/* $Id$ */ /** @file strings_sl.cpp Code handling saving and loading of strings */ #include "../stdafx.h" #include "../strings_type.h" #include "../core/math_func.hpp" #include "../core/bitmath_func.hpp" #include "../core/alloc_func.hpp" #include "../string_func.h" #include "saveload_internal.h" #include "table/strings.h" #include "saveload.h" /** * Remap a string ID from the old format to the new format * @param s StringID that requires remapping * @return translated ID */ StringID RemapOldStringID(StringID s) { switch (s) { case 0x0006: return STR_SV_EMPTY; case 0x7000: return STR_SV_UNNAMED; case 0x70E4: return SPECSTR_PLAYERNAME_ENGLISH; case 0x70E9: return SPECSTR_PLAYERNAME_ENGLISH; case 0x8864: return STR_SV_TRAIN_NAME; case 0x902B: return STR_SV_ROADVEH_NAME; case 0x9830: return STR_SV_SHIP_NAME; case 0xA02F: return STR_SV_AIRCRAFT_NAME; default: if (IsInsideMM(s, 0x300F, 0x3030)) { return s - 0x300F + STR_SV_STNAME; } else { return s; } } } /** Location to load the old names to. */ char *_old_name_array = NULL; /** * Copy and convert old custom names to UTF-8. * They were all stored in a 512 by 32 (200 by 24 for TTO) long string array * and are now stored with stations, waypoints and other places with names. * @param id the StringID of the custom name to clone. * @return the clones custom name. */ char *CopyFromOldName(StringID id) { /* Is this name an (old) custom name? */ if (GB(id, 11, 5) != 15) return NULL; if (CheckSavegameVersion(37)) { /* Old names were 24/32 characters long, so 128 characters should be * plenty to allow for expansion when converted to UTF-8. */ char tmp[128]; uint offs = _savegame_type == SGT_TTO ? 24 * GB(id, 0, 8) : 32 * GB(id, 0, 9); const char *strfrom = &_old_name_array[offs]; char *strto = tmp; for (; *strfrom != '\0'; strfrom++) { WChar c = (byte)*strfrom; /* Map from non-ISO8859-15 characters to UTF-8. */ switch (c) { case 0xA4: c = 0x20AC; break; // Euro case 0xA6: c = 0x0160; break; // S with caron case 0xA8: c = 0x0161; break; // s with caron case 0xB4: c = 0x017D; break; // Z with caron case 0xB8: c = 0x017E; break; // z with caron case 0xBC: c = 0x0152; break; // OE ligature case 0xBD: c = 0x0153; break; // oe ligature case 0xBE: c = 0x0178; break; // Y with diaresis default: break; } /* Check character will fit into our buffer. */ if (strto + Utf8CharLen(c) > lastof(tmp)) break; strto += Utf8Encode(strto, c); } /* Terminate the new string and copy it back to the name array */ *strto = '\0'; return strdup(tmp); } else { /* Name will already be in UTF-8. */ return strdup(&_old_name_array[32 * GB(id, 0, 9)]); } } /** * Free the memory of the old names array. * Should be called once the old names have all been converted. */ void ResetOldNames() { free(_old_name_array); _old_name_array = NULL; } /** * Initialize the old names table memory. */ void InitializeOldNames() { free(_old_name_array); _old_name_array = CallocT(512 * 32); // 200 * 24 would be enough for TTO savegames } static void Load_NAME() { int index; while ((index = SlIterateArray()) != -1) { SlArray(&_old_name_array[32 * index], SlGetFieldLength(), SLE_UINT8); } } extern const ChunkHandler _name_chunk_handlers[] = { { 'NAME', NULL, Load_NAME, CH_ARRAY | CH_LAST}, };