4dc912af3e
Currently doesn't work to override menus so I'm going to have to rewrite some stuff
920 lines
24 KiB
C++
920 lines
24 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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std::vector<std::string> Menus::CustomMenus;
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std::unordered_map<std::string, Game::menuDef_t*> Menus::MenuList;
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std::unordered_map<std::string, Game::MenuList*> Menus::MenuListList;
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int Menus::ReserveSourceHandle()
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{
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// Check if a free slot is available
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int i = 1;
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for (; i < MAX_SOURCEFILES; ++i)
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{
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if (!Game::sourceFiles[i])
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break;
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}
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if (i >= MAX_SOURCEFILES)
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return 0;
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// Reserve it, if yes
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Game::sourceFiles[i] = reinterpret_cast<Game::source_t*>(1);
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return i;
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}
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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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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());
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script->buffer = reinterpret_cast<char*>(script + 1);
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*(script->buffer + buffer.length()) = '\0';
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script->script_p = script->buffer;
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script->lastscript_p = script->buffer;
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script->length = buffer.length();
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script->end_p = &script->buffer[buffer.length()];
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script->line = 1;
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script->lastline = 1;
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script->tokenavailable = 0;
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Game::Script_SetupTokens(script, reinterpret_cast<char*>(0x797F80));
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script->punctuations = reinterpret_cast<Game::punctuation_t*>(0x797F80);
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std::memcpy(script->buffer, buffer.data(), script->length + 1);
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script->length = Game::Script_CleanString(script->buffer);
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return script;
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}
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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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int handle = Menus::ReserveSourceHandle();
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if (!Menus::IsValidSourceHandle(handle)) return 0; // No free source slot!
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Game::script_t *script = Menus::LoadMenuScript(name, buffer);
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if (!script)
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{
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Game::sourceFiles[handle] = nullptr; // Free reserved slot
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return 0;
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}
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script->next = nullptr;
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Game::source_t *source = allocator->allocate<Game::source_t>();
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if (!source)
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{
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Game::FreeMemory(script);
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return 0;
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}
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strncpy_s(source->filename, 64, "string", 64);
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source->scriptstack = script;
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source->tokens = nullptr;
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source->defines = nullptr;
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source->indentstack = nullptr;
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source->skip = 0;
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source->definehash = static_cast<Game::define_t**>(allocator->allocate(4096));
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Game::sourceFiles[handle] = source;
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return handle;
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}
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bool Menus::IsValidSourceHandle(int handle)
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{
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return (handle > 0 && handle < MAX_SOURCEFILES && Game::sourceFiles[handle]);
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}
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int Menus::KeywordHash(char* key)
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{
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int hash = 0;
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if (*key)
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{
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int sub = 3523 - reinterpret_cast<DWORD>(key);
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do
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{
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char _chr = *key;
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hash += reinterpret_cast<DWORD>(&(key++)[sub]) * tolower(_chr);
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} while (*key);
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}
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return (static_cast<uint16_t>(hash) + static_cast<uint16_t>(hash >> 8)) & 0x7F;
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}
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Game::menuDef_t* Menus::ParseMenu(int handle)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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Game::menuDef_t* 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)
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{
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allocator->free(menu);
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return nullptr;
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}
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Game::pc_token_t token;
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] != '{')
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{
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allocator->free(menu->items);
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allocator->free(menu);
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return nullptr;
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}
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while (true)
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{
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ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token))
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{
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Game::PC_SourceError(handle, "end of file inside menu\n");
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break; // Fail
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}
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if (*token.string == '}')
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{
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break; // Success
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}
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int idx = Menus::KeywordHash(token.string);
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Game::keywordHash_t* key = Game::menuParseKeywordHash[idx];
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if (!key)
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{
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Game::PC_SourceError(handle, "unknown menu keyword %s", token.string);
