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
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
|
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file game_text.cpp Implementation of handling translated strings. */
#include "../stdafx.h"
#include "../strgen/strgen.h"
#include "../debug.h"
#include "../fileio_func.h"
#include "../tar_type.h"
#include "../script/squirrel_class.hpp"
#include "../strings_func.h"
#include "game_text.hpp"
#include "game.hpp"
#include "game_info.hpp"
#include "table/strings.h"
#include <stdarg.h>
#include <memory>
#include "../safeguards.h"
void CDECL strgen_warning(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: warning: %s", _file, _cur_line, buf);
_warnings++;
}
void CDECL strgen_error(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: error: %s", _file, _cur_line, buf);
_errors++;
}
void NORETURN CDECL strgen_fatal(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vseprintf(buf, lastof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: FATAL: %s", _file, _cur_line, buf);
throw std::exception();
}
/**
* Read all the raw language strings from the given file.
* @param file The file to read from.
* @return The raw strings, or nullptr upon error.
*/
LanguageStrings ReadRawLanguageStrings(const std::string &file)
{
size_t to_read;
FILE *fh = FioFOpenFile(file.c_str(), "rb", GAME_DIR, &to_read);
if (fh == nullptr) return LanguageStrings();
FileCloser fhClose(fh);
auto pos = file.rfind(PATHSEPCHAR);
if (pos == std::string::npos) return LanguageStrings();
std::string langname = file.substr(pos + 1);
/* Check for invalid empty filename */
if (langname.empty() || langname.front() == '.') return LanguageStrings();
LanguageStrings ret(langname.substr(0, langname.find('.')));
char buffer[2048];
while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != nullptr) {
size_t len = strlen(buffer);
/* Remove trailing spaces/newlines from the string. */
size_t i = len;
while (i > 0 && (buffer[i - 1] == '\r' || buffer[i - 1] == '\n' || buffer[i - 1] == ' ')) i--;
buffer[i] = '\0';
ret.lines.emplace_back(buffer, i);
if (len > to_read) {
to_read = 0;
} else {
to_read -= len;
}
}
return ret;
}
/** A reader that simply reads using fopen. */
struct StringListReader : StringReader {
StringList::const_iterator p; ///< The current location of the iteration.
StringList::const_iterator end; ///< The end of the iteration.
/**
* Create the reader.
* @param data The data to fill during reading.
* @param strings The language strings we are reading.
* @param master Are we reading the master file?
* @param translation Are we reading a translation?
*/
StringListReader(StringData &data, const LanguageStrings &strings, bool master, bool translation) :
StringReader(data, strings.language.c_str(), master, translation), p(strings.lines.begin()), end(strings.lines.end())
{
}
char *ReadLine(char *buffer, const char *last) override
{
if (this->p == this->end) return nullptr;
strecpy(buffer, this->p->c_str(), last);
this->p++;
return buffer;
}
};
/** Class for writing an encoded language. */
struct TranslationWriter : LanguageWriter {
StringList &strings; ///< The encoded strings.
/**
* Writer for the encoded data.
* @param strings The string table to add the strings to.
*/
TranslationWriter(StringList &strings) : strings(strings)
{
}
void WriteHeader(const LanguagePackHeader *header)
{
/* We don't use the header. */
}
void Finalise()
{
/* Nothing to do. */
}
void WriteLength(uint length)
{
/* We don't write the length. */
}
void Write(const byte *buffer, size_t length)
{
this->strings.emplace_back((const char *)buffer, length);
}
};
/** Class for writing the string IDs. */
struct StringNameWriter : HeaderWriter {
StringList &strings; ///< The string names.
/**
* Writer for the string names.
* @param strings The string table to add the strings to.
*/
StringNameWriter(StringList &strings) : strings(strings)
{
}
void WriteStringID(const char *name, int stringid)
{
if (stringid == (int)this->strings.size()) this->strings.emplace_back(name);
}
void Finalise(const StringData &data)
{
/* Nothing to do. */
}
};
/**
* Scanner to find language files in a GameScript directory.
*/
class LanguageScanner : protected FileScanner {
private:
GameStrings *gs;
std::string exclude;
public:
/** Initialise */
LanguageScanner(GameStrings *gs, const std::string &exclude) : gs(gs), exclude(exclude) {}
/**
* Scan.
*/
void Scan(const char *directory)
{
this->FileScanner::Scan(".txt", directory, false);
}
bool AddFile(const char *filename, size_t basepath_length, const char *tar_filename) override
{
if (exclude == filename) return true;
auto ls = ReadRawLanguageStrings(filename);
if (!ls.IsValid()) return false;
gs->raw_strings.push_back(std::move(ls));
return true;
}
};
/**
* Load all translations that we know of.
