/* * 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 . */ /** @file townname.cpp %Town name generators. */ #include "stdafx.h" #include "string_func.h" #include "townname_type.h" #include "town.h" #include "strings_func.h" #include "core/random_func.hpp" #include "genworld.h" #include "gfx_layout.h" #include "strings_internal.h" #include "table/townname.h" #include "safeguards.h" /** * Initializes this struct from town data * @param t town for which we will be printing name later */ TownNameParams::TownNameParams(const Town *t) : grfid(t->townnamegrfid), // by default, use supplied data type(t->townnametype) { if (t->townnamegrfid != 0 && GetGRFTownName(t->townnamegrfid) == nullptr) { /* Fallback to english original */ this->grfid = 0; this->type = SPECSTR_TOWNNAME_ENGLISH; return; } } /** * Fills builder with specified town name. * @param builder The string builder. * @param par Town name parameters. * @param townnameparts 'Encoded' town name. */ static void GetTownName(StringBuilder builder, const TownNameParams *par, uint32_t townnameparts) { if (par->grfid == 0) { auto tmp_params = MakeParameters(townnameparts); GetStringWithArgs(builder, par->type, tmp_params); return; } GRFTownNameGenerate(builder, par->grfid, par->type, townnameparts); } /** * Get the town name for the given parameters and parts. * @param par Town name parameters. * @param townnameparts 'Encoded' town name. * @return The town name. */ std::string GetTownName(const TownNameParams *par, uint32_t townnameparts) { std::string result; StringBuilder builder(result); GetTownName(builder, par, townnameparts); return result; } /** * Fills builder with town's name. * @param builder String builder. * @param t The town to get the name from. */ void GetTownName(StringBuilder builder, const Town *t) { TownNameParams par(t); GetTownName(builder, &par, t->townnameparts); } /** * Get the name of the given town. * @param t The town to get the name for. * @return The town name. */ std::string GetTownName(const Town *t) { TownNameParams par(t); return GetTownName(&par, t->townnameparts); } /** * Verifies the town name is valid and unique. * @param r random bits * @param par town name parameters * @param town_names if a name is generated, check its uniqueness with the set * @return true iff name is valid and unique */ bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names) { std::string name = GetTownName(par, r); /* Check size and width */ if (Utf8StringLength(name) >= MAX_LENGTH_TOWN_NAME_CHARS) return false; if (town_names != nullptr) { if (town_names->find(name) != town_names->end()) return false; town_names->insert(name); } else { for (const Town *t : Town::Iterate()) { /* We can't just compare the numbers since * several numbers may map to a single name. */ if (name == t->GetCachedName()) return false; } } return true; } /** * Generates valid town name. * @param randomizer the source of random data for generating the name * @param townnameparts if a name is generated, it's stored there * @param town_names if a name is generated, check its uniqueness with the set * @return true iff a name was generated */ bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names) { TownNameParams par(_settings_game.game_creation.town_name); /* This function is called very often without entering the gameloop * in between. So reset layout cache to prevent it from growing too big. */ Layouter::ReduceLineCache(); /* Do not set i too low, since when we run out of names, we loop * for #tries only one time anyway - then we stop generating more * towns. Do not set it too high either, since looping through all * the other towns may take considerable amount