#include "STDInclude.hpp" namespace Components { std::vector Menus::CustomMenus; std::map Menus::MenuList; std::map 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] = (Game::source_t*)1; 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()); 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 = buffer.length(); script->end_p = &script->buffer[buffer.length()]; script->line = 1; script->lastline = 1; script->tokenavailable = 0; Game::Script_SetupTokens(script, reinterpret_cast(0x797F80)); script->punctuations = reinterpret_cast(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) { int handle = Menus::ReserveSourceHandle(); if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot! Game::source_t *source = nullptr; Game::script_t *script = Menus::LoadMenuScript(name, buffer); if (!script) { Game::sourceFiles[handle] = nullptr; // Free reserved slot return 0; } script->next = NULL; source = Utils::Memory::Allocate(); if (!source) { Game::FreeMemory(script); return 0; } strncpy_s(source->filename, 64, "string", 64); source->scriptstack = script; source->tokens = NULL; source->defines = NULL; source->indentstack = NULL; source->skip = 0; source->definehash = (Game::define_t**)Utils::Memory::Allocate(4096); 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(key); do { char _chr = *key; hash += reinterpret_cast(&(key++)[sub]) * tolower(_chr); } while (*key); } return (static_cast(hash) + static_cast(hash >> 8)) & 0x7F; } Game::menuDef_t* Menus::ParseMenu(int handle) { Game::menuDef_t* menu = Utils::Memory::Allocate(); if (!menu) return nullptr; menu->items = Utils::Memory::AllocateArray(512); if (!menu->items) { Utils::Memory::Free(menu); return nullptr; } Game::pc_token_t token; if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{') { Utils::Memory::Free(menu->items); Utils::Memory::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 } 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 Menus::LoadMenu(std::string menu) { std::vector menus; 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(fmt::sprintf("ui_mp\\%s.menu", token.string))); } if (!_stricmp(token.string, "menudef")) { Game::menuDef_t* menudef = Menus::ParseMenu(handle); if (menudef) menus.push_back(menudef); } } Menus::FreeMenuSource(handle); } } return menus; } std::vector Menus::LoadMenu(Game::menuDef_t* menudef) { std::vector menus = Menus::LoadMenu(fmt::sprintf("ui_mp\\%s.menu", menudef->window.name)); 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(originalMenu); } else { menus.push_back(menudef); } } return menus; } Game::MenuList* Menus::LoadScriptMenu(const char* menu) { std::vector menus = Menus::LoadMenu(menu); if (menus.empty()) return nullptr; // Allocate new menu list Game::MenuList* newList = Utils::Memory::Allocate(); if (!newList) return nullptr; newList->menus = Utils::Memory::AllocateArray(menus.size()); if (!newList->menus) { Utils::Memory::Free(newList); return nullptr; } newList->name = Utils::Memory::DuplicateString(menu); newList->menuCount = menus.size(); // Copy new menus std::memcpy(newList->menus, menus.data(), menus.size() * sizeof(Game::menuDef_t *)); Menus::RemoveMenuList(newList->name); Menus::MenuListList[newList->name] = newList; return newList; } Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList) { std::vector menus; for (int i = 0; i < menuList->menuCount; ++i) { if (!menuList->menus[i]) { continue; } Utils::Merge(&menus, 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 : Menus::CustomMenus) { Utils::Merge(&menus, Menus::LoadMenu(menu)); } } // Allocate new menu list Game::MenuList* newList = Utils::Memory::Allocate(); if (!newList) return menuList; size_t size = menus.size(); newList->menus = Utils::Memory::AllocateArray(size); if (!newList->menus) { Utils::Memory::Free(newList); return menuList; } newList->name = Utils::Memory::DuplicateString(menuList->name); newList->menuCount = size; // Copy new menus std::memcpy(newList->menus, menus.data(), size * sizeof(Game::menuDef_t *)); Menus::RemoveMenuList(newList->name); Menus::MenuListList[newList->name] = newList; return newList; } void Menus::FreeMenuSource(int handle) { 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; Utils::Memory::Free(indent); } if (source->definehash) Utils::Memory::Free(source->definehash); Utils::Memory::Free(source); Game::sourceFiles[handle] = nullptr; } void Menus::FreeMenu(Game::menuDef_t* menudef) { // 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]); //} Utils::Memory::Free(menudef->items); } Utils::Memory::Free(menudef); } void Menus::FreeMenuList(Game::MenuList* menuList) { if (!menuList) return; // Keep our compiler happy Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus }; if (list.name) { Utils::Memory::Free(list.name); } if (list.menus) { Utils::Memory::Free(list.menus); } Utils::Memory::Free(menuList); } void Menus::RemoveMenu(std::string menu) { auto i = Menus::MenuList.find(menu); if(i != Menus::MenuList.end()) { 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 = { 0 }; Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename.data()).menuList; header.menuList = menuList; // 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 (menuList && reinterpret_cast(menuList) != 0xDDDDDDDD) { // Parse scriptmenus! if (menuList->menus[0]->window.name == "default_menu"s || Utils::String::EndsWith(filename, ".menu")) { 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] = 0; } } 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_MENUFILE, 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()) { 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(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.length() != 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 (Dvar::Var("cl_ingame").get()) { Game::Key_SetCatcher(0, 16); } Game::Menus_OpenByName(Game::uiContext, params[1]); }); Command::Add("reloadmenus", [] (Command::Params) { // 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(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 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::~Menus() { Menus::CustomMenus.clear(); Menus::FreeEverything(); } }