* @return Container with all (compiled) translations.
*/
GameStrings *LoadTranslations()
{
const GameInfo *info = Game::GetInfo();
std::string basename(info->GetMainScript());
auto e = basename.rfind(PATHSEPCHAR);
if (e == std::string::npos) return nullptr;
basename.erase(e + 1);
std::string filename = basename + "lang" PATHSEP "english.txt";
if (!FioCheckFileExists(filename.c_str() , GAME_DIR)) return nullptr;
auto ls = ReadRawLanguageStrings(filename);
if (!ls.IsValid()) return nullptr;
GameStrings *gs = new GameStrings();
try {
gs->raw_strings.push_back(std::move(ls));
/* Scan for other language files */
LanguageScanner scanner(gs, filename);
std::string ldir = basename + "lang" PATHSEP;
const char *tar_filename = info->GetTarFile();
TarList::iterator iter;
if (tar_filename != nullptr && (iter = _tar_list[GAME_DIR].find(tar_filename)) != _tar_list[GAME_DIR].end()) {
/* The main script is in a tar file, so find all files that
* are in the same tar and add them to the langfile scanner. */
TarFileList::iterator tar;
FOR_ALL_TARS(tar, GAME_DIR) {
/* Not in the same tar. */
if (tar->second.tar_filename != iter->first) continue;
/* Check the path and extension. */
if (tar->first.size() <= ldir.size() || tar->first.compare(0, ldir.size(), ldir) != 0) continue;
if (tar->first.compare(tar->first.size() - 4, 4, ".txt") != 0) continue;
scanner.AddFile(tar->first.c_str(), 0, tar_filename);
}
} else {
/* Scan filesystem */
scanner.Scan(ldir.c_str());
}
gs->Compile();
return gs;
} catch (...) {
delete gs;
return nullptr;
}
}
/** Compile the language. */
void GameStrings::Compile()
{
StringData data(32);
StringListReader master_reader(data, this->raw_strings[0], true, false);
master_reader.ParseFile();
if (_errors != 0) throw std::exception();
this->version = data.Version();
StringNameWriter id_writer(this->string_names);
id_writer.WriteHeader(data);
for (const auto &p : this->raw_strings) {
data.FreeTranslation();
StringListReader translation_reader(data, p, false, p.language != "english");
translation_reader.ParseFile();
if (_errors != 0) throw std::exception();
this->compiled_strings.emplace_back(p.language);
TranslationWriter writer(this->compiled_strings.back().lines);
writer.WriteLang(data);
}
}
/** The currently loaded game strings. */
GameStrings *_current_data = nullptr;
/**
* Get the string pointer of a particular game string.
* @param id The ID of the game string.
* @return The encoded string.
*/
const char *GetGameStringPtr(uint id)
{
if (id >= _current_data->cur_language->lines.size()) return GetStringPtr(STR_UNDEFINED);
return _current_data->cur_language->lines[id].c_str();
}
/**
* Register the current translation to the Squirrel engine.
* @param engine The engine to update/
*/
void RegisterGameTranslation(Squirrel *engine)
{
delete _current_data;
_current_data = LoadTranslations();
if (_current_data == nullptr) return;
HSQUIRRELVM vm = engine->GetVM();
sq_pushroottable(vm);
sq_pushstring(vm, "GSText", -1);
if (SQ_FAILED(sq_get(vm, -2))) return;
int idx = 0;
for (const auto &p : _current_data->string_names) {
sq_pushstring(vm, p.c_str(), -1);
sq_pushinteger(vm, idx);
sq_rawset(vm, -3);
idx++;
}
sq_pop(vm, 2);
ReconsiderGameScriptLanguage();
}
/**
* Reconsider the game script language, so we use the right one.
*/
void ReconsiderGameScriptLanguage()
{
if (_current_data == nullptr) return;
char temp[MAX_PATH];
strecpy(temp, _current_language->file, lastof(temp));
/* Remove the extension */
char *l = strrchr(temp, '.');
assert(l != nullptr);
*l = '\0';
/* Skip the path */
char *language = strrchr(temp, PATHSEPCHAR);
assert(language != nullptr);
language++;
for (auto &p : _current_data->compiled_strings) {
if (p.language == language) {
_current_data->cur_language = &p;
return;
}
}
_current_data->cur_language = &_current_data->compiled_strings[0];
}
|