of time (10000 is * too much). */ for (int i = 1000; i != 0; i--) { uint32_t r = randomizer.Next(); if (!VerifyTownName(r, &par, town_names)) continue; *townnameparts = r; return true; } return false; } /** * Generates a number from given seed. * @param shift_by number of bits seed is shifted to the right * @param max generated number is in interval 0...max-1 * @param seed seed * @return seed transformed to a number from given range */ static inline uint32_t SeedChance(byte shift_by, int max, uint32_t seed) { return (GB(seed, shift_by, 16) * max) >> 16; } /** * Generates a number from given seed. Uses different algorithm than SeedChance(). * @param shift_by number of bits seed is shifted to the right * @param max generated number is in interval 0...max-1 * @param seed seed * @return seed transformed to a number from given range */ static inline uint32_t SeedModChance(byte shift_by, int max, uint32_t seed) { /* This actually gives *MUCH* more even distribution of the values * than SeedChance(), which is absolutely horrible in that. If * you do not believe me, try with i.e. the Czech town names, * compare the words (nicely visible on prefixes) generated by * SeedChance() and SeedModChance(). Do not get discouraged by the * never-use-modulo myths, which hold true only for the linear * congruential generators (and Random() isn't such a generator). * --pasky * TODO: Perhaps we should use it for all the name generators? --pasky */ return (seed >> shift_by) % max; } /** * Generates a number from given seed. * @param shift_by number of bits seed is shifted to the right * @param max generated number is in interval -bias...max-1 * @param seed seed * @param bias minimum value that can be returned * @return seed transformed to a number from given range */ static inline int32_t SeedChanceBias(byte shift_by, int max, uint32_t seed, int bias) { return SeedChance(shift_by, max + bias, seed) - bias; } /** * Replaces a string beginning in 'org' with 'rep'. * @param org string to replace, has to be 4 characters long * @param rep string to be replaced with, has to be 4 characters long * @param builder string builder of the town name * @param start the start index within the builder for the town name */ static void ReplaceWords(const char *org, const char *rep, StringBuilder builder, size_t start) { assert(strlen(org) == 4 && strlen(rep) == 4 && builder.CurrentIndex() - start >= 4); if (strncmp(&builder[start], org, 4) == 0) memcpy(&builder[start], rep, 4); // Safe as the string in buf is always more than 4 characters long. } /** * Replaces english curses and ugly letter combinations by nicer ones. * @param builder The builder with the town name * @param start The start index into the builder for the first town name * @param original English (Original) generator was used */ static void ReplaceEnglishWords(StringBuilder builder, size_t start, bool original) { ReplaceWords("Cunt", "East", builder, start); ReplaceWords("Slag", "Pits", builder, start); ReplaceWords("Slut", "Edin", builder, start); if (!original) ReplaceWords("Fart", "Boot", builder, start); // never happens with 'English (Original)' ReplaceWords("Drar", "Quar", builder, start); ReplaceWords("Dreh", "Bash", builder, start); ReplaceWords("Frar", "Shor", builder, start); ReplaceWords("Grar", "Aber", builder, start); ReplaceWords("Brar", "Over", builder, start); ReplaceWords("Wrar", original ? "Inve" : "Stan", builder, start); } /** * Generates English (Original) town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeEnglishOriginalTownName(StringBuilder builder, uint32_t seed) { size_t start = builder.CurrentIndex(); /* optional first segment */ int i = SeedChanceBias(0, lengthof(_name_original_english_1), seed, 50); if (i >= 0) builder += _name_original_english_1[i]; /* mandatory middle segments */ builder += _name_original_english_2[SeedChance(4, lengthof(_name_original_english_2), seed)]; builder += _name_original_english_3[SeedChance(7, lengthof(_name_original_english_3), seed)]; builder += _name_original_english_4[SeedChance(10, lengthof(_name_original_english_4), seed)]; builder += _name_original_english_5[SeedChance(13, lengthof(_name_original_english_5), seed)]; /* optional last segment */ i = SeedChanceBias(15, lengthof(_name_original_english_6), seed, 60); if (i >= 0) builder += _name_original_english_6[i]; /* Ce, Ci => Ke, Ki */ if (builder[start] == 'C' && (builder[start + 1] == 'e' || builder[start + 1] == 'i')) { builder[start] = 'K'; } assert(builder.CurrentIndex() - start >= 4); ReplaceEnglishWords(builder, start, true); } /** * Generates English (Additional) town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeEnglishAdditionalTownName(StringBuilder builder, uint32_t seed) { size_t start = builder.CurrentIndex(); /* optional first segment */ int i = SeedChanceBias(0, lengthof(_name_additional_english_prefix), seed, 50); if (i >= 0) builder += _name_additional_english_prefix[i]; if (SeedChance(3, 20, seed) >= 14) { builder += _name_additional_english_1a[SeedChance(6, lengthof(_name_additional_english_1a), seed)]; } else { builder += _name_additional_english_1b1[SeedChance(6, lengthof(_name_additional_english_1b1), seed)]; builder += _name_additional_english_1b2[SeedChance(9, lengthof(_name_additional_english_1b2), seed)]; if (SeedChance(11, 20, seed) >= 4) { builder += _name_additional_english_1b3a[SeedChance(12, lengthof(_name_additional_english_1b3a), seed)]; } else { builder += _name_additional_english_1b3b[SeedChance(12, lengthof(_name_additional_english_1b3b), seed)]; } } builder += _name_additional_english_2[SeedChance(14, lengthof(_name_additional_english_2), seed)]; /* optional last segment */ i = SeedChanceBias(15, lengthof(_name_additional_english_3), seed, 60); if (i >= 0) builder += _name_additional_english_3[i]; assert(builder.CurrentIndex() - start >= 4); ReplaceEnglishWords(builder, start, false); } /** * Generates Austrian town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeAustrianTownName(StringBuilder builder, uint32_t seed) { /* Bad, Maria, Gross, ... */ int i = SeedChanceBias(0, lengthof(_name_austrian_a1), seed, 15); if (i >= 0) builder += _name_austrian_a1[i]; int j = 0; i = SeedChance(4, 6, seed); if (i >= 4) { /* Kaisers-kirchen */ builder += _name_austrian_a2[SeedChance( 7, lengthof(_name_austrian_a2), seed)]; builder += _name_austrian_a3[SeedChance(13, lengthof(_name_austrian_a3), seed)]; } else if (i >= 2) { /* St. Johann */ builder += _name_austrian_a5[SeedChance( 7, lengthof(_name_austrian_a5), seed)]; builder += _name_austrian_a6[SeedChance( 9, lengthof(_name_austrian_a6), seed)]; j = 1; // More likely to have a " an der " or " am " } else { /* Zell */ builder += _name_austrian_a4[SeedChance( 7, lengthof(_name_austrian_a4), seed)]; } i = SeedChance(1, 6, seed); if (i >= 4 - j) { /* an der Donau (rivers) */ builder += _name_austrian_f1[SeedChance(4, lengthof(_name_austrian_f1), seed)]; builder += _name_austrian_f2[SeedChance(5, lengthof(_name_austrian_f2), seed)]; } else if (i >= 2 - j) { /* am Dachstein (mountains) */ builder += _name_austrian_b1[SeedChance(4, lengthof(_name_austrian_b1), seed)]; builder += _name_austrian_b2[SeedChance(5, lengthof(_name_austrian_b2), seed)]; } } /** * Generates German town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeGermanTownName(StringBuilder builder, uint32_t