private static void DumpGameInstanceClasses(CacheFile cache) { Directory.CreateDirectory("game_instance_class_dumps"); var gameInstanceDef = cache.GetClass("GameInstance"); DumpClass(gameInstanceDef, Path.Combine("game_instance_class_dumps", "GameInstance.txt")); foreach (var className in cache.GetClass("GameInstance").Functions .Where(f => f.ReturnType != null) .Select(f => f.ReturnType) .OfType <NativeDefinition>() .Where(n => n.NativeType == NativeType.Handle || n.NativeType == NativeType.WeakHandle) .Select(n => n.BaseType.Name)) { var classDef = cache.GetClass(className); DumpClass(classDef, Path.Combine("game_instance_class_dumps", $"{classDef.Name}.txt")); } }
static FunctionDefinition GetFunction(this CacheFile cache, string className, string functionName) => cache.GetClass(className) .Functions .Single(d => d.Name == functionName);
private static void AddExecCommandSTS(CacheFile cache, SourceFileDefinition mySourceFile) { var gameInstanceNative = cache.GetNative("GameInstance"); var stringNative = cache.GetNative("String"); var inkMenuInstanceSwitchToScenarioClass = cache.GetClass("inkMenuInstance_SwitchToScenario"); /* Add a new definition for a native inkMenuInstance_SwitchToScenario since it doesn't exist * in the cache by default. It is actually defined by the game but none of the existing game * code uses it, so it's missing. */ var inkMenuInstanceSwitchToScenario = new NativeDefinition() { Name = "inkMenuInstance_SwitchToScenario", NativeType = NativeType.Complex, }; cache.Definitions.Add(inkMenuInstanceSwitchToScenario); // Add a new ref native for the previous native. var inkMenuInstanceSwitchToScenarioRef = new NativeDefinition() { Name = "ref:inkMenuInstance_SwitchToScenario", NativeType = NativeType.Handle, BaseType = inkMenuInstanceSwitchToScenario, }; cache.Definitions.Add(inkMenuInstanceSwitchToScenarioRef); // stuff we use in our custom function var stringToNameFunction = cache.GetFunction("StringToName"); var getUISystemFunction = cache.GetFunction("GameInstance", "GetUISystem"); var uiSystemClass = cache.GetClass("UISystem"); var queueEventFunction = uiSystemClass.GetFunction("QueueEvent"); var myFunction = new FunctionDefinition() { Name = "STS", Flags = FunctionFlags.IsStatic | FunctionFlags.IsExec | FunctionFlags.HasParameters | FunctionFlags.HasLocals | FunctionFlags.HasCode, SourceFile = mySourceFile, }; cache.Definitions.Add(myFunction); var myParameter0 = new ParameterDefinition() { Name = "gameInstance", Parent = myFunction, Type = gameInstanceNative, Flags = ParameterFlags.None, }; cache.Definitions.Add(myParameter0); myFunction.Parameters.Add(myParameter0); var myParameter1 = new ParameterDefinition() { Name = "name", Parent = myFunction, Type = stringNative, Flags = ParameterFlags.None, }; cache.Definitions.Add(myParameter1); myFunction.Parameters.Add(myParameter1); var myLocal0 = new LocalDefinition() { Name = "event", Parent = myFunction, Type = inkMenuInstanceSwitchToScenarioRef, Unknown28 = 0, }; cache.Definitions.Add(myLocal0); myFunction.Locals.Add(myLocal0); var cg = new CodeGenerator(); // event = new inkMenuInstance_SwitchToScenario cg.Emit(Opcode.Assign); { cg.Emit(Opcode.LocalVar, myLocal0); cg.Emit(Opcode.New, inkMenuInstanceSwitchToScenarioClass); } // event.Init(StringToName(name), 0) var afterEventContextLabel = cg.DefineLabel(); cg.Emit(Opcode.Context, afterEventContextLabel); { cg.Emit(Opcode.LocalVar, myLocal0); cg.Emit(Opcode.FinalFunc, afterEventContextLabel, 0, inkMenuInstanceSwitchToScenarioClass.Functions[0]); { // StringToName(name) var afterStringToNameLabel = cg.DefineLabel(); cg.Emit(Opcode.FinalFunc, afterStringToNameLabel, 0, stringToNameFunction); { cg.Emit(Opcode.ParamVar, myParameter1); cg.Emit(Opcode.ParamEnd); } cg.MarkLabel(afterStringToNameLabel); } cg.Emit(Opcode.Nop); cg.Emit(Opcode.ParamEnd); } cg.MarkLabel(afterEventContextLabel); // getUISystem(gameInstance).QueueEvent(event) var afterUISystemContextLabel = cg.DefineLabel(); cg.Emit(Opcode.Context, afterUISystemContextLabel); { var afterGetUISystemLabel = cg.DefineLabel(); cg.Emit(Opcode.FinalFunc, afterGetUISystemLabel, 0, getUISystemFunction); { cg.Emit(Opcode.ParamVar, myParameter0); cg.Emit(Opcode.ParamEnd); } cg.MarkLabel(afterGetUISystemLabel); cg.Emit(Opcode.FinalFunc, afterUISystemContextLabel, 0, queueEventFunction); { cg.Emit(Opcode.LocalVar, myLocal0); cg.Emit(Opcode.ParamEnd); } } cg.MarkLabel(afterUISystemContextLabel); cg.Emit(Opcode.Nop); myFunction.Code.AddRange(cg.GetCode()); }