iw4x-client/src/Components/Modules/Menus.cpp

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#include <STDInclude.hpp>
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namespace Components
{
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std::vector<std::string> Menus::CustomMenus;
std::unordered_map<std::string, Game::menuDef_t*> Menus::MenuList;
std::unordered_map<std::string, Game::MenuList*> Menus::MenuListList;
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Game::KeywordHashEntry<Game::menuDef_t, 128, 3523>** menuParseKeywordHash;
template <int HASH_COUNT, int HASH_SEED>
static int KeywordHashKey(const char* keyword)
{
auto hash = 0;
for (auto i = 0; keyword[i]; ++i)
{
hash += (i + HASH_SEED) * std::tolower(static_cast<unsigned char>(keyword[i]));
}
return (hash + (hash >> 8)) & (128 - 1);
}
template <typename T, int N, int M>
static Game::KeywordHashEntry<T, N, M>* KeywordHashFind(Game::KeywordHashEntry<T, N, M>** table, const char* keyword)
{
auto hash = KeywordHashKey<N, M>(keyword);
Game::KeywordHashEntry<T, N, M>* key = table[hash];
if (key && !_stricmp(key->keyword, keyword))
{
return key;
}
return nullptr;
}
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int Menus::ReserveSourceHandle()
{
// Check if a free slot is available
int i = 1;
for (; i < MAX_SOURCEFILES; ++i)
{
if (!Game::sourceFiles[i])
break;
}
if (i >= MAX_SOURCEFILES)
return 0;
// Reserve it, if yes
Game::sourceFiles[i] = reinterpret_cast<Game::source_t*>(1);
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return i;
}
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Game::script_t* Menus::LoadMenuScript(const std::string& name, const std::string& buffer)
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{
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auto* script = static_cast<Game::script_t*>(Game::GetClearedMemory(sizeof(Game::script_t) + 1 + buffer.length()));
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if (!script) return nullptr;
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strcpy_s(script->filename, sizeof(script->filename), name.data());
script->buffer = reinterpret_cast<char*>(script + 1);
*(script->buffer + buffer.length()) = '\0';
script->script_p = script->buffer;
script->lastscript_p = script->buffer;
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script->length = static_cast<int>(buffer.length());
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script->end_p = &script->buffer[buffer.length()];
script->line = 1;
script->lastline = 1;
script->tokenavailable = 0;
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Game::PS_CreatePunctuationTable(script, Game::default_punctuations);
script->punctuations = Game::default_punctuations;
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std::memcpy(script->buffer, buffer.data(), script->length + 1);
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script->length = Game::Com_Compress(script->buffer);
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return script;
}
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int Menus::LoadMenuSource(const std::string& name, const std::string& buffer)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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const auto handle = ReserveSourceHandle();
if (!IsValidSourceHandle(handle)) return 0; // No free source slot!
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auto* script = LoadMenuScript(name, buffer);
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if (!script)
{
Game::sourceFiles[handle] = nullptr; // Free reserved slot
return 0;
}
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auto* source = allocator->allocate<Game::source_t>();
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if (!source)
{
Game::FreeMemory(script);
return 0;
}
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std::memset(source, 0, sizeof(Game::source_s));
script->next = nullptr;
strncpy_s(source->filename, "string", _TRUNCATE);
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source->scriptstack = script;
source->tokens = nullptr;
source->defines = nullptr;
source->indentstack = nullptr;
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source->skip = 0;
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source->definehash = static_cast<Game::define_s**>(Game::GetClearedMemory(1024 * sizeof(Game::define_s*)));
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Game::sourceFiles[handle] = source;
return handle;
}
bool Menus::IsValidSourceHandle(int handle)
{
return (handle > 0 && handle < MAX_SOURCEFILES && Game::sourceFiles[handle]);
}
Game::menuDef_t* Menus::ParseMenu(int handle)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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auto* menu = allocator->allocate<Game::menuDef_t>();
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if (!menu) return nullptr;
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menu->items = allocator->allocateArray<Game::itemDef_s*>(512);
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if (!menu->items)
{
allocator->free(menu);
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return nullptr;
}
Game::pc_token_t token;
if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{')
{
allocator->free(menu->items);
allocator->free(menu);
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return nullptr;
}
while (true)
{
ZeroMemory(&token, sizeof(token));
if (!Game::PC_ReadTokenHandle(handle, &token))
{
Game::PC_SourceError(handle, "end of file inside menu\n");
break; // Fail
}
if (*token.string == '}')
{
break; // Success
}
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auto* key = KeywordHashFind(menuParseKeywordHash, token.string);
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if (!key)
{
Game::PC_SourceError(handle, "unknown menu keyword %s", token.string);
continue;
}
if (!key->func(menu, handle))
{
Game::PC_SourceError(handle, "couldn't parse menu keyword %s", token.string);
break; // Fail
}
}
if (!menu->window.name)
{
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Game::PC_SourceError(handle, "menu has no name");
allocator->free(menu->items);
allocator->free(menu);
return nullptr;
}
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OverrideMenu(menu);
RemoveMenu(menu->window.name);
MenuList[menu->window.name] = menu;
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return menu;
}
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Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator)
