ReGameDLL_CS/regamedll/hookers/main.cpp
s1lentq 3d252fe527 Refactoring and cleanup.
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other)
Added command line option `-bots` to run bots in CS 1.6
Removed the tests demo record/player from myself the project and also dependency of the steam library.
Fixed the progress bar when generating a nav file.
2016-02-23 05:23:45 +06:00

159 lines
4.9 KiB
C++

/*
*
* This program 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.
*
* This program 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 this program; 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 this program 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 "precompiled.h"
#ifdef _WIN32
#include <direct.h>
#else
#include <unistd.h>
#endif
#define GIVEFNPTRS_TO_DLL_PROCNAME "GiveFnptrsToDll"
#ifdef _WIN32
#define ORIGINAL_ENGINE_DLL_NAME "swds.dll"
#define ORIGINAL_GAME_DLL_NAME "mp.dll"
#define ORIGINAL_FILESYSTEM_DLL_NAME "filesystem_stdio2.dll"
#else
#define ORIGINAL_ENGINE_DLL_NAME "engine_i486.so"
#define ORIGINAL_GAME_DLL_NAME "cs.so"
#define ORIGINAL_FILESYSTEM_DLL_NAME "filesystem_stdio2.so"
#endif
IBaseInterface *CreateFileSystemInterface();
InterfaceReg iface = InterfaceReg(CreateFileSystemInterface, "VFileSystem009");
int HookGameDLL(size_t gameAddr, size_t engAddr);
CSysModule *g_pOriginalFileSystemModule = NULL;
CSysModule *g_pOriginalGameDLLModule = NULL;
CreateInterfaceFn g_OriginalFileSystemFactory = NULL;
IFileSystem *g_pOriginalFileSystem = NULL;
IBaseInterface *CreateFileSystemInterface()
{
if (g_pOriginalFileSystem)
return g_pOriginalFileSystem;
if (g_pOriginalFileSystemModule)
{
g_OriginalFileSystemFactory = Sys_GetFactory(g_pOriginalFileSystemModule);
if (g_OriginalFileSystemFactory)
{
int returnCode = 0;
g_pOriginalFileSystem = reinterpret_cast<IBaseFileSystem *>(g_OriginalFileSystemFactory(FILESYSTEM_INTERFACE_VERSION, &returnCode));
return g_pOriginalFileSystem;
}
}
return NULL;
}
const char *shrPathGameDLL()
{
static char szDllFilename[ MAX_PATH ];
#ifdef _WIN32
_getcwd(szDllFilename, MAX_PATH);
#else
getcwd(szDllFilename, MAX_PATH);
#endif
if (g_ReGameDLLRuntimeConfig.IsCzero())
Q_strcat(szDllFilename, "\\czero\\dlls\\"ORIGINAL_GAME_DLL_NAME);
else
Q_strcat(szDllFilename, "\\cstrike\\dlls\\"ORIGINAL_GAME_DLL_NAME);
return (const char *)szDllFilename;
}
#ifdef _WIN32
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved)
{
if (fdwReason == DLL_PROCESS_ATTACH)
{
#ifdef HOOK_GAMEDLL
g_ReGameDLLRuntimeConfig.parseFromCommandLine(GetCommandLineA());
g_pOriginalGameDLLModule = Sys_LoadModule(shrPathGameDLL());
g_pOriginalFileSystemModule = Sys_LoadModule(ORIGINAL_FILESYSTEM_DLL_NAME);
size_t gameAddr = (size_t)Sys_GetProcAddress((void *)g_pOriginalGameDLLModule, GIVEFNPTRS_TO_DLL_PROCNAME);
size_t engAddr = (size_t)Sys_GetProcAddress(ORIGINAL_ENGINE_DLL_NAME, CREATEINTERFACE_PROCNAME);
HookGameDLL(gameAddr, engAddr);
#endif
}
else if (fdwReason == DLL_PROCESS_DETACH)
{
if (g_pOriginalFileSystemModule)
{
Sys_UnloadModule(g_pOriginalFileSystemModule);
g_pOriginalFileSystemModule = NULL;
g_OriginalFileSystemFactory = NULL;
g_pOriginalFileSystem = NULL;
}
if (g_pOriginalGameDLLModule)
{
Sys_UnloadModule(g_pOriginalGameDLLModule);
g_pOriginalGameDLLModule = NULL;
}
}
return TRUE;
}
#else // _WIN32
void __attribute__((constructor)) DllMainLoad()
{
g_pOriginalGameDLLModule = Sys_LoadModule(shrPathGameDLL());
g_pOriginalFileSystemModule = Sys_LoadModule(ORIGINAL_FILESYSTEM_DLL_NAME);
size_t gameAddr = (size_t)Sys_GetProcAddress((void *)g_pOriginalGameDLLModule, GIVEFNPTRS_TO_DLL_PROCNAME);
size_t engAddr = (size_t)Sys_GetProcAddress(ORIGINAL_ENGINE_DLL_NAME, CREATEINTERFACE_PROCNAME);
HookGameDLL(gameAddr, engAddr);
}
void __attribute__((destructor)) DllMainUnload()
{
if (g_pOriginalFileSystemModule)
{
Sys_UnloadModule(g_pOriginalFileSystemModule);
g_pOriginalFileSystemModule = NULL;
g_OriginalFileSystemFactory = NULL;
g_pOriginalFileSystem = NULL;
}
if (g_pOriginalGameDLLModule)
{
Sys_UnloadModule(g_pOriginalGameDLLModule);
g_pOriginalGameDLLModule = NULL;
}
}
#endif // _WIN32