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continue;
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}
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if (!key->func(menu, handle))
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{
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Game::PC_SourceError(handle, "couldn't parse menu keyword %s", token.string);
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break; // Fail
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}
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}
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Menus::OverrideMenu(menu);
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Menus::RemoveMenu(menu->window.name);
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Menus::MenuList[menu->window.name] = menu;
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return menu;
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}
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Game::MenuList* Menus::LoadCustomMenuList(const std::string& menu, Utils::Memory::Allocator* allocator)
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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);
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if (!menuFile.exists()) return nullptr;
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Game::pc_token_t token;
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int handle = Menus::LoadMenuSource(menu, menuFile.getBuffer());
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if (Menus::IsValidSourceHandle(handle))
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{
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while (true)
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{
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ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
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{
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break;
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}
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if (!_stricmp(token.string, "loadmenu"))
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{
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Game::PC_ReadTokenHandle(handle, &token);
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Utils::Merge(&menus, Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
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}
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if (!_stricmp(token.string, "menudef"))
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{
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Game::menuDef_t* menudef = Menus::ParseMenu(handle);
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if (menudef) menus.push_back({ true, menudef }); // Custom menu
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}
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}
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Menus::FreeMenuSource(handle);
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}
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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Game::MenuList* list = allocator->allocate<Game::MenuList>();
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if (!list) return nullptr;
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list->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!list->menus)
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{
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allocator->free(list);
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return nullptr;
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}
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list->name = allocator->duplicateString(menu);
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list->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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list->menus[i] = menus[i].second;
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}
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return list;
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}
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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);
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if (menuFile.exists())
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{
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Game::pc_token_t token;
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int handle = Menus::LoadMenuSource(menu, menuFile.getBuffer());
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if (Menus::IsValidSourceHandle(handle))
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{
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while (true)
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{
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ZeroMemory(&token, sizeof(token));
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if (!Game::PC_ReadTokenHandle(handle, &token) || token.string[0] == '}')
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{
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break;
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}
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if (!_stricmp(token.string, "loadmenu"))
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{
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Game::PC_ReadTokenHandle(handle, &token);
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Utils::Merge(&menus, Menus::LoadMenu(Utils::String::VA("ui_mp\\%s.menu", token.string)));
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}
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if (!_stricmp(token.string, "menudef"))
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{
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Game::menuDef_t* menudef = Menus::ParseMenu(handle);
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if (menudef) menus.push_back({ true, menudef }); // Custom menu
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}
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}
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Menus::FreeMenuSource(handle);
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}
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}
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return menus;
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}
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std::vector<std::pair<bool, Game::menuDef_t*>> Menus::LoadMenu(Game::menuDef_t* menudef)
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{
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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())
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{
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// // Try loading the original menu, if we can't load our custom one
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// Game::menuDef_t* originalMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, menudef->window.name).menu;
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//
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// if (originalMenu)
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// {
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// menus.push_back({ false, originalMenu });
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// }
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// else
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// {
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menus.push_back({ false, menudef }); // Native menu
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// }
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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)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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std::vector<std::pair<bool, Game::menuDef_t*>> menus = Menus::LoadMenu(menu);
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if (menus.empty()) return nullptr;
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return nullptr;
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(menus.size());
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if (!newList->menus)
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{
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allocator->free(newList);
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return nullptr;
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}
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newList->name = allocator->duplicateString(menu);
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newList->menuCount = menus.size();
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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newList->menus[i] = menus[i].second;
