mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
f034714559
Update dependent code as required
1014 lines
32 KiB
C++
1014 lines
32 KiB
C++
/*
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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 townname.cpp %Town name generators. */
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#include "stdafx.h"
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#include "string_func.h"
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#include "townname_type.h"
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#include "town.h"
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#include "strings_func.h"
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#include "core/random_func.hpp"
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#include "genworld.h"
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#include "gfx_layout.h"
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#include "strings_internal.h"
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#include "table/townname.h"
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#include "safeguards.h"
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/**
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* Initializes this struct from town data
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* @param t town for which we will be printing name later
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*/
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TownNameParams::TownNameParams(const Town *t) :
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grfid(t->townnamegrfid), // by default, use supplied data
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type(t->townnametype)
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{
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if (t->townnamegrfid != 0 && GetGRFTownName(t->townnamegrfid) == nullptr) {
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/* Fallback to english original */
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this->grfid = 0;
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this->type = SPECSTR_TOWNNAME_ENGLISH;
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return;
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}
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}
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/**
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* Fills builder with specified town name.
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* @param builder The string builder.
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* @param par Town name parameters.
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* @param townnameparts 'Encoded' town name.
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*/
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static void GetTownName(StringBuilder builder, const TownNameParams *par, uint32_t townnameparts)
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{
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if (par->grfid == 0) {
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auto tmp_params = MakeParameters(townnameparts);
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GetStringWithArgs(builder, par->type, tmp_params);
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return;
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}
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GRFTownNameGenerate(builder, par->grfid, par->type, townnameparts);
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}
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/**
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* Get the town name for the given parameters and parts.
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* @param par Town name parameters.
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* @param townnameparts 'Encoded' town name.
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* @return The town name.
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*/
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std::string GetTownName(const TownNameParams *par, uint32_t townnameparts)
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{
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std::string result;
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StringBuilder builder(result);
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GetTownName(builder, par, townnameparts);
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return result;
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}
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/**
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* Fills builder with town's name.
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* @param builder String builder.
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* @param t The town to get the name from.
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*/
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void GetTownName(StringBuilder builder, const Town *t)
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{
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TownNameParams par(t);
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GetTownName(builder, &par, t->townnameparts);
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}
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/**
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* Get the name of the given town.
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* @param t The town to get the name for.
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* @return The town name.
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*/
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std::string GetTownName(const Town *t)
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{
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TownNameParams par(t);
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return GetTownName(&par, t->townnameparts);
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}
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/**
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* Verifies the town name is valid and unique.
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* @param r random bits
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* @param par town name parameters
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* @param town_names if a name is generated, check its uniqueness with the set
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* @return true iff name is valid and unique
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*/
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bool VerifyTownName(uint32_t r, const TownNameParams *par, TownNames *town_names)
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{
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std::string name = GetTownName(par, r);
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/* Check size and width */
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if (Utf8StringLength(name) >= MAX_LENGTH_TOWN_NAME_CHARS) return false;
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if (town_names != nullptr) {
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if (town_names->find(name) != town_names->end()) return false;
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town_names->insert(name);
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} else {
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for (const Town *t : Town::Iterate()) {
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/* We can't just compare the numbers since
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* several numbers may map to a single name. */
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if (name == t->GetCachedName()) return false;
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}
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}
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return true;
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}
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/**
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* Generates valid town name.
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* @param randomizer the source of random data for generating the name
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* @param townnameparts if a name is generated, it's stored there
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* @param town_names if a name is generated, check its uniqueness with the set
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* @return true iff a name was generated
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*/
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bool GenerateTownName(Randomizer &randomizer, uint32_t *townnameparts, TownNames *town_names)
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{
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TownNameParams par(_settings_game.game_creation.town_name);
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/* This function is called very often without entering the gameloop
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* in between. So reset layout cache to prevent it from growing too big. */
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Layouter::ReduceLineCache();
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/* Do not set i too low, since when we run out of names, we loop
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* for #tries only one time anyway - then we stop generating more
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* towns. Do not set it too high either, since looping through all
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* the other towns may take considerable amount of time (10000 is
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* too much). */
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for (int i = 1000; i != 0; i--) {
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uint32_t r = randomizer.Next();
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if (!VerifyTownName(r, &par, town_names)) continue;
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*townnameparts = r;
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return true;
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}
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return false;
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}
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/**
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* Generates a number from given seed.
