iw4x-client/iw4/Components/Maps.cpp
2015-12-26 02:51:58 +01:00

105 lines
3.0 KiB
C++

#include "..\STDInclude.hpp"
namespace Components
{
void* Maps::WorldMP = 0;
void* Maps::WorldSP = 0;
void Maps::GetBSPName(char* buffer, size_t size, const char* format, const char* mapname)
{
if (_strnicmp("mp_", mapname, 3))
{
format = "maps/%s.d3dbsp";
Utils::Hook::Set<void*>(0x4D90B7, (char*)Maps::WorldSP + 52);
}
else
{
Utils::Hook::Set<void*>(0x4D90B7, (char*)Maps::WorldMP + 4);
}
_snprintf(buffer, size, format, mapname);
}
typedef struct
{
char unknown[16];
} xAssetEntry_t;
static xAssetEntry_t xEntries[789312];
void ReallocXAssetEntries()
{
int newsize = 516 * 2048;
//newEnts = malloc(newsize);
// get (obfuscated) memory locations
unsigned int origMin = 0x134CAD8;
unsigned int origMax = 0x134CAE8;
unsigned int difference = (unsigned int)xEntries - origMin;
// scan the .text memory
char* scanMin = (char*)0x401000;
char* scanMax = (char*)0x6D7000;
char* current = scanMin;
for (; current < scanMax; current += 1) {
unsigned int* intCur = (unsigned int*)current;
// if the address points to something within our range of interest
if (*intCur == origMin || *intCur == origMax) {
// patch it
*intCur += difference;
}
}
*(DWORD*)0x5BAEB0 = 789312;
}
Maps::Maps()
{
// hunk size (was 300 MiB)
Utils::Hook::Set<DWORD>(0x64A029, 0x1C200000); // 450 MiB
Utils::Hook::Set<DWORD>(0x64A057, 0x1C200000);
// Intercept BSP name resolving
Utils::Hook(0x4C5979, Maps::GetBSPName, HOOK_CALL).Install()->Quick();
Maps::WorldSP = Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_GAME_MAP_SP, 1);
Maps::WorldMP = Utils::Hook::Get<char*>(0x4D90B7) - 4;
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 7168);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, 2700);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_FX, 1200);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOCALIZE, 14000);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XANIM, 8192);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODEL, 5125);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PHYSPRESET, 128);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PIXELSHADER, 10000);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, 3072);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MATERIAL, 8192);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXDECL, 196);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_WEAPON, 2400);
Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_STRINGTABLE, 800);
ReallocXAssetEntries();
AssetHandler::Restrict([] (Game::XAssetType type, Game::XAssetHeader asset, const char* name) -> bool
{
if (type == Game::XAssetType::ASSET_TYPE_MAP_ENTS)
{
static std::string mapEntities;
FileSystem::File ents(Utils::VA("%s.ents", name));
if (ents.Exists())
{
mapEntities = ents.GetBuffer();
asset.mapEnts->entitystring = mapEntities.data();
}
}
return true;
});
}
}