Rename to FoCAPI
This commit is contained in:
37
functions/file_io.cpp
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37
functions/file_io.cpp
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@@ -0,0 +1,37 @@
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#include "functions.h"
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#include "../lua_hook.h"
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#include <windows.h>
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// WriteToFile(path, text) - appends text to a file
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static int L_WriteToFile(lua_State* L) {
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const char* path = pfn_tostring(L, 1);
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const char* text = pfn_tostring(L, 2);
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if (!path || !text) {
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return 0;
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}
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HANDLE hFile = CreateFileA(
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path,
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GENERIC_WRITE,
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FILE_SHARE_READ,
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NULL,
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OPEN_ALWAYS,
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FILE_ATTRIBUTE_NORMAL,
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NULL);
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if (hFile != INVALID_HANDLE_VALUE) {
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DWORD written;
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SetFilePointer(hFile, 0, NULL, FILE_END);
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WriteFile(hFile, text, lstrlenA(text), &written, NULL);
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WriteFile(hFile, "\n", 1, &written, NULL);
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CloseHandle(hFile);
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}
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return 0;
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}
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void Register_FileIO(lua_State* L) {
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register_global(L, "WriteToFile", L_WriteToFile);
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}
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13
functions/functions.cpp
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13
functions/functions.cpp
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@@ -0,0 +1,13 @@
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#include "functions.h"
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// To add a new Lua function module:
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// 1. Create functions/<module>.cpp with L_* implementation(s) and Register_<Module>()
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// 2. Declare void Register_<Module>(lua_State* L); in functions.h
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// 3. Call Register_<Module>(L); below
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// 4. Add new RVAs (if needed) to rvas.h in the relevant section
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// 5. Add functions\<module>.cpp to FoCAPI.vcxproj and .vcxproj.filters
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void Register_All(lua_State* L) {
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Register_FileIO(L);
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Register_Players(L);
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}
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12
functions/functions.h
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12
functions/functions.h
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@@ -0,0 +1,12 @@
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#pragma once
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struct lua_State;
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// Registers all custom Lua functions into the given state.
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// Called once per lua_open() from Hook_lua_open().
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void Register_All(lua_State* L);
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// Per-module registration functions.
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// Each checks its own required function pointer guards before registering.
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void Register_FileIO(lua_State* L);
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void Register_Players(lua_State* L);
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71
functions/players.cpp
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71
functions/players.cpp
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@@ -0,0 +1,71 @@
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#include "functions.h"
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#include "../lua_hook.h"
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#include <windows.h>
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// Offsets for reading PlayersByID count directly from the PlayerList object.
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// PlayersByID (DynamicVectorClass) is at +0x18 within PlayerListClass.
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// The active count field is at +0x10 within DynamicVectorClass.
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static constexpr int OFFSET_PLAYERS_BY_ID = 0x18;
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static constexpr int OFFSET_VECTOR_COUNT = 0x10;
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// Get_All_Players() - returns a 1-based Lua table of PlayerWrappers for all players,
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// iterable with ipairs(). Identical wrapper type to Find_Player().
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static int L_Get_All_Players(lua_State* L) {
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int count = *(int*)((char*)g_player_list + OFFSET_PLAYERS_BY_ID + OFFSET_VECTOR_COUNT);
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if (pfn_debug_print) {
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char msg[64];
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wsprintfA(msg, "[FoCAPI] Get_All_Players: PlayersByID count = %d\n", count);
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pfn_debug_print(msg);
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}
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if (count <= 0 || count > 64) {
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: count out of expected range, aborting\n");
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pfn_newtable(L);
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return 1;
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}
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling Get_Script_From_State\n");
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void* script = pfn_get_script_from_state(L);
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if (pfn_debug_print) {
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char msg[64];
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wsprintfA(msg, "[FoCAPI] Get_All_Players: script = %p\n", script);
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pfn_debug_print(msg);
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}
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: calling lua_newtable\n");
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pfn_newtable(L);
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_newtable OK\n");
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for (int i = 0; i < count; i++) {
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if (pfn_debug_print) {
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char msg[64];
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wsprintfA(msg, "[FoCAPI] Get_All_Players: Get_Player_By_Index(%d)\n", i);
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pfn_debug_print(msg);
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}
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void* player = pfn_get_player_by_index(g_player_list, i);
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if (!player) continue;
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: PlayerWrapper::Create\n");
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void* wrapper = pfn_player_wrapper_create(player, script);
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if (pfn_debug_print) {
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char msg[128];
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wsprintfA(msg, "[FoCAPI] Get_All_Players: wrapper = %p, player = %p\n", wrapper, player);
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pfn_debug_print(msg);
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}
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if (!wrapper) continue;
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: Map_Var_To_Lua\n");
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pfn_map_var_to_lua(L, wrapper);
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if (pfn_debug_print) pfn_debug_print("[FoCAPI] Get_All_Players: lua_rawseti\n");
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pfn_rawseti(L, -2, i + 1);
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}
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return 1;
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}
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void Register_Players(lua_State* L) {
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if (!pfn_map_var_to_lua || !pfn_newtable || !pfn_rawseti) return;
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register_global(L, "Get_All_Players", L_Get_All_Players);
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}
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