbacks, 20, struct con_var *, const char *, +DECL_VFUNC_DYN(struct con_cmd *, FindCommand, const char *) +DECL_VFUNC_DYN(void, CallGlobalChangeCallbacks, struct con_var *, const char *, float) -DECL_VFUNC(void, CallGlobalChangeCallbacks_l4d, 18, struct con_var *, - const char *, float) -DECL_VFUNC(void, CallGlobalChangeCallbacks_p2, 21, struct con_var *, - const char *, float) -DECL_VFUNC_CDECL(void, ConsoleColorPrintf_004, 23, const struct con_colour *, - const char *, ...) -DECL_VFUNC_CDECL(void, ConsoleColorPrintf_l4d, 21, const struct con_colour *, - const char *, ...) -DECL_VFUNC_CDECL(void, ConsoleColorPrintf_p2, 24, const struct con_colour *, +DECL_VFUNC_CDECLDYN(void, ConsoleColorPrintf, const struct con_colour *, const char *, ...) static inline void initval(struct con_var *v) { @@ -95,8 +81,12 @@ static inline void initval(struct con_var *v) { // required, we call the Internal* virtual functions by actual virtual lookup. // since the vtables are filled dynamically (below), we store this index; other // indices are just offset from this one since the 3-or-4 functions are all -// right next to each other. +// right next to each other. the #defines allow us to still use the nice VCALL +// stuff. static int vtidx_InternalSetValue; +#define vtidx_InternalSetFloatValue (vtidx_InternalSetValue + 1) +#define vtidx_InternalSetIntValue (vtidx_InternalSetValue + 2) +#define vtidx_InternalSetColorValue (vtidx_InternalSetValue + 3) // implementation of virtual functions for our vars and commands below... @@ -190,15 +180,7 @@ static void VCALLCONV ChangeStringValue(struct con_var *this, const char *s, // do need callbacks for at least one feature, so do our own minimal thing if (this->cb) this->cb(this); // also call global callbacks, as is polite. - if (GAMETYPE_MATCHES(Portal2)) { - VCALL(_con_iface, CallGlobalChangeCallbacks_p2, this, old, oldf); - } - else if (GAMETYPE_MATCHES(L4D)) { - VCALL(_con_iface, CallGlobalChangeCallbacks_l4d, this, old, oldf); - } - else { - VCALL(_con_iface, CallGlobalChangeCallbacks, this, old, oldf); - } + VCALL(_con_iface, CallGlobalChangeCallbacks, this, old, oldf); } static void VCALLCONV InternalSetValue(struct con_var *this, const char *v) { @@ -241,32 +223,32 @@ static void VCALLCONV InternalSetIntValue(struct con_var *this, int v) { } } +DECL_VFUNC_DYN(void, InternalSetValue, const char *) +DECL_VFUNC_DYN(void, InternalSetFloatValue, float) +DECL_VFUNC_DYN(void, InternalSetIntValue, int) +DECL_VFUNC_DYN(void, InternalSetColorValue, struct con_colour) + // Hack: IConVar things get this-adjusted pointers, we just reverse the offset // to get the top pointer. -// XXX: rewrite these at some point to use the normal VCALL stuff static void VCALLCONV SetValue_str_thunk(void *thisoff, const char *v) { struct con_var *this = mem_offset(thisoff, -offsetof(struct con_var, vtable_iconvar)); - ((void (*VCALLCONV)(void *, const char *))(this->parent->base.vtable[ - vtidx_InternalSetValue]))(this, v); + VCALL(&this->parent->base, InternalSetValue, v); } static void VCALLCONV SetValue_f_thunk(void *thisoff, float v) { struct con_var *this = mem_offset(thisoff, -offsetof(struct con_var, vtable_iconvar)); - ((void (*VCALLCONV)(void *, float))(this->parent->base.vtable[ - vtidx_InternalSetValue + 1]))(this, v); + VCALL(&this->parent->base, InternalSetFloatValue, v); } static void VCALLCONV SetValue_i_thunk(void *thisoff, int v) { struct con_var *this = mem_offset(thisoff, -offsetof(struct con_var, vtable_iconvar)); - ((void (*VCALLCONV)(void *, int))(this->parent->base.vtable[ - vtidx_InternalSetValue + 2]))(this, v); + VCALL(&this->parent->base, InternalSetIntValue, v); } static void VCALLCONV SetValue_colour_thunk(void *thisoff, struct con_colour v) { struct con_var *this = mem_offset(thisoff, -offsetof(struct con_var, vtable_iconvar)); - ((void (*VCALLCONV)(void *, struct con_colour))(this->parent->base.vtable[ - vtidx_InternalSetValue + 3]))(this, v); + VCALL(&this->parent->base, InternalSetColorValue, v); } // more misc thunks, hopefully these just compile to a sub and a jmp @@ -339,7 +321,14 @@ void *_con_vtab_iconvar[7] = { #endif }; +void con_reg(void *cmd_or_var) { + VCALL(_con_iface, RegisterConCommand, cmd_or_var); +} + void con_init(void) { + _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf); + dllid = VCALL(_con_iface, AllocateDLLIdentifier); + void **pc = _con_vtab_cmd + 3 + NVDTOR, **pv = _con_vtab_var + 3 + NVDTOR, **pi = _con_vtab_iconvar #ifndef _WIN32 @@ -402,17 +391,19 @@ void con_init(void) { regcmds(); } -void con_reg(void *cmd_or_var) { - if (GAMETYPE_MATCHES(Portal2)) { - VCALL(_con_iface, RegisterConCommand_p2, cmd_or_var); - } - else { - VCALL(_con_iface, RegisterConCommand, cmd_or_var); - } +static void