seed) { uint seed_derivative = SeedChance(7, 28, seed); /* optional prefix */ if (seed_derivative == 12 || seed_derivative == 19) { uint i = SeedChance(2, lengthof(_name_german_pre), seed); builder += _name_german_pre[i]; } /* mandatory middle segments including option of hardcoded name */ uint i = SeedChance(3, lengthof(_name_german_real) + lengthof(_name_german_1), seed); if (i < lengthof(_name_german_real)) { builder += _name_german_real[i]; } else { builder += _name_german_1[i - lengthof(_name_german_real)]; i = SeedChance(5, lengthof(_name_german_2), seed); builder += _name_german_2[i]; } /* optional suffix */ if (seed_derivative == 24) { i = SeedChance(9, lengthof(_name_german_4_an_der) + lengthof(_name_german_4_am), seed); if (i < lengthof(_name_german_4_an_der)) { builder += _name_german_3_an_der[0]; builder += _name_german_4_an_der[i]; } else { builder += _name_german_3_am[0]; builder += _name_german_4_am[i - lengthof(_name_german_4_an_der)]; } } } /** * Generates Latin-American town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeSpanishTownName(StringBuilder builder, uint32_t seed) { builder += _name_spanish_real[SeedChance(0, lengthof(_name_spanish_real), seed)]; } /** * Generates French town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeFrenchTownName(StringBuilder builder, uint32_t seed) { builder += _name_french_real[SeedChance(0, lengthof(_name_french_real), seed)]; } /** * Generates Silly town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeSillyTownName(StringBuilder builder, uint32_t seed) { builder += _name_silly_1[SeedChance( 0, lengthof(_name_silly_1), seed)]; builder += _name_silly_2[SeedChance(16, lengthof(_name_silly_2), seed)]; } /** * Generates Swedish town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeSwedishTownName(StringBuilder builder, uint32_t seed) { /* optional first segment */ int i = SeedChanceBias(0, lengthof(_name_swedish_1), seed, 50); if (i >= 0) builder += _name_swedish_1[i]; /* mandatory middle segments including option of hardcoded name */ if (SeedChance(4, 5, seed) >= 3) { builder += _name_swedish_2[SeedChance( 7, lengthof(_name_swedish_2), seed)]; } else { builder += _name_swedish_2a[SeedChance( 7, lengthof(_name_swedish_2a), seed)]; builder += _name_swedish_2b[SeedChance(10, lengthof(_name_swedish_2b), seed)]; builder += _name_swedish_2c[SeedChance(13, lengthof(_name_swedish_2c), seed)]; } builder += _name_swedish_3[SeedChance(16, lengthof(_name_swedish_3), seed)]; } /** * Generates Dutch town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeDutchTownName(StringBuilder builder, uint32_t seed) { /* optional first segment */ int i = SeedChanceBias(0, lengthof(_name_dutch_1), seed, 50); if (i >= 0) builder += _name_dutch_1[i]; /* mandatory middle segments including option of hardcoded name */ if (SeedChance(6, 9, seed) > 4) { builder += _name_dutch_2[SeedChance( 9, lengthof(_name_dutch_2), seed)]; } else { builder += _name_dutch_3[SeedChance( 9, lengthof(_name_dutch_3), seed)]; builder += _name_dutch_4[SeedChance(12, lengthof(_name_dutch_4), seed)]; } builder += _name_dutch_5[SeedChance(15, lengthof(_name_dutch_5), seed)]; } /** * Generates Finnish town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeFinnishTownName(StringBuilder builder, uint32_t seed) { size_t start = builder.CurrentIndex(); /* Select randomly if town name should consists of one or two parts. */ if (SeedChance(0, 15, seed) >= 10) { builder += _name_finnish_real[SeedChance(2, lengthof(_name_finnish_real), seed)]; return; } if (SeedChance(0, 15, seed) >= 5) { /* A two-part name by combining one of _name_finnish_1 + "la"/"lä" * The reason for not having