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Make LANGUAGE switchable in runtime (#653)
squashed into a single commit because doing it in steps that all
compiled involved a lot of boilerplate that is pointless to commit to
the repository. GH still has the PR for reference.
g_lang, MAX_MESSAGES_ON_MAP_BOTTOM, and GetLanguagePrefix() were
compile-time constants selected by the ENGLISH/GERMAN/... build
define. They're now runtime, defaulting to the same per-exe value the
define used to pick, and overridable at startup from [Ja2 Settings]
LANGUAGE in Ja2.ini.
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XMLTacticalMessages is filled at runtime from NewTacticalMessages.xml,
never from compiled-in per-language data: all 8 per-language definitions
were the identical all-zero { L"" }. Delete them and define one shared
buffer in Utils/XML_Language.cpp (the loader) instead of pointer-rebinding
it like the static tables — this drops 9 dead 800KB zero-buffers (8
namespaced copies in LanguageStrings.cpp plus the standalone one) and
leaves no bind-ordering hazard for the XML load path.
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ExportStrings.cpp privately recompiled one language's full text table
by #including the raw _<LANG>Text.cpp inside namespace Loc, keyed off
the exe-level ENGLISH/GERMAN/... compile macro (whichever the build
happened to select). That's redundant with the pointer globals every
other subsystem already uses (Text.h / LanguageStrings.cpp).
Drop the private copy; the unqualified table names in Loc::ExportStrings
now resolve to the global pointer externs, which BindLanguageStrings has
already rebound to the runtime g_lang by the time this runs (EXPORT_STRINGS
ini flag, checked after GetRuntimeSettings in sgp.cpp). gs_Lang (used only
by Loc::Translate for the Polish/Russian byte remap on raw .edt exports) is
now derived from g_lang via ToLocLanguage, so the export always matches
whatever language is actually active instead of a compile-time pick.
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Editor/popupmenu.cpp and Strategic/Scheduling.cpp kept their own
call-site extern of gszScheduleActions as CHAR16[NUM_SCHEDULE_ACTIONS][20]
after the real definition changed into a rebindable pointer
(CHAR16 (*)[20], LanguageStrings.cpp). MSVC decays the outer array
dimension when mangling globals, so both declarations produce the same
symbol (?gszScheduleActions@@3PAY0BE@_WA) and the mismatch linked
silently -- but the array-typed TUs then indexed the 4-byte pointer
slot itself as string data, so the editor schedule popup and the map
schedule message text read garbage.
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add text.def to be single-source of truth on symbol names and use it
.much simpler, less error prone if adding more strings
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add pseudo interface for language state. MAX_SAGES_ON_BOTTOM must always
change in lockstep with g_lang. this isn't foolproof but better
---------
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
ba64ed53c6
commit
fd2c74727e
@@ -186,7 +186,7 @@ REPAIR_PASS_SLOTS_TYPE gRepairPassSlotList[ NUM_REPAIR_PASS_TYPES ] =
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{ /* HEADROCK HAM B2.8: LBE Slot pass */ 0, 5, VESTPOCKPOS, LTHIGHPOCKPOS, RTHIGHPOCKPOS, CPACKPOCKPOS, BPACKPOCKPOS, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 },
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};
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extern STR16 sRepairsDoneString[];
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extern STR16* sRepairsDoneString;
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// PopUp Box Handles
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INT32 ghAssignmentBox = -1;
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@@ -194,7 +194,7 @@ INT32 iHeightOfInitFastHelpText = 0;
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extern INT32 giMapContractButton;
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extern INT32 giCharInfoButton[];
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extern STR16 pUpdatePanelButtons[];
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extern STR16* pUpdatePanelButtons;
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// the list of soldiers that are moving
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SOLDIERTYPE * pSoldierMovingList[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ];
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@@ -49,7 +49,7 @@ extern "C" {
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extern CHAR16 gzUserDefinedButton1[ 128 ];
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extern CHAR16 gzUserDefinedButton2[ 128 ];
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extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT];
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extern CHAR16 (*pTownNames)[MAX_TOWN_NAME_LENGHT];
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static size_t MAX_BUTTON_LENGTH = 60;
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static size_t MAX_BODY_LENGTH = 450;
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@@ -2,8 +2,8 @@
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#define _QUEST_TEXT_H_
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STR16 QuestDescText[];
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STR16 FactDescText[];
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extern STR16 *QuestDescText;
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extern STR16 *FactDescText;
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#endif
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@@ -31,7 +31,7 @@ class SOLDIERTYPE;
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#ifdef JA2EDITOR
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extern CHAR16 gszScheduleActions[ NUM_SCHEDULE_ACTIONS ][20];
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extern CHAR16 (*gszScheduleActions)[20]; // NUM_SCHEDULE_ACTIONS entries
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#endif
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BOOLEAN GetEarliestMorningScheduleEvent( SCHEDULENODE *pSchedule, UINT32 * puiTime );
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@@ -180,7 +180,7 @@ INT16 sWorldSectorLocationOfFirstBattle = 0;
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// preprocess sector for mercs in it
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extern BOOLEAN fSectorsWithSoldiers[ MAP_WORLD_X * MAP_WORLD_X ][ 4 ];
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extern CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT];
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extern CHAR16 (*pTownNames)[MAX_TOWN_NAME_LENGHT];
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@@ -613,8 +613,8 @@ extern BOOLEAN gfAutoAIAware;
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extern void HandlePreBattleInterfaceStates();
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// the title for the contract button on the character info panel in the upper left portion of the mapscreen
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extern STR16 pContractButtonString[];
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extern STR16 pBullseyeStrings[];
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extern STR16* pContractButtonString;
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extern STR16* pBullseyeStrings;
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extern OBJECTTYPE *gpItemDescObject;
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@@ -357,7 +357,7 @@ extern HVSURFACE ghFrameBuffer;
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extern BOOLEAN gfOverrideSector;
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extern BOOLEAN sBadSectorsList[WORLD_MAP_X][WORLD_MAP_X];
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extern STR16 pBullseyeStrings[];
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extern STR16* pBullseyeStrings;
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extern void HandleRPCDescription( );
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