/* ** stringtable.cpp ** Implements the FStringTable class ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include #include "stringtable.h" #include "cmdlib.h" #include "m_swap.h" #include "w_wad.h" #include "i_system.h" #include "sc_man.h" #include "c_dispatch.h" #include "v_text.h" #include "gi.h" // PassNum identifies which language pass this string is from. // PassNum 0 is for DeHacked. // PassNum 1 is for * strings. // PassNum 2+ are for specific locales. struct FStringTable::StringEntry { StringEntry *Next; char *Name; BYTE PassNum; char String[]; }; FStringTable::FStringTable () { for (int i = 0; i < HASH_SIZE; ++i) { Buckets[i] = NULL; } } FStringTable::~FStringTable () { FreeData (); } void FStringTable::FreeData () { for (int i = 0; i < HASH_SIZE; ++i) { StringEntry *entry = Buckets[i], *next; Buckets[i] = NULL; while (entry != NULL) { next = entry->Next; M_Free (entry); entry = next; } } } void FStringTable::FreeNonDehackedStrings () { for (int i = 0; i < HASH_SIZE; ++i) { StringEntry *entry, *next, **pentry; for (pentry = &Buckets[i], entry = *pentry; entry != NULL; ) { next = entry->Next; if (entry->PassNum != 0) { *pentry = next; M_Free (entry); } else { pentry = &entry->Next; } entry = next; } } } #include "doomerrors.h" void FStringTable::LoadStrings (bool enuOnly) { int lastlump, lump; int i, j; FreeNonDehackedStrings (); lastlump = 0; while ((lump = Wads.FindLump ("LANGUAGE", &lastlump)) != -1) { j = 0; if (!enuOnly) { LoadLanguage (lump, MAKE_ID('*',0,0,0), true, ++j); for (i = 0; i < 4; ++i) { LoadLanguage (lump, LanguageIDs[i], true, ++j); LoadLanguage (lump, LanguageIDs[i] & MAKE_ID(0xff,0xff,0,0), true, ++j); LoadLanguage (lump, LanguageIDs[i], false, ++j); } } // Fill in any missing strings with the default language LoadLanguage (lump, MAKE_ID('*','*',0,0), true, ++j); } } void FStringTable::LoadLanguage (int lumpnum, DWORD code, bool exactMatch, int passnum) { static bool errordone = false; const DWORD orMask = exactMatch ? 0 : MAKE_ID(0,0,0xff,0); DWORD inCode = 0; StringEntry *entry, **pentry; DWORD bucket; int cmpval; bool skip = true; code |= orMask; FScanner sc(lumpnum); sc.SetCMode (true); while (sc.GetString ()) { if (sc.Compare ("[")) { // Process language identifiers bool donot = false; bool forceskip = false; skip = true; sc.MustGetString (); do { size_t len = sc.StringLen; if (len != 2 && len != 3) { if (len == 1 && sc.String[0] == '~') { donot = true; sc.MustGetString (); continue; } if (len == 1 && sc.String[0] == '*') { inCode = MAKE_ID('*',0,0,0); } else if (len == 7 && stricmp (sc.String, "default") == 0) { inCode = MAKE_ID('*','*',0,0); } else { sc.ScriptError ("The language code must be 2 or 3 characters long.\n'%s' is %lu characters long.", sc.String, len); } } else { inCode = MAKE_ID(tolower(sc.String[0]), tolower(sc.String[1]), tolower(sc.String[2]), 0); } if ((inCode | orMask) == code) { if (donot) { forceskip = true; donot = false; } else { skip = false; } } sc.MustGetString (); } while (!sc.Compare ("]")); if (donot) { sc.ScriptError ("You must specify a language after ~"); } skip |= forceskip; } else { // Process string definitions. if (inCode == 0) { // LANGUAGE lump is bad. We need to check if this is an old binary // lump and if so just skip it to allow old WADs to run which contain // such a lump. if (!sc.isText()) { if (!errordone) Printf("Skipping binary 'LANGUAGE' lump.