amxmodx/dlls/hamsandwich/hook_native.cpp
Scott Ehlert 0dc6a4a5dd Whoa, amb1941: All of AMX Mod X is now officially moved over to Visual Studio 2005 (MSVC 8)
Also did the following:
* Removed -fPIC from all Linux makefiles
* AMXX build tool now also moved over to VS 2005
* AMXX build tool binary renamed from "AMXXRelease" to "builder"
* MSVC project files now can use environment variables to point to the paths of the Metamod headers and HL SDK: $(METAMOD) and $(HLSDK) respectively
2008-08-16 09:48:39 +00:00

486 lines
14 KiB
C++

/* Ham Sandwich
* Copyright 2007
* By the AMX Mod X Development Team
*
* Ham Sandwich is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* Ham Sandwich is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Ham Sandwich; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of Ham Sandwich with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*/
#include <stdio.h>
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <extdll.h>
#include "amxxmodule.h"
#include "CVector.h"
#include "hook.h"
#include "forward.h"
#include "hook_callbacks.h"
#include "call_funcs.h"
#include "hook_create.h"
#include "offsets.h"
#include "hooklist.h"
#include "ham_utils.h"
OffsetManager Offsets;
bool gDoForwards=true;
CVector<Hook *> hooks[HAM_LAST_ENTRY_DONT_USE_ME_LOL];
#define V(__KEYNAME, __STUFF__) 0, 0, __KEYNAME, RT_##__STUFF__, PC_##__STUFF__, reinterpret_cast<void *>(Hook_##__STUFF__), Create_##__STUFF__, Call_##__STUFF__
hook_t hooklist[] =
{
{ V("spawn", Void_Void) },
{ V("precache", Void_Void) },
{ V("keyvalue", Void_Int) },
{ V("objectcaps", Int_Void) },
{ V("activate", Void_Void) },
{ V("setobjectcollisionbox", Void_Void) },
{ V("classify", Int_Void) },
{ V("deathnotice", Void_Entvar) },
{ V("traceattack", Void_Entvar_Float_Vector_Trace_Int) },
{ V("takedamage", Int_Entvar_Entvar_Float_Int) },
{ V("takehealth", Int_Float_Int) },
{ V("killed", Void_Entvar_Int) },
{ V("bloodcolor", Int_Void) },
{ V("tracebleed", Void_Float_Vector_Trace_Int) },
{ V("istriggered", Int_Cbase) },
{ V("mymonsterpointer", Cbase_Void) },
{ V("mysquadmonsterpointer", Cbase_Void) },
{ V("gettogglestate", Int_Void) },
{ V("addpoints", Void_Int_Int) },
{ V("addpointstoteam", Void_Int_Int) },
{ V("addplayeritem", Int_Cbase) },
{ V("removeplayeritem", Int_Cbase) },
{ V("giveammo", Int_Int_Str_Int) },
{ V("getdelay", Float_Void) },
{ V("ismoving", Int_Void) },
{ V("overridereset", Void_Void) },
{ V("damagedecal", Int_Int) },
{ V("settogglestate", Void_Int) },
{ V("startsneaking", Void_Void) },
{ V("stopsneaking", Void_Void) },
{ V("oncontrols", Int_Entvar) },
{ V("issneaking", Int_Void) },
{ V("isalive", Int_Void) },
{ V("isbspmodel", Int_Void) },
{ V("reflectgauss", Int_Void) },
{ V("hastarget", Int_Int) },
{ V("isinworld", Int_Void) },
{ V("isplayer", Int_Void) },
{ V("isnetclient", Int_Void) },
{ V("teamid", Str_Void) },
{ V("getnexttarget", Cbase_Void) },
{ V("think", Void_Void) },
{ V("touch", Void_Cbase) },
{ V("use", Void_Cbase_Cbase_Int_Float) },
{ V("blocked", Void_Cbase) },
{ V("respawn", Cbase_Void) },
{ V("updateowner", Void_Void) },
{ V("fbecomeprone", Int_Void) },
{ V("center", Vector_Void) },
{ V("eyeposition", Vector_Void) },
{ V("earposition", Vector_Void) },
{ V("bodytarget", Vector_pVector) },
{ V("illumination", Int_Void) },
{ V("fvisible", Int_Cbase) },