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* @param shift_by number of bits seed is shifted to the right
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* @param max generated number is in interval 0...max-1
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* @param seed seed
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* @return seed transformed to a number from given range
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*/
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static inline uint32_t SeedChance(byte shift_by, int max, uint32_t seed)
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{
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return (GB(seed, shift_by, 16) * max) >> 16;
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}
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/**
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* Generates a number from given seed. Uses different algorithm than SeedChance().
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* @param shift_by number of bits seed is shifted to the right
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* @param max generated number is in interval 0...max-1
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* @param seed seed
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* @return seed transformed to a number from given range
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*/
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static inline uint32_t SeedModChance(byte shift_by, int max, uint32_t seed)
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{
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/* This actually gives *MUCH* more even distribution of the values
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* than SeedChance(), which is absolutely horrible in that. If
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* you do not believe me, try with i.e. the Czech town names,
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* compare the words (nicely visible on prefixes) generated by
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* SeedChance() and SeedModChance(). Do not get discouraged by the
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* never-use-modulo myths, which hold true only for the linear
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* congruential generators (and Random() isn't such a generator).
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* --pasky
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* TODO: Perhaps we should use it for all the name generators? --pasky */
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return (seed >> shift_by) % max;
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}
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/**
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* Generates a number from given seed.
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* @param shift_by number of bits seed is shifted to the right
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* @param max generated number is in interval -bias...max-1
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* @param seed seed
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* @param bias minimum value that can be returned
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* @return seed transformed to a number from given range
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*/
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static inline int32_t SeedChanceBias(byte shift_by, int max, uint32_t seed, int bias)
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{
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return SeedChance(shift_by, max + bias, seed) - bias;
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}
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/**
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* Replaces a string beginning in 'org' with 'rep'.
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* @param org string to replace, has to be 4 characters long
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* @param rep string to be replaced with, has to be 4 characters long
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* @param builder string builder of the town name
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* @param start the start index within the builder for the town name
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*/
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static void ReplaceWords(const char *org, const char *rep, StringBuilder builder, size_t start)
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{
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assert(strlen(org) == 4 && strlen(rep) == 4 && builder.CurrentIndex() - start >= 4);
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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.
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}
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/**
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* Replaces english curses and ugly letter combinations by nicer ones.
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* @param builder The builder with the town name
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* @param start The start index into the builder for the first town name
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* @param original English (Original) generator was used
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*/
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static void ReplaceEnglishWords(StringBuilder builder, size_t start, bool original)
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{
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ReplaceWords("Cunt", "East", builder, start);
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ReplaceWords("Slag", "Pits", builder, start);
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ReplaceWords("Slut", "Edin", builder, start);
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if (!original) ReplaceWords("Fart", "Boot", builder, start); // never happens with 'English (Original)'
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ReplaceWords("Drar", "Quar", builder, start);
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ReplaceWords("Dreh", "Bash", builder, start);
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ReplaceWords("Frar", "Shor", builder, start);
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ReplaceWords("Grar", "Aber", builder, start);
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ReplaceWords("Brar", "Over", builder, start);
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ReplaceWords("Wrar", original ? "Inve" : "Stan", builder, start);
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}
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/**
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* Generates English (Original) town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeEnglishOriginalTownName(StringBuilder builder, uint32_t seed)
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{
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size_t start = builder.CurrentIndex();
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/* optional first segment */