\n"); errordone = true; return; } sc.ScriptError ("Found a string without a language specified."); } bool savedskip = skip; if (sc.Compare("$")) { sc.MustGetStringName("ifgame"); sc.MustGetStringName("("); sc.MustGetString(); skip |= !sc.Compare(GameTypeName()); sc.MustGetStringName(")"); sc.MustGetString(); } if (skip) { // We're not interested in this language, so skip the string. sc.MustGetStringName ("="); sc.MustGetString (); do { sc.MustGetString (); } while (!sc.Compare (";")); skip = savedskip; continue; } FString strName (sc.String); sc.MustGetStringName ("="); sc.MustGetString (); FString strText (sc.String, ProcessEscapes (sc.String)); sc.MustGetString (); while (!sc.Compare (";")) { ProcessEscapes (sc.String); strText += sc.String; sc.MustGetString (); } // Does this string exist? If so, should we overwrite it? bucket = MakeKey (strName.GetChars()) & (HASH_SIZE-1); pentry = &Buckets[bucket]; entry = *pentry; cmpval = 1; while (entry != NULL) { cmpval = stricmp (entry->Name, strName.GetChars()); if (cmpval >= 0) break; pentry = &entry->Next; entry = *pentry; } if (cmpval == 0 && entry->PassNum >= passnum) { *pentry = entry->Next; M_Free (entry); entry = NULL; } if (entry == NULL || cmpval > 0) { entry = (StringEntry *)M_Malloc (sizeof(*entry) + strText.Len() + strName.Len() + 2); entry->Next = *pentry; *pentry = entry; strcpy (entry->String, strText.GetChars()); strcpy (entry->Name = entry->String + strText.Len() + 1, strName.GetChars()); entry->PassNum = passnum; } } } } // Replace \ escape sequences in a string with the escaped characters. size_t FStringTable::ProcessEscapes (char *iptr) { char *sptr = iptr, *optr = iptr, c; while ((c = *iptr++) != '\0') { if (c == '\\') { c = *iptr++; if (c == 'n') c = '\n'; else if (c == 'c') c = TEXTCOLOR_ESCAPE; else if (c == 'r') c = '\r'; else if (c == 't') c = '\t'; else if (c == '\n') continue; } *optr++ = c; } *optr = '\0'; return optr - sptr; } // Finds a string by name and returns its value const char *FStringTable::operator[] (const char *name) const { if (name == NULL) { return NULL; } DWORD bucket = MakeKey (name) & (HASH_SIZE - 1); StringEntry *entry = Buckets[bucket]; while (entry != NULL) { int cmpval = stricmp (entry->Name, name); if (cmpval == 0) { return entry->String; } if (cmpval == 1) { return NULL; } entry = entry->Next; } return NULL; } // Finds a string by name and returns its value. If the string does // not exist, returns the passed name instead. const char *FStringTable::operator() (const char *name) const { const char *str = operator[] (name); return str ? str : name; } // Find a string by name. pentry1 is a pointer to a pointer to it, and entry1 is a // pointer to it. Return NULL for entry1 if it wasn't found. void FStringTable::FindString (const char *name, StringEntry **&pentry1, StringEntry *&entry1) { DWORD bucket = MakeKey (name) & (HASH_SIZE - 1); StringEntry **pentry = &Buckets[bucket], *entry = *pentry; while (entry != NULL) { int cmpval = stricmp (entry->Name, name); if (cmpval == 0) { pentry1 = pentry; entry1 = entry; return; } if (cmpval == 1) { pentry1 = pentry; entry1 = NULL; return; } pentry = &entry->Next; entry = *pentry; } pentry1 = pentry; entry1 = entry; } // Find a string with the same exact text. Returns its name. const char *FStringTable::MatchString (const char *string) const { for (int i = 0; i < HASH_SIZE; ++i) { for (StringEntry *entry = Buckets[i]; entry != NULL; entry = entry->Next) { if (strcmp (entry->String, string) == 0) { return entry->Name; } } } return NULL; } void FStringTable::SetString (const char *name, const char *newString) { StringEntry **pentry, *oentry; FindString (name, pentry, oentry); size_t newlen = strlen (newString); size_t namelen = strlen (name); // Create a new string entry StringEntry *entry = (StringEntry *)M_Malloc (sizeof(*entry) + newlen + namelen + 2); strcpy (entry->String, newString); strcpy (entry->Name = entry->String + newlen + 1, name); entry->PassNum = 0; // If this is a new string, insert it. Otherwise, replace the old one. if (oentry == NULL) { entry->Next = *pentry; *pentry = entry; } else { *pentry = entry; entry->Next = oentry->Next; M_Free (oentry); } }