initial commit

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rr- 2021-01-01 19:50:16 +01:00
commit 9c78d16754

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main.c Executable file
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#include <windows.h>
#include <stdarg.h>
#include <stdio.h>
#define FEATURE_NOCD_DATA
typedef enum {
GBUF_RoomInfos = 11,
GBUF_RoomMesh = 12,
GBUF_RoomDoor = 13,
GBUF_RoomFloor = 14,
GBUF_RoomLights = 15,
GBUF_RoomStaticMeshInfos = 16,
GBUF_FloorData = 17,
} GAMEALLOC_BUFFER;
#pragma pack(push, 1)
typedef struct Pos2D_t {
__int16 x;
__int16 y;
} POS_2D;
typedef struct Pos3D_t {
__int16 x;
__int16 y;
__int16 z;
} POS_3D;
typedef struct DoorInfo_t {
__int16 room;
__int16 x;
__int16 y;
__int16 z;
POS_3D vertex[4];
} DOOR_INFO;
typedef struct DoorInfos_t {
__int16 count;
DOOR_INFO door[];
} DOOR_INFOS;
typedef struct FloorInfo_t {
__int16 index;
__int16 box;
__int8 pitRoom;
__int8 floor;
__int8 skyRoom;
__int8 ceiling;
} FLOOR_INFO;
typedef struct LightInfo_t {
__int32 x;
__int32 y;
__int32 z;
__int16 intensity;
__int32 falloff;
} LIGHT_INFO;
typedef struct MeshInfo_t {
__int32 x;
__int32 y;
__int32 z;
__int16 yRot;
__int16 shade;
__int16 staticNumber;
} MESH_INFO;
typedef struct RoomInfo_t {
__int16 *data;
DOOR_INFOS *doors;
FLOOR_INFO *floor;
LIGHT_INFO *light;
MESH_INFO *mesh;
__int32 x;
__int32 y;
__int32 z;
__int32 minFloor;
__int32 maxCeiling;
__int16 xSize;
__int16 ySize;
__int16 ambient;
__int16 numLights;
__int16 numMeshes;
__int16 boundLeft;
__int16 boundRight;
__int16 boundTop;
__int16 boundBottom;
__int16 boundActive;
__int16 itemNumber;
__int16 fxNumber;
__int16 flippedRoom;
__int16 flags;
} ROOM_INFO;
#pragma pop
HINSTANCE hInstance = NULL;
#pragma pack(push, 1)
typedef struct {
BYTE opCode; // must be 0xE9;
DWORD offset; // jump offset
} JMP;
#pragma pack(pop)
#define TRACE(...) { \
printf("%s:%d %s ", __FILE__, __LINE__, __func__); \
printf(__VA_ARGS__); \
printf("\n"); \
fflush(stdout); \
}
#define VAR_U_(address, type) (*(type*)(address))
#define VAR_I_(address, type, value) (*(type*)(address))
#define ARRAY_(address, type, length) (*(type(*)length)(address))
#define INJECT(from,to) { \
((JMP*)(from))->opCode = 0xE9; \
((JMP*)(from))->offset = (DWORD)(to) - ((DWORD)(from) + sizeof(JMP)); \
}
#define cd_drive VAR_I_(0x0045A010, char, '.')
#define DEMO VAR_I_(0x0045F1C0, __int32, 0)
#define dword_45A1F0 VAR_U_(0x0045A1F0, __int32)
#define newpath ARRAY_(0x00459F90, char, [128])
#define RoomCount VAR_U_(0x00462BDC, __int16)
#define RoomInfo VAR_U_(0x00462BE8, ROOM_INFO*)
#define PhdWinMaxX VAR_I_(0x006CAD00, __int32, 0)
#define PhdWinMaxY VAR_I_(0x006CAD10, __int32, 0)
#define Meshes VAR_U_(0x0045F1B8, __int16*)
#define FloorData VAR_U_(0x0045F1BC, __int16*)
#define StringToShow ARRAY_(0x00456AD0, char, [128])
#define MeshPtr VAR_U_(0x00461F34, __int16**)
#define GameAllocMemPointer VAR_U_(0x0045E32C, __int32)
#define GameAllocMemUsed VAR_U_(0x0045E330, __int32)
#define GameAllocMemFree VAR_U_(0x0045E334, __int32)
#define GameMemoryPointer VAR_U_(0x0045A034, __int32)
#define GameMemorySize VAR_U_(0x0045EEF8, __int32)
#define game_malloc ((void __cdecl*(*)(int, int))0x0041E2F0)
#define _fread ((size_t __cdecl(*)(void *a1, size_t a2, size_t a3, FILE *a4))0x00442C20)
void __cdecl init_game_malloc() {
GameAllocMemPointer = GameMemoryPointer;
GameAllocMemFree = GameMemorySize;
GameAllocMemUsed = 0;
}
void __cdecl game_free(int freeSize) {
TRACE("");
GameAllocMemPointer -= freeSize;
GameAllocMemFree += freeSize;
GameAllocMemUsed -= freeSize;
}
void DB_Log(char *a1, ...) {
va_list va;
char buf[256];
va_start(va, a1);
if (!dword_45A1F0) {
vsprintf(buf, a1, va);
TRACE(buf);
OutputDebugStringA(buf);
OutputDebugStringA("\n");
}
}
const char *GetFullPath(const char *filename) {
TRACE(filename);
#if defined FEATURE_NOCD_DATA
sprintf(newpath, ".\\%s", filename);
#else
if (DEMO)
sprintf(newpath, "%c:\\tomb\\%s", cd_drive, filename);
else
sprintf(newpath, "%c:\\%s", cd_drive, filename);
#endif
return newpath;
}
int FindCdDrive() {
TRACE("");
FILE *fp;
char root[5] = "C:\\";
char tmp_path[MAX_PATH];
