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

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#include "STDInclude.hpp"
namespace Components
{
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;
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;
}
Game::script_t* Menus::LoadMenuScript(std::string name, std::string buffer)
{
Game::script_t* script = Game::Script_Alloc(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;
script->length = buffer.length();
script->end_p = &script->buffer[buffer.length()];
script->line = 1;
script->lastline = 1;
script->tokenavailable = 0;
Game::Script_SetupTokens(script, reinterpret_cast<char*>(0x797F80));
script->punctuations = reinterpret_cast<Game::punctuation_t*>(0x797F80);
std::memcpy(script->buffer, buffer.data(), script->length + 1);
script->length = Game::Script_CleanString(script->buffer);
return script;
}
int Menus::LoadMenuSource(std::string name, std::string buffer)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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int handle = Menus::ReserveSourceHandle();
if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot!
Game::script_t *script = Menus::LoadMenuScript(name, buffer);
if (!script)
{
Game::sourceFiles[handle] = nullptr; // Free reserved slot
return 0;
}
script->next = nullptr;
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Game::source_t *source = allocator->allocate<Game::source_t>();
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if (!source)
{
Game::FreeMemory(script);
return 0;
}
strncpy_s(source->filename, 64, "string", 64);
source->scriptstack = script;
source->tokens = nullptr;
source->defines = nullptr;
source->indentstack = nullptr;
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source->skip = 0;
source->definehash = static_cast<Game::define_t**>(allocator->allocate(4096));
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Game::sourceFiles[handle] = source;
return handle;
}
bool Menus::IsValidSourceHandle(int handle)
{
return (handle > 0 && handle < MAX_SOURCEFILES && Game::sourceFiles[handle]);
}
int Menus::KeywordHash(char* key)
{
int hash = 0;
if (*key)
{
int sub = 3523 - reinterpret_cast<DWORD>(key);
do
{
char _chr = *key;
hash += reinterpret_cast<DWORD>(&(key++)[sub]) * tolower(_chr);
} while (*key);
}
return (static_cast<uint16_t>(hash) + static_cast<uint16_t>(hash >> 8)) & 0x7F;
}
Game::menuDef_t* Menus::ParseMenu(int handle)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
Game::menuDef_t* menu = allocator->allocate<Game::menuDef_t>();
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if (!menu) return nullptr;
menu->items = allocator->allocateArray<Game::itemDef_t*>(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
}
int idx = Menus::KeywordHash(token.string);
Game::keywordHash_t* key = Game::menuParseKeywordHash[idx];
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
}
}
Menus::OverrideMenu(menu);
Menus::RemoveMenu(menu->window.name);
Menus::MenuList[menu->window.name] = menu;
return menu;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(std::string menu)
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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;
int handle = Menus::LoadMenuSource(menu, menuFile.getBuffer());
if (Menus::IsValidSourceHandle(handle))
{
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);
Utils::Merge(&menus, Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
}
if (!_stricmp(token.string, "menudef"))
{
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
if (menudef) menus.push_back({ true, menudef }); // Custom menu
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}
}
Menus::FreeMenuSource(handle);
}
}
return menus;
}
std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef)
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{
std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", menudef->window.name));
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if (menus.empty())
{
// // Try loading the original menu, if we can't load our custom one
// Game::menuDef_t* originalMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, menudef->window.name).menu;
//
// if (originalMenu)
// {
// menus.push_back({ false, originalMenu });
// }
// else
// {
menus.push_back({ false, menudef }); // Native menu
// }
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}
return menus;
}
Game::MenuList* Menus::LoadScriptMenu(const char* menu)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
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if (menus.empty()) return nullptr;
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return nullptr;
newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
{
allocator->free(newList);
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return nullptr;
}
newList->name = allocator->duplicateString(menu);
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newList->menuCount = menus.size();
// Copy new menus
for (unsigned int i = 0; i < menus.size(); ++i)
{
newList->menus[i] = menus[i].second;
}
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Menus::RemoveMenuList(newList->name);
Menus::MenuListList[newList->name] = newList;
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
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for (auto i = menus->begin(); i != menus->end();)
{
// Try to find the native menu
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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)
{
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if (i->second == entry.second)
{
found = true;
break;
}
}
}
// Remove the menu if it has been deallocated (not found)
if (!found)
{
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i = menus->erase(i);
continue;
}
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bool increment = true;