{
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
FileSystem::File menuFile(menu);
if (!menuFile.exists()) return nullptr;
Game::pc_token_t token;
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int handle = LoadMenuSource(menu, menuFile.getBuffer());
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if (IsValidSourceHandle(handle))
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{
while (true)
{
ZeroMemory(&token, sizeof(token));
if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
{
break;
}
if (!_stricmp(token.string, "loadmenu"))
{
Game::PC_ReadTokenHandle(handle, &token);
auto* filename = Utils::String::VA("ui_mp\\%s.menu", token.string);
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Utils::Merge(&menus, LoadMenu(filename));
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}
if (!_stricmp(token.string, "menudef"))
{
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auto* menudef = ParseMenu(handle);
if (menudef) menus.emplace_back(std::make_pair(true, menudef)); // Custom menu
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}
}
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FreeMenuSource(handle);
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}
if (menus.empty()) return nullptr;
// Allocate new menu list
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auto* list = allocator->allocate<Game::MenuList>();
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if (!list) return nullptr;
list->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!list->menus)
{
allocator->free(list);
return nullptr;
}
list->name = allocator->duplicateString(menu);
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list->menuCount = static_cast<int>(menus.size());
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// Copy new menus
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for (std::size_t i = 0; i < menus.size(); ++i)
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{
list->menus[i] = menus[i].second;
}
return list;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(const std::string& menu)
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{
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std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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FileSystem::File menuFile(menu);
if (menuFile.exists())
{
Game::pc_token_t token;
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const auto handle = LoadMenuSource(menu, menuFile.getBuffer());
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if (IsValidSourceHandle(handle))
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{
while (true)
{
ZeroMemory(&token, sizeof(token));
if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
{
break;
}
if (!_stricmp(token.string, "loadmenu"))
{
Game::PC_ReadTokenHandle(handle, &token);
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Utils::Merge(&menus, LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
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}
if (!_stricmp(token.string, "menudef"))
{
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auto* menudef = ParseMenu(handle);
if (menudef) menus.emplace_back(std::make_pair(true, menudef)); // Custom menu
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}
}
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FreeMenuSource(handle);
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}
}
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return menus;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef)
{
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assert(menudef->window.name);
std::vector<std::pair<bool, Game::menuDef_t*>> menus = LoadMenu(Utils::String::VA("ui_mp\\%s.menu", menudef->window.name));
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if (menus.empty())
{
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menus.emplace_back(std::make_pair(false, menudef)); // Native menu
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}
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return menus;
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}
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Game::MenuList* Menus::LoadScriptMenu(const char* menu)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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auto menus = LoadMenu(menu);
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if (menus.empty()) return nullptr;
// Allocate new menu list
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auto* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return nullptr;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
if (!newList->menus)
{
allocator->free(newList);
return nullptr;
}
newList->name = allocator->duplicateString(menu);
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newList->menuCount = static_cast<int>(menus.size());
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// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i].second;
}
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RemoveMenuList(newList->name);
MenuListList[newList->name] = newList;
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return newList;
}
void Menus::SafeMergeMenus(std::vector<std::pair<bool, Game::menuDef_t*>>* menus, std::vector<std::pair<bool, Game::menuDef_t*>> newMenus)
{
// Check if we overwrote a menu
for (auto i = menus->begin(); i != menus->end();)
{
// Try to find the native menu
bool found = !i->first; // Only if custom menu, try to find it
// If there is none, try to find a custom menu
if (!found)
{
for (auto& entry : Menus::MenuList)
{
if (i->second == entry.second)
{
found = true;
break;
}
}
}
// Remove the menu if it has been deallocated (not found)
if (!found)
{
i = menus->erase(i);
continue;
}
bool increment = true;
// Remove the menu if it has been loaded twice
for (auto& newMenu : newMenus)
{
if (i->second->window.name == std::string(newMenu.second->window.name))
{
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RemoveMenu(i->second);
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i = menus->erase(i);
increment = false;
break;
}
}
if (increment) ++i;
}
Utils::Merge(menus, newMenus);
}
Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
for (int i = 0; i < menuList->menuCount; ++i)
{
if (!menuList->menus[i]) continue;
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SafeMergeMenus(&menus, LoadMenu(menuList->menus[i]));
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}
// Load custom menus
