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---
AlignAfterOpenBracket: AlwaysBreak
AllowShortFunctionsOnASingleLine: None
AlwaysBreakAfterReturnType: None
BasedOnStyle: Webkit
BreakBeforeBinaryOperators: NonAssignment
ColumnLimit: 80
IndentPPDirectives: BeforeHash
NamespaceIndentation: None
PenaltyReturnTypeOnItsOwnLine: 1000
PointerAlignment: Right
SortIncludes: false

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name: Build Docker toolchain
on:
- workflow_dispatch
jobs:
publish_docker_image:
name: Build Docker toolchain
runs-on: ubuntu-latest
steps:
- name: Login to Docker Hub
uses: docker/login-action@v1
with:
username: ${{ secrets.DOCKERHUB_USERNAME }}
password: ${{ secrets.DOCKERHUB_PASSWORD }}
- name: Checkout code
uses: actions/checkout@v2
with:
path: .
fetch-depth: 0
- name: Build Docker image
run: |
docker build -t "rrdash/tr2x:latest" . -f docker/game-win/Dockerfile
docker push "rrdash/tr2x:latest"

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name: Run code linters
on:
- push
- pull_request
jobs:
lint:
name: Run code linters
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v2
with:
path: .
fetch-depth: 0
- name: Install dependencies
run: |
wget -O - https://apt.llvm.org/llvm-snapshot.gpg.key|sudo apt-key add -
echo 'deb http://apt.llvm.org/focal/ llvm-toolchain-focal-12 main' | sudo tee -a /etc/apt/sources.list
echo 'deb-src http://apt.llvm.org/focal/ llvm-toolchain-focal-12 main' | sudo tee -a /etc/apt/sources.list
sudo apt update
sudo apt-get install -y clang-format-12 iwyu
sudo ln -s /usr/bin/clang-format-12 /usr/local/bin/clang-format
sudo apt-get install -y make python3-pip
sudo python3 -m pip install pyjson5
- name: Check imports
run: |
git add -A
python3 tools/sort_imports
git diff --exit-code || ( echo 'Please run `make imports` and commit the changes.'; exit 1 )
- name: Check formatted code differences
run: |
make lint
git diff --exit-code || ( echo 'Please run `make lint` and commit the changes.'; exit 1 )

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name: Publish a new release
permissions:
contents: write
on:
push:
branch: stable
tags:
- 'v?[0-9]*'
workflow_call:
inputs:
draft:
description: 'Draft'
required: true
default: false
type: boolean
prerelease:
description: 'Prerelease'
required: true
type: boolean
workflow_dispatch:
inputs:
draft:
description: 'Draft'
required: true
default: true
type: boolean
prerelease:
description: 'Prerelease'
required: true
default: false
type: boolean
jobs:
publish_release:
name: Create a GitHub release
runs-on: ubuntu-latest
needs: [package_game_win]
steps:
- name: Checkout code
uses: actions/checkout@v3
with:
path: .
fetch-depth: 0
- name: Download built game asset
uses: actions/download-artifact@v1
with:
path: artifacts/
name: game-win-all
- name: Extract tag name
id: get_version
run: echo ::set-output name=VERSION::$(git describe --abbrev=7 --tags)
- name: Rename assets
run: |
mv artifacts/game-win.zip artifacts/TR2X-${{ steps.get_version.outputs.VERSION }}-Windows.zip
- name: Generate Changelog
run: |
python3 -c '''
import re
from pathlib import Path
sections = [s for s in Path("CHANGELOG.md").read_text().split("\n\n") if re.search("- \w", s)]
if sections:
section = sections[0]
print("\n".join(line for line in section.splitlines() if not line.startswith("#")))
''' > artifacts/changes.txt
- name: Release
uses: softprops/action-gh-release@v1
with:
token: ${{ secrets.GITHUB_TOKEN }}
name: Release ${{ github.ref_name }}
body_path: artifacts/changes.txt
draft: ${{ inputs.draft }}
prerelease: ${{ inputs.prerelease }}
fail_on_unmatched_files: true
files: |
artifacts/TR2X-${{ steps.get_version.outputs.VERSION }}-Windows.zip
build_game_win:
name: Build the game (Windows)
runs-on: ubuntu-latest
steps:
- name: Checkout code
uses: actions/checkout@v3
with:
path: .
fetch-depth: 0
- name: Install dependencies
run: |
echo "$GITHUB_CONTEXT"
sudo apt-get update
sudo apt-get install -y make moby-engine moby-cli
- name: Build the game
run: |
make clean release
mkdir out/
cp build/win/*.exe out/
cp build/win/*.dll out/
cp -r bin/* out/
- name: Upload the artifact
uses: actions/upload-artifact@v1
with:
name: game-win
path: out/
package_game_win:
name: Package the game (Windows)
needs: [build_game_win]
runs-on: ubuntu-latest
steps:
- name: Download built game assets
uses: actions/download-artifact@v1
with:
path: artifacts/
name: game-win
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y make p7zip-full
- name: Package the game
run: |
mkdir out
cd artifacts
7z a ../out/game-win.zip *
- name: Upload the artifact
uses: actions/upload-artifact@v1
with:
name: game-win-all
path: out/game-win.zip

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repos:
- repo: local
hooks:
- id: clang-format
name: clang-format
entry: clang-format
args: ["-style=file", "-i"]
language: system
files: \.[ch](pp)?$

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## [Unreleased](https://github.com/rr-/TR2X/compare/stable...develop) - ××××-××-××