// Remove the menu if it has been loaded twice
for (auto& newMenu : newMenus)
{
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if (i->second->window.name == std::string(newMenu.second->window.name))
{
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Menus::RemoveMenu(i->second);
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i = menus->erase(i);
increment = false;
break;
}
}
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if(increment) ++i;
}
Utils::Merge(menus, newMenus);
}
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Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
std::vector<std::pair<bool, Game::menuDef_t*>> menus;
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for (int i = 0; i < menuList->menuCount; ++i)
{
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if (!menuList->menus[i]) continue;
Menus::SafeMergeMenus(&menus, 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
{
for (auto menu : Menus::CustomMenus)
{
bool hasMenu = false;
for (auto &loadedMenu : menus)
{
if (loadedMenu.second->window.name == menu)
{
hasMenu = true;
break;
}
}
if (!hasMenu) Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menu));
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}
}
// Allocate new menu list
Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return menuList;
size_t size = menus.size();
newList->menus = allocator->allocateArray<Game::menuDef_t*>(size);
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if (!newList->menus)
{
allocator->free(newList);
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return menuList;
}
newList->name = allocator->duplicateString(menuList->name);
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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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Menus::RemoveMenuList(newList->name);
Menus::MenuListList[newList->name] = newList;
return newList;
}
void Menus::FreeMenuSource(int handle)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (!Menus::IsValidSourceHandle(handle)) return;
Game::source_t *source = Game::sourceFiles[handle];
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;
}
void Menus::FreeMenu(Game::menuDef_t* menudef)
{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Do i need to free expressions and strings?
// Or does the game take care of it?
// Seems like it does...
if (menudef->items)
{
// Seems like this is obsolete as well,
// as the game handles the memory
//for (int i = 0; i < menudef->itemCount; ++i)
//{
// Game::Menu_FreeItemMemory(menudef->items[i]);
//}
allocator->free(menudef->items);
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}
allocator->free(menudef);
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}
void Menus::FreeMenuList(Game::MenuList* menuList)
{
if (!menuList) return;
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Keep our compiler happy
Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
if (list.name)
{
allocator->free(list.name);
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}
if (list.menus)
{
allocator->free(list.menus);
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}
allocator->free(menuList);
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}
void Menus::RemoveMenu(std::string menu)
{
auto i = Menus::MenuList.find(menu);
if (i != Menus::MenuList.end())
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{
if (i->second) Menus::FreeMenu(i->second);
i = Menus::MenuList.erase(i);
}
}
void Menus::RemoveMenu(Game::menuDef_t* menudef)
{
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();)
{
if (i->second == menudef)
{
Menus::FreeMenu(menudef);
i = Menus::MenuList.erase(i);
}
else
{
++i;
}
}
}
void Menus::RemoveMenuList(std::string menuList)
{
auto i = Menus::MenuListList.find(menuList);
if (i != Menus::MenuListList.end())
{
if (i->second)
{
for (auto j = 0; j < i->second->menuCount; ++j)
{
Menus::RemoveMenu(i->second->menus[j]);
}
Menus::FreeMenuList(i->second);
}
i = Menus::MenuListList.erase(i);
}
}
// 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
auto i = Menus::MenuList.find(name);
if (i != Menus::MenuList.end())
{
// 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
for (auto j = Menus::MenuListList.begin(); j != Menus::MenuListList.end(); ++j)
{
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;
Menus::RemoveMenuList(menuList->name);
}
void Menus::FreeEverything()
{
for (auto i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); ++i)
{
Menus::FreeMenuList(i->second);
}
Menus::MenuListList.clear();
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end(); ++i)
{
Menus::FreeMenu(i->second);
}
Menus::MenuList.clear();
}
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType /*type*/, std::string filename)
{
return { Game::Menus_FindByName(Game::uiContext, filename.data()) };
}
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, std::string filename)
{
Game::XAssetHeader header = { nullptr };
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// Free the last menulist and ui context, as we have to rebuild it with the new menus
if (Menus::MenuListList.find(filename) != Menus::MenuListList.end())
{
Game::MenuList* list = Menus::MenuListList[filename];
for (int i = 0; list && list->menus && i < list->menuCount; ++i)
{
Menus::RemoveMenuFromContext(Game::uiContext, list->menus[i]);
}
Menus::RemoveMenuList(filename);
}
if (Utils::String::EndsWith(filename, ".menu"))
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{
if (FileSystem::File(filename).exists())
{
header.menuList = Menus::LoadScriptMenu(filename.data());
if (header.menuList) return header;
}
}
Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList;
header.menuList = menuList;
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if (menuList && reinterpret_cast<DWORD>(menuList) != 0xDDDDDDDD)
{
// Parse scriptmenus!