if (menuList->name == "ui_mp/code.txt"s) // Should be menus, but code is loaded ingame
{
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for (auto menu : CustomMenus)
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{
bool hasMenu = false;
for (auto& loadedMenu : menus)
{
if (loadedMenu.second->window.name == menu)
{
hasMenu = true;
break;
}
}
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if (!hasMenu) SafeMergeMenus(&menus, LoadMenu(menu));
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}
}
// Allocate new menu list
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auto* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return menuList;
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auto size = menus.size();
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(size);
if (!newList->menus)
{
allocator->free(newList);
return menuList;
}
newList->name = allocator->duplicateString(menuList->name);
newList->menuCount = size;
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i].second;
}
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RemoveMenuList(newList->name);
MenuListList[newList->name] = newList;
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return newList;
}
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void Menus::FreeMenuSource(int handle)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (!IsValidSourceHandle(handle)) return;
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Game::source_t* source = Game::sourceFiles[handle];
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while (source->scriptstack)
{
Game::script_t* script = source->scriptstack;
source->scriptstack = source->scriptstack->next;
Game::FreeMemory(script);
}
while (source->tokens)
{
Game::token_t* token = source->tokens;
source->tokens = source->tokens->next;
Game::FreeMemory(token);
}
while (source->defines)
{
Game::define_t* define = source->defines;
source->defines = source->defines->next;
Game::FreeMemory(define);
}
while (source->indentstack)
{
Game::indent_t* indent = source->indentstack;
source->indentstack = source->indentstack->next;
allocator->free(indent);
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}
if (source->definehash) allocator->free(source->definehash);
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allocator->free(source);
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Game::sourceFiles[handle] = nullptr;
}
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void Menus::Menu_FreeItemMemory(Game::itemDef_s* item)
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{
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AssertOffset(Game::itemDef_s, floatExpressionCount, 0x13C);
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for (auto i = 0; i < item->floatExpressionCount; ++i)
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{
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Game::free_expression(item->floatExpressions[i].expression);
}
item->floatExpressionCount = 0;
}
void Menus::FreeMenu(Game::menuDef_t* menu)
{
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (menu->items)
{
for (int i = 0; i < menu->itemCount; ++i)
{
#if 0
Menu_FreeItemMemory(menu->items[i]);
#endif
}
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allocator->free(menu->items);
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}
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#if 0
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Game::free_expression(menu->visibleExp);
Game::free_expression(menu->rectXExp);
Game::free_expression(menu->rectYExp);
Game::free_expression(menu->rectWExp);
Game::free_expression(menu->rectHExp);
Game::free_expression(menu->openSoundExp);
Game::free_expression(menu->closeSoundExp);
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#endif
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allocator->free(menu);
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}
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void Menus::FreeMenuList(Game::MenuList* menuList)
{
if (!menuList) return;
Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
// Keep our compiler happy
Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
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allocator->free(list.name);
allocator->free(list.menus);
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allocator->free(menuList);
}
void Menus::RemoveMenu(const std::string& menu)
{
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auto i = MenuList.find(menu);
if (i != MenuList.end())
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{
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if (i->second) FreeMenu(i->second);
i = MenuList.erase(i);
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}
}
void Menus::RemoveMenu(Game::menuDef_t* menudef)
{
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for (auto i = MenuList.begin(); i != MenuList.end();)
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{
if (i->second == menudef)
{
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FreeMenu(menudef);
i = MenuList.erase(i);
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}
else
{
++i;
}
}
}
void Menus::RemoveMenuList(const std::string& menuList)
{
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auto i = MenuListList.find(menuList);
if (i != MenuListList.end())
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{
if (i->second)
{
for (auto j = 0; j < i->second->menuCount; ++j)
{
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RemoveMenu(i->second->menus[j]);
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}
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FreeMenuList(i->second);
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}
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i = MenuListList.erase(i);
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}
}
// This is actually a really important function
// It checks if we have already loaded the menu we passed and replaces its instances in memory
// Due to deallocating the old menu, the game might crash on not being able to handle its old instance
// So we need to override it in our menu lists and the game's ui context
// EDIT: We might also remove the old instances inside RemoveMenu
// EDIT2: Removing old instances without having a menu to replace them with might leave a nullptr
// EDIT3: Wouldn't it be better to check if the new menu we're trying to load has already been loaded and not was not deallocated and return that one instead of loading a new one?
