#include #include "Party.hpp" namespace Components { std::vector Menus::CustomMenus; std::unordered_map Menus::MenuList; std::unordered_map Menus::MenuListList; Game::KeywordHashEntry** menuParseKeywordHash; template static int KeywordHashKey(const char* keyword) { auto hash = 0; for (auto i = 0; keyword[i]; ++i) { hash += (i + HASH_SEED) * std::tolower(static_cast(keyword[i])); } return (hash + (hash >> 8)) & (128 - 1); } template static Game::KeywordHashEntry* KeywordHashFind(Game::KeywordHashEntry** table, const char* keyword) { auto hash = KeywordHashKey(keyword); Game::KeywordHashEntry* key = table[hash]; if (key && !_stricmp(key->keyword, keyword)) { return key; } return nullptr; } 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(1); return i; } Game::script_t* Menus::LoadMenuScript(const std::string& name, const std::string& buffer) { auto* script = static_cast(Game::GetClearedMemory(sizeof(Game::script_t) + 1 + buffer.length())); if (!script) return nullptr; strcpy_s(script->filename, sizeof(script->filename), name.data()); script->buffer = reinterpret_cast(script + 1); *(script->buffer + buffer.length()) = '\0'; script->script_p = script->buffer; script->lastscript_p = script->buffer; script->length = static_cast(buffer.length()); script->end_p = &script->buffer[buffer.length()]; script->line = 1; script->lastline = 1; script->tokenavailable = 0; Game::PS_CreatePunctuationTable(script, Game::default_punctuations); script->punctuations = Game::default_punctuations; std::memcpy(script->buffer, buffer.data(), script->length + 1); script->length = Game::Com_Compress(script->buffer); return script; } int Menus::LoadMenuSource(const std::string& name, const std::string& buffer) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); const auto handle = ReserveSourceHandle(); if (!IsValidSourceHandle(handle)) return 0; // No free source slot! auto* script = LoadMenuScript(name, buffer); if (!script) { Game::sourceFiles[handle] = nullptr; // Free reserved slot return 0; } auto* source = allocator->allocate(); if (!source) { Game::FreeMemory(script); return 0; } std::memset(source, 0, sizeof(Game::source_s)); script->next = nullptr; strncpy_s(source->filename, "string", _TRUNCATE); source->scriptstack = script; source->tokens = nullptr; source->defines = nullptr; source->indentstack = nullptr; source->skip = 0; source->definehash = static_cast(Game::GetClearedMemory(1024 * sizeof(Game::define_s*))); 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) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); auto* menu = allocator->allocate(); if (!menu) return nullptr; menu->items = allocator->allocateArray(512); if (!menu->items) { allocator->free(menu); return nullptr; } Game::pc_token_t token; if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{') { allocator->free(menu->items); allocator->free(menu); 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 } auto* key = KeywordHashFind(menuParseKeywordHash, token.string); 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) { Game::PC_SourceError(handle, "menu has no name"); allocator->free(menu->items); allocator->free(menu); return nullptr; } OverrideMenu(menu); RemoveMenu(menu->window.name); MenuList[menu->window.name] = menu; return menu; } Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator) { std::vector> menus; FileSystem::File menuFile(menu); if (!menuFile.exists()) return nullptr; Game::pc_token_t token; int handle = LoadMenuSource(menu, menuFile.getBuffer()); if (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); auto* filename = Utils::String::VA("ui_mp\\%s.menu", token.string); Utils::Merge(&menus, LoadMenu(filename)); } if (!_stricmp(token.string, "menudef")) { auto* menudef = ParseMenu(handle); if (menudef) menus.emplace_back(std::make_pair(true, menudef)); // Custom menu } } FreeMenuSource(handle); } if (menus.empty()) return nullptr; // Allocate new menu list auto* list = allocator->allocate(); if (!list) return nullptr; list->menus = allocator->allocateArray(menus.size()); if (!list->menus) { allocator->free(list); return nullptr; } list->name = allocator->duplicateString(menu); list->menuCount = static_cast(menus.size()); // Copy new menus for (std::size_t i = 0; i < menus.size(); ++i) { list->menus[i] = menus[i].second; } return list; } std::vector> Menus::LoadMenu(const std::string& menu) { std::vector> menus; FileSystem::File menuFile(menu); if (menuFile.exists()) { Game::pc_token_t token; const auto handle = LoadMenuSource(menu, menuFile.getBuffer()); if (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, LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string))); } if (!_stricmp(token.string, "menudef")) { auto* menudef = ParseMenu(handle); if (menudef) menus.emplace_back(std::make_pair(true, menudef)); // Custom menu } } FreeMenuSource(handle); } } return menus; } std::vector> Menus::LoadMenu(Game::menuDef_t* menudef) { assert(menudef->window.name); std::vector> menus = LoadMenu(Utils::String::VA("ui_mp\\%s.menu", menudef->window.name)); if (menus.empty()) { menus.emplace_back(std::make_pair(false, menudef)); // Native menu } return menus; } Game::MenuList* Menus::LoadScriptMenu(const char* menu) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); auto menus = LoadMenu(menu); if (menus.empty()) return nullptr; // Allocate new menu list auto* newList = allocator->allocate(); if (!newList) return nullptr; newList->menus = allocator->allocateArray(menus.size()); if (!newList->menus) { allocator->free(newList); return nullptr; } newList->name = allocator->duplicateString(menu); newList->menuCount = static_cast(menus.size()); // Copy new menus for (unsigned int i = 0; i < menus.size(); ++i) { newList->menus[i] = menus[i].second; } RemoveMenuList(newList->name); MenuListList[newList->name] = newList; return newList; } void