314 lines
7.6 KiB
C++
314 lines
7.6 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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std::recursive_mutex Localization::LocalizeMutex;
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Dvar::Var Localization::UseLocalization;
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std::unordered_map<std::string, Game::LocalizeEntry*> Localization::LocalizeMap;
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std::unordered_map<std::string, Game::LocalizeEntry*> Localization::TempLocalizeMap;
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void Localization::Set(const std::string& key, const std::string& value)
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (Localization::LocalizeMap.find(key) != Localization::LocalizeMap.end())
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{
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Game::LocalizeEntry* entry = Localization::LocalizeMap[key];
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char* newStaticValue = allocator->duplicateString(value);
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if (!newStaticValue) return;
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if (entry->value) allocator->free(entry->value);
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entry->value = newStaticValue;
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return;
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}
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Game::LocalizeEntry* entry = allocator->allocate<Game::LocalizeEntry>();
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if (!entry) return;
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entry->name = allocator->duplicateString(key);
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if (!entry->name)
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{
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allocator->free(entry);
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return;
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}
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entry->value = allocator->duplicateString(value);
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if (!entry->value)
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{
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allocator->free(entry->name);
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allocator->free(entry);
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return;
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}
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Localization::LocalizeMap[key] = entry;
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}
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const char* Localization::Get(const char* key)
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{
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if (!Localization::UseLocalization.get<bool>()) return key;
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Game::LocalizeEntry* entry = nullptr;
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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if (Localization::TempLocalizeMap.find(key) != Localization::TempLocalizeMap.end())
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{
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entry = Localization::TempLocalizeMap[key];
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}
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else if (Localization::LocalizeMap.find(key) != Localization::LocalizeMap.end())
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{
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entry = Localization::LocalizeMap[key];
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}
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}
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if (!entry || !entry->value)
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{
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entry = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, key).localize;
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}
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if (entry && entry->value)
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{
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return entry->value;
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}
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return key;
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}
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void Localization::SetTemp(const std::string& key, const std::string& value)
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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if (Localization::TempLocalizeMap.find(key) != Localization::TempLocalizeMap.end())
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{
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Game::LocalizeEntry* entry = Localization::TempLocalizeMap[key];
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if (entry->value) allocator->free(entry->value);
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entry->value = allocator->duplicateString(value);
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}
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else
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{
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Game::LocalizeEntry* entry = allocator->allocate<Game::LocalizeEntry>();
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if (!entry) return;
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entry->name = allocator->duplicateString(key);
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if (!entry->name)
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{
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allocator->free(entry);
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return;
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}
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entry->value = allocator->duplicateString(value);
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if (!entry->value)
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{
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allocator->free(entry->name);
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allocator->free(entry);
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return;
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}
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Localization::TempLocalizeMap[key] = entry;
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}
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}
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void Localization::ClearTemp()
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{
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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Utils::Memory::Allocator* allocator = Utils::Memory::GetAllocator();
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for (auto i = Localization::TempLocalizeMap.begin(); i != Localization::TempLocalizeMap.end(); ++i)
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{
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if (i->second)
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{
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if (i->second->name) allocator->free(i->second->name);
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if (i->second->value) allocator->free(i->second->value);
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allocator->free(i->second);
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}
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}
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Localization::TempLocalizeMap.clear();
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}
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void __stdcall Localization::SetStringStub(const char* key, const char* value, bool /*isEnglish*/)
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{
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Localization::Set(key, value);
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}
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void Localization::LoadLanguageStrings()
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{
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//if (ZoneBuilder::IsEnabled())
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{
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if (FileSystem::File(Utils::String::VA("localizedstrings/iw4x_%s.str", Game::Win_GetLanguage())).exists())
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{
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Game::SE_Load(Utils::String::VA("localizedstrings/iw4x_%s.str", Game::Win_GetLanguage()), 0);
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}
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else if (FileSystem::File("localizedstrings/iw4x_english.str").exists())
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{
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Game::SE_Load("localizedstrings/iw4x_english.str", 0);
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}
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}
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}
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__declspec(naked) void Localization::SELoadLanguageStub()
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{
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__asm
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{
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pushad
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call Localization::LoadLanguageStrings
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popad
