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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2023-12-27 00:32:01 +0000 |
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committer | GitHub <noreply@github.com> | 2023-12-27 01:32:01 +0100 |
commit | f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch) | |
tree | 90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/client/languagehooks.cpp | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-1.21.2.tar.gz NorthstarLauncher-1.21.2.zip |
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes
Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'primedev/client/languagehooks.cpp')
-rw-r--r-- | primedev/client/languagehooks.cpp | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/primedev/client/languagehooks.cpp b/primedev/client/languagehooks.cpp new file mode 100644 index 00000000..35ca5659 --- /dev/null +++ b/primedev/client/languagehooks.cpp @@ -0,0 +1,115 @@ +#include "core/tier0.h" + +#include <filesystem> +#include <regex> + +AUTOHOOK_INIT() + +typedef LANGID (*Tier0_DetectDefaultLanguageType)(); + +bool CheckLangAudioExists(char* lang) +{ + std::string path {"r2\\sound\\general_"}; + path += lang; + path += ".mstr"; + return fs::exists(path); +} + +std::vector<std::string> file_list(fs::path dir, std::regex ext_pattern) +{ + std::vector<std::string> result; + + if (!fs::exists(dir) || !fs::is_directory(dir)) + return result; + + using iterator = fs::directory_iterator; + + const iterator end; + for (iterator iter {dir}; iter != end; ++iter) + { + const std::string filename = iter->path().filename().string(); + std::smatch matches; + if (fs::is_regular_file(*iter) && std::regex_match(filename, matches, ext_pattern)) + { + result.push_back(std::move(matches.str(1))); + } + } + + return result; +} + +std::string GetAnyInstalledAudioLanguage() +{ + for (const auto& lang : file_list("r2\\sound\\", std::regex(".*?general_([a-z]+)_patch_1\\.mstr"))) + if (lang != "general" || lang != "") + return lang; + return "NO LANGUAGE DETECTED"; +} + +// clang-format off +AUTOHOOK(GetGameLanguage, tier0.dll + 0xF560, +char*, __fastcall, ()) +// clang-format on +{ + auto tier0Handle = GetModuleHandleA("tier0.dll"); + auto Tier0_DetectDefaultLanguageType = GetProcAddress(tier0Handle, "Tier0_DetectDefaultLanguage"); + char* ingameLang1 = (char*)tier0Handle + 0xA9B60; // one of the globals we need to override if overriding lang (size: 256) + bool& canOriginDictateLang = *(bool*)((char*)tier0Handle + 0xA9A90); + + const char* forcedLanguage; + if (CommandLine()->CheckParm("-language", &forcedLanguage)) + { + if (!CheckLangAudioExists((char*)forcedLanguage)) + { + spdlog::info( + "User tried to force the language (-language) to \"{}\", but audio for this language doesn't exist and the game is bound " + "to error, falling back to next option...", + forcedLanguage); + } + else + { + spdlog::info("User forcing the language (-language) to: {}", forcedLanguage); + strncpy(ingameLang1, forcedLanguage, 256); + return ingameLang1; + } + } + + canOriginDictateLang = true; // let it try + { + auto lang = GetGameLanguage(); + if (!CheckLangAudioExists(lang)) + { + if (strcmp(lang, "russian") != + 0) // don't log for "russian" since it's the default and that means Origin detection just didn't change it most likely + spdlog::info( + "Origin detected language \"{}\", but we do not have audio for it installed, falling back to the next option", lang); + } + else + { + spdlog::info("Origin detected language: {}", lang); + return lang; + } + } + + Tier0_DetectDefaultLanguageType(); // force the global in tier0 to be populated with language inferred from user's system rather than + // defaulting to Russian + canOriginDictateLang = false; // Origin has no say anymore, we will fallback to user's system setup language + auto lang = GetGameLanguage(); + spdlog::info("Detected system language: {}", lang); + if (!CheckLangAudioExists(lang)) + { + spdlog::warn("Caution, audio for this language does NOT exist. You might want to override your game language with -language " + "command line option."); + auto lang = GetAnyInstalledAudioLanguage(); + spdlog::warn("Falling back to the first installed audio language: {}", lang.c_str()); + strncpy(ingameLang1, lang.c_str(), 256); + return ingameLang1; + } + + return lang; +} + +ON_DLL_LOAD_CLIENT("tier0.dll", LanguageHooks, (CModule module)) +{ + AUTOHOOK_DISPATCH() +} |