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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 "../script/squirrel_class.hpp"
#include "../strings_func.h"
#include "game_text.hpp"
#include "game.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.
 */
LanguageStrings::LanguageStrings(const char *language)
{
	const char *p = strrchr(language, PATHSEPCHAR);
	if (p == NULL) {
		p = language;
	} else {
		p++;
	}

	const char *e = strchr(p, '.');
	this->language = e == NULL ? strdup(p) : strndup(p, e - p);
}

/** 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;
		}

		ret = new LanguageStrings(file);

		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. */
	}
};

static void GetBasePath(char *buffer, size_t length)
{
	strecpy(buffer, Game::GetMainScript(), buffer + length);
	char *s = strrchr(buffer, PATHSEPCHAR);
	if (s != NULL) {
		/* Keep the PATHSEPCHAR there, remove the rest */
		s++;
		*s = '\0';
	}

	/* Tars dislike opening files with '/' on Windows.. so convert it to '\\' */
#if (PATHSEPCHAR != '/')
	for (char *n = buffer; *n != '\0'; n++) if (*n == '/') *n = PATHSEPCHAR;
#endif
}

/**
 * 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()
{
	GameStrings *gs = new GameStrings();
	try {
		char filename[512];
		GetBasePath(filename, sizeof(filename));
		char *e = filename + strlen(filename);

		seprintf(e, filename + sizeof(filename), "lang" PATHSEP "english.txt");
		if (!FioCheckFileExists(filename, GAME_DIR)) throw std::exception();
		*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);

		/* Scan for other language files */
		LanguageScanner scanner(gs, filename);
		strecpy(e, "lang" PATHSEP, filename + sizeof(filename));
		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];
}