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# Development guidelines
## Build workflow
- Compile the project (described in the next section)
- Copy all .dll and .exe files from `build/` to your game directory
- Copy the contents of `bin/` to your game directory
## Compiling
### Compiling on Ubuntu
- **With Docker**:
Make sure to install Docker and make, then run `make debug`.
The binaries should appear in the `build/` directory.
- **Without Docker**:
This scenario is not officially supported, but you can see how it's done by
examining the `docker` configuration files for the external dependencies,
and `meson.build` for the local files, then tailoring your system to match
the process.
### Compiling on Windows
- **Using WSL**:
Install WSL (video guide: https://www.youtube.com/watch?v=5RTSlby-l9w)
- Run Powershell as Administrator
- Copy and paste the following command: `Enable-WindowsOptionalFeature -Online -FeatureName Microsoft-Windows-Subsystem-Linux`
- Restart the computer
- Go to Windows App Store
- Install Ubuntu
Run WSL and continue with the instructions from the `Compiling on Ubuntu` section.
### Supported compilers
Please be advised that any build systems that are not the one we use for
automating releases (= mingw-w64) come at user's own risk. They might crash or
even refuse to compile.
## Coding conventions
While the existing source code does not conform to the rules because it uses
the original Core Design's naming, new code should adhere to the following
guidelines:
- Variables are `lower_snake_case`
- Global variables are `g_PascalCase`
- Module variables are `m_PascalCase`
- Function names are `Module_PascalCase`
- Macros are `UPPER_SNAKE_CASE`
- Struct names are `UPPER_SNAKE_CASE`
- Struct members are `lower_snake_case`
- Enum names are `UPPER_SNAKE_CASE`
- Enum members are `UPPER_SNAKE_CASE`
Try to avoid global variables, if possible declare them as `static` in the
module you're using them. Changes to original game functionality most often
should be configurable.
Other things:
- We use clang-format to automatically format the code
- We do not omit `{` and `}`
- We use K&R brace style
- We condense `if` expressions into one, so:
```
if (a && b) {
}
```
and not:
```
if (a) {
if (b) {
}
}
```
If the expressions are extraordinarily complex, we refactor these into
smaller conditions or functions.
### Code formatting
This project uses `clang-format` to take care of automatic code formatting. To
ensure your code conforms to the standard, please run `make lint` after each
commit. If for some reason you can't run it, don't worry, our CI pipeline will
show you what need to be changed in case of mistakes.
## Submitting changes
We commit via pull requests and avoid committing directly to `develop`, which
is a protected branch. Each pull request gets peer-reviewed and should have at
least one approval from the code developer team before merging. We never merge
until all discussions are marked as resolved and generally try to test things
before merging. When a remark on the code review is trivial and the PR author
has pushed a fix for it, it should be resolved by the pull request author.
Otherwise we don't mark the discussions as resolved and give a chance for the
reviewer to reply. Once all change requests are addressed, we should re-request
a review from the interested parties.
## Changelog
We keep a changelog in `CHANGELOG.md`. Anything other than an internal change
or refactor needs an entry there. Furthermore, new features and OG bugfixes
should be documented in README as well.
## Commit scope
Either you can make a lot of throwaway commits such as 'test' 'continue
testing' 'fix 1' 'fix 2' 'fix of the fix' and then squash your pull request as
a whole, or you can craft a nice history with proper commit messages and then
merge-rebase. The first case is mostly acceptable for isolated features, but in
general we prefer the latter approach. As a principle, refactors should made in
separate commits. Code review changes are best made incrementally and then
squashed prior to merging, for easing the review process.
## Commit messages
**The most important thing to remember:** bug fixes and feature implementations
should always include the phrase `Resolves #123`. If there's no ticket and the
pull request you're making contains player-facing changes, a ticket needs
to be created first no exceptions.
Anything else is just for consistency and general neatness. Our commit messages
aim to respect the 50/72 rule and have the following form:
module-prefix: description in an imperative mood (max 50 characters)
Longer description of what happens that can span multiple lines. Each
line should be maximally 72 characters long, with the exceptions of
code/log dumps.
The prefix should describe the module that the pull request touches the most.
In general this is the name of the `.c` or `.h` file with the most changes.
Note that this includes the folder names which are separated with `/`. Avoid
underscores (`_`) in favor of dashes (`-`).
The description should be as concise as possible; any details should be given
in the commit message body. Use simple, to the point words like `add`, `fix`,
`remove`, `improve`.
Good:
```
ui: improve resolution changing
Added the ability for the player to switch resolutions directly from
the game ui.
Resolves #123.
```
Great:
```
log: fix varargs for Log_Message()
On Linux, the engine crashes when printing the log messages. This
happens because the current code re-uses the same va_list variable on
two calls to vprintf() and vfprintf(). Actually, this is not allowed.
For using the same information on multiple formatting functions, it is
needed to create a copy of the primary va_list to a second one, by using
va_copy(). After rewriting properly the Log_Message() function, the
segmentation fault is gone. Tested on both Linux and Windows builds.
```
- This has no ticket number, but it was an internal change improving support
for a platform unsupported at that time, which made it acceptable.
Bad:
```
ui: implemented the ability to switch resolutions from the ui
```
- the subject doesn't use imperative mood
- the subject is too long
- missing ticket number
Bad:
```
dart: added dart emitters to the savegame (#779)
dart: added dart emitters to the savegame
Add function for checking legacy savegame save flags
Resolves #774.
```
- it duplicates the subject in the message body
- the subject doesn't use imperative mood
When merging via squash, it's OK to have GitHub append the pull request number,
but pay special attention to the body field which often gets filled with
garbage.
## Branching model
We have two branches: `develop` and `stable`. `develop` is where all changes
about to be published in the next release land. `stable` is the latest release.
We avoid creating merge commits between these two they should always point to
the same HEAD when applicable. This means that any hotfixes that need to be
released ahead of unpublished work in `develop` are merged directly to
`stable`, and `develop` needs to be then rebased on top of the now-patched
`stable`.
## Releasing a new version
New version releases happen automatically whenever a new tag is pushed to the
`stable` branch with the help of GitHub actions. In general this is accompanied
with a special commit `docs: release X.Y.Z` that assigns unreleased changes to
a specific version. See git history for details.
## Glossary
- OG: original game
- UK Box: the version released on discs in the UK
- Multipatch: the version released on Steam
- PS: PlayStation version of the game

