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Util.cpp
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65 lines (57 loc) · 2.46 KB
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// This file is part of ClassicAPI.
//
// ClassicAPI is free software: you can redistribute it and/or modify it under the terms
// of the GNU Lesser General Public License as published by the Free Software Foundation, either
// version 3 of the License, or (at your option) any later version.
//
// ClassicAPI 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 Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with
// ClassicAPI. If not, see <https://www.gnu.org/licenses/>.
#include "Game.h"
#include "Offsets.h"
#include <cstdint>
#include <cstring>
namespace Event::Util {
// Walks the same `EventEntry` array that `Frame::RegisterEvent` strcmps
// against (base at `[VAR_EVENT_TABLE_BASE_PTR]`, count at
// `[VAR_EVENT_TABLE_COUNT]`, stride 0x10, name field at +0x00). This is
// the source of truth for "events the engine will accept registration
// for", so it picks up anything we've injected via `Event::Custom::Register`
// in addition to all built-in events.
static bool IsKnownEventName(const char *needle) {
auto *base = *reinterpret_cast<uint8_t **>(Offsets::VAR_EVENT_TABLE_BASE_PTR);
const int count = *reinterpret_cast<int *>(Offsets::VAR_EVENT_TABLE_COUNT);
if (base == nullptr || count <= 0)
return false;
for (int i = 0; i < count; i++) {
const uint8_t *entry = base + i * Offsets::EVENT_ENTRY_STRIDE;
const char *name = *reinterpret_cast<const char *const *>(
entry + Offsets::OFF_EVENT_ENTRY_NAME);
if (name == nullptr)
continue;
if (std::strcmp(name, needle) == 0)
return true;
}
return false;
}
static int __fastcall Script_IsEventValid(void *L) {
if (Game::Lua::Type(L, 1) != Game::Lua::TYPE_STRING) {
Game::Lua::Error(L, "Usage: C_EventUtils.IsEventValid(eventName)");
return 0;
}
const char *needle = Game::Lua::ToString(L, 1);
if (needle == nullptr || needle[0] == 0) {
Game::Lua::PushBool(L, 0);
return 1;
}
Game::Lua::PushBoolean(L, IsKnownEventName(needle));
return 1;
}
static void RegisterLuaFunctions() {
Game::Lua::RegisterTableFunction("C_EventUtils", "IsEventValid", &Script_IsEventValid);
}
static const Game::ModuleAutoRegister _autoreg{&RegisterLuaFunctions};
} // namespace Event::Util