the contents of _name_finnish_{1,2} in the same table is * that the ones in _name_finnish_2 are not good for this purpose. */ uint sel = SeedChance( 0, lengthof(_name_finnish_1), seed); builder += _name_finnish_1[sel]; size_t last = builder.CurrentIndex() - 1; if (builder[last] == 'i') builder[last] = 'e'; std::string_view view(&builder[start], builder.CurrentIndex() - start); if (view.find_first_of("aouAOU") != std::string_view::npos) { builder += "la"; } else { builder += u8"l\u00e4"; } return; } /* A two-part name by combining one of _name_finnish_{1,2} + _name_finnish_3. * Why aren't _name_finnish_{1,2} just one table? See above. */ uint sel = SeedChance(2, lengthof(_name_finnish_1) + lengthof(_name_finnish_2), seed); if (sel >= lengthof(_name_finnish_1)) { builder += _name_finnish_2[sel - lengthof(_name_finnish_1)]; } else { builder += _name_finnish_1[sel]; } builder += _name_finnish_3[SeedChance(10, lengthof(_name_finnish_3), seed)]; } /** * Generates Polish town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakePolishTownName(StringBuilder builder, uint32_t seed) { /* optional first segment */ uint i = SeedChance(0, lengthof(_name_polish_2_o) + lengthof(_name_polish_2_m) + lengthof(_name_polish_2_f) + lengthof(_name_polish_2_n), seed); uint j = SeedChance(2, 20, seed); if (i < lengthof(_name_polish_2_o)) { builder += _name_polish_2_o[SeedChance(3, lengthof(_name_polish_2_o), seed)]; return; } if (i < lengthof(_name_polish_2_m) + lengthof(_name_polish_2_o)) { if (j < 4) { builder += _name_polish_1_m[SeedChance(5, lengthof(_name_polish_1_m), seed)]; } builder += _name_polish_2_m[SeedChance(7, lengthof(_name_polish_2_m), seed)]; if (j >= 4 && j < 16) { builder += _name_polish_3_m[SeedChance(10, lengthof(_name_polish_3_m), seed)]; } return; } if (i < lengthof(_name_polish_2_f) + lengthof(_name_polish_2_m) + lengthof(_name_polish_2_o)) { if (j < 4) { builder += _name_polish_1_f[SeedChance(5, lengthof(_name_polish_1_f), seed)]; } builder += _name_polish_2_f[SeedChance(7, lengthof(_name_polish_2_f), seed)]; if (j >= 4 && j < 16) { builder += _name_polish_3_f[SeedChance(10, lengthof(_name_polish_3_f), seed)]; } return; } if (j < 4) { builder += _name_polish_1_n[SeedChance(5, lengthof(_name_polish_1_n), seed)]; } builder += _name_polish_2_n[SeedChance(7, lengthof(_name_polish_2_n), seed)]; if (j >= 4 && j < 16) { builder += _name_polish_3_n[SeedChance(10, lengthof(_name_polish_3_n), seed)]; } return; } /** * Generates Czech town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeCzechTownName(StringBuilder builder, uint32_t seed) { /* 1:3 chance to use a real name. */ if (SeedModChance(0, 4, seed) == 0) { builder += _name_czech_real[SeedModChance(4, lengthof(_name_czech_real), seed)]; return; } /* Probability of prefixes/suffixes * 0..11 prefix, 12..13 prefix+suffix, 14..17 suffix, 18..31 nothing */ int prob_tails = SeedModChance(2, 32, seed); bool do_prefix = prob_tails < 12; bool do_suffix = prob_tails > 11 && prob_tails < 17; bool dynamic_subst; /* IDs of the respective parts */ int prefix = 0, ending = 0, suffix = 0; uint postfix = 0; uint stem; /* The select criteria. */ CzechGender gender; CzechChoose choose; CzechAllow allow; if (do_prefix) prefix = SeedModChance(5, lengthof(_name_czech_adj) * 12, seed) / 12; if (do_suffix) suffix = SeedModChance(7, lengthof(_name_czech_suffix), seed); /* 3:1 chance 3:1 to use dynamic substantive */ stem = SeedModChance(9, lengthof(_name_czech_subst_full) + 3 * lengthof(_name_czech_subst_stem), seed); if (stem < lengthof(_name_czech_subst_full)) { /* That was easy! */ dynamic_subst = false; gender = _name_czech_subst_full[stem].gender; choose = _name_czech_subst_full[stem].choose; allow = _name_czech_subst_full[stem].allow; } else { uint map[lengthof(_name_czech_subst_ending)]; int ending_start = -1, ending_stop = -1; /* Load the substantive */ dynamic_subst = true; stem -= lengthof(_name_czech_subst_full); stem %= lengthof(_name_czech_subst_stem); gender = _name_czech_subst_stem[stem].gender; choose = _name_czech_subst_stem[stem].choose; allow = _name_czech_subst_stem[stem].allow; /* Load the postfix (1:1 chance that a postfix will be inserted) */ postfix = SeedModChance(14, lengthof(_name_czech_subst_postfix) * 2, seed); if (choose & CZC_POSTFIX) { /* Always get a real postfix. */ postfix %= lengthof(_name_czech_subst_postfix); } if (choose & CZC_NOPOSTFIX) { /* Always drop a postfix. */ postfix += lengthof(_name_czech_subst_postfix); } if (postfix < lengthof(_name_czech_subst_postfix)) { choose |= CZC_POSTFIX; } else { choose |= CZC_NOPOSTFIX; } /* Localize the array segment containing a good gender */ for (ending = 0; ending < (int)lengthof(_name_czech_subst_ending); ending++) { const CzechNameSubst *e = &_name_czech_subst_ending[ending]; if (gender == CZG_FREE || (gender == CZG_NFREE && e->gender != CZG_SNEUT && e->gender != CZG_PNEUT) || gender == e->gender) { if (ending_start < 0) { ending_start = ending; } } else if (ending_start >= 0) { ending_stop = ending - 1; break; } } if (ending_stop < 0) { /* Whoa. All the endings matched. */ ending_stop = ending - 1; } /* Make a sequential map of the items with good mask */ size_t i = 0; for (ending = ending_start; ending <= ending_stop; ending++) { const CzechNameSubst *e = &_name_czech_subst_ending[ending]; if ((e->choose & choose) == choose && (e->allow & allow) != 0) { map[i++] = ending; } } assert(i > 0); /* Load the ending */ ending = map[SeedModChance(16, (int)i, seed)]; /* Override possible CZG_*FREE; this must be a real gender, * otherwise we get overflow when modifying the adjectivum. */ gender = _name_czech_subst_ending[ending].gender; assert(gender != CZG_FREE && gender != CZG_NFREE); } if (do_prefix && (_name_czech_adj[prefix].choose & choose) != choose) { /* Throw away non-matching prefix. */ do_prefix = false; } /* Now finally construct the name */ if (do_prefix) { CzechPattern pattern = _name_czech_adj[prefix].pattern; builder += _name_czech_adj[prefix].name; size_t endpos = builder.CurrentIndex() - 1; /* Find the first character in a UTF-8 sequence */ while (GB(builder[endpos], 6, 2) == 2) endpos--; builder.RemoveElementsFromBack(builder.CurrentIndex() - endpos); if (gender == CZG_SMASC && pattern == CZP_PRIVL) { /* -ovX -> -uv */ builder[endpos - 2] = 'u'; } else { builder += _name_czech_patmod[gender][pattern]; } builder += ' '; } if (dynamic_subst) { builder += _name_czech_subst_stem[stem].name; if (postfix < lengthof(_name_czech_subst_postfix)) { const char *poststr = _name_czech_subst_postfix[postfix]; const char *endstr = _name_czech_subst_ending[ending].name; size_t postlen = strlen(poststr); size_t endlen = strlen(endstr); assert(postlen > 0 && endlen > 0); /* Kill the "avava" and "Jananna"-like cases */ if (postlen < 2 || postlen > endlen || ((poststr[1] != 'v' || poststr[1] != endstr[1]) && poststr[2] != endstr[1])) { builder += poststr; /* k-i -> c-i, h-i -> z-i */ if (endstr[0] == 'i') { size_t last = builder.CurrentIndex() - 1; switch (builder[last]) { case 'k': builder[last] = 'c'; break; case 'h': builder[last] = 'z'; break; default: break; } } } } builder += _name_czech_subst_ending[ending].name; } else { builder += _name_czech_subst_full[stem].name; } if (do_suffix) { builder += " "; builder += _name_czech_suffix[suffix]; } } /** * Generates Romanian