mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
383 lines
9.3 KiB
C++
383 lines
9.3 KiB
C++
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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file game_text.cpp Implementation of handling translated strings. */
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#include "../stdafx.h"
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#include "../strgen/strgen.h"
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#include "../debug.h"
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#include "../fileio_func.h"
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#include "../script/squirrel_class.hpp"
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#include "../strings_func.h"
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#include "game_text.hpp"
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#include "game.hpp"
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#include "table/strings.h"
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#include <stdarg.h>
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void CDECL strgen_warning(const char *s, ...)
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{
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char buf[1024];
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va_list va;
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va_start(va, s);
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vsnprintf(buf, lengthof(buf), s, va);
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va_end(va);
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DEBUG(script, 0, "%s:%d: warning: %s", _file, _cur_line, buf);
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_warnings++;
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}
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void CDECL strgen_error(const char *s, ...)
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{
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char buf[1024];
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va_list va;
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va_start(va, s);
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vsnprintf(buf, lengthof(buf), s, va);
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va_end(va);
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DEBUG(script, 0, "%s:%d: error: %s", _file, _cur_line, buf);
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_errors++;
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}
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void NORETURN CDECL strgen_fatal(const char *s, ...)
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{
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char buf[1024];
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va_list va;
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va_start(va, s);
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vsnprintf(buf, lengthof(buf), s, va);
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va_end(va);
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DEBUG(script, 0, "%s:%d: FATAL: %s", _file, _cur_line, buf);
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throw std::exception();
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}
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/**
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* Create a new container for language strings.
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* @param language The language name.
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*/
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LanguageStrings::LanguageStrings(const char *language)
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{
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const char *p = strrchr(language, PATHSEPCHAR);
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if (p == NULL) {
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p = language;
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} else {
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p++;
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}
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const char *e = strchr(p, '.');
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this->language = e == NULL ? strdup(p) : strndup(p, e - p);
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}
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/** Free everything. */
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LanguageStrings::~LanguageStrings()
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{
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free(this->language);
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}
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/**
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* Read all the raw language strings from the given file.
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* @param file The file to read from.
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* @return The raw strings, or NULL upon error.
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*/
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LanguageStrings *ReadRawLanguageStrings(const char *file)
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{
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LanguageStrings *ret = NULL;
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try {
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size_t to_read;
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FILE *fh = FioFOpenFile(file, "rb", GAME_DIR, &to_read);
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if (fh == NULL) {
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return NULL;
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}
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ret = new LanguageStrings(file);
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char buffer[2048];
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while (to_read != 0 && fgets(buffer, sizeof(buffer), fh) != NULL) {
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size_t len = strlen(buffer);
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/* Remove trailing spaces/newlines from the string. */
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size_t i = len;
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while (i > 0 && (buffer[i - 1] == '\r' || buffer[i - 1] == '\n' || buffer[i - 1] == ' ')) i--;
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buffer[i] = '\0';
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*ret->lines.Append() = strndup(buffer, to_read);
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if (len > to_read) {
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to_read = 0;
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} else {
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to_read -= len;
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}
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}
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return ret;
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} catch (...) {
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delete ret;
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return NULL;
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}
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}
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/** A reader that simply reads using fopen. */
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struct StringListReader : StringReader {
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const char * const *p; ///< The current location of the iteration.
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const char * const *end; ///< The end of the iteration.
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/**
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* Create the reader.
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* @param data The data to fill during reading.
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* @param file The file we are reading.
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* @param master Are we reading the master file?
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* @param translation Are we reading a translation?
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*/
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StringListReader(StringData &data, const LanguageStrings *strings, bool master, bool translation) :
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StringReader(data, strings->language, master, translation), p(strings->lines.Begin()), end(strings->lines.End())
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{
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}
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/* virtual */ char *ReadLine(char *buffer, size_t size)
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{
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if (this->p == this->end) return NULL;
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strncpy(buffer, *this->p, size);
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this->p++;
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return buffer;
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}
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/* virtual */ void HandlePragma(char *str)
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{
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strgen_fatal("unknown pragma '%s'", str);
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}
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};
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/** Class for writing an encoded language. */
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struct TranslationWriter : LanguageWriter {
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StringList *strings; ///< The encoded strings.
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/**
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* Writer for the encoded data.
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* @param strings The string table to add the strings to.
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*/
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TranslationWriter(StringList *strings) : strings(strings)
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{
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}
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void WriteHeader(const LanguagePackHeader *header)
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{
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/* We don't use the header. */
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}
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void Finalise()
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{
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/* Nothing to do. */
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}
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void WriteLength(uint length)
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{
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/* We don't write the length. */
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}
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void Write(const byte *buffer, size_t length)
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{
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*this->strings->Append() = strndup((const char*)buffer, length);
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}
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};
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/** Class for writing the string IDs. */
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struct StringNameWriter : HeaderWriter {
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StringList *strings; ///< The string names.
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/**
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* Writer for the string names.
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* @param strings The string table to add the strings to.