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GNU GENERAL PUBLIC LICENSE
==========================
Version 3, 29 June 2007
==========================
> Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
# Preamble
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The licenses for most software and other practical works are designed
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GNU General Public License for most of our software; it applies also to
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When we speak of free software, we are referring to freedom, not
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unpacking, reading or copying.
## 7. Additional Terms.
_"Additional permissions"_ are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
## 8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
## 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
## 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An _"entity transaction"_ is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
## 11. Patents.
A _"contributor"_ is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's _"essential patent claims"_ are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
## 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
## 13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
## 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
## 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
## 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
## 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
# END OF TERMS AND CONDITIONS
--------------------------------------------------------------------------
# How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type 'show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type 'show c' for details.
The hypothetical commands _'show w'_ and _'show c'_ should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

39
Makefile Normal file
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CWD = $(shell pwd)
HOST_USER_UID = $(shell id -u)
HOST_USER_GID = $(shell id -g)
define build
$(eval TARGET := $(1))
mkdir -p build
docker run --rm \
--user $(HOST_USER_UID):$(HOST_USER_GID) \
--entrypoint /app/docker/game-win/entrypoint.sh \
-e TARGET="$(TARGET)" \
-v $(CWD):/app/ \
rrdash/tr2x:latest
endef
build-docker-image:
docker build --progress plain . -f docker/game-win/Dockerfile -t rrdash/tr2x
debug:
$(call build,debug)
debugopt:
$(call build,debugoptimized)
release:
$(call build,release)
clean:
-find build/ -type f -delete
-find build/ -mindepth 1 -empty -type d -delete
imports:
tools/sort_imports
lint:
bash -c 'shopt -s globstar; clang-format -i **/*.c **/*.h'
.PHONY: debug debugopt release clean imports lint

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README.md Normal file
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<p align="center">
<img alt="TR2X logo" src="tools/resources/logo-light-theme.png#gh-light-mode-only" width="400"/>
<img alt="TR2X logo" src="tools/resources/logo-dark-theme.png#gh-dark-mode-only" width="400"/>
</p>
TR2X is an open-source decompilation project for Tomb Raider 2, created as a
sequel to the successful [TR1X](https://github.com/LostArtefacts/TR1X/) project
for Tomb Raider 1. Our project is in the early stages, and our main focus is on
decompiling as much of the game as possible.
## The situation
TR2X draws inspiration from existing decompilation efforts, including the
achievements of [TR2Main](https://github.com/Arsunt/TR2Main) developed by
[Arsunt](https://github.com/Arsunt/). However, we emphasize that TR2X is an
independent project and does not directly copy code from TR2Main.
## Our Mission
Our mission is to fully decompile Tomb Raider 2 and to eventually enhance the
overall gameplay experience.
### Key Goals
- **Comprehensive Decompilation:**
Our primary objective is to achieve a thorough decompilation of Tomb Raider
2, enabling a deeper understanding of its inner workings.
- **Enhancement of UK Box Version:**
Our work is based on the UK Box version of Tomb Raider 2. Eventually we hope
to reach feature parity with the Steam/multipatch version, and possibly
TR2Main as well.
- **Cross-platform Compatibility:**
We are committed to making Tomb Raider 2 run natively on Linux, with the
possibility of supporting Mac systems in the future.
- **Transparent Development Process:**
We value transparency and aim to maintain a transparent development process,
ensuring regular updates and engagement with the community.
- **Changelog and Progress Updates:**
We strive to provide detailed and reliable changelogs, documenting
significant updates and changes made to TR2X. Additionally, we will keep
the community informed about the progress of the project.
TR2X is currently in the early stages of development, focusing on the
decompilation process. We recognize that there is much work to be done.
## Contributions
Please refer to our [CONTRIBUTING.md](CONTRIBUTING.md) file for more
information on how to contribute to the project.
## License
TR2X follows the GPL license. Please refer to the COPYING.md file for further
details.

BIN
bin/Tomb2.exe Normal file

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# TR2X building toolchain.
#
# This is a multi-stage Docker image. It is designed to keep the final image
# size low. Each stage builds an external dependency. The final stage takes the
# artifacts (binaries, includes etc.) from previous stages and installs all the
# tools necessary to build TR2X.
# MinGW
FROM ubuntu:latest as mingw
# don't prompt during potential installation/update of tzinfo
ENV DEBIAN_FRONTEND=noninteractive
ENV TZ=Europe/Warsaw
RUN apt-get update \
&& apt-get upgrade -y \
&& apt-get install -y \
gcc-mingw-w64-i686 \
g++-mingw-w64-i686 \
git \
make
# TR2X
FROM mingw
# set the build dir - actual files are mounted with a Docker volume
RUN mkdir /app
WORKDIR /app
# system dependencies
# configure pkgconfig manually
# https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=967969
RUN apt-get install -y \
mingw-w64-tools \
pkg-config \
upx \
python3-pip \
&& python3 -m pip install \
pyjson5 \
meson \
ninja
ENTRYPOINT ["/app/docker/game-win/entrypoint.sh"]