town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeRomanianTownName(StringBuilder builder, uint32_t seed) { builder += _name_romanian_real[SeedChance(0, lengthof(_name_romanian_real), seed)]; } /** * Generates Slovak town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeSlovakTownName(StringBuilder builder, uint32_t seed) { builder += _name_slovak_real[SeedChance(0, lengthof(_name_slovak_real), seed)]; } /** * Generates Norwegian town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeNorwegianTownName(StringBuilder builder, uint32_t seed) { /* Use first 4 bit from seed to decide whether or not this town should * have a real name 3/16 chance. Bit 0-3 */ if (SeedChance(0, 15, seed) < 3) { /* Use 7bit for the realname table index. Bit 4-10 */ builder += _name_norwegian_real[SeedChance(4, lengthof(_name_norwegian_real), seed)]; return; } /* Use 7bit for the first fake part. Bit 4-10 */ builder += _name_norwegian_1[SeedChance(4, lengthof(_name_norwegian_1), seed)]; /* Use 7bit for the last fake part. Bit 11-17 */ builder += _name_norwegian_2[SeedChance(11, lengthof(_name_norwegian_2), seed)]; } /** * Generates Hungarian town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeHungarianTownName(StringBuilder builder, uint32_t seed) { if (SeedChance(12, 15, seed) < 3) { builder += _name_hungarian_real[SeedChance(0, lengthof(_name_hungarian_real), seed)]; return; } /* optional first segment */ uint i = SeedChance(3, lengthof(_name_hungarian_1) * 3, seed); if (i < lengthof(_name_hungarian_1)) builder += _name_hungarian_1[i]; /* mandatory middle segments */ builder += _name_hungarian_2[SeedChance(3, lengthof(_name_hungarian_2), seed)]; builder += _name_hungarian_3[SeedChance(6, lengthof(_name_hungarian_3), seed)]; /* optional last segment */ i = SeedChance(10, lengthof(_name_hungarian_4) * 3, seed); if (i < lengthof(_name_hungarian_4)) { builder += _name_hungarian_4[i]; } } /** * Generates Swiss town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeSwissTownName(StringBuilder builder, uint32_t seed) { builder += _name_swiss_real[SeedChance(0, lengthof(_name_swiss_real), seed)]; } /** * Generates Danish town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeDanishTownName(StringBuilder builder, uint32_t seed) { /* optional first segment */ int i = SeedChanceBias(0, lengthof(_name_danish_1), seed, 50); if (i >= 0) builder += _name_danish_1[i]; /* middle segments removed as this algorithm seems to create much more realistic names */ builder += _name_danish_2[SeedChance( 7, lengthof(_name_danish_2), seed)]; builder += _name_danish_3[SeedChance(16, lengthof(_name_danish_3), seed)]; } /** * Generates Turkish town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeTurkishTownName(StringBuilder builder, uint32_t seed) { uint i = SeedModChance(0, 5, seed); switch (i) { case 0: builder += _name_turkish_prefix[SeedModChance( 2, lengthof(_name_turkish_prefix), seed)]; /* middle segment */ builder += _name_turkish_middle[SeedModChance( 4, lengthof(_name_turkish_middle), seed)]; /* optional suffix */ if (SeedModChance(0, 7, seed) == 0) { builder += _name_turkish_suffix[SeedModChance( 10, lengthof(_name_turkish_suffix), seed)]; } break; case 1: case 2: builder += _name_turkish_prefix[SeedModChance( 2, lengthof(_name_turkish_prefix), seed)]; builder += _name_turkish_suffix[SeedModChance( 4, lengthof(_name_turkish_suffix), seed)]; break; default: builder += _name_turkish_real[SeedModChance( 4, lengthof(_name_turkish_real), seed)]; break; } } /** * Generates Italian town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeItalianTownName(StringBuilder builder, uint32_t seed) { if (SeedModChance(0, 6, seed) == 0) { // real city