mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 22:21:10 +00:00
332 lines
6.2 KiB
C++
332 lines
6.2 KiB
C++
// win_main.h
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "../client/client.h"
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#include "win_local.h"
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#include "resource.h"
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#ifndef _GAMECUBE
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#include <errno.h>
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#include <float.h>
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#include <fcntl.h>
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#include <stdio.h>
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#include <direct.h>
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#include <io.h>
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#include <conio.h>
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#endif
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//#define SPANK_MONKEYS //----(SA) commented out for running net developer release builds
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int sys_monkeySpank;
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/*
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==================
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Sys_MonkeyShouldBeSpanked
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==================
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*/
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int Sys_MonkeyShouldBeSpanked( void ) {
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return sys_monkeySpank;
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}
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/*
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==================
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Sys_FunctionCmp
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==================
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*/
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int Sys_FunctionCmp(void *f1, void *f2) {
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int i, j, l;
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byte func_end[32] = {0xC3, 0x90, 0x90, 0x00};
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byte *ptr, *ptr2;
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byte *f1_ptr, *f2_ptr;
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ptr = (byte *) f1;
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if (*(byte *)ptr == 0xE9) {
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//Com_Printf("f1 %p1 jmp %d\n", (int *) f1, *(int*)(ptr+1));
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f1_ptr = (byte*)(((byte*)f1) + (*(int *)(ptr+1)) + 5);
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}
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else {
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f1_ptr = ptr;
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}
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//Com_Printf("f1 ptr %p\n", f1_ptr);
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ptr = (byte *) f2;
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if (*(byte *)ptr == 0xE9) {
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//Com_Printf("f2 %p jmp %d\n", (int *) f2, *(int*)(ptr+1));
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f2_ptr = (byte*)(((byte*)f2) + (*(int *)(ptr+1)) + 5);
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}
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else {
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f2_ptr = ptr;
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}
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//Com_Printf("f2 ptr %p\n", f2_ptr);
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#ifdef _DEBUG
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sprintf((char *)func_end, "%c%c%c%c%c%c%c", 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3);
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#endif
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for (i = 0; i < 1024; i++) {
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for (j = 0; func_end[j]; j++) {
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if (f1_ptr[i+j] != func_end[j])
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break;
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}
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if (!func_end[j]) {
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break;
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}
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}
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#ifdef _DEBUG
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l = i + 7;
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#else
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l = i + 2;
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#endif
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//Com_Printf("function length = %d\n", l);
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for (i = 0; i < l; i++) {
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// check for a potential function call
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if (*((byte *) &f1_ptr[i]) == 0xE8) {
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// get the function pointers in case this really is a function call
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ptr = (byte *) (((byte *) &f1_ptr[i]) + (*(int *) &f1_ptr[i+1])) + 5;
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ptr2 = (byte *) (((byte *) &f2_ptr[i]) + (*(int *) &f2_ptr[i+1])) + 5;
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// if it was a function call and both f1 and f2 call the same function
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if (ptr == ptr2) {
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i += 4;
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continue;
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}
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}
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if (f1_ptr[i] != f2_ptr[i])
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return qfalse;
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}
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return qtrue;
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}
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/*
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==================
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Sys_FunctionCheckSum
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==================
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*/
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int Sys_FunctionCheckSum(void *f1) {
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int i, j, l;
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unsigned shermcrap;
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byte func_end[32] = {0xC3, 0x90, 0x90, 0x00};
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byte *ptr;
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byte *f1_ptr;
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ptr = (byte *) f1;
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if (*(byte *)ptr == 0xE9) {
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//Com_Printf("f1 %p1 jmp %d\n", (int *) f1, *(int*)(ptr+1));
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f1_ptr = (byte*)(((byte*)f1) + (*(int *)(ptr+1)) + 5);
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}
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else {
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f1_ptr = ptr;
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}
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//Com_Printf("f1 ptr %p\n", f1_ptr);
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#ifdef _DEBUG
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sprintf((char *)func_end, "%c%c%c%c%c%c%c", 0x5F, 0x5E, 0x5B, 0x8B, 0xE5, 0x5D, 0xC3);
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#endif
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for (i = 0; i < 1024; i++) {
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for (j = 0; func_end[j]; j++) {
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if (f1_ptr[i+j] != func_end[j])
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break;
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}
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if (!func_end[j]) {
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break;
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}
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}
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#ifdef _DEBUG
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l = i + 7;
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#else
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l = i + 2;
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#endif
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//Com_Printf("function length = %d\n", l);
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shermcrap = Com_BlockChecksum( f1_ptr, l );
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return (int)shermcrap;
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}
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//NOTE TTimo: heavily NON PORTABLE, PLZ DON'T USE
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=447
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#if 0
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//----(SA) added
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/*
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==============
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Sys_ShellExecute
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- Windows only
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Performs an operation on a specified file.
