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BattleReplay.cpp
317 lines (255 loc) · 10.6 KB
/
BattleReplay.cpp
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#include "..\..\..\include\homm3.h"
#include "..\..\..\include\era.h"
using namespace Era;
Patcher* _P;
PatcherInstance* _PI;
char* PLUGIN_NAME = "igrik.BattleReplay";
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
char myString[1024];
#define MyString (char*)myString
#define hdv(type, name) _P->VarValue<type>((_cstr_)(name))
#define DLG_OK 30722
#define DLG_CANCEL 30723
#define o_Dlg_BattleResults (*(_int_*)0x69500C)
#define BACall_Day (*(_int_*)0x79F0B8)
#define BACall_Turn (*(_int_*)0x79F0BC)
#define o_TimeClick (*(_int_*)0x6977D4)
_bool_ isNeedReplay, ifCanReplay;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
int __stdcall Y_SkipAddExp(LoHook* h, HookContext* c)
{ // 0x477254 (первый выполняемый хук)
if (isNeedReplay) {
c->return_address = 0x477303;
return NO_EXEC_DEFAULT;
}
return EXEC_DEFAULT;
}
int __stdcall Y_SkipRedrawAdvMap(LoHook* h, HookContext* c)
{ // 0x4173E2 (второй выполняемый хук)
if (isNeedReplay) {
c->return_address = 0x41742D;
return NO_EXEC_DEFAULT;
}
return EXEC_DEFAULT;
}
int __stdcall Y_AfterBattle_SkipAll(LoHook* h, HookContext* c)
{ // 0x4ADFE8 (последний выполняемый хук)
if (isNeedReplay) {
c->return_address = 0x4AE67C;
return NO_EXEC_DEFAULT;
}
return EXEC_DEFAULT;
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
_Dlg_* __stdcall Y_Dlg_BattleResults_Create(HiHook* hook, _Dlg_* dlg, _Hero_* heroA, _Hero_* heroD, _int_ dlgDef, _int_ sideWin, _int_ a6, _int_ allHPLoserLose)
{
CALL_7(_Dlg_*, __thiscall, hook->GetDefaultFunc(), dlg, heroA, heroD, dlgDef, sideWin, a6, allHPLoserLose);
if (ifCanReplay) {
dlg->AddItem(_DlgStaticPcx8_::Create(20, 506, 0, "Box64x30.pcx"));
dlg->AddItem(_DlgButton_::Create(21, 507, 64, 30, DLG_CANCEL, "iCancel.def", 0, 1, 0, 1, 2));
}
return dlg;
}
int __stdcall Y_Dlg_BattleResults_Proc(HiHook* hook, _EventMsg_* msg)
{
if (ifCanReplay) {
isNeedReplay = false;
if (msg->type == MT_MOUSEBUTTON && msg->type != MT_KEYDOWN) {
if (msg->subtype == MST_LBUTTONCLICK) {
if (msg->item_id == DLG_CANCEL) {
o_WndMgr->result_dlg_item_id == DLG_CANCEL;
isNeedReplay = true;
o_TimeClick = 0;
msg->type = 512;
msg->subtype = 10;
msg->item_id = 10;
return 2;
}
}
}
}
return CALL_1(int, __thiscall, hook->GetDefaultFunc(), msg);
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
int __stdcall Y_ReplayBattle(HiHook* hook, _AdvMgr_* advMng, _dword_ MixedPos, _Hero_* HrA, _Army_* MArrA, _int_ OwnerD, _dword_ townD, _Hero_* HrD, _Army_* MArrD, _int_ Pv3, _dword_ Pv2, _dword_ Pv1)
{
int ret = 0;
ifCanReplay = false;
_GameMgr_* gm = o_GameMgr;
char isAHuman = 0;
char isDHuman = 0;
if (HrA) {
isAHuman = gm->GetPlayer(HrA->owner_id)->IsHuman();
}
if (OwnerD >= 0 ) {
isDHuman = gm->GetPlayer(OwnerD)->IsHuman();
}
if ( o_GameMgrType == 2 && isAHuman && isDHuman ) {
// b_MsgBox("Переигрывание битвы ОТКЛЮЧЕНО", 1);
return CALL_11(int, __thiscall, hook->GetDefaultFunc(), advMng, MixedPos, HrA, MArrA, OwnerD, townD, HrD, MArrD, Pv3, Pv2, Pv1);
}
ifCanReplay = true;
_int_ saveParamQB = o_QuickBattle;
_Hero_* HrAS = 0;
_Hero_* HrDS = 0;
_Npc_* npcA = 0;
_Npc_* npcAS = 0;
_bool_ isNpcASCreate = false;
_bool_ isNpcDSCreate = false;
_Npc_* npcD = 0;
_Npc_* npcDS = 0;
_Army_* armyAS = 0;
_Army_* armyDS = 0;
_bool_ isSavedGold = false;
_int_ goldAttacker = 0;
_int_ goldDefender = 0;
if ( OwnerD >= 0 && OwnerD <=7 ) {
isSavedGold = true;
goldAttacker = o_GameMgr->players[HrA->owner_id].resourses.gold;
goldDefender = o_GameMgr->players[OwnerD].resourses.gold;
}
if (HrA) {
o_AdvMgr->HeroActive_DeMobilize();
HrAS = (_Hero_*)o_New(1170);
MemCopy(HrAS, HrA, 1170);
npcA = GetNpc(HrA->id);
if (npcA->on == 1 && npcA->alive != 1 ) {
