jedi-academy/codemp/win32/win_main_common.cpp

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2013-04-19 02:52:48 +00:00
// win_main.h
#include "../qcommon/qcommon.h"
#include "../client/client.h"
#include "win_local.h"
#include "resource.h"
#ifndef _GAMECUBE
#include <errno.h>
#include <float.h>
#include <fcntl.h>
#include <stdio.h>
#include <direct.h>
#include <io.h>
#include <conio.h>
#endif
//#define SPANK_MONKEYS //----(SA) commented out for running net developer release builds
int sys_monkeySpank;
/*
==================
Sys_MonkeyShouldBeSpanked
==================
*/
int Sys_MonkeyShouldBeSpanked( void ) {
return sys_monkeySpank;
}
/*
==================
Sys_FunctionCmp
==================
*/
int Sys_FunctionCmp(void *f1, void *f2) {
int i, j, l;
byte func_end[32] = {0xC3, 0x90, 0x90, 0x00};
byte *ptr, *ptr2;
byte *f1_ptr, *f2_ptr;
ptr = (byte *) f1;
if (*(byte *)ptr == 0xE9) {
//Com_Printf("f1 %p1 jmp %d\n", (int *) f1, *(int*)(ptr+1));
f1_ptr = (byte*)(((byte*)f1) + (*(int *)(ptr+1)) + 5);
}
else {
f1_ptr = ptr;
}
//Com_Printf("f1 ptr %p\n", f1_ptr);
ptr = (byte *) f2;
if (*(byte *)ptr == 0xE9) {
//Com_Printf("f2 %p jmp %d\n", (int *) f2, *(int*)(ptr+1));
f2_ptr = (byte*)(((byte*)f2) + (*(int *)(ptr+1)) + 5);
}
else {
f2_ptr = ptr;
}
//Com_Printf("f2 ptr %p\n", f2_ptr);
#ifdef _DEBUG
sprintf((char *)func_end, "%c%c%c%c%c%c%c", 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3);
#endif
for (i = 0; i < 1024; i++) {
for (j = 0; func_end[j]; j++) {
if (f1_ptr[i+j] != func_end[j])
break;
}
if (!func_end[j]) {
break;
}
}
#ifdef _DEBUG
l = i + 7;
#else
l = i + 2;
#endif
//Com_Printf("function length = %d\n", l);
for (i = 0; i < l; i++) {
// check for a potential function call
if (*((byte *) &f1_ptr[i]) == 0xE8) {
// get the function pointers in case this really is a function call
ptr = (byte *) (((byte *) &f1_ptr[i]) + (*(int *) &f1_ptr[i+1])) + 5;
ptr2 = (byte *) (((byte *) &f2_ptr[i]) + (*(int *) &f2_ptr[i+1])) + 5;
// if it was a function call and both f1 and f2 call the same function
if (ptr == ptr2) {
i += 4;
continue;
}
}
if (f1_ptr[i] != f2_ptr[i])
return qfalse;
}
return qtrue;
}
/*
==================
Sys_FunctionCheckSum
==================
*/
int Sys_FunctionCheckSum(void *f1) {
int i, j, l;
unsigned shermcrap;
byte func_end[32] = {0xC3, 0x90, 0x90, 0x00};
byte *ptr;
byte *f1_ptr;
ptr = (byte *) f1;
if (*(byte *)ptr == 0xE9) {
//Com_Printf("f1 %p1 jmp %d\n", (int *) f1, *(int*)(ptr+1));
f1_ptr = (byte*)(((byte*)f1) + (*(int *)(ptr+1)) + 5);
}
else {
f1_ptr = ptr;
}
//Com_Printf("f1 ptr %p\n", f1_ptr);
#ifdef _DEBUG
sprintf((char *)func_end, "%c%c%c%c%c%c%c", 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3);
#endif
for (i = 0; i < 1024; i++) {
for (j = 0; func_end[j]; j++) {
if (f1_ptr[i+j] != func_end[j])
break;
}
if (!func_end[j]) {
break;
}
}
#ifdef _DEBUG
l = i + 7;
#else
l = i + 2;
#endif
//Com_Printf("function length = %d\n", l);
shermcrap = Com_BlockChecksum( f1_ptr, l );
return (int)shermcrap;
}
//NOTE TTimo: heavily NON PORTABLE, PLZ DON'T USE
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=447
#if 0
//----(SA) added
/*
==============
Sys_ShellExecute
- Windows only
Performs an operation on a specified file.