17
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#!/bin/sh
set -x
set -e
export CFLAGS=-DDOCKER_BUILD
if [ ! -f /app/build/win/build.ninja ]; then
meson --buildtype "$TARGET" /app/build/win/ --cross /app/docker/game-win/meson_linux_mingw32.txt --pkg-config-path=$PKG_CONFIG_PATH
fi
cd /app/build/win; meson compile
if [ "$TARGET" = release ]; then
for file in *.exe; do
upx -t "$file" || ( i686-w64-mingw32-strip "$file" && upx "$file" )
done
fi

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@ -0,0 +1,19 @@
[binaries]
c = '/usr/bin/i686-w64-mingw32-gcc'
cpp = '/usr/bin/i686-w64-mingw32-g++'
objc = '/usr/bin/i686-w64-mingw32-gcc'
ar = '/usr/bin/i686-w64-mingw32-ar'
strip = '/usr/bin/i686-w64-mingw32-strip'
pkgconfig = '/usr/bin/i686-w64-mingw32-pkg-config'
windres = '/usr/bin/i686-w64-mingw32-windres'
exe_wrapper = 'wine'
ld = '/usr/bin/i686-w64-mingw32-ld'
[properties]
skip_sanity_check = true
[host_machine]
system = 'windows'
cpu_family = 'x86'
cpu = 'i686'
endian = 'little'

97
meson.build Normal file
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project('TR2X', ['c'],
default_options: [
'c_std=c11',
'warning_level=2',
],
)
warning_level = 3
c_compiler = meson.get_compiler('c')
is_mingw = c_compiler.get_id() == 'gcc' and host_machine.system() == 'windows'
if is_mingw
add_project_link_arguments([], language: 'c')
endif
build_opts = [
'-Wno-unused',
'-D_GNU_SOURCE',
]
c_opts = []
add_project_arguments(build_opts + c_opts, language: 'c')
# autogenerated files
resources = []
python3 = find_program('python3', required: true)
git = find_program('git', required: true)
version = custom_target('version',
output: ['version.txt'],
command: [python3, meson.source_root() + '/tools/generate_version', '-o', '@OUTPUT0@'],
build_by_default: true,
build_always_stale: true
)
init = custom_target(
'fake_init',
depends: [version],
input: [version[0]],
output: ['init.c'],
command: [python3, meson.source_root() + '/tools/generate_init', '--version-file', '@INPUT@', '-o', '@OUTPUT0@'],
build_by_default: true,
)
version_rc = custom_target(
'fake_version',
depends: [version],
input: [version[0]],
output: ['version.rc'],
command: [python3, meson.source_root() + '/tools/generate_rcfile', '--version-file', '@INPUT@', '-o', '@OUTPUT0@'],
build_by_default: true,
)
icon_rc = custom_target(
'fake_icon',
input: [version[0]],
output: ['icon.rc'],
command: [python3, meson.source_root() + '/tools/generate_rcfile', '--version-file', '@INPUT@', '-o', '@OUTPUT0@'],
)
if host_machine.system() == 'windows'
windows = import('windows')
resources = [
windows.compile_resources(version_rc),
windows.compile_resources(icon_rc),
]
link_args = ['-static']
else
link_args = []
endif
exe_sources = [
init,
'src/main_exe.c',
resources,
]
dll_sources = [
'src/main_dll.c',
'src/filesystem.c',
'src/specific/s_filesystem.c',
'src/log.c',
'src/memory.c',
]
executable(
'TR2X',
exe_sources,
name_prefix: '',
include_directories: ['src/'],
link_args: link_args,
gui_app: true,
)
library(
'TR2X',
dll_sources,
name_prefix: '',
include_directories: ['src/'],
link_args: link_args,
)