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if ((menuList->menuCount > 0 && menuList->menus[0] && menuList->menus[0]->window.name == "default_menu"s))
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{
if (FileSystem::File(filename).exists())
{
header.menuList = Menus::LoadScriptMenu(filename.data());
// Reset, if we didn't find scriptmenus
if (!header.menuList)
{
header.menuList = menuList;
}
}
}
else
{
header.menuList = Menus::LoadMenuList(menuList);
}
}
else
{
header.menuList = nullptr;
}
return header;
}
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
{
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
{
if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one on top
{
return false;
}
}
}
}
return Game::Menu_IsVisible(dc, menu);
}
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;
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}
}
void Menus::Add(std::string menu)
{
Menus::CustomMenus.push_back(menu);
}
Menus::Menus()
{
if (Dedicated::IsEnabled()) return;
// Ensure everything is zero'ed
Menus::FreeEverything();
// Intercept asset finding
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuFileLoad);
// Don't open connect menu
//Utils::Hook::Nop(0x428E48, 5);
// Use the connect menu open call to update server motds
Utils::Hook(0x428E48, []()
{
if (!Party::GetMotd().empty() && Party::Target() == *Game::connectedHost)
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{
Dvar::Var("didyouknow").set(Party::GetMotd());
}
}, HOOK_CALL).install()->quick();
// Intercept menu painting
Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).install()->quick();
// disable the 2 new tokens in ItemParse_rect
Utils::Hook::Set<BYTE>(0x640693, 0xEB);
// don't load ASSET_TYPE_MENU assets for every menu (might cause patch menus to fail)
Utils::Hook::Nop(0x453406, 5);
//make Com_Error and similar go back to main_text instead of menu_xboxlive.
Utils::Hook::SetString(0x6FC790, "main_text");
Command::Add("openmenu", [](Command::Params* params)
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{
if (params->length() != 2)
{
Logger::Print("USAGE: openmenu <menu name>\n");
return;
}
// Not quite sure if we want to do this if we're not ingame, but it's only needed for ingame menus.
if (Dvar::Var("cl_ingame").get<bool>())
{
Game::Key_SetCatcher(0, 16);
}
Game::Menus_OpenByName(Game::uiContext, params->get(1));
});
Command::Add("reloadmenus", [](Command::Params*)
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{
// Close all menus
Game::Menus_CloseAll(Game::uiContext);
// Free custom menus
Menus::FreeEverything();
// Only disconnect if in-game, context is updated automatically!
if (Game::CL_IsCgameInitialized())
{
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");
}
});
#ifndef DISABLE_ANTICHEAT
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Scheduler::OnFrameAsync(AntiCheat::QuickCodeScanner2);
#endif
Command::Add("mp_QuickMessage", [](Command::Params*)
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{
Command::Execute("openmenu quickmessage");
});
// Define custom menus here
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Menus::Add("ui_mp/changelog.menu");
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Menus::Add("ui_mp/theater_menu.menu");
Menus::Add("ui_mp/pc_options_multi.menu");
Menus::Add("ui_mp/pc_options_game.menu");
Menus::Add("ui_mp/stats_reset.menu");
Menus::Add("ui_mp/stats_unlock.menu");
Menus::Add("ui_mp/security_increase_popmenu.menu");
Menus::Add("ui_mp/mod_download_popmenu.menu");
Menus::Add("ui_mp/popup_friends.menu");
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Menus::Add("ui_mp/menu_first_launch.menu");
Menus::Add("ui_mp/startup_messages.menu");
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Menus::Add("ui_mp/pc_store.menu");
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Menus::Add("ui_mp/iw4x_credits.menu");
Menus::Add("ui_mp/resetclass.menu");
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}
Menus::~Menus()
{
Menus::CustomMenus.clear();
Menus::FreeEverything();
}
}