gzdoom/src/stringtable.cpp

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/*
** 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 <string.h>
#include <stddef.h>
#include "stringtable.h"
#include "cmdlib.h"
#include "m_swap.h"
#include "w_wad.h"
#include "i_system.h"
#include "sc_man.h"
#include "zstring.h"
#include "c_dispatch.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[2];
};
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;
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;
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)
{
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;
SC_OpenLumpNum (lumpnum, "LANGUAGE");
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 = strlen (sc_String);
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)
{
SC_ScriptError ("Found a string without a language specified.");
}
if (skip)
{ // We're not interested in this language, so skip the string.
SC_MustGetStringName ("=");
SC_MustGetString ();
do
{
SC_MustGetString ();
} while (!SC_Compare (";"));
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;
free (entry);
entry = NULL;
}
if (entry == NULL || cmpval > 0)
{
entry = (StringEntry *)M_Malloc (sizeof(*entry) + strText.Len() + strName.Len());
entry->Next = *pentry;
*pentry = entry;
strcpy (entry->String, strText.GetChars());
strcpy (entry->Name = entry->String + strText.Len() + 1, strName.GetChars());
entry->PassNum = passnum;
}
}
}
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path. SVN r88 (trunk)
2006-05-09 03:40:15 +00:00
SC_Close ();
}
// 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 = -127 /*0x81*/;
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
{
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);
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;
free (oentry);
}
}