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}
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Menus::RemoveMenuList(newList->name);
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Menus::MenuListList[newList->name] = newList;
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return newList;
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}
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void Menus::SafeMergeMenus(std::vector<std::pair<bool, Game::menuDef_t*>>* menus, std::vector<std::pair<bool, Game::menuDef_t*>> newMenus)
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{
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// Check if we overwrote a menu
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for (auto i = menus->begin(); i != menus->end();)
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{
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// Try to find the native menu
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bool found = !i->first; // Only if custom menu, try to find it
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// If there is none, try to find a custom menu
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if (!found)
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{
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for (auto& entry : Menus::MenuList)
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{
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if (i->second == entry.second)
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{
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found = true;
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break;
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}
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}
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}
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// Remove the menu if it has been deallocated (not found)
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if (!found)
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{
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i = menus->erase(i);
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continue;
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}
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bool increment = true;
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// Remove the menu if it has been loaded twice
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for (auto& newMenu : newMenus)
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{
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if (i->second->window.name == std::string(newMenu.second->window.name))
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{
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Menus::RemoveMenu(i->second);
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i = menus->erase(i);
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increment = false;
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break;
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}
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}
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if(increment) ++i;
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}
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Utils::Merge(menus, newMenus);
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}
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Game::MenuList* Menus::LoadMenuList(Game::MenuList* menuList)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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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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{
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if (!menuList->menus[i]) continue;
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Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menuList->menus[i]));
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}
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// Load custom menus
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if (menuList->name == "ui_mp/code.txt"s) // Should be menus, but code is loaded ingame
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{
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for (auto menu : Menus::CustomMenus)
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{
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bool hasMenu = false;
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for (auto &loadedMenu : menus)
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{
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if (loadedMenu.second->window.name == menu)
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{
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hasMenu = true;
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break;
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}
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}
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if (!hasMenu) Menus::SafeMergeMenus(&menus, Menus::LoadMenu(menu));
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}
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}
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// Allocate new menu list
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Game::MenuList* newList = allocator->allocate<Game::MenuList>();
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if (!newList) return menuList;
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size_t size = menus.size();
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newList->menus = allocator->allocateArray<Game::menuDef_t*>(size);
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if (!newList->menus)
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{
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allocator->free(newList);
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return menuList;
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}
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newList->name = allocator->duplicateString(menuList->name);
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newList->menuCount = size;
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// Copy new menus
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for (unsigned int i = 0; i < menus.size(); ++i)
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{
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newList->menus[i] = menus[i].second;
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}
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Menus::RemoveMenuList(newList->name);
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Menus::MenuListList[newList->name] = newList;
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return newList;
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}
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void Menus::FreeMenuSource(int handle)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (!Menus::IsValidSourceHandle(handle)) return;
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Game::source_t *source = Game::sourceFiles[handle];
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while (source->scriptstack)
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{
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Game::script_t* script = source->scriptstack;
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source->scriptstack = source->scriptstack->next;
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Game::FreeMemory(script);
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}
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while (source->tokens)
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{
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Game::token_t* token = source->tokens;
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source->tokens = source->tokens->next;
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Game::FreeMemory(token);
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}
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while (source->defines)
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{
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Game::define_t* define = source->defines;
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source->defines = source->defines->next;
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Game::FreeMemory(define);
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}
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while (source->indentstack)
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{
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Game::indent_t* indent = source->indentstack;
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source->indentstack = source->indentstack->next;