helpuserhelpus(int pluginver, char ifaceverchar) { + con_msg("\n"); + con_msg("-- Please include ALL of the following if asking for help:\n"); + con_msg("-- plugin: " LONGNAME " v" VERSION "\n"); + con_msg("-- interfaces: %d/%c\n", pluginver, ifaceverchar); + con_msg("\n"); +} + +static void warnoe(void) { + con_warn("sst: error: this engine version is not yet supported\n"); } bool con_detect(int pluginver) { - int ifacever; // for error messages if (_con_iface = factory_engine("VEngineCvar007", 0)) { // GENIUS HACK (BUT STILL BAD): Portal 2 has everything in ICvar shifted // down 3 places due to the extra stuff in IAppSystem. This means that @@ -421,88 +412,63 @@ bool con_detect(int pluginver) { // which just happens to still work fine. From there, we can figure out // the actual ABI to use to avoid spectacular crashes. if (VCALL(_con_iface, FindCommandBase_p2, "portal2_square_portals")) { - _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf_p2); - dllid = VCALL(_con_iface, AllocateDLLIdentifier_p2); _gametype_tag |= _gametype_tag_Portal2; + return true; } - else if (VCALL(_con_iface, FindCommand, "l4d2_snd_adrenaline")) { - _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf_l4d); - dllid = VCALL(_con_iface, AllocateDLLIdentifier); + if (VCALL(_con_iface, FindCommand_nonp2, "l4d2_snd_adrenaline")) { // while we're here, also distinguish Survivors, the stupid Japanese // arcade game a few people seem to care about for some reason // (which for some other reason also has some vtable changes) - if (VCALL(_con_iface, FindVar, "avatarbasemodel")) { + if (VCALL(_con_iface, FindVar_nonp2, "avatarbasemodel")) { _gametype_tag |= _gametype_tag_L4DS; } else { _gametype_tag |= _gametype_tag_L4D2; } + return true; } - else if (VCALL(_con_iface, FindVar, "z_difficulty")) { - _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf_l4d); - dllid = VCALL(_con_iface, AllocateDLLIdentifier); + if (VCALL(_con_iface, FindVar_nonp2, "z_difficulty")) { _gametype_tag |= _gametype_tag_L4D1; + return true; } - else { - con_warn("sst: error: game is unsupported (using VEngineCvar007)\n"); - ifacever = 7; - goto e; - } - return true; + con_warn("sst: error: game is unsupported (using VEngineCvar007)\n"); + helpuserhelpus(pluginver, '7'); + return false; } if (_con_iface = factory_engine("VEngineCvar004", 0)) { // TODO(compat): are there any cases where 004 is incompatible? could // this crash? find out! - _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf_004); - dllid = VCALL(_con_iface, AllocateDLLIdentifier); - // even more spaghetti! we need the plugin interface version to - // accurately distinguish 2007/2013 branches if (pluginver == 3) _gametype_tag |= _gametype_tag_2013; else _gametype_tag |= _gametype_tag_OrangeBox; return true; } if (factory_engine("VEngineCvar003", 0)) { - ifacever = 3; - goto warnoe; + warnoe(); + helpuserhelpus(pluginver, '3'); + return false; } + // I don't suppose there's anything below 002 worth caring about? Shrug. if (factory_engine("VEngineCvar002", 0)) { - // I don't suppose there's anything below 002 worth caring about? Shrug. - ifacever = 2; -warnoe: con_warn("sst: error: old engine console support is not implemented\n"); - goto e; + warnoe(); + helpuserhelpus(pluginver, '2'); + return false; } con_warn("sst: error: couldn't find a supported console interface\n"); - ifacever = -1; // meh -e: con_msg("\n\n"); - con_msg("-- Please include ALL of the following if asking for help:\n"); - con_msg("-- plugin: " LONGNAME " v" VERSION "\n"); - con_msg("-- interfaces: %d/%d\n", pluginver, ifacever); - con_msg("\n\n"); + helpuserhelpus(pluginver, '?'); return false; } void con_disconnect(void) { - if (GAMETYPE_MATCHES(Portal2)) { - VCALL(_con_iface, UnregisterConCommands_p2, dllid); - } - else { - VCALL(_con_iface, UnregisterConCommands, dllid); - } + VCALL(_con_iface, UnregisterConCommands, dllid); freevars(); } struct con_var *con_findvar(const char *name) { - if (GAMETYPE_MATCHES(Portal2)) return VCALL(_con_iface, FindVar_p2, name); - else return VCALL(_con_iface, FindVar, name); + return VCALL(_con_iface, FindVar, name); } struct con_cmd *con_findcmd(const char *name) { - if (GAMETYPE_MATCHES(Portal2)) { - return VCALL(_con_iface, FindCommand_p2, name); - } - else { - return VCALL(_con_iface, FindCommand, name); - } + return VCALL(_con_iface, FindCommand, name); } #define GETTER(T, N, M) T N(const struct con_var *v) { return v->parent->M; } @@ -511,6 +477,7 @@ GETTER(float, con_getvarf, fval) GETTER(int, con_getvari, ival) #undef GETTER +// XXX: move this to vcall/gamedata (will require win/linux conditionals first!) #define SETTER(T, I, N) \ void N(struct con_var *v, T x) { \ ((void (*VCALLCONV)(void *, T))(v->vtable_iconvar[I]))( \ |