See info on ShellExecute() for details
==============
*/
int Sys_ShellExecute(char *op, char *file, qboolean doexit, char *params, char *dir ) {
unsigned int retval;
char *se_op;
// set default operation to "open"
if(op) se_op = op;
else se_op = "open";
// probably need to protect this some in the future so people have
// less chance of system invasion with this powerful interface
// (okay, not so invasive, but could be annoying/rude)
retval = (UINT)ShellExecute(NULL, se_op, file, params, dir, SW_NORMAL); // only option forced by game is 'sw_normal'
if( retval <= 32) { // ERROR
Com_DPrintf("Sys_ShellExecuteERROR: %d\n", retval);
return retval;
}
if ( doexit ) {
// (SA) this works better for exiting cleanly...
Cbuf_ExecuteText( EXEC_APPEND, "quit" );
}
return 999; // success
}
//----(SA) end
#endif
/*
==================
Sys_BeginProfiling
==================
*/
void Sys_BeginProfiling( void ) {
// this is just used on the mac build
}
/*
==============
Sys_DefaultCDPath
==============
*/
char *Sys_DefaultCDPath( void ) {
return "";
}
/*
==============
Sys_DefaultBasePath
==============
*/
char *Sys_DefaultBasePath( void ) {
return Sys_Cwd();
}
/*
========================================================================
EVENT LOOP
========================================================================
*/
sysEvent_t eventQue[MAX_QUED_EVENTS];
int eventHead, eventTail;
byte sys_packetReceived[MAX_MSGLEN];
/*
================
Sys_QueEvent
A time of 0 will get the current time
Ptr should either be null, or point to a block of data that can
be freed by the game later.
================
*/
void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr ) {
sysEvent_t *ev;
ev = &eventQue[ eventHead & MASK_QUED_EVENTS ];
if ( eventHead - eventTail >= MAX_QUED_EVENTS ) {
Com_Printf("Sys_QueEvent: overflow\n");
// we are discarding an event, but don't leak memory
if ( ev->evPtr ) {
Z_Free( ev->evPtr );
}
eventTail++;
}
eventHead++;
if ( time == 0 ) {
time = Sys_Milliseconds();
}
ev->evTime = time;
ev->evType = type;
ev->evValue = value;
ev->evValue2 = value2;
ev->evPtrLength = ptrLength;
ev->evPtr = ptr;
}
//================================================================
/*
=================
Sys_Net_Restart_f
Restart the network subsystem
=================
*/
void Sys_Net_Restart_f( void ) {
// NET_Restart();
}
//=======================================================================
void Sys_InitStreamThread( void ) {
}
void Sys_ShutdownStreamThread( void ) {
}
void Sys_BeginStreamedFile( fileHandle_t f, int readAhead ) {
}
void Sys_EndStreamedFile( fileHandle_t f ) {
}
int Sys_StreamedRead( void *buffer, int size, int count, fileHandle_t f ) {
return FS_Read( buffer, size * count, f );
}
void Sys_StreamSeek( fileHandle_t f, int offset, int origin ) {
FS_Seek( f, offset, origin );
}
void *Sys_InitializeCriticalSection() {
return (void*)-1;
}
void Sys_EnterCriticalSection(void *ptr) {
}
void Sys_LeaveCriticalSection(void *ptr) {
}