names builder += _name_italian_real[SeedModChance(4, lengthof(_name_italian_real), seed)]; return; } static const char * const mascul_femin_italian[] = { "o", "a", }; if (SeedModChance(0, 8, seed) == 0) { // prefix builder += _name_italian_pref[SeedModChance(11, lengthof(_name_italian_pref), seed)]; } uint i = SeedChance(0, 2, seed); if (i == 0) { // masculine form builder += _name_italian_1m[SeedModChance(4, lengthof(_name_italian_1m), seed)]; } else { // feminine form builder += _name_italian_1f[SeedModChance(4, lengthof(_name_italian_1f), seed)]; } if (SeedModChance(3, 3, seed) == 0) { builder += _name_italian_2[SeedModChance(11, lengthof(_name_italian_2), seed)]; builder += mascul_femin_italian[i]; } else { builder += _name_italian_2i[SeedModChance(16, lengthof(_name_italian_2i), seed)]; } if (SeedModChance(15, 4, seed) == 0) { if (SeedModChance(5, 2, seed) == 0) { // generic suffix builder += _name_italian_3[SeedModChance(4, lengthof(_name_italian_3), seed)]; } else { // river name suffix builder += _name_italian_river1[SeedModChance(4, lengthof(_name_italian_river1), seed)]; builder += _name_italian_river2[SeedModChance(16, lengthof(_name_italian_river2), seed)]; } } } /** * Generates Catalan town name from given seed. * @param builder string builder * @param seed town name seed */ static void MakeCatalanTownName(StringBuilder builder, uint32_t seed) { if (SeedModChance(0, 3, seed) == 0) { // real city names builder += _name_catalan_real[SeedModChance(4, lengthof(_name_catalan_real), seed)]; return; } if (SeedModChance(0, 2, seed) == 0) { // prefix builder += _name_catalan_pref[SeedModChance(11, lengthof(_name_catalan_pref), seed)]; } uint i = SeedChance(0, 2, seed); if (i == 0) { // masculine form builder += _name_catalan_1m[SeedModChance(4, lengthof(_name_catalan_1m), seed)]; builder += _name_catalan_2m[SeedModChance(11, lengthof(_name_catalan_2m), seed)]; } else { // feminine form builder += _name_catalan_1f[SeedModChance(4, lengthof(_name_catalan_1f), seed)]; builder += _name_catalan_2f[SeedModChance(11, lengthof(_name_catalan_2f), seed)]; } if (SeedModChance(15, 5, seed) == 0) { if (SeedModChance(5, 2, seed) == 0) { // generic suffix builder += _name_catalan_3[SeedModChance(4, lengthof(_name_catalan_3), seed)]; } else { // river name suffix builder += _name_catalan_river1[SeedModChance(4, lengthof(_name_catalan_river1), seed)]; } } } /** * Type for all town name generator functions. * @param builder The builder to write the name to. * @param seed The seed of the town name. */ typedef void TownNameGenerator(StringBuilder builder, uint32_t seed); /** Town name generators */ static TownNameGenerator *_town_name_generators[] = { MakeEnglishOriginalTownName, // replaces first 4 characters of name MakeFrenchTownName, MakeGermanTownName, MakeEnglishAdditionalTownName, // replaces first 4 characters of name MakeSpanishTownName, MakeSillyTownName, MakeSwedishTownName, MakeDutchTownName, MakeFinnishTownName, // _name_finnish_1 MakePolishTownName, MakeSlovakTownName, MakeNorwegianTownName, MakeHungarianTownName, MakeAustrianTownName, MakeRomanianTownName, MakeCzechTownName, // _name_czech_adj + _name_czech_patmod + 1 + _name_czech_subst_stem + _name_czech_subst_postfix MakeSwissTownName, MakeDanishTownName, MakeTurkishTownName, MakeItalianTownName, MakeCatalanTownName, }; /** * Generates town name from given seed. * @param builder string builder to write to * @param lang town name language * @param seed generation seed */ void GenerateTownNameString(StringBuilder builder, size_t lang, uint32_t seed) { assert(lang < lengthof(_town_name_generators)); return _town_name_generators[lang](builder, seed); }