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push 629E20h
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retn
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}
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}
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void Localization::SetCredits()
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{
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static const char* staff[] =
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{
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"/dev/../",
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"/dev/console",
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"/dev/full",
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"/dev/sdb",
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"/dev/sr0",
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"/dev/tty0",
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"/dev/urandom",
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"Snake",
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"lsb_release -a"
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};
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static const char* contributors[] =
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{
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"a231",
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"AmateurHailbut",
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"Aoki",
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"civil",
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"Dasfonia",
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"Deity",
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"Dizzy",
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"Dss0",
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"H3X1C",
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"HardNougat",
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"Homura",
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"INeedGames",
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"Killera",
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"Lithium",
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"Louvenarde",
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"FutureRave",
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"OneFourOne",
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"quaK",
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"RaidMax",
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"Revo",
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"RezTech",
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"Shadow the Hedgehog",
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"Slykuiper",
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"st0rm",
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"VVLNT",
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"X3RX35"
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};
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static const char* specials[] =
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{
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"NTAuthority",
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"aerosoul94",
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"ReactIW4",
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"IW4Play",
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"V2",
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"luckyy"
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};
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std::string credits = "^2The IW4x Team:^7\n";
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for (int i = 0; i < ARRAYSIZE(staff); ++i)
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{
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credits.append(staff[i]);
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credits.append("\n");
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}
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credits.append("\n^3Contributors:^7\n");
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for (int i = 0; i < ARRAYSIZE(contributors); ++i)
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{
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credits.append(contributors[i]);
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credits.append("\n");
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}
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credits.append("\n^5Special thanks to:^7\n");
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for (int i = 0; i < ARRAYSIZE(specials); ++i)
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{
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credits.append(specials[i]);
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credits.append("\n");
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}
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// I have no idea why, but the last 2 lines are invisible!
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credits.append("-\n-");
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Localization::Set("IW4X_CREDITS", credits);
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}
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Localization::Localization()
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{
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Localization::SetCredits();
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, [](Game::XAssetType, const std::string& filename)
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{
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Game::XAssetHeader header = { nullptr };
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std::lock_guard<std::recursive_mutex> _(Localization::LocalizeMutex);
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if (Localization::TempLocalizeMap.find(filename) != Localization::TempLocalizeMap.end())
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{
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header.localize = Localization::TempLocalizeMap[filename];
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}
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else if (Localization::LocalizeMap.find(filename) != Localization::LocalizeMap.end())
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{
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header.localize = Localization::LocalizeMap[filename];
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}
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return header;
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});
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// Resolving hook
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Utils::Hook(0x629B90, Localization::Get, HOOK_JUMP).install()->quick();
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// Set loading entry point
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Utils::Hook(0x41D859, Localization::SELoadLanguageStub, HOOK_CALL).install()->quick();
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// Overwrite SetString
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Utils::Hook(0x4CE5EE, Localization::SetStringStub, HOOK_CALL).install()->quick();
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Localization::UseLocalization = Dvar::Register<bool>("ui_localize", true, Game::dvar_flag::DVAR_FLAG_NONE, "Use localization strings");
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// Generate localized entries for custom classes above 10
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& name, bool* /*restrict*/)
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{
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if (type != Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY) return;
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if (name == "CLASS_SLOT1"s)
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{
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for (int i = 11; i <= NUM_CUSTOM_CLASSES; ++i)
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{
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std::string key = Utils::String::VA("CLASS_SLOT%i", i);
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std::string value = asset.localize->value;
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Utils::String::Replace(value, "1", Utils::String::VA("%i", i)); // Pretty ugly, but it should work
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Localization::Set(key, value);
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}
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}
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});
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// #ifndef DISABLE_ANTICHEAT
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// if (!Dedicated::IsEnabled() && !ZoneBuilder::IsEnabled() && !Utils::IsWineEnvironment() && !Loader::IsPerformingUnitTests())
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// {
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// AntiCheat::PatchVirtualProtect(VirtualProtect, VirtualProtectEx);
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// }
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// #endif
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}
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Localization::~Localization()
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{
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Localization::ClearTemp();
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Localization::LocalizeMap.clear();
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}
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}
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