207
src/filesystem.c Normal file
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#include "filesystem.h"
#include "log.h"
#include "memory.h"
#include "specific/s_filesystem.h"
#include <stdio.h>
#include <string.h>
struct MYFILE {
FILE *fp;
const char *path;
};
static bool File_ExistsRaw(const char *path);
static bool File_ExistsRaw(const char *path)
{
FILE *fp = fopen(path, "rb");
if (fp) {
fclose(fp);
return true;
}
return false;
}
bool File_IsAbsolute(const char *path)
{
return path && (path[0] == '/' || strstr(path, ":\\"));
}
bool File_IsRelative(const char *path)
{
return path && !File_IsAbsolute(path);
}
const char *File_GetGameDirectory(void)
{
return S_File_GetGameDirectory();
}
bool File_Exists(const char *path)
{
char *full_path = File_GetFullPath(path);
bool ret = File_ExistsRaw(full_path);
Memory_FreePointer(&full_path);
return ret;
}
char *File_GetFullPath(const char *path)
{
char *full_path = NULL;
if (File_IsRelative(path)) {
const char *game_dir = File_GetGameDirectory();
if (game_dir) {
full_path = Memory_Alloc(strlen(game_dir) + strlen(path) + 1);
sprintf(full_path, "%s%s", game_dir, path);
}
}
if (!full_path) {
full_path = Memory_DupStr(path);
}
char *case_path = S_File_CasePath(full_path);
if (case_path) {
Memory_FreePointer(&full_path);
return case_path;
}
return full_path;
}
char *File_GuessExtension(const char *path, const char **extensions)
{
if (!File_Exists(path)) {
const char *dot = strrchr(path, '.');
if (dot) {
for (const char **ext = &extensions[0]; *ext; ext++) {
size_t out_size = dot - path + strlen(*ext) + 1;
char *out = Memory_Alloc(out_size);
strncpy(out, path, dot - path);
out[dot - path] = '\0';
strcat(out, *ext);
if (File_Exists(out)) {
return out;
}
Memory_FreePointer(&out);
}
}
}
return Memory_DupStr(path);
}
MYFILE *File_Open(const char *path, FILE_OPEN_MODE mode)
{
char *full_path = File_GetFullPath(path);
MYFILE *file = Memory_Alloc(sizeof(MYFILE));
file->path = Memory_DupStr(path);
switch (mode) {
case FILE_OPEN_WRITE:
file->fp = fopen(full_path, "wb");
break;
case FILE_OPEN_READ:
file->fp = fopen(full_path, "rb");
break;
case FILE_OPEN_READ_WRITE:
file->fp = fopen(full_path, "r+b");
break;
default:
file->fp = NULL;
break;
}
Memory_FreePointer(&full_path);
if (!file->fp) {
Memory_FreePointer(&file);
}
return file;
}
size_t File_Read(void *data, size_t item_size, size_t count, MYFILE *file)
{
return fread(data, item_size, count, file->fp);
}
size_t File_Write(
const void *data, size_t item_size, size_t count, MYFILE *file)
{
return fwrite(data, item_size, count, file->fp);
}
void File_CreateDirectory(const char *path)
{
char *full_path = File_GetFullPath(path);
S_File_CreateDirectory(full_path);
Memory_FreePointer(&full_path);
}
void File_Skip(MYFILE *file, size_t bytes)
{
File_Seek(file, bytes, FILE_SEEK_CUR);
}
void File_Seek(MYFILE *file, size_t pos, FILE_SEEK_MODE mode)
{
switch (mode) {
case FILE_SEEK_SET:
fseek(file->fp, pos, SEEK_SET);
break;
case FILE_SEEK_CUR:
fseek(file->fp, pos, SEEK_CUR);
break;
case FILE_SEEK_END:
fseek(file->fp, pos, SEEK_END);
break;
}
}
size_t File_Pos(MYFILE *file)
{
return ftell(file->fp);
}
size_t File_Size(MYFILE *file)
{
size_t old = ftell(file->fp);
fseek(file->fp, 0, SEEK_END);
size_t size = ftell(file->fp);
fseek(file->fp, old, SEEK_SET);
return size;
}
const char *File_GetPath(MYFILE *file)
{
return file->path;
}
void File_Close(MYFILE *file)
{
fclose(file->fp);
Memory_FreePointer(&file->path);
Memory_FreePointer(&file);
}
bool File_Load(const char *path, char **output_data, size_t *output_size)
{
MYFILE *fp = File_Open(path, FILE_OPEN_READ);
if (!fp) {
LOG_ERROR("Can't open file %s", path);
return false;
}
size_t data_size = File_Size(fp);
char *data = Memory_Alloc(data_size + 1);
if (File_Read(data, sizeof(char), data_size, fp) != data_size) {
LOG_ERROR("Can't read file %s", path);
Memory_FreePointer(&data);
return false;
}
File_Close(fp);
data[data_size] = '\0';
*output_data = data;
if (output_size) {
*output_size = data_size;
}
return true;
}

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#pragma once
#include <stdbool.h>
#include <stddef.h>
typedef enum {
FILE_SEEK_SET,
FILE_SEEK_CUR,
FILE_SEEK_END,
} FILE_SEEK_MODE;
typedef enum {
FILE_OPEN_READ,
FILE_OPEN_READ_WRITE,
FILE_OPEN_WRITE,
} FILE_OPEN_MODE;
typedef struct MYFILE MYFILE;
bool File_IsAbsolute(const char *path);
bool File_IsRelative(const char *path);
bool File_Exists(const char *path);
const char *File_GetGameDirectory(void);
// Get the absolute path to the given file, if possible.
// Internaly all operations on files within filesystem.c
// perform this normalization, so calling this function should
// only be necessary when interacting with external libraries.
char *File_GetFullPath(const char *path);
char *File_GuessExtension(const char *path, const char **extensions);
MYFILE *File_Open(const char *path, FILE_OPEN_MODE mode);
size_t File_Read(void *data, size_t item_size, size_t count, MYFILE *file);
size_t File_Write(
const void *data, size_t item_size, size_t count, MYFILE *file);
void File_CreateDirectory(const char *path);
size_t File_Pos(MYFILE *file);
size_t File_Size(MYFILE *file);
const char *File_GetPath(MYFILE *file);
void File_Skip(MYFILE *file, size_t bytes);
void File_Seek(MYFILE *file, size_t pos, FILE_SEEK_MODE mode);
void File_Close(MYFILE *file);
bool File_Load(const char *path, char **output_data, size_t *output_size);

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#include "log.h"
#include "filesystem.h"
#include "memory.h"
#include <stdarg.h>
#include <stdio.h>
FILE *m_LogHandle = NULL;
void Log_Init(void)
{
char *full_path = File_GetFullPath("TR2X.log");
m_LogHandle = fopen(full_path, "w");
Memory_FreePointer(&full_path);
}
void Log_Message(
const char *file, int line, const char *func, const char *fmt, ...)
{
va_list va;
va_start(va, fmt);
// print to log file
if (m_LogHandle) {
va_list vb;
va_copy(vb, va);
fprintf(m_LogHandle, "%s %d %s ", file, line, func);
vfprintf(m_LogHandle, fmt, vb);
fprintf(m_LogHandle, "\n");
fflush(m_LogHandle);
va_end(vb);
}
// print to stdout
printf("%s %d %s ", file, line, func);
vprintf(fmt, va);
printf("\n");
fflush(stdout);
va_end(va);
}
void Log_Shutdown(void)
{
if (m_LogHandle) {
fclose(m_LogHandle);
}
}

