#include "pch.h"
#include "convar.h"
#include "hookutils.h"
#include "gameutils.h"
#include <set>

// should this be in modmanager?
std::unordered_map<std::string, ConVar*> g_CustomConvars; // this is used in modloading code to determine whether we've registered a mod convar already

typedef void(*ConVarConstructorType)(ConVar* newVar, const char* name, const char* defaultValue, int flags, const char* helpString);
ConVarConstructorType conVarConstructor;
typedef bool(*CvarIsFlagSetType)(ConVar* self, int flags);
CvarIsFlagSetType CvarIsFlagSet;

ConVar* RegisterConVar(const char* name, const char* defaultValue, int flags, const char* helpString)
{
	spdlog::info("Registering Convar {}", name);

	// no need to free this ever really, it should exist as long as game does
	ConVar* newVar = new ConVar;
	conVarConstructor(newVar, name, defaultValue, flags, helpString);

	g_CustomConvars.emplace(name, newVar);

	return newVar;
}

bool CvarIsFlagSetHook(ConVar* self, int flags)
{
	// unrestrict FCVAR_DEVELOPMENTONLY and FCVAR_HIDDEN
	if (self && flags == FCVAR_DEVELOPMENTONLY || flags == FCVAR_HIDDEN)
		return false;

	return CvarIsFlagSet(self, flags);
}

void InitialiseConVars(HMODULE baseAddress)
{
	conVarConstructor = (ConVarConstructorType)((char*)baseAddress + 0x416200);

	HookEnabler hook;
	ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0x417FA0, &CvarIsFlagSetHook, reinterpret_cast<LPVOID*>(&CvarIsFlagSet));
}