npcAS = (_Npc_*)o_New(296);
MemCopy(npcAS, npcA, 296);
isNpcASCreate = true;
}
} else {
armyAS = (_Army_*)o_New(56);
MemCopy(armyAS, MArrA, 56);
}
if (HrD) {
HrDS = (_Hero_*)o_New(1170);
MemCopy(HrDS, HrD, 1170);
npcD = GetNpc(HrD->id);
if (npcD->on == 1 && npcD->alive != 1) {
npcDS = (_Npc_*)o_New(296);
MemCopy(npcDS, npcD, 296);
isNpcDSCreate = true;
}
} else {
armyDS = (_Army_*)o_New(56);
MemCopy(armyDS, MArrD, 56);
}
// начало цикла повтора битвы
do {
if (HrA) {
MemCopy(HrA, HrAS, 1170);
if ( isNpcASCreate ) {
if ( npcAS->on == 1 && npcAS->alive != 1 ) {
MemCopy(npcA, npcAS, 296);
}
}
} else {
MemCopy(MArrA, armyAS, 56);
}
if (HrD) {
MemCopy(HrD, HrDS, 1170);
if ( isNpcDSCreate ) {
if ( npcDS->on == 1 && npcDS->alive != 1 ) {
MemCopy(npcD, npcDS, 296);
}
}
} else {
MemCopy(MArrD, armyDS, 56);
}
if (isNeedReplay) { //благодоря этой проверке пропускаем первый вызов битвы
CALL_0(void, __cdecl, 0x75ACDD); // void __cdecl CheckForCompleteAI()
// фикс призывов от опыта стеков (вызов существ в 1м раунде битвы)
o_BattleMgr->round = 0;
BACall_Day = -1;
BACall_Turn = -1;
o_QuickBattle = 0;
hdv(_bool_, "HD.QuickCombat") = 0;
if (isSavedGold) {
o_GameMgr->players[HrA->owner_id].resourses.gold = goldAttacker;
o_GameMgr->players[OwnerD].resourses.gold = goldDefender;
}
FireEvent("OnBattleReplay", NULL, 0);
}
// нужен, если выходим в главное меню
// через кнопку HD в диалоге настроек битвы
isNeedReplay = false;
// непосредственный вызов битвы
ret = CALL_11(int, __thiscall, hook->GetDefaultFunc(), advMng, MixedPos, HrA, MArrA, OwnerD, townD, HrD, MArrD, Pv3, Pv2, Pv1);
if ( isNeedReplay ) {
FireEvent("OnBeforeBattleReplay", NULL, 0);
}
} while ( isNeedReplay );
// очищаем память
if (HrAS) { o_Delete(HrAS); }
if (HrDS) { o_Delete(HrDS); }
if (npcAS) { o_Delete(npcAS); }
if (npcDS) { o_Delete(npcDS); }
if (armyAS) { o_Delete(armyAS); }
if (armyDS) { o_Delete(armyDS); }
o_QuickBattle = saveParamQB;
hdv(_bool_, "HD.QuickCombat") = saveParamQB;
ifCanReplay = false;
return ret;
}
// Астральный дух возвращает существ только после всех переигровок
void __stdcall Y_NPC_Astral_AfterBattle(HiHook* hook)
{
if (!isNeedReplay)
CALL_0(void, __cdecl, hook->GetDefaultFunc() );
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void HooksInit()
{
// делаем кнопку ОТМЕНА и управляем ею диалоге результатов битвы
_PI->WriteHiHook(0x46FE20, SPLICE_, EXTENDED_, THISCALL_, Y_Dlg_BattleResults_Create);
_PI->WriteHiHook(0x4716E0, SPLICE_, EXTENDED_, THISCALL_, Y_Dlg_BattleResults_Proc);
// пропускаем обновление мира сразу после битвы
_PI->WriteLoHook(0x4173E2, Y_SkipRedrawAdvMap);
// пропускаем всё сразу после битвы
_PI->WriteLoHook(0x4ADFE8, Y_AfterBattle_SkipAll);
// пропускаем добавление опыта выигравшему
_PI->WriteLoHook(0x477254, Y_SkipAddExp);
// убираем воговский вызов CALL_BATTLE (0x4AD160)
_PI->WriteHexPatch(0x75AEB0, "E8 AB22D5FF 90 90");
// вызываем CALL_BATTLE сами столько раз, сколько нужно
// попутно сохраняем структуры нейтралов, героев и командиров
_PI->WriteHiHook(0x75AEB0, CALL_, SAFE_, THISCALL_, Y_ReplayBattle);
// Есть баг: Астральный дух возвращает существ перед первой переигровкой
// С этим хуком Астральный дух возвращает существ только после всех переигровок
_PI->WriteHiHook(0x76C616, SPLICE_, EXTENDED_, CDECL_, Y_NPC_Astral_AfterBattle);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////
BOOL APIENTRY DllMain( HMODULE hModule,
DWORD ul_reason_for_call,
LPVOID lpReserved
)
{
static _bool_ plugin_On = 0;
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
if (!plugin_On)
{
plugin_On = 1;
_P = GetPatcher();
_PI = _P->CreateInstance(PLUGIN_NAME);
// подтягиваем ERA
ConnectEra();
// инициализация всех хуков
HooksInit();
}
break;
case DLL_THREAD_ATTACH:
case DLL_THREAD_DETACH:
case DLL_PROCESS_DETACH:
break;
}
return TRUE;
}