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/* $Id$ */
/*
* 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>
void CDECL strgen_warning(const char *s, ...)
{
char buf[1024];
va_list va;
va_start(va, s);
vsnprintf(buf, lengthof(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);
vsnprintf(buf, lengthof(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);
vsnprintf(buf, lengthof(buf), s, va);
va_end(va);
DEBUG(script, 0, "%s:%d: FATAL: %s", _file, _cur_line, buf);
throw std::exception();
}
/**
* Create a new container for language strings.
* @param language The language name.
* @param end If not NULL, terminate \a language at this position.
*/
LanguageStrings::LanguageStrings(const char *language, const char *end)
{
this->language = end == NULL ? strdup(language) : strndup(language, end - language);
}
/** Free everything. */
LanguageStrings::~LanguageStrings()
{
free(this->language);
}
/**
* Read all the raw language strings from the given file.
* @param file The file to read from.
* @return The raw strings, or NULL upon error.
*/
LanguageStrings *ReadRawLanguageStrings(const char *file)
{
LanguageStrings *ret = NULL;
try {
size_t to_read;
FILE *fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
if (fh == NULL) {
return NULL;
}
const char *langname = strrchr(file, PATHSEPCHAR);
if (langname == NULL) {
langname = file;
} else {
langname++;
}
/* Check for invalid empty filename */
if (*langname == '.' || *langname == 0) return NULL;
ret = new LanguageStrings(langname, strchr(langname, '.'));
char buffer[2048];
while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != NULL) {
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.Append() = strndup(buffer, to_read);
if (len > to_read) {
to_read = 0;
} else {
to_read -= len;
}
}
return ret;
} catch (...) {
delete ret;
return NULL;
}
}
/** A reader that simply reads using fopen. */
struct StringListReader : StringReader {
const char * const *p; ///< The current location of the iteration.
const char * const *end; ///< The end of the iteration.
/**
* Create the reader.
* @param data The data to fill during reading.
* @param file The file 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, master, translation), p(strings->lines.Begin()), end(strings->lines.End())
{
}
/* virtual */ char *ReadLine(char *buffer, size_t size)
{
if (this->p == this->end) return NULL;
strncpy(buffer, *this->p, size);
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)
{
char *dest = MallocT<char>(length + 1);
memcpy(dest, buffer, length);
dest[length] = '\0';
*this->strings->Append() = dest;
}
};
/** 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->Length()) *this->strings->Append() = strdup(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;
char *exclude;
public:
/** Initialise */
LanguageScanner(GameStrings *gs, const char *exclude) : gs(gs), exclude(strdup(exclude)) {}
~LanguageScanner() { free(exclude); }
/**
* Scan.
*/
void Scan(const char *directory)
{
this->FileScanner::Scan(".txt", directory, false);
}
/* virtual */ bool AddFile(const char *filename, size_t basepath_length, const char *tar_filename)
{
if (strcmp(filename, exclude) == 0) return true;
*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
return true;
}
};
/**
* Load all translations that we know of.
* @return Container with all (compiled) translations.
*/
GameStrings *LoadTranslations()
{
const GameInfo *info = Game::GetInfo();
char filename[512];
strecpy(filename, info->GetMainScript(), lastof(filename));
char *e = strrchr(filename, PATHSEPCHAR);
if (e == NULL) return NULL;
e++; // Make 'e' point after the PATHSEPCHAR
strecpy(e, "lang" PATHSEP "english.txt", lastof(filename));
if (!FioCheckFileExists(filename, GAME_DIR)) return NULL;
GameStrings *gs = new GameStrings();
try {
*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
/* Scan for other language files */
LanguageScanner scanner(gs, filename);
strecpy(e, "lang" PATHSEP, lastof(filename));
size_t len = strlen(filename);
const char *tar_filename = info->GetTarFile();
TarList::iterator iter;
if (tar_filename != NULL && (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() <= len || tar->first.compare(0, len, filename) != 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(filename);
}
gs->Compile();
return gs;
} catch (...) {
delete gs;
return NULL;
}
}
/** Compile the language. */
void GameStrings::Compile()
{
StringData data(1);
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 (LanguageStrings **p = this->raw_strings.Begin(); p != this->raw_strings.End(); p++) {
data.FreeTranslation();
StringListReader translation_reader(data, *p, false, strcmp((*p)->language, "english") != 0);
translation_reader.ParseFile();
if (_errors != 0) throw std::exception();
LanguageStrings *compiled = *this->compiled_strings.Append() = new LanguageStrings((*p)->language);
TranslationWriter writer(&compiled->lines);
writer.WriteLang(data);
}
}
/** The currently loaded game strings. */
GameStrings *_current_data = NULL;
/**
* 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.Length()) return GetStringPtr(STR_UNDEFINED);
return _current_data->cur_language->lines[id];
}
/**
* 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 == NULL) return;
HSQUIRRELVM vm = engine->GetVM();
sq_pushroottable(vm);
sq_pushstring(vm, _SC("GSText"), -1);
if (SQ_FAILED(sq_get(vm, -2))) return;
int idx = 0;
for (const char * const *p = _current_data->string_names.Begin(); p != _current_data->string_names.End(); p++, idx++) {
sq_pushstring(vm, OTTD2SQ(*p), -1);
sq_pushinteger(vm, idx);
sq_rawset(vm, -3);
}
sq_pop(vm, 2);
ReconsiderGameScriptLanguage();
}
/**
* Reconsider the game script language, so we use the right one.
*/
void ReconsiderGameScriptLanguage()
{
if (_current_data == NULL) return;
char temp[MAX_PATH];
strecpy(temp, _current_language->file, temp + sizeof(temp));
/* Remove the extension */
char *l = strrchr(temp, '.');
assert(l != NULL);
*l = '\0';
/* Skip the path */
char *language = strrchr(temp, PATHSEPCHAR);
assert(language != NULL);
language++;
for (LanguageStrings **p = _current_data->compiled_strings.Begin(); p != _current_data->compiled_strings.End(); p++) {
if (strcmp((*p)->language, language) == 0) {
_current_data->cur_language = *p;
return;
}
}
_current_data->cur_language = _current_data->compiled_strings[0];
}
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