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See info on ShellExecute() for details
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==============
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*/
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int Sys_ShellExecute(char *op, char *file, qboolean doexit, char *params, char *dir ) {
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unsigned int retval;
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char *se_op;
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// set default operation to "open"
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if(op) se_op = op;
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else se_op = "open";
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// probably need to protect this some in the future so people have
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// less chance of system invasion with this powerful interface
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// (okay, not so invasive, but could be annoying/rude)
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retval = (UINT)ShellExecute(NULL, se_op, file, params, dir, SW_NORMAL); // only option forced by game is 'sw_normal'
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if( retval <= 32) { // ERROR
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Com_DPrintf("Sys_ShellExecuteERROR: %d\n", retval);
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return retval;
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}
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if ( doexit ) {
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// (SA) this works better for exiting cleanly...
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Cbuf_ExecuteText( EXEC_APPEND, "quit" );
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}
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return 999; // success
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}
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//----(SA) end
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#endif
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/*
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==================
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Sys_BeginProfiling
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==================
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*/
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void Sys_BeginProfiling( void ) {
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// this is just used on the mac build
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}
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/*
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==============
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Sys_DefaultCDPath
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==============
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*/
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char *Sys_DefaultCDPath( void ) {
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return "";
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}
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/*
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==============
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Sys_DefaultBasePath
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==============
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*/
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char *Sys_DefaultBasePath( void ) {
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return Sys_Cwd();
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}
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/*
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========================================================================
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EVENT LOOP
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========================================================================
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*/
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sysEvent_t eventQue[MAX_QUED_EVENTS];
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int eventHead, eventTail;
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byte sys_packetReceived[MAX_MSGLEN];
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/*
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================
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Sys_QueEvent
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A time of 0 will get the current time
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Ptr should either be null, or point to a block of data that can
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be freed by the game later.
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================
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*/
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void Sys_QueEvent( int time, sysEventType_t type, int value, int value2, int ptrLength, void *ptr ) {
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sysEvent_t *ev;
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ev = &eventQue[ eventHead & MASK_QUED_EVENTS ];
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if ( eventHead - eventTail >= MAX_QUED_EVENTS ) {
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Com_Printf("Sys_QueEvent: overflow\n");
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// we are discarding an event, but don't leak memory
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if ( ev->evPtr ) {
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Z_Free( ev->evPtr );
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}
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eventTail++;
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}
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eventHead++;
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if ( time == 0 ) {
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time = Sys_Milliseconds();
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}
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ev->evTime = time;
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ev->evType = type;
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ev->evValue = value;
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ev->evValue2 = value2;
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ev->evPtrLength = ptrLength;
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ev->evPtr = ptr;
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}
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//================================================================
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/*
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=================
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Sys_Net_Restart_f
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Restart the network subsystem
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=================
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*/
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void Sys_Net_Restart_f( void ) {
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// NET_Restart();
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}
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//=======================================================================
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void Sys_InitStreamThread( void ) {
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}
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void Sys_ShutdownStreamThread( void ) {
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}
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void Sys_BeginStreamedFile( fileHandle_t f, int readAhead ) {
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}
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void Sys_EndStreamedFile( fileHandle_t f ) {
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}
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int Sys_StreamedRead( void *buffer, int size, int count, fileHandle_t f ) {
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return FS_Read( buffer, size * count, f );
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}
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void Sys_StreamSeek( fileHandle_t f, int offset, int origin ) {
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FS_Seek( f, offset, origin );
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}
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void *Sys_InitializeCriticalSection() {
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return (void*)-1;
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}
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void Sys_EnterCriticalSection(void *ptr) {
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}
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void Sys_LeaveCriticalSection(void *ptr) {
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}
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