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authorGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-17 01:39:10 +0100
committerGravatar Michael Smith <mikesmiffy128@gmail.com> 2025-04-17 20:02:18 +0100
commit8a669bc96ffdb9d0f6f54e464da11e3375c80a55 (patch)
tree569dac0cd082ad25e779a69f0bcceff5ca212bb1 /src/ac.c
parent0b40d4d9ea1cbfbb92795e0d6f26cf108f2dec5f (diff)
downloadsst-8a669bc96ffdb9d0f6f54e464da11e3375c80a55.tar.gz
sst-8a669bc96ffdb9d0f6f54e464da11e3375c80a55.zip
Add type-safety to virtual calls and accessors
This probably should have been the design from the start. It's still possible to use void pointers, and this is done in a couple of places for simplicity, but wherever possible, we have actual structs for things now. Additionally, in places where vtables are fiddled with, e.g. vtable hooks, we have actual struct definitions with vtable pointers so there's need for pointer-casting horror.
Diffstat (limited to 'src/ac.c')
-rw-r--r--src/ac.c16
1 files changed, 10 insertions, 6 deletions
diff --git a/src/ac.c b/src/ac.c
index ea3c08a..00edaed 100644
--- a/src/ac.c
+++ b/src/ac.c
@@ -281,8 +281,11 @@ struct inputevent {
int data, data2, data3;
};
-DECL_VFUNC_DYN(void, GetDesktopResolution, int *, int *)
-DECL_VFUNC_DYN(void, DispatchAllStoredGameMessages)
+struct IGameUIFuncs { void **vtable; };
+struct IGame { void **vtable; };
+
+DECL_VFUNC_DYN(struct IGameUIFuncs, void, GetDesktopResolution, int *, int *)
+DECL_VFUNC_DYN(struct IGame, void, DispatchAllStoredGameMessages)
typedef void (*Key_Event_func)(struct inputevent *);
static Key_Event_func orig_Key_Event;
@@ -314,13 +317,14 @@ static bool find_Key_Event() {
// -> IGame/CGame (first mov into ECX)
// -> CGame::DispatchAllStoredGameMessages vfunc
// -> First call instruction (either DispatchInputEvent or Key_Event)
- void *gameuifuncs = factory_engine("VENGINE_GAMEUIFUNCS_VERSION005", 0);
+ struct IGameUIFuncs *gameuifuncs = factory_engine(
+ "VENGINE_GAMEUIFUNCS_VERSION005", 0);
if_cold (!gameuifuncs) {
errmsg_errorx("couldn't get engine game UI interface");
return false;
}
- void *cgame;
- const uchar *insns = (const uchar *)VFUNC(gameuifuncs, GetDesktopResolution);
+ struct IGame *cgame;
+ const uchar *insns = gameuifuncs->vtable[vtidx_GetDesktopResolution];
for (const uchar *p = insns; p - insns < 16;) {
if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
void **indirect = mem_loadptr(p + 2);
@@ -332,7 +336,7 @@ static bool find_Key_Event() {
errmsg_errorx("couldn't find pointer to CGame instance");
return false;
-ok: insns = (const uchar *)VFUNC(cgame, DispatchAllStoredGameMessages);
+ok: insns = cgame->vtable[vtidx_DispatchAllStoredGameMessages];
for (const uchar *p = insns; p - insns < 128;) {
if (p[0] == X86_CALL) {
orig_Key_Event = (Key_Event_func)(p + 5 + mem_loads32(p + 1));