void Menus::OverrideMenu(Game::menuDef_t* menu)
{
if (!menu || !menu->window.name) return;
std::string name = menu->window.name;
// Find the old menu
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if (auto i = MenuList.find(name); i != MenuList.end())
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{
// We have found it, *yay*
Game::menuDef_t* oldMenu = i->second;
// Replace every old instance with our new one in the ui context
for (int j = 0; j < Game::uiContext->menuCount; ++j)
{
if (Game::uiContext->Menus[j] == oldMenu)
{
Game::uiContext->Menus[j] = menu;
}
}
// Replace every old instance with our new one in our menu lists
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for (auto j = MenuListList.begin(); j != MenuListList.end(); ++j)
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{
Game::MenuList* list = j->second;
if (list && list->menus)
{
for (int k = 0; k < list->menuCount; ++k)
{
if (list->menus[k] == oldMenu)
{
list->menus[k] = menu;
}
}
}
}
}
}
void Menus::RemoveMenuList(Game::MenuList* menuList)
{
if (!menuList || !menuList->name) return;
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RemoveMenuList(menuList->name);
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}
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// In your dreams
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void Menus::FreeEverything()
{
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for (auto i = MenuListList.begin(); i != MenuListList.end(); ++i)
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{
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FreeMenuList(i->second);
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}
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MenuListList.clear();
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for (auto i = MenuList.begin(); i != MenuList.end(); ++i)
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{
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FreeMenu(i->second);
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}
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MenuList.clear();
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}
Game::XAssetHeader Menus::MenuFindHook(Game::XAssetType /*type*/, const std::string& filename)
{
return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
}
Game::XAssetHeader Menus::MenuListFindHook(Game::XAssetType type, const std::string& filename)
{
Game::XAssetHeader header = { nullptr };
// Free the last menulist and ui context, as we have to rebuild it with the new menus
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if (MenuListList.find(filename) != MenuListList.end())
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{
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Game::MenuList* list = MenuListList[filename];
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for (int i = 0; list && list->menus && i < list->menuCount; ++i)
{
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RemoveMenuFromContext(Game::uiContext, list->menus[i]);
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}
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RemoveMenuList(filename);
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}
if (Utils::String::EndsWith(filename, ".menu"))
{
if (FileSystem::File(filename).exists())
{
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header.menuList = LoadScriptMenu(filename.data());
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if (header.menuList) return header;
}
}
Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList;
header.menuList = menuList;
if (menuList && reinterpret_cast<DWORD>(menuList) != 0xDDDDDDDD)
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{
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// Parse scriptmenus!