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int i = SeedChanceBias(0, lengthof(_name_original_english_1), seed, 50);
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if (i >= 0) builder += _name_original_english_1[i];
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/* mandatory middle segments */
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builder += _name_original_english_2[SeedChance(4, lengthof(_name_original_english_2), seed)];
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builder += _name_original_english_3[SeedChance(7, lengthof(_name_original_english_3), seed)];
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builder += _name_original_english_4[SeedChance(10, lengthof(_name_original_english_4), seed)];
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builder += _name_original_english_5[SeedChance(13, lengthof(_name_original_english_5), seed)];
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/* optional last segment */
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i = SeedChanceBias(15, lengthof(_name_original_english_6), seed, 60);
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if (i >= 0) builder += _name_original_english_6[i];
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/* Ce, Ci => Ke, Ki */
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if (builder[start] == 'C' && (builder[start + 1] == 'e' || builder[start + 1] == 'i')) {
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builder[start] = 'K';
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}
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assert(builder.CurrentIndex() - start >= 4);
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ReplaceEnglishWords(builder, start, true);
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}
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/**
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* Generates English (Additional) town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeEnglishAdditionalTownName(StringBuilder builder, uint32_t seed)
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{
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size_t start = builder.CurrentIndex();
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/* optional first segment */
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int i = SeedChanceBias(0, lengthof(_name_additional_english_prefix), seed, 50);
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if (i >= 0) builder += _name_additional_english_prefix[i];
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if (SeedChance(3, 20, seed) >= 14) {
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builder += _name_additional_english_1a[SeedChance(6, lengthof(_name_additional_english_1a), seed)];
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} else {
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builder += _name_additional_english_1b1[SeedChance(6, lengthof(_name_additional_english_1b1), seed)];
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builder += _name_additional_english_1b2[SeedChance(9, lengthof(_name_additional_english_1b2), seed)];
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if (SeedChance(11, 20, seed) >= 4) {
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builder += _name_additional_english_1b3a[SeedChance(12, lengthof(_name_additional_english_1b3a), seed)];
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} else {
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builder += _name_additional_english_1b3b[SeedChance(12, lengthof(_name_additional_english_1b3b), seed)];
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}
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}
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builder += _name_additional_english_2[SeedChance(14, lengthof(_name_additional_english_2), seed)];
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/* optional last segment */
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i = SeedChanceBias(15, lengthof(_name_additional_english_3), seed, 60);
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if (i >= 0) builder += _name_additional_english_3[i];
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assert(builder.CurrentIndex() - start >= 4);
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ReplaceEnglishWords(builder, start, false);
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}
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/**
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* Generates Austrian town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeAustrianTownName(StringBuilder builder, uint32_t seed)
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{
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/* Bad, Maria, Gross, ... */
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int i = SeedChanceBias(0, lengthof(_name_austrian_a1), seed, 15);
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if (i >= 0) builder += _name_austrian_a1[i];
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int j = 0;
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i = SeedChance(4, 6, seed);
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if (i >= 4) {
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/* Kaisers-kirchen */
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builder += _name_austrian_a2[SeedChance( 7, lengthof(_name_austrian_a2), seed)];
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builder += _name_austrian_a3[SeedChance(13, lengthof(_name_austrian_a3), seed)];
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} else if (i >= 2) {
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/* St. Johann */
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builder += _name_austrian_a5[SeedChance( 7, lengthof(_name_austrian_a5), seed)];
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builder += _name_austrian_a6[SeedChance( 9, lengthof(_name_austrian_a6), seed)];
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j = 1; // More likely to have a " an der " or " am "
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} else {
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/* Zell */
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builder += _name_austrian_a4[SeedChance( 7, lengthof(_name_austrian_a4), seed)];
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}
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i = SeedChance(1, 6, seed);
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if (i >= 4 - j) {
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/* an der Donau (rivers) */
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builder += _name_austrian_f1[SeedChance(4, lengthof(_name_austrian_f1), seed)];
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builder += _name_austrian_f2[SeedChance(5, lengthof(_name_austrian_f2), seed)];
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} else if (i >= 2 - j) {
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/* am Dachstein (mountains) */
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builder += _name_austrian_b1[SeedChance(4, lengthof(_name_austrian_b1), seed)];
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builder += _name_austrian_b2[SeedChance(5, lengthof(_name_austrian_b2), seed)];