{ V("fvecvisible", Int_pVector) },
/** Entity specific hooks **/
/* CBasePlayer */
{ V("player_jump", Void_Void) },
{ V("player_duck", Void_Void) },
{ V("player_prethink", Void_Void) },
{ V("player_postthink", Void_Void) },
{ V("player_getgunposition", Vector_Void) },
{ V("player_shouldfadeondeath", Int_Void) },
{ V("player_impulsecommands", Void_Void) },
{ V("player_updateclientdata", Void_Void) },
/* CBasePlayerItem */
{ V("item_addtoplayer", Int_Cbase) },
{ V("item_addduplicate", Int_Cbase) },
{ V("item_candeploy", Int_Void) },
{ V("item_deploy", Int_Void) },
{ V("item_canholster", Int_Void) },
{ V("item_holster", Void_Int) },
{ V("item_updateiteminfo", Void_Void) },
{ V("item_preframe", Void_Void) },
{ V("item_postframe", Void_Void) },
{ V("item_drop", Void_Void) },
{ V("item_kill", Void_Void) },
{ V("item_attachtoplayer", Void_Cbase) },
{ V("item_primaryammoindex", Int_Void) },
{ V("item_secondaryammoindex", Int_Void) },
{ V("item_updateclientdata", Int_Cbase) },
{ V("item_getweaponptr", Cbase_Void) },
{ V("item_itemslot", Int_Void) },
/* CBasePlayerWeapon */
{ V("weapon_extractammo", Int_Cbase) },
{ V("weapon_extractclipammo", Int_Cbase) },
{ V("weapon_addweapon", Int_Void) },
{ V("weapon_playemptysound", Int_Void) },
{ V("weapon_resetemptysound", Void_Void) },
{ V("weapon_sendweaponanim", Void_Int_Int_Int) },
{ V("weapon_isusable", Int_Void) },
{ V("weapon_primaryattack", Void_Void) },
{ V("weapon_secondaryattack", Void_Void) },
{ V("weapon_reload", Void_Void) },
{ V("weapon_weaponidle", Void_Void) },
{ V("weapon_retireweapon", Void_Void) },
{ V("weapon_shouldweaponidle", Int_Void) },
{ V("weapon_usedecrement", Int_Void) },
/** Mod specific hooks **/
/* The Specialists */
{ V("ts_breakablerespawn", Int_Int) },
{ V("ts_canusedthroughwalls", Int_Void) },
{ V("ts_respawnwait", Deprecated) },
/* Counter-Strike */
{ V("cstrike_restart", Void_Void) },
{ V("cstrike_roundrespawn", Void_Void) },
{ V("cstrike_item_candrop", Int_Void) },
{ V("cstrike_item_getmaxspeed", Float_Void) },
/* Day of Defeat */
{ V("dod_roundrespawn", Void_Void) },
{ V("dod_roundrespawnent", Void_Void) },
{ V("dod_roundstore", Void_Void) },
{ V("dod_areasetindex", Void_Int) },
{ V("dod_areasendstatus", Void_Cbase) },
{ V("dod_getstate", Int_Void) },
{ V("dod_getstateent", Int_Cbase) },
{ V("dod_item_candrop", Int_Void) },
/* Team Fortress Classic */
{ V("tfc_engineeruse", Int_Cbase) },
{ V("tfc_finished", Void_Void) },
{ V("tfc_empexplode", Void_Entvar_Float_Float) },
{ V("tfc_calcempdmgrad", Int_pFloat_pFloat) },
{ V("tfc_takeempblast", Void_Entvar) },
{ V("tfc_empremove", Void_Void) },
{ V("tfc_takeconcussionblast", Void_Entvar_Float) },
{ V("tfc_concuss", Void_Entvar) },
/* Earth's Special Forces */
{ V("esf_isenvmodel", Int_Void) },
{ V("esf_takedamage2", Int_Entvar_Entvar_Float_Float_Int) },
/* Natural-Selection */
{ V("ns_getpointvalue", Int_Void) },
{ V("ns_awardkill", Void_Entvar) },
{ V("ns_resetentity", Void_Void) },
{ V("ns_updateonremove", Void_Void) },
{ V("ts_giveslowmul", Void_Void) },
{ V("ts_goslow", Void_Float_Int) },
{ V("ts_inslow", Int_Void) },
{ V("ts_isobjective", Int_Void) },
{ V("ts_enableobjective", Void_Int) },
{ V("ts_onfreeentprivatedata", Void_Void) },
{ V("ts_shouldcollide", Int_Cbase) },
};
void FailPlugin(AMX *amx, int id, int err, const char *reason)
{