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#pragma once
#define LOG_INFO(...) Log_Message(__FILE__, __LINE__, __func__, __VA_ARGS__)
#define LOG_WARNING(...) Log_Message(__FILE__, __LINE__, __func__, __VA_ARGS__)
#define LOG_ERROR(...) Log_Message(__FILE__, __LINE__, __func__, __VA_ARGS__)
#define LOG_DEBUG(...) Log_Message(__FILE__, __LINE__, __func__, __VA_ARGS__)
void Log_Init(void);
void Log_Message(
const char *file, int line, const char *func, const char *fmt, ...);

23
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#include "log.h"
#include <stdio.h>
#include <windows.h>
BOOL APIENTRY
DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
switch (ul_reason_for_call) {
case DLL_PROCESS_ATTACH:
Log_Init();
LOG_DEBUG("Injected DLL: DLL_PROCESS_ATTACH\n");
break;
case DLL_THREAD_ATTACH:
break;
case DLL_THREAD_DETACH:
break;
case DLL_PROCESS_DETACH:
LOG_DEBUG("Injected DLL: DLL_PROCESS_DETACH\n");
break;
}
return TRUE;
}

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#include <stdbool.h>
#include <stdio.h>
#include <windows.h>
// The path to the legitimate host process
const char *hostProcessPath = "Tomb2.exe";
bool fileExists(const char *filePath)
{
DWORD fileAttributes = GetFileAttributes(filePath);
if (fileAttributes != INVALID_FILE_ATTRIBUTES
&& !(fileAttributes & FILE_ATTRIBUTE_DIRECTORY)) {
return true;
}
return false;
}
int main()
{
char dll_path[MAX_PATH];
GetModuleFileNameA(NULL, dll_path, MAX_PATH);
strcpy(strstr(dll_path, ".exe"), ".dll");
STARTUPINFO si;
ZeroMemory(&si, sizeof(si));
si.cb = sizeof(si);
PROCESS_INFORMATION pi;
ZeroMemory(&pi, sizeof(pi));
if (!CreateProcess(
hostProcessPath, NULL, NULL, NULL, FALSE, CREATE_SUSPENDED, NULL,
NULL, &si, &pi)) {
fprintf(stderr, "Failed to create the process.\n");
return 1;
}
LPVOID loadLibraryAddr =
(LPVOID)GetProcAddress(GetModuleHandle("kernel32.dll"), "LoadLibraryA");
if (!fileExists(dll_path)) {
fprintf(stderr, "DLL does not exist.\n");
return 1;
}
LPVOID dllPathAddr = VirtualAllocEx(
pi.hProcess, NULL, strlen(dll_path) + 1, MEM_RESERVE | MEM_COMMIT,
PAGE_READWRITE);
if (!dllPathAddr) {
fprintf(stderr, "Failed to allocate remote memory.\n");
return 1;
}
if (!WriteProcessMemory(
pi.hProcess, dllPathAddr, dll_path, strlen(dll_path) + 1, NULL)) {
fprintf(stderr, "Failed to write remote memory.\n");
return 1;
}
HANDLE hRemoteThread = CreateRemoteThread(
pi.hProcess, NULL, 0, (LPTHREAD_START_ROUTINE)loadLibraryAddr,
dllPathAddr, 0, NULL);
if (hRemoteThread == INVALID_HANDLE_VALUE) {
fprintf(stderr, "Failed to create remote thread.\n");
return 1;
}
WaitForSingleObject(hRemoteThread, INFINITE);
VirtualFreeEx(pi.hProcess, dllPathAddr, strlen(dll_path) + 1, MEM_RELEASE);
CloseHandle(hRemoteThread);
if (ResumeThread(pi.hThread) == (DWORD)-1) {
fprintf(stderr, "Failed to resume the execution of the process.\n");
return 1;
}
CloseHandle(pi.hProcess);
CloseHandle(pi.hThread);
return 0;
}

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#include "memory.h"
#include <assert.h>
#include <stdlib.h>
#include <string.h>
void *Memory_Alloc(size_t size)
{
void *result = malloc(size);
assert(result);
memset(result, 0, size);
return result;
}
void *Memory_Realloc(void *memory, size_t size)
{
void *result = realloc(memory, size);
assert(result);
return result;
}
void Memory_Free(void *memory)
{
if (memory) {
free(memory);
}
}
void Memory_FreePointer(void *arg)
{
assert(arg);
void *memory;
memcpy(&memory, arg, sizeof(void *));
memcpy(arg, &(void *) { NULL }, sizeof(void *));
Memory_Free(memory);
}
char *Memory_DupStr(const char *string)
{
assert(string);
char *memory = Memory_Alloc(strlen(string) + 1);
strcpy(memory, string);
return memory;
}

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#pragma once
// Basic memory utilities that exit the game in case the system runs out of
// memory.
#include <stddef.h>
// Allocate n bytes. In case the memory allocation fails, shows an error to the
// user and exits the application. The allocated memory is filled with zeros.
void *Memory_Alloc(size_t size);
// Reallocate existing memory to n bytes, returning an address to the
// reallocated memory. In case the memory allocation fails, shows an error to
// the user and exits the application. All pointers to the old memory address
// become invalid. Preserves the previous memory contents. If the memory is
// NULL, the function acts like Memory_Alloc.
void *Memory_Realloc(void *memory, size_t size);
// Frees the memory associated with a given address. If the memory is NULL, the
// function is a no-op.
void Memory_Free(void *memory);
// Frees the memory associated with a given pointer and sets it to NULL. The
// user is expected to pass a pointer of their variable like so:
//
// char *mem = Memory_Alloc(10);
// Memory_FreePointer(&mem);
// (mem is now NULL)
//
// Giving a NULL to this function is a fatal error. Passing mem directly is
// also an error.
void Memory_FreePointer(void *memory);
// Duplicates a string. In case the memory allocation fails, shows an error to
// the user and exits the application. The string must be NULL-terminated.
// Giving a NULL to this function is a fatal error.
char *Memory_DupStr(const char *string);