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}
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}
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/**
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* Generates German town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeGermanTownName(StringBuilder builder, uint32_t seed)
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{
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uint seed_derivative = SeedChance(7, 28, seed);
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/* optional prefix */
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if (seed_derivative == 12 || seed_derivative == 19) {
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uint i = SeedChance(2, lengthof(_name_german_pre), seed);
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builder += _name_german_pre[i];
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}
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/* mandatory middle segments including option of hardcoded name */
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uint i = SeedChance(3, lengthof(_name_german_real) + lengthof(_name_german_1), seed);
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if (i < lengthof(_name_german_real)) {
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builder += _name_german_real[i];
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} else {
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builder += _name_german_1[i - lengthof(_name_german_real)];
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i = SeedChance(5, lengthof(_name_german_2), seed);
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builder += _name_german_2[i];
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}
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/* optional suffix */
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if (seed_derivative == 24) {
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i = SeedChance(9, lengthof(_name_german_4_an_der) + lengthof(_name_german_4_am), seed);
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if (i < lengthof(_name_german_4_an_der)) {
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builder += _name_german_3_an_der[0];
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builder += _name_german_4_an_der[i];
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} else {
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builder += _name_german_3_am[0];
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builder += _name_german_4_am[i - lengthof(_name_german_4_an_der)];
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}
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}
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}
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/**
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* Generates Latin-American town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeSpanishTownName(StringBuilder builder, uint32_t seed)
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{
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builder += _name_spanish_real[SeedChance(0, lengthof(_name_spanish_real), seed)];
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}
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/**
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* Generates French town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeFrenchTownName(StringBuilder builder, uint32_t seed)
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{
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builder += _name_french_real[SeedChance(0, lengthof(_name_french_real), seed)];
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}
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/**
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* Generates Silly town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeSillyTownName(StringBuilder builder, uint32_t seed)
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{
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builder += _name_silly_1[SeedChance( 0, lengthof(_name_silly_1), seed)];
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builder += _name_silly_2[SeedChance(16, lengthof(_name_silly_2), seed)];
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}
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/**
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* Generates Swedish town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeSwedishTownName(StringBuilder builder, uint32_t seed)
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{
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/* optional first segment */
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int i = SeedChanceBias(0, lengthof(_name_swedish_1), seed, 50);
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if (i >= 0) builder += _name_swedish_1[i];
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/* mandatory middle segments including option of hardcoded name */
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if (SeedChance(4, 5, seed) >= 3) {
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builder += _name_swedish_2[SeedChance( 7, lengthof(_name_swedish_2), seed)];
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} else {
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builder += _name_swedish_2a[SeedChance( 7, lengthof(_name_swedish_2a), seed)];
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builder += _name_swedish_2b[SeedChance(10, lengthof(_name_swedish_2b), seed)];
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builder += _name_swedish_2c[SeedChance(13, lengthof(_name_swedish_2c), seed)];
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}
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builder += _name_swedish_3[SeedChance(16, lengthof(_name_swedish_3), seed)];
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}
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/**
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* Generates Dutch town name from given seed.
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* @param builder string builder
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* @param seed town name seed
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*/
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static void MakeDutchTownName(StringBuilder builder, uint32_t seed)
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{
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/* optional first segment */
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int i = SeedChanceBias(0, lengthof(_name_dutch_1), seed, 50);
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if (i >= 0) builder += _name_dutch_1[i];
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/* mandatory middle segments including option of hardcoded name */
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if (SeedChance(6, 9, seed) > 4) {
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builder += _name_dutch_2[SeedChance( 9, lengthof(_name_dutch_2), seed)];
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} else {
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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);
|
|
}
|