for (cd_drive = 'C'; cd_drive <= 'Z'; cd_drive ++) {
root[0] = cd_drive;
if (GetDriveType(root) == DRIVE_CDROM) {
sprintf(tmp_path, "%c:\\tomb\\data\\title.phd", cd_drive);
fp = fopen(tmp_path, "rb");
if (fp) {
DEMO = 1;
return fclose(fp);
}
sprintf(tmp_path, "%c:\\data\\title.phd", cd_drive);
fp = fopen(tmp_path, "rb");
if (fp) {
DEMO = 0;
return fclose(fp);
}
}
}
((void(*)(const char*))0x43D770)("ERROR: Please insert TombRaider CD");
return 0;
}
int LoadRooms(FILE *fp) {
__int16 wCount;
__int32 dwCount;
_fread(&RoomCount, sizeof(__int16), 1, fp);
if (RoomCount > 1024) {
strcpy(StringToShow, "LoadRoom(): Too many rooms");
return 0;
}
RoomInfo = (ROOM_INFO *)game_malloc(sizeof(ROOM_INFO) * RoomCount, GBUF_RoomInfos);
if (!RoomInfo) {
strcpy(StringToShow, "LoadRoom(): Could not allocate memory for rooms");
return 0;
}
int i = 0;
for (ROOM_INFO *current_room_info = RoomInfo; i < RoomCount; ++i, ++current_room_info) {
// Room position
_fread(&current_room_info->x, sizeof(__int32), 1, fp);
current_room_info->y = 0;
_fread(&current_room_info->z, sizeof(__int32), 1, fp);
// Room floor/ceiling
_fread(&current_room_info->minFloor, sizeof(__int32), 1, fp);
_fread(&current_room_info->maxCeiling, sizeof(__int32), 1, fp);
// Room mesh
_fread(&dwCount, sizeof(__int32), 1, fp);
current_room_info->data = (__int16 *)game_malloc(sizeof(__int16) * dwCount, GBUF_RoomMesh);
_fread(current_room_info->data, sizeof(__int16), dwCount, fp);
// Doors
_fread(&wCount, sizeof(__int16), 1, fp);
if (!wCount) {
current_room_info->doors = NULL;
} else {
current_room_info->doors = (DOOR_INFOS *)game_malloc(sizeof(__int16) + sizeof(DOOR_INFO) * wCount, GBUF_RoomDoor);
current_room_info->doors->count = wCount;
_fread(&current_room_info->doors->door, sizeof(DOOR_INFO), wCount, fp);
}
// Room floor
_fread(&current_room_info->xSize, sizeof(__int16), 1, fp);
_fread(&current_room_info->ySize, sizeof(__int16), 1, fp);
dwCount = current_room_info->ySize * current_room_info->xSize;
current_room_info->floor = (FLOOR_INFO *)game_malloc(sizeof(FLOOR_INFO) * dwCount, GBUF_RoomFloor);
_fread(current_room_info->floor, sizeof(FLOOR_INFO), dwCount, fp);
// Room lights
_fread(&current_room_info->ambient, sizeof(__int16), 1, fp);
_fread(&current_room_info->numLights, sizeof(__int16), 1, fp);
if (!current_room_info->numLights) {
current_room_info->light = NULL;
} else {
current_room_info->light = (LIGHT_INFO *)game_malloc(sizeof(LIGHT_INFO) * current_room_info->numLights, GBUF_RoomLights);
_fread(current_room_info->light, sizeof(LIGHT_INFO), current_room_info->numLights, fp);
}
// Static mesh infos
_fread(&current_room_info->numMeshes, sizeof(__int16), 1, fp);
if (!current_room_info->numMeshes) {
current_room_info->mesh = NULL;
} else {
current_room_info->mesh = (MESH_INFO *)game_malloc(sizeof(MESH_INFO) * current_room_info->numMeshes, GBUF_RoomStaticMeshInfos);
_fread(current_room_info->mesh, sizeof(MESH_INFO), current_room_info->numMeshes, fp);
}
// Flipped (alternative) room
_fread(&current_room_info->flippedRoom, sizeof(__int16), 1, fp);
// Room flags
_fread(&current_room_info->flags, sizeof(__int16), 1, fp);
// Initialise some variables
current_room_info->boundActive = 0;
current_room_info->boundLeft = PhdWinMaxX;
current_room_info->boundTop = PhdWinMaxY;
current_room_info->boundBottom = 0;
current_room_info->boundRight = 0;
current_room_info->itemNumber = -1;
current_room_info->fxNumber = -1;
}
_fread(&dwCount, sizeof(__int32), 1, fp);
FloorData = game_malloc(sizeof(__int16) * dwCount, GBUF_FloorData);
_fread(FloorData, sizeof(__int16), dwCount, fp);
return 1;
}
static void Inject() {
INJECT(0x0042A2C0, DB_Log);
INJECT(0x0041C020, FindCdDrive);
INJECT(0x0041BFC0, GetFullPath);
INJECT(0x0041B3F0, LoadRooms);
INJECT(0x0041E2C0, init_game_malloc);
INJECT(0x0041E3B0, game_free);
}
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) {
switch (fdwReason) {
case DLL_PROCESS_ATTACH:
freopen("./TR1Main.log", "w", stdout);
TRACE("Attached");
hInstance = hinstDLL;
Inject();
break;
case DLL_PROCESS_DETACH:
TRACE("Detached");
break;
case DLL_THREAD_ATTACH:
break;
case DLL_THREAD_DETACH:
break;
}
return TRUE;
}