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#include "specific/s_filesystem.h"
#include "log.h"
#include "memory.h"
#include <assert.h>
#include <dirent.h>
#include <stdbool.h>
#include <string.h>
#include <strings.h>
#if defined(_WIN32)
#include <direct.h>
#include <windows.h>
#define PATH_SEPARATOR "\\"
#else
#include <sys/stat.h>
#define PATH_SEPARATOR "/"
#endif
const char *m_GameDir = NULL;
static bool S_File_StringEndsWith(const char *str, const char *suffix);
static void S_File_PathAppendSeparator(char *path);
static void S_File_PathAppendPart(char *path, const char *part);
static bool S_File_StringEndsWith(const char *str, const char *suffix)
{
int str_len = strlen(str);
int suffix_len = strlen(suffix);
if (suffix_len > str_len) {
return 0;
}
return strcmp(str + str_len - suffix_len, suffix) == 0;
}
static void S_File_PathAppendSeparator(char *path)
{
if (!S_File_StringEndsWith(path, PATH_SEPARATOR)) {
strcat(path, PATH_SEPARATOR);
}
}
static void S_File_PathAppendPart(char *path, const char *part)
{
S_File_PathAppendSeparator(path);
strcat(path, part);
}
const char *S_File_GetGameDirectory(void)
{
if (!m_GameDir) {
#if defined(_WIN32)
char szFileName[MAX_PATH];
GetModuleFileNameA(NULL, szFileName, MAX_PATH);
strrchr(szFileName, PATH_SEPARATOR[0])[1] = '\0';
m_GameDir = strdup(szFileName);
#else
#error Not implemented
#endif
if (!m_GameDir) {
LOG_ERROR("Can't get module handle");
return NULL;
}
}
return m_GameDir;
}
void S_File_CreateDirectory(const char *path)
{
assert(path);
#if defined(_WIN32)
_mkdir(path);
#else
mkdir(path, 0775);
#endif
}
char *S_File_CasePath(char const *path)
{
assert(path);
char *current_path = Memory_Alloc(strlen(path) + 2);
char *path_copy = Memory_DupStr(path);
char *path_piece = path_copy;
if (path_copy[0] == '/') {
strcpy(current_path, "/");
path_piece++;
} else if (strstr(path_copy, ":\\")) {
strcpy(current_path, path_copy);
strstr(current_path, ":\\")[1] = '\0';
path_piece += 3;
} else {
strcpy(current_path, ".");
}
while (path_piece) {
char *delim = strpbrk(path_piece, "/\\");
char old_delim = delim ? *delim : '\0';
if (delim) {
*delim = '\0';
}
DIR *path_dir = opendir(current_path);
if (!path_dir) {
Memory_FreePointer(&path_copy);
Memory_FreePointer(&current_path);
return NULL;
}
struct dirent *cur_file = readdir(path_dir);
while (cur_file) {
if (strcasecmp(path_piece, cur_file->d_name) == 0) {
S_File_PathAppendPart(current_path, cur_file->d_name);
break;
}
cur_file = readdir(path_dir);
}
closedir(path_dir);
if (!cur_file) {
S_File_PathAppendPart(current_path, path_piece);
}
if (delim) {
*delim = old_delim;
path_piece = delim + 1;
} else {
break;
}
}
Memory_FreePointer(&path_copy);
char *result;
if (current_path[0] == '.'
&& strcmp(current_path + 1, PATH_SEPARATOR)
== 0) { /* strip leading ./ */
result = Memory_DupStr(current_path + 1 + strlen(PATH_SEPARATOR));
} else {
result = Memory_DupStr(current_path);
}
Memory_FreePointer(&current_path);
return result;
}

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#pragma once
const char *S_File_GetGameDirectory(void);
void S_File_CreateDirectory(const char *path);
char *S_File_CasePath(char const *path);

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#!/usr/bin/env python3
import argparse
import io
from pathlib import Path
BODY = """
const char *g_TR2XVersion = "{version}";
"""
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
parser.add_argument("--version-file", type=Path)
parser.add_argument("-o", "--output", type=Path)
return parser.parse_args()
def get_init_c(version: str) -> str:
with io.StringIO() as handle:
print(BODY.format(version=version).lstrip(), file=handle)
return handle.getvalue()
def update_init_c(output_path: Path, version: str) -> None:
new_text = get_init_c(version=version)
if not output_path.exists() or output_path.read_text() != new_text:
output_path.write_text(new_text)
def main() -> None:
args = parse_args()
if args.version_file and args.version_file.exists():
version = args.version_file.read_text().strip()
else:
version = ""
update_init_c(output_path=args.output, version=version)
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
import argparse
from pathlib import Path
REPO_DIR = Path(__file__).parent.parent
RESOURCES_DIR = REPO_DIR / "tools" / "resources"
SRC_DIR = REPO_DIR / "src"
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
parser.add_argument("--version-file", type=Path)
parser.add_argument('-o', "--output", type=Path, nargs="+")
return parser.parse_args()
def write_rc_template(input_path: Path, output_path: Path, version: str) -> None:
template = input_path.read_text()
template = template.replace("{version}", version)
template = template.replace("{icon_path}", str(RESOURCES_DIR / "icon.ico"))
output_path.write_text(template)
def main() -> None:
args = parse_args()
if args.version_file and args.version_file.exists():
version = args.version_file.read_text().strip()
else:
version = ""
for output_path in args.output:
write_rc_template(
input_path=RESOURCES_DIR / output_path.name,
output_path=output_path,
version=version,
)
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
import argparse
from pathlib import Path
from subprocess import run
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
parser.add_argument("-o", "--output", type=Path)
return parser.parse_args()
def generate_version() -> str:
cmd = ["git", "describe", "--abbrev=7", "--tags"]
version = run(cmd, capture_output=True, text=True).stdout
return f'TR2X {version or "?"}'
def main() -> None:
args = parse_args()
version = generate_version()
args.output.write_text(version)
if __name__ == "__main__":
main()

