mirror of
https://github.com/R2Northstar/NorthstarLauncher
synced 2024-10-30 11:26:40 +01:00
f5ab6fb5e8
Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y <filip.bartos07@proton.me>
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
#include "core/tier0.h"
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#include <filesystem>
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#include <regex>
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AUTOHOOK_INIT()
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typedef LANGID (*Tier0_DetectDefaultLanguageType)();
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bool CheckLangAudioExists(char* lang)
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{
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std::string path {"r2\\sound\\general_"};
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path += lang;
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path += ".mstr";
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return fs::exists(path);
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}
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std::vector<std::string> file_list(fs::path dir, std::regex ext_pattern)
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{
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std::vector<std::string> result;
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if (!fs::exists(dir) || !fs::is_directory(dir))
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return result;
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using iterator = fs::directory_iterator;
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const iterator end;
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for (iterator iter {dir}; iter != end; ++iter)
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{
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const std::string filename = iter->path().filename().string();
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std::smatch matches;
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if (fs::is_regular_file(*iter) && std::regex_match(filename, matches, ext_pattern))
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{
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result.push_back(std::move(matches.str(1)));
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}
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}
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return result;
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}
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std::string GetAnyInstalledAudioLanguage()
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{
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for (const auto& lang : file_list("r2\\sound\\", std::regex(".*?general_([a-z]+)_patch_1\\.mstr")))
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if (lang != "general" || lang != "")
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return lang;
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return "NO LANGUAGE DETECTED";
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}
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// clang-format off
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AUTOHOOK(GetGameLanguage, tier0.dll + 0xF560,
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char*, __fastcall, ())
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// clang-format on
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{
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auto tier0Handle = GetModuleHandleA("tier0.dll");
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auto Tier0_DetectDefaultLanguageType = GetProcAddress(tier0Handle, "Tier0_DetectDefaultLanguage");
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char* ingameLang1 = (char*)tier0Handle + 0xA9B60; // one of the globals we need to override if overriding lang (size: 256)
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bool& canOriginDictateLang = *(bool*)((char*)tier0Handle + 0xA9A90);
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const char* forcedLanguage;
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if (CommandLine()->CheckParm("-language", &forcedLanguage))
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{
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if (!CheckLangAudioExists((char*)forcedLanguage))
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{
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spdlog::info(
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"User tried to force the language (-language) to \"{}\", but audio for this language doesn't exist and the game is bound "
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"to error, falling back to next option...",
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forcedLanguage);
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}
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else
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{
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spdlog::info("User forcing the language (-language) to: {}", forcedLanguage);
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strncpy(ingameLang1, forcedLanguage, 256);
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return ingameLang1;
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}
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}
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canOriginDictateLang = true; // let it try
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{
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auto lang = GetGameLanguage();
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if (!CheckLangAudioExists(lang))
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{
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if (strcmp(lang, "russian") !=
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0) // don't log for "russian" since it's the default and that means Origin detection just didn't change it most likely
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spdlog::info(
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"Origin detected language \"{}\", but we do not have audio for it installed, falling back to the next option", lang);
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}
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else
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{
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spdlog::info("Origin detected language: {}", lang);
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return lang;
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}
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}
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Tier0_DetectDefaultLanguageType(); // force the global in tier0 to be populated with language inferred from user's system rather than
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// defaulting to Russian
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canOriginDictateLang = false; // Origin has no say anymore, we will fallback to user's system setup language
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auto lang = GetGameLanguage();
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spdlog::info("Detected system language: {}", lang);
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if (!CheckLangAudioExists(lang))
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{
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spdlog::warn("Caution, audio for this language does NOT exist. You might want to override your game language with -language "
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"command line option.");
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auto lang = GetAnyInstalledAudioLanguage();
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spdlog::warn("Falling back to the first installed audio language: {}", lang.c_str());
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strncpy(ingameLang1, lang.c_str(), 256);
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return ingameLang1;
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}
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return lang;
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}
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ON_DLL_LOAD_CLIENT("tier0.dll", LanguageHooks, (CModule module))
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{
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AUTOHOOK_DISPATCH()
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}
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