int fwd=MF_RegisterSPForwardByName(amx, "__fatal_ham_error", FP_CELL, FP_CELL, FP_STRING, FP_DONE);
MF_ExecuteForward(fwd, id, err, reason);
MF_UnregisterSPForward(fwd);
}
static cell AMX_NATIVE_CALL RegisterHam(AMX *amx, cell *params)
{
// Make sure the function we're requesting is within bounds
int func=params[1];
int post=params[4];
CHECK_FUNCTION(func);
char *function=MF_GetAmxString(amx, params[3], 0, NULL);
char *classname=MF_GetAmxString(amx, params[2], 1, NULL);
// Check the entity
// create an entity, assign it the gamedll's class, hook it and destroy it
edict_t *Entity=CREATE_ENTITY();
CALL_GAME_ENTITY(PLID,classname,&Entity->v);
if (Entity->pvPrivateData == NULL)
{
REMOVE_ENTITY(Entity);
MF_LogError(amx, AMX_ERR_NATIVE,"Failed to retrieve classtype for \"%s\", hook for \"%s\" not active.",classname,function);
return 0;
}
void **vtable=GetVTable(Entity->pvPrivateData, Offsets.GetBase());
REMOVE_ENTITY(Entity);
if (vtable == NULL)
{
MF_LogError(amx, AMX_ERR_NATIVE,"Failed to retrieve vtable for \"%s\", hook for \"%s\" not active.",classname,function);
return 0;
}
// Verify that the function is valid
// Don't fail the plugin if this fails, just emit a normal error
int fwd=hooklist[func].makefunc(amx, function);
if (fwd == -1)
{
MF_LogError(amx, AMX_ERR_NATIVE, "Function %s not found.", function);
return 0;
}
// We've passed all tests...
int **ivtable=(int **)vtable;
void *vfunction=(void *)ivtable[hooklist[func].vtid];
// Check the list of this function's hooks, see if the function we have is a hook
CVector<Hook *>::iterator end=hooks[func].end();
for (CVector<Hook *>::iterator i=hooks[func].begin();
i!=end;
++i)
{
if ((*i)->tramp == vfunction)
{
// Yes, this function is hooked
Forward *pfwd=new Forward(fwd);
if (post)
{
(*i)->post.push_back(pfwd);
}
else
{
(*i)->pre.push_back(pfwd);
}
return reinterpret_cast<cell>(pfwd);
}
}
// If we got here, the function is not hooked
Hook *hook=new Hook(vtable, hooklist[func].vtid, hooklist[func].targetfunc, hooklist[func].isvoid, hooklist[func].paramcount, classname);
hooks[func].push_back(hook);
Forward *pfwd=new Forward(fwd);
if (post)
{
hook->post.push_back(pfwd);
}
else
{
hook->pre.push_back(pfwd);
}
return reinterpret_cast<cell>(pfwd);
}
// RegisterHamFromEntity(Ham:function, EntityId, const Callback[], Post=0);
static cell AMX_NATIVE_CALL RegisterHamFromEntity(AMX *amx, cell *params)
{
// Make sure the function we're requesting is within bounds
int func=params[1];
int post=params[4];
CHECK_FUNCTION(func);
char *function=MF_GetAmxString(amx, params[3], 0, NULL);
int entid=params[2];
char classname[64];
// Check the entity
edict_t *Entity=INDEXENT_NEW(entid);
if (Entity->pvPrivateData == NULL)
{
MF_LogError(amx, AMX_ERR_NATIVE,"Failed to retrieve classtype for entity id \"%d\", hook for \"%s\" not active.",entid,function);
return 0;
}
void **vtable=GetVTable(Entity->pvPrivateData, Offsets.GetBase());
if (vtable == NULL)
{
MF_LogError(amx, AMX_ERR_NATIVE,"Failed to retrieve vtable for entity id \"%d\", hook for \"%s\" not active.",entid,function);
return 0;
}
// Verify that the function is valid
// Don't fail the plugin if this fails, just emit a normal error
int fwd=hooklist[func].makefunc(amx, function);
if (fwd == -1)
{
MF_LogError(amx, AMX_ERR_NATIVE, "Function %s not found.", function);
return 0;
}
// We've passed all tests...