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import ctypes
from pathlib import Path
from typing import Any, Dict, List, Optional
import ida_typeinf
import idaapi
import idc
REPO_DIR = Path(__file__).parent.parent
DOCS_DIR = REPO_DIR / "docs"
TYPES_FILE = DOCS_DIR / "ida_types.h"
VARIABLES_FILE = DOCS_DIR / "ida_variables.txt"
def to_int(source: str) -> Optional[int]:
source = source.strip()
if source.startswith("/*"):
source = source[2:]
if source.endswith("*/"):
source = source[:-2]
source = source.strip()
if not source.replace("-", ""):
return None
if source.startswith(("0x", "0X")):
source = source[2:]
return int(source, 16)
def import_types() -> None:
print(f"Importing type information from {TYPES_FILE}:")
error_count = idaapi.idc_parse_types(str(TYPES_FILE), idc.PT_FILE)
print(f" done ({error_count} errors)")
def import_variables() -> None:
print(f"Importing variables information from {VARIABLES_FILE}:")
with VARIABLES_FILE.open("r") as handle:
for line in handle:
line = line.strip()
if not line or line.startswith("#"):
continue
offset, decl = line.split(maxsplit=1)
offset = to_int(offset)
if True:
print(f" renaming 0x{offset:08x} to {decl}")
til = idaapi.get_idati()
ti = idaapi.tinfo_t()
name = idaapi.parse_decl(ti, til, decl, idaapi.PT_VAR)
if name.startswith("_"):
name = name[1:]
if not name.startswith('dword_'):
idaapi.set_name(offset, name)
idaapi.apply_tinfo(offset, ti, 0)
print(" done")
if __name__ == "__main__":
import_types()
import_variables()

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id ICON "{icon_path}"

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1 VERSIONINFO
FILEVERSION 0,0,0,0
PRODUCTVERSION 0,0,0,0
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "080904E4"
BEGIN
VALUE "CompanyName", "rr-"
VALUE "FileDescription", "Tomb Raider II: Community Edition"
VALUE "FileVersion", "{version}"
VALUE "InternalName", "TR2X"
VALUE "OriginalFilename", "TR2X.exe"
VALUE "ProductName", "Tomb Raider II: Community Edition"
VALUE "ProductVersion", "{version}"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x809, 1252
END
END

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#!/usr/bin/env python3
import argparse
import re
from pathlib import Path
from shutil import which
from subprocess import run
TOOLS_DIR = Path(__file__).parent
REPO_DIR = TOOLS_DIR.parent
SRC_PATH = REPO_DIR / "src"
def fix_imports(path: Path) -> None:
iwyu_result = run(
["include-what-you-use", "-I", "src", path],
capture_output=True,
text=True,
).stderr
run(
[which("fix_include") and "fix_include" or "iwyu-fix-includes"],
input=iwyu_result,
text=True,
)
def sort_imports(path: Path) -> None:
source = path.read_text()
rel_path = path.relative_to(SRC_PATH)
own_include = str(rel_path.with_suffix(".h"))
own_include = {
# files headers of which are not a 1:1 match with their filename
"game/game/game.c": "game/game.h",
"game/game/game_cutscene.c": "game/game.h",
"game/game/game_demo.c": "game/game.h",
"game/game/game_draw.c": "game/game.h",
"game/game/game_pause.c": "game/game.h",
"game/gun/gun.c": "game/gun.h",
"game/inventry.c": "game/inv.h",
"game/invfunc.c": "game/inv.h",
"game/invvars.c": "game/inv.h",
"game/lara/lara.c": "game/lara.h",
"game/option/option.c": "game/option.h",
"game/savegame/savegame.c": "game/savegame.h",
"specific/s_audio_sample.c": "specific/s_audio.h",
"specific/s_audio_stream.c": "specific/s_audio.h",
}.get(str(rel_path), own_include)
def cb(match):
includes = re.findall(r'#include (["<][^"<>]+[">])', match.group(0))
groups = {
"own": set(),
"proj": set(),
"lib": set(),
}
for include in includes:
if include.strip('"') == own_include:
groups["own"].add(include)
elif include.startswith("<"):
groups["lib"].add(include)
else:
groups["proj"].add(include)
groups = {key: value for key, value in groups.items() if value}
ret = "\n\n".join(
"\n".join(f"#include {include}" for include in sorted(group))
for group in groups.values()
).strip()
return ret
source = re.sub(
"^#include [^\n]+(\n*#include [^\n]+)*",
cb,
source,
flags=re.M,
)
if source != path.read_text():
path.write_text(source)
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser()
parser.add_argument(metavar="path", type=Path, nargs="*", dest='paths')
return parser.parse_args()
def main() -> None:
args = parse_args()
paths = [path.absolute() for path in args.paths]
if not paths:
paths = sorted(
path
for path in SRC_PATH.glob("**/*.[ch]")
if path != SRC_PATH / "init.c"
)
for path in paths:
fix_imports(path)
sort_imports(path)
if __name__ == "__main__":
main()