REDRIVER2/src_rebuild/Game/dr2locale.c

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C
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#include "driver2.h"
#include "C/system.h"
#include "C/pres.h"
#include "platform.h"
#ifndef PSX
#include <stdio.h>
#include <malloc.h>
#endif
int gUserLanguage = 0;
char* gMisssionLanguageBuffer = NULL;
char* gGameLanguageBuffer = NULL;
char* gGameLangTable[MAX_LANGUAGE_TEXT];
char* gMissionLangTable[MAX_LANGUAGE_TEXT];
char* LanguageNames[5] =
{
"EN",
"IT",
"GE",
"FR",
"SP",
};
#ifndef PSX
// [D] Driver 1 PC function
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int InitStringMng()
{
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char filename[80];
if (gUserLanguage < 0 || gUserLanguage >= 6)
gUserLanguage = 0;
sprintf(filename, "%sLANG\\%s_GAME.LTXT", gDataFolder, LanguageNames[gUserLanguage]);
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FS_FixPathSlashes(filename);
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if(InitStringLanguage(filename, 0) == -1)
return 0;
sprintf(filename, "%sLANG\\%s_MISSION.LTXT", gDataFolder, LanguageNames[gUserLanguage]);
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FS_FixPathSlashes(filename);
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if(InitStringLanguage(filename, 1) == -1)
return 0;
#ifdef DEBUG_OPTIONS
{
int i;
int nchars;
char table[256];
char* file;
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file = (char*)_frontend_buffer;
Loadfile("GFX\\FONT2.FNT", file);
nchars = *(int *)file;
file += sizeof(int);
// skip character info
file += nchars * sizeof(OUT_FONTINFO);
// get ASCII table
memcpy((u_char*)table, file, 256);
printInfo("Performing '%s' LANG to FONT text check...\n", LanguageNames[gUserLanguage]);
for (i = 0; i < MAX_LANGUAGE_TEXT; i++)
{
char* base = gGameLangTable[i];
char* testPtr = base;
while (*testPtr)
{
u_char chr = *testPtr;
if (chr != 32 && (chr < 32 || chr > 138 || chr < 128) && table[chr] == -1)
{
printWarning("WARN - incorrect GAME text symbol '%c', line %d, col %d\n", chr, i + 1, testPtr - base + 1);
}
testPtr++;
}
}
for (i = 0; i < MAX_LANGUAGE_TEXT; i++)
{
char* base = gMissionLangTable[i];
char* testPtr = base;
while (*testPtr)
{
u_char chr = *testPtr;
if (chr != 32 && (chr < 32 || chr > 138 || chr < 128) && table[chr] == -1)
{
printWarning("WARN - incorrect MISSION text symbol '%c', line %d, col %d\n", chr, i + 1, testPtr - base + 1);
}
testPtr++;
}
}
}
#endif
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return 1;
}
void DeinitStringMng()
{
if (gGameLanguageBuffer)
free(gGameLanguageBuffer);
if (gMisssionLanguageBuffer)
free(gMisssionLanguageBuffer);
gGameLanguageBuffer = NULL;
gMisssionLanguageBuffer = NULL;
}
// [D] Driver 1 PC function
int InitStringLanguage(char *filename, int mission)
{
unsigned char *buffer;
unsigned char *cptr;
unsigned char *ln;
int i;
int size;
FILE* fp = fopen(filename, "rb");
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if (!fp)
{
printError("ERROR! Cannot open language file '%s'!\n", filename);
return -1;
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}
fseek(fp, 0, SEEK_END);
size = ftell(fp);
fseek(fp, 0, SEEK_SET);
buffer = (unsigned char*)malloc(size);
fread(buffer, 1, size, fp);
fclose(fp);
if (mission)
gMisssionLanguageBuffer = (char*)buffer;
else
gGameLanguageBuffer = (char*)buffer;
cptr = buffer;
for (i = 0; i < MAX_LANGUAGE_TEXT; i++)
{
if (size <= 0)
{
if (mission)
gMissionLangTable[i] = "Mission.? missing!";
else
gGameLangTable[i] = "Lang.? missing!";
}
else
{
if (mission)
gMissionLangTable[i] = (char*)cptr;
else
gGameLangTable[i] = (char*)cptr;
// go to next line
ln = cptr;
do
{
if (*cptr == '\n' || *cptr == '\r')
{
while(*cptr == '\r')
{
*cptr++;
size--;
}
break;
}
if (*cptr >= 32)
ln = cptr + 1;
size--;
cptr++;
} while (size > 1);
*ln = 0; // zero on end of the line
cptr++;
size--;
}
}
return i;
}
#endif