Menus::SafeMergeMenus(std::vector>* menus, std::vector> 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)) { RemoveMenu(i->second); 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> menus; for (int i = 0; i < menuList->menuCount; ++i) { if (!menuList->menus[i]) continue; SafeMergeMenus(&menus, LoadMenu(menuList->menus[i])); } // Load custom menus if (menuList->name == "ui_mp/code.txt"s) // Should be menus, but code is loaded ingame { for (auto menu : CustomMenus) { bool hasMenu = false; for (auto& loadedMenu : menus) { if (loadedMenu.second->window.name == menu) { hasMenu = true; break; } } if (!hasMenu) SafeMergeMenus(&menus, LoadMenu(menu)); } } // Allocate new menu list auto* newList = allocator->allocate(); if (!newList) return menuList; auto size = menus.size(); newList->menus = allocator->allocateArray(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; } RemoveMenuList(newList->name); MenuListList[newList->name] = newList; return newList; } void Menus::FreeMenuSource(int handle) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); if (!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); } if (source->definehash) allocator->free(source->definehash); allocator->free(source); Game::sourceFiles[handle] = nullptr; } void Menus::Menu_FreeItemMemory(Game::itemDef_s* item) { AssertOffset(Game::itemDef_s, floatExpressionCount, 0x13C); for (auto i = 0; i < item->floatExpressionCount; ++i) { Game::free_expression(item->floatExpressions[i].expression); } item->floatExpressionCount = 0; } void Menus::FreeMenu(Game::menuDef_t* menu) { Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator(); if (menu->items) { for (int i = 0; i < menu->itemCount; ++i) { #if 0 Menu_FreeItemMemory(menu->items[i]); #endif } allocator->free(menu->items); } #if 0 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); #endif allocator->free(menu); } 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 }; allocator->free(list.name); allocator->free(list.menus); allocator->free(menuList); } void Menus::RemoveMenu(const std::string& menu) { auto i = MenuList.find(menu); if (i != MenuList.end()) { if (i->second) FreeMenu(i->second); i = MenuList.erase(i); } } void Menus::RemoveMenu(Game::menuDef_t* menudef) { for (auto i = MenuList.begin(); i != MenuList.end();) { if (i->second == menudef) { FreeMenu(menudef); i = MenuList.erase(i); } else { ++i; } } } void Menus::RemoveMenuList(const std::string& menuList) { auto i = MenuListList.find(menuList); if (i != MenuListList.end()) { if (i->second) { for (auto j = 0; j < i->second->menuCount; ++j) { RemoveMenu(i->second->menus[j]); } FreeMenuList(i->second); } i = 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 if (auto i = MenuList.find(name); i != 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 = MenuListList.begin(); j != 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; RemoveMenuList(menuList->name); } // In your dreams void Menus::FreeEverything() { for (auto i = MenuListList.begin(); i != MenuListList.end(); ++i) { FreeMenuList(i->second); } MenuListList.clear(); for (auto i = MenuList.begin(); i != MenuList.end(); ++i) { FreeMenu(i->second); } MenuList.clear(); } 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 if (MenuListList.find(filename) != MenuListList.end()) { Game::MenuList* list = MenuListList[filename]; for (int i = 0; list && list->menus && i < list->menuCount; ++i) { RemoveMenuFromContext(Game::uiContext, list->menus[i]); } RemoveMenuList(filename); } if (Utils::String::EndsWith(filename, ".menu")) { if (FileSystem::File(filename).exists()) { header.menuList = LoadScriptMenu(filename.data()); if (header.menuList) return header; } } Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList; header.menuList = menuList; if (menuList && reinterpret_cast(menuList) != 0xDDDDDDDD) { // Parse scriptmenus! if ((menuList->menuCount > 0 && menuList->menus[0] && menuList->menus[0]->window.name == "default_menu"s)) { if (FileSystem::File(filename).exists()) { header.menuList = LoadScriptMenu(filename.data()); // Reset, if we didn't find scriptmenus if (!header.menuList) { header.menuList = menuList; } } } else { header.menuList = 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 (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; } } void Menus::Add(const std::string& menu) { CustomMenus.push_back(menu); } Menus::Menus() { menuParseKeywordHash = reinterpret_cast**>(0x63AE928); if (ZoneBuilder::IsEnabled()) { Game::Menu_Setup(Game::uiContext); } if (Dedicated::IsEnabled()) return; // Intercept asset finding AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, MenuFindHook); AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, MenuListFindHook); // 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) { Dvar::Var("didyouknow").set(Party::GetMotd()); } }, HOOK_CALL).install()->quick(); // Intercept menu painting Utils::Hook(0x4FFBDF, IsMenuVisible, HOOK_CALL).install()->quick(); // disable the 2 new tokens in ItemParse_rect (Fix by NTA. Probably because he didn't want to update the menus) Utils::Hook::Set(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) { if (params->size() != 2) { Logger::Print("USAGE: openmenu \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 ((*Game::cl_ingame)->current.enabled) { Game::Key_SetCatcher(0, Game::KEYCATCH_UI); } Game::Menus_OpenByName(Game::uiContext, params->get(1)); }); Command::Add("reloadmenus", []([[maybe_unused]] Command::Params* params) { // Close all menus Game::Menus_CloseAll(Game::uiContext); // Free custom menus (Get pranked) 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(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 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"); } Menus::~Menus() { // Let Windows handle the memory leaks for you! Menus::FreeEverything(); } }