if ((menuList->menuCount > 0 && menuList->menus[0] && menuList->menus[0]->window.name == "default_menu"s))
{
if (FileSystem::File(filename).exists())
{
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header.menuList = LoadScriptMenu(filename.data());
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// Reset, if we didn't find scriptmenus
if (!header.menuList)
{
header.menuList = menuList;
}
}
}
else
{
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header.menuList = LoadMenuList(menuList);
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}
}
else
{
header.menuList = nullptr;
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}
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return header;
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}
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bool Menus::IsMenuVisible(Game::UiContext* dc, Game::menuDef_t* menu)
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{
if (menu && menu->window.name)
{
if (menu->window.name == "connect"s) // Check if we're supposed to draw the loadscreen
{
Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
if (originalConnect == menu) // Check if we draw the original loadscreen
{
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if (MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top
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{
return false;
}
}
}
}
return Game::Menu_IsVisible(dc, menu);
}
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void Menus::RemoveMenuFromContext(Game::UiContext* dc, Game::menuDef_t* menu)
{
// Search menu in context
int i = 0;
for (; i < dc->menuCount; ++i)
{
if (dc->Menus[i] == menu)
{
break;
}
}
// Remove from stack
if (i < dc->menuCount)
{
for (; i < dc->menuCount - 1; ++i)
{
dc->Menus[i] = dc->Menus[i + 1];
}
// Clear last menu
dc->Menus[--dc->menuCount] = nullptr;
}
}
void Menus::Add(const std::string& menu)
{
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CustomMenus.push_back(menu);
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}
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Menus::Menus()
{
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menuParseKeywordHash = reinterpret_cast<Game::KeywordHashEntry<Game::menuDef_t, 128, 3523>**>(0x63AE928);
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if (ZoneBuilder::IsEnabled())
{
Game::Menu_Setup(Game::uiContext);
}
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if (Dedicated::IsEnabled()) return;
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// Intercept asset finding
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, MenuFindHook);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, MenuListFindHook);
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// Don't open connect menu
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// Utils::Hook::Nop(0x428E48, 5);
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// Use the connect menu open call to update server motds
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Utils::Hook(0x428E48, []
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{
if (!Party::GetMotd().empty() && Party::Target() == *Game::connectedHost)
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{
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Dvar::Var("didyouknow").set(Party::GetMotd());
}
}, HOOK_CALL).install()->quick();
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// Intercept menu painting
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Utils::Hook(0x4FFBDF, IsMenuVisible, HOOK_CALL).install()->quick();
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// disable the 2 new tokens in ItemParse_rect (Fix by NTA. Probably because he didn't want to update the menus)
Utils::Hook::Set<std::uint8_t>(0x640693, 0xEB);
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// don't load ASSET_TYPE_MENU assets for every menu (might cause patch menus to fail)
Utils::Hook::Nop(0x453406, 5);
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// make Com_Error and similar go back to main_text instead of menu_xboxlive.
Utils::Hook::SetString(0x6FC790, "main_text");
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Command::Add("openmenu", [](Command::Params* params)
{
if (params->size() != 2)
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{
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Logger::Print("USAGE: openmenu <menu name>\n");
return;
}
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// Not quite sure if we want to do this if we're not ingame, but it's only needed for ingame menus.
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if ((*Game::cl_ingame)->current.enabled)
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{
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Game::Key_SetCatcher(0, Game::KEYCATCH_UI);
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}
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Game::Menus_OpenByName(Game::uiContext, params->get(1));
});
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Command::Add("reloadmenus", []([[maybe_unused]] Command::Params* params)
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{
// Close all menus
Game::Menus_CloseAll(Game::uiContext);
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// Free custom menus (Get pranked)
FreeEverything();
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// Only disconnect if in-game, context is updated automatically!
if (Game::CL_IsCgameInitialized())
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{
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Game::Cbuf_AddText(0, "disconnect\n");
}
else
{
// Reinitialize ui context
Utils::Hook::Call<void()>(0x401700)();
// Reopen main menu
Game::Menus_OpenByName(Game::uiContext, "main_text");
}
});
Command::Add("mp_QuickMessage", [](Command::Params*)
{
Command::Execute("openmenu quickmessage");
});
// Define custom menus here
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Add("ui_mp/changelog.menu");
Add("ui_mp/theater_menu.menu");
Add("ui_mp/pc_options_multi.menu");
Add("ui_mp/pc_options_game.menu");
Add("ui_mp/pc_options_gamepad.menu");
Add("ui_mp/stats_reset.menu");
Add("ui_mp/stats_unlock.menu");
Add("ui_mp/security_increase_popmenu.menu");
Add("ui_mp/mod_download_popmenu.menu");
Add("ui_mp/popup_friends.menu");
Add("ui_mp/menu_first_launch.menu");
Add("ui_mp/startup_messages.menu");
Add("ui_mp/iw4x_credits.menu");
Add("ui_mp/resetclass.menu");
Add("ui_mp/popup_customtitle.menu");
Add("ui_mp/popup_customclan.menu");
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}
Menus::~Menus()
{
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// Let Windows handle the memory leaks for you!
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Menus::FreeEverything();
}
}