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*/
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StringNameWriter(StringList *strings) : strings(strings)
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{
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}
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void WriteStringID(const char *name, int stringid)
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{
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if (stringid == (int)this->strings->Length()) *this->strings->Append() = strdup(name);
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}
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void Finalise(const StringData &data)
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{
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/* Nothing to do. */
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}
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};
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static void GetBasePath(char *buffer, size_t length)
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{
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strecpy(buffer, Game::GetMainScript(), buffer + length);
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char *s = strrchr(buffer, PATHSEPCHAR);
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if (s != NULL) {
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/* Keep the PATHSEPCHAR there, remove the rest */
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s++;
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*s = '\0';
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}
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/* Tars dislike opening files with '/' on Windows.. so convert it to '\\' */
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#if (PATHSEPCHAR != '/')
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for (char *n = buffer; *n != '\0'; n++) if (*n == '/') *n = PATHSEPCHAR;
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#endif
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}
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/**
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* Scanner to find language files in a GameScript directory.
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*/
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class LanguageScanner : protected FileScanner {
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private:
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GameStrings *gs;
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char *exclude;
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public:
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/** Initialise */
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LanguageScanner(GameStrings *gs, const char *exclude) : gs(gs), exclude(strdup(exclude)) {}
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~LanguageScanner() { free(exclude); }
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/**
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* Scan.
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*/
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void Scan(const char *directory)
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{
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this->FileScanner::Scan(".txt", directory, false);
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}
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/* virtual */ bool AddFile(const char *filename, size_t basepath_length, const char *tar_filename)
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{
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if (strcmp(filename, exclude) == 0) return true;
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*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
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return true;
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}
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};
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/**
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* Load all translations that we know of.
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* @return Container with all (compiled) translations.
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*/
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GameStrings *LoadTranslations()
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{
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GameStrings *gs = new GameStrings();
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try {
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char filename[512];
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GetBasePath(filename, sizeof(filename));
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char *e = filename + strlen(filename);
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seprintf(e, filename + sizeof(filename), "lang" PATHSEP "english.txt");
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if (!FioCheckFileExists(filename, GAME_DIR)) throw std::exception();
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*gs->raw_strings.Append() = ReadRawLanguageStrings(filename);
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/* Scan for other language files */
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LanguageScanner scanner(gs, filename);
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strecpy(e, "lang" PATHSEP, filename + sizeof(filename));
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scanner.Scan(filename);
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gs->Compile();
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return gs;
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} catch (...) {
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delete gs;
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return NULL;
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}
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}
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/** Compile the language. */
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void GameStrings::Compile()
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{
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StringData data(1);
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StringListReader master_reader(data, this->raw_strings[0], true, false);
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master_reader.ParseFile();
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if (_errors != 0) throw std::exception();
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this->version = data.Version();
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StringNameWriter id_writer(&this->string_names);
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id_writer.WriteHeader(data);
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for (LanguageStrings **p = this->raw_strings.Begin(); p != this->raw_strings.End(); p++) {
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data.FreeTranslation();
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StringListReader translation_reader(data, *p, false, strcmp((*p)->language, "english") != 0);
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translation_reader.ParseFile();
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if (_errors != 0) throw std::exception();
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LanguageStrings *compiled = *this->compiled_strings.Append() = new LanguageStrings((*p)->language);
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TranslationWriter writer(&compiled->lines);
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writer.WriteLang(data);
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}
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}
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/** The currently loaded game strings. */
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GameStrings *_current_data = NULL;
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/**
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* Get the string pointer of a particular game string.
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* @param id The ID of the game string.
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* @return The encoded string.
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*/
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const char *GetGameStringPtr(uint id)
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{
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if (id >= _current_data->cur_language->lines.Length()) return GetStringPtr(STR_UNDEFINED);
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return _current_data->cur_language->lines[id];
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}
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/**
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* Register the current translation to the Squirrel engine.
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* @param engine The engine to update/
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*/
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void RegisterGameTranslation(Squirrel *engine)
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{
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delete _current_data;
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_current_data = LoadTranslations();
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if (_current_data == NULL) return;
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HSQUIRRELVM vm = engine->GetVM();
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sq_pushroottable(vm);
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sq_pushstring(vm, _SC("GSText"), -1);
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if (SQ_FAILED(sq_get(vm, -2))) return;
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int idx = 0;
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for (const char * const *p = _current_data->string_names.Begin(); p != _current_data->string_names.End(); p++, idx++) {
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sq_pushstring(vm, OTTD2SQ(*p), -1);
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sq_pushinteger(vm, idx);
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sq_rawset(vm, -3);
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}
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sq_pop(vm, 2);
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ReconsiderGameScriptLanguage();
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}
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/**
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* Reconsider the game script language, so we use the right one.
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*/
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void ReconsiderGameScriptLanguage()
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{
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if (_current_data == NULL) return;
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char temp[MAX_PATH];
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strecpy(temp, _current_language->file, temp + sizeof(temp));
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/* Remove the extension */
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char *l = strrchr(temp, '.');
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assert(l != NULL);
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*l = '\0';
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/* Skip the path */
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char *language = strrchr(temp, PATHSEPCHAR);
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assert(language != NULL);
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language++;
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for (LanguageStrings **p = _current_data->compiled_strings.Begin(); p != _current_data->compiled_strings.End(); p++) {
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if (strcmp((*p)->language, language) == 0) {
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_current_data->cur_language = *p;
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return;
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}
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}
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_current_data->cur_language = _current_data->compiled_strings[0];
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}
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