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allocator->free(indent);
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}
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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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}
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void Menus::FreeMenu(Game::menuDef_t* menudef)
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{
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Do i need to free expressions and strings?
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// Or does the game take care of it?
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// Seems like it does...
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if (menudef->items)
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{
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// Seems like this is obsolete as well,
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// as the game handles the memory
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//for (int i = 0; i < menudef->itemCount; ++i)
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//{
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// Game::Menu_FreeItemMemory(menudef->items[i]);
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//}
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allocator->free(menudef->items);
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}
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allocator->free(menudef);
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}
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void Menus::FreeMenuList(Game::MenuList* menuList)
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{
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if (!menuList) return;
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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// Keep our compiler happy
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Game::MenuList list = { menuList->name, menuList->menuCount, menuList->menus };
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if (list.name)
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{
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allocator->free(list.name);
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}
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if (list.menus)
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{
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allocator->free(list.menus);
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}
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allocator->free(menuList);
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}
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void Menus::RemoveMenu(const std::string& menu)
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{
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auto i = Menus::MenuList.find(menu);
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if (i != Menus::MenuList.end())
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{
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if (i->second) Menus::FreeMenu(i->second);
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i = Menus::MenuList.erase(i);
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}
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}
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void Menus::RemoveMenu(Game::menuDef_t* menudef)
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{
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for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();)
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{
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if (i->second == menudef)
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{
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Menus::FreeMenu(menudef);
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i = Menus::MenuList.erase(i);
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}
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else
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{
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++i;
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}
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}
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}
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void Menus::RemoveMenuList(const std::string& menuList)
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{
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auto i = Menus::MenuListList.find(menuList);
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if (i != Menus::MenuListList.end())
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{
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if (i->second)
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{
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for (auto j = 0; j < i->second->menuCount; ++j)
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{
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Menus::RemoveMenu(i->second->menus[j]);
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}
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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::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 (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"))
|
|
{
|
|
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;
|
|
|
|
if (menuList && reinterpret_cast<DWORD>(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 = 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;
|
|
}
|
|
}
|
|
|
|
void Menus::Add(const std::string& menu)
|
|
{
|
|
Menus::CustomMenus.push_back(menu);
|
|
}
|
|
|
|
void Menus::RegisterCustomMenusHook()
|
|
{
|
|
Game::UiContext* uiInfoArray = (Game::UiContext*)0x62E2858;
|
|
Game::MenuList list;
|
|
|
|
Utils::Hook::Call<void()>(0x401700)(); // call original load functions
|
|
Game::XAssetHeader header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/iw4x.txt");
|
|
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
|
|
{
|
|
// Utils::Hook::Call<void(void*, Game::MenuList*, int)>(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus
|
|
std::memcpy(&list, header.data, sizeof(Game::MenuList));
|
|
|
|
for (int i = 0; i < uiInfoArray->menuCount; i++)
|
|
{
|
|
for (int j = 0; j < list.menuCount; j++)
|
|
{
|
|
if (!list.menus[j]) continue; // skip already used entries
|
|
if (!stricmp(list.menus[j]->window.name, uiInfoArray->Menus[i]->window.name))
|
|
{
|
|
uiInfoArray->Menus[i] = list.menus[j]; // overwrite UiContext pointer
|
|
list.menus[j] = nullptr; // clear entries that already exist so we don't add them later
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < list.menuCount; i++)
|
|
{
|
|
if (list.menus[i])
|
|
{
|
|
uiInfoArray->Menus[uiInfoArray->menuCount++] = list.menus[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < uiInfoArray->menuCount; i++)
|
|
{
|
|
OutputDebugStringA(Utils::String::VA("%s\n", uiInfoArray->Menus[i]->window.name));
|
|
}
|
|
|
|
/*
|
|
header = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MENULIST, "ui_mp/mod.txt");
|
|
if (header.data && !(header.menuList->menuCount == 1 && !_stricmp("default_menu", header.menuList->menus[0]->window.name)))
|
|
{
|
|
Utils::Hook::Call<void(void*, Game::MenuList*, int)>(0x401700)(uiInfoArray, header.menuList, 1); // add loaded menus
|
|
}
|
|
*/
|
|
}
|
|
|
|
Menus::Menus()
|
|
{
|
|
if (Dedicated::IsEnabled()) return;
|
|
|
|
// Ensure everything is zero'ed
|
|
Menus::FreeEverything();
|
|
|
|
// Intercept asset finding
|
|
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuFindHook);
|
|
AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuListFindHook);
|
|
|
|
// Don't open connect menu
|
|
//Utils::Hook::Nop(0x428E48, 5);
|
|
|
|
// register custom menufiles if they exist
|
|
Utils::Hook(0x4A58C3, Menus::RegisterCustomMenusHook, HOOK_CALL).install()->quick();
|
|
|
|
// 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, 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)
|
|
{
|
|
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*)
|
|
{
|
|
// 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
|
|
Scheduler::OnFrameAsync(AntiCheat::QuickCodeScanner2);
|
|
#endif
|
|
|
|
Command::Add("mp_QuickMessage", [](Command::Params*)
|
|
{
|
|
Command::Execute("openmenu quickmessage");
|
|
});
|
|
|
|
// Define custom menus here
|
|
/*
|
|
Menus::Add("ui_mp/changelog.menu");
|
|
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");
|
|
Menus::Add("ui_mp/menu_first_launch.menu");
|
|
Menus::Add("ui_mp/startup_messages.menu");
|
|
Menus::Add("ui_mp/pc_store.menu");
|
|
Menus::Add("ui_mp/iw4x_credits.menu");
|
|
Menus::Add("ui_mp/resetclass.menu");
|
|
*/
|
|
}
|
|
|
|
Menus::~Menus()
|
|
{
|
|
Menus::CustomMenus.clear();
|
|
Menus::FreeEverything();
|
|
}
|
|
}
|