1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
/*
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include <string.h>
#ifdef _WIN32
#include <Windows.h> // MultiByteToWideChar()
#endif
#include "engineapi.h"
#include "errmsg.h"
#include "gamedata.h"
#include "gametype.h"
#include "langext.h"
#include "os.h"
#include "vcall.h"
#ifdef _WIN32
static os_char gamedir[PATH_MAX] = {0};
#endif
static char title[64] = {0};
const os_char *gameinfo_gamedir
#ifdef _WIN32
= gamedir // on linux, the pointer gets directly set in gameinfo_init()
#endif
;
const char *gameinfo_title = title;
DECL_VFUNC_DYN(const char *, GetGameDirectory)
bool gameinfo_init(void) {
if_cold (!has_vtidx_GetGameDirectory) {
errmsg_errorx("unsupported VEngineClient interface");
return false;
}
#ifdef _WIN32
// Although the engine itself uses Unicode-incompatible stuff everywhere so
// supporting arbitrary paths is basically a no-go, turns out we still have
// to respect the system legacy code page setting, otherwise some users
// using e.g. Cyrillic folder names and successfully loading their
// speedgames won't be able to load SST. Thanks Windows!
const char *lcpgamedir = GetGameDirectory(engclient);
if_cold (!MultiByteToWideChar(CP_ACP, 0, lcpgamedir, strlen(lcpgamedir),
gamedir, countof(gamedir))) {
errmsg_errorsys("couldn't convert game directory path character set");
return false;
}
#else
// no need to munge charset, use the string pointer directly
gameinfo_gamedir = GetGameDirectory(engclient);
#endif
// dumb hack: ignore Survivors title (they left it set to "Left 4 Dead 2"
// but that game clearly isn't Left 4 Dead 2)
if (GAMETYPE_MATCHES(L4DS)) {
gameinfo_title = "Left 4 Dead: Survivors";
}
else {
#ifdef _WIN32
// XXX: this same FindWindow call happens in ac.c - maybe factor out?
void *gamewin = FindWindowW(L"Valve001", 0);
// assuming: all games/mods use narrow chars only; this won't fail.
int len = GetWindowTextA(gamewin, title, ssizeof(title));
// argh, why did they start doing this, it's so pointless!
// hopefully nobody included these suffixes in their mod names, lol
if (len > 13 && !memcmp(title + len - 13, " - Direct3D 9", 13)) {
title[len - 13] = '\0';
}
else if (len > 9 && !memcmp(title + len - 9, " - Vulkan", 9)) {
title[len - 9] = '\0';
}
#else
//#error TODO(linux): grab window handle and title from SDL (a bit involved...)
gameinfo_title = "Linux Game With As Yet Unkown Title";
#endif
// SUPER crude algorithm to force uppercase titles like HALF-LIFE 2 or
// PORTAL 2 to (almost-)titlecase. will refine later, as needed
bool hasupper = false, haslower = false;
for (char *p = title; *p && (!hasupper || !haslower); ++p) {
haslower |= *p >= 'a' && *p <= 'z';
hasupper |= *p >= 'A' && *p <= 'Z';
}
if (hasupper && !haslower) {
int casebit = 0;
for (char *p = title; *p; ++p) {
if (*p >= 'A' && *p <= 'Z') *p |= casebit;
casebit = (*p == ' ' || *p == '-') << 5; // ? 32 : 0
}
}
}
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
|