int **ivtable=(int **)vtable;
void *vfunction=(void *)ivtable[hooklist[func].vtid];
// Check the list of this function's hooks, see if the function we have is a hook
CVector<Hook *>::iterator end=hooks[func].end();
for (CVector<Hook *>::iterator i=hooks[func].begin();
i!=end;
++i)
{
if ((*i)->tramp == vfunction)
{
// Yes, this function is hooked
Forward *pfwd=new Forward(fwd);
if (post)
{
(*i)->post.push_back(pfwd);
}
else
{
(*i)->pre.push_back(pfwd);
}
return reinterpret_cast<cell>(pfwd);
}
}
// Note down the classname for the given class
// It may very well be wrong (such as lots of TS weapons have the same classname)
// but it's the best we can do, and better than nothing.
// (only used for display)
snprintf(classname, sizeof(classname) - 1, "%s", STRING(Entity->v.classname));
// If we got here, the function is not hooked
Hook *hook=new Hook(vtable, hooklist[func].vtid, hooklist[func].targetfunc, hooklist[func].isvoid, hooklist[func].paramcount, classname);
hooks[func].push_back(hook);
Forward *pfwd=new Forward(fwd);
if (post)
{
hook->post.push_back(pfwd);
}
else
{
hook->pre.push_back(pfwd);
}
return reinterpret_cast<cell>(pfwd);
}
static cell AMX_NATIVE_CALL ExecuteHam(AMX *amx, cell *params)
{
int func=params[1];
CHECK_FUNCTION(func);
gDoForwards=false;
return hooklist[func].call(amx, params);
}
static cell AMX_NATIVE_CALL ExecuteHamB(AMX *amx, cell *params)
{
int func=params[1];
CHECK_FUNCTION(func);
gDoForwards=true;
return hooklist[func].call(amx, params);
}
static cell AMX_NATIVE_CALL IsHamValid(AMX *amx, cell *params)
{
int func=params[1];
if (func >= 0 &&
func < HAM_LAST_ENTRY_DONT_USE_ME_LOL &&
hooklist[func].isset!=0)
{
return 1;
}
return 0;
}
static cell AMX_NATIVE_CALL DisableHamForward(AMX *amx, cell *params)
{
Forward *fwd=reinterpret_cast<Forward *>(params[1]);
if (fwd == 0)
{
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid HamHook handle.");
return -1;
}
fwd->state=FSTATE_STOP;
return 0;
}
static cell AMX_NATIVE_CALL EnableHamForward(AMX *amx, cell *params)
{
Forward *fwd=reinterpret_cast<Forward *>(params[1]);
if (fwd == 0)
{
MF_LogError(amx, AMX_ERR_NATIVE, "Invalid HamHook handle.");
return -1;
}
fwd->state=FSTATE_OK;
return 0;
}
AMX_NATIVE_INFO RegisterNatives[] =
{
{ "RegisterHam", RegisterHam },
{ "RegisterHamFromEntity", RegisterHamFromEntity },
{ "ExecuteHam", ExecuteHam },
{ "ExecuteHamB", ExecuteHamB },
{ "IsHamValid", IsHamValid },
{ "DisableHamForward", DisableHamForward },
{ "EnableHamForward", EnableHamForward },
{ NULL, NULL }
};