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@@ -37,6 +37,7 @@
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#include "settings_type.h"
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#include "video/video_driver.hpp"
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#include "engine_func.h"
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#include "saveload.h"
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#include "table/strings.h"
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#include "table/control_codes.h"
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@@ -1226,31 +1227,6 @@ static char *GetSpecialPlayerNameString(
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return NULL;
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}
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/**
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* remap a string ID from the old format to the new format
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* @param s StringID that requires remapping
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* @return translated ID*/
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StringID RemapOldStringID(StringID s)
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{
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switch (s) {
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case 0x0006: return STR_SV_EMPTY;
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case 0x7000: return STR_SV_UNNAMED;
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case 0x70E4: return SPECSTR_PLAYERNAME_ENGLISH;
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case 0x70E9: return SPECSTR_PLAYERNAME_ENGLISH;
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case 0x8864: return STR_SV_TRAIN_NAME;
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case 0x902B: return STR_SV_ROADVEH_NAME;
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case 0x9830: return STR_SV_SHIP_NAME;
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case 0xA02F: return STR_SV_AIRCRAFT_NAME;
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default:
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if (IsInsideMM(s, 0x300F, 0x3030)) {
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return s - 0x300F + STR_SV_STNAME;
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} else {
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return s;
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}
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}
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}
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#ifdef ENABLE_NETWORK
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extern void SortNetworkLanguages();
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#else /* ENABLE_NETWORK */
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@@ -1548,3 +1524,118 @@ void CheckForMissingGlyphsInLoadedLangua
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}
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}
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}
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/* --- Handling of saving/loading string IDs from old savegames --- */
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/**
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* Remap a string ID from the old format to the new format
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* @param s StringID that requires remapping
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* @return translated ID
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*/
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StringID RemapOldStringID(StringID s)
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{
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switch (s) {
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case 0x0006: return STR_SV_EMPTY;
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case 0x7000: return STR_SV_UNNAMED;
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case 0x70E4: return SPECSTR_PLAYERNAME_ENGLISH;
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case 0x70E9: return SPECSTR_PLAYERNAME_ENGLISH;
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case 0x8864: return STR_SV_TRAIN_NAME;
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case 0x902B: return STR_SV_ROADVEH_NAME;
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case 0x9830: return STR_SV_SHIP_NAME;
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case 0xA02F: return STR_SV_AIRCRAFT_NAME;
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default:
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if (IsInsideMM(s, 0x300F, 0x3030)) {
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return s - 0x300F + STR_SV_STNAME;
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} else {
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return s;
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}
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}
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}
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/** Location to load the old names to. */
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char *_old_name_array = NULL;
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/**
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* Copy and convert old custom names to UTF-8.
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* They were all stored in a 512 by 32 long string array and are
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* now stored with stations, waypoints and other places with names.
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* @param id the StringID of the custom name to clone.
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* @return the clones custom name.
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*/
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char *CopyFromOldName(StringID id)
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{
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/* Is this name an (old) custom name? */
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if (GB(id, 11, 5) != 15) return NULL;
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if (CheckSavegameVersion(37)) {
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/* Old names were 32 characters long, so 128 characters should be
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* plenty to allow for expansion when converted to UTF-8. */
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char tmp[128];
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const char *strfrom = &_old_name_array[32 * GB(id, 0, 9)];
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char *strto = tmp;
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for (; *strfrom != '\0'; strfrom++) {
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WChar c = (byte)*strfrom;
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/* Map from non-ISO8859-15 characters to UTF-8. */
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switch (c) {
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case 0xA4: c = 0x20AC; break; // Euro
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case 0xA6: c = 0x0160; break; // S with caron
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case 0xA8: c = 0x0161; break; // s with caron
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case 0xB4: c = 0x017D; break; // Z with caron
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case 0xB8: c = 0x017E; break; // z with caron
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case 0xBC: c = 0x0152; break; // OE ligature
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case 0xBD: c = 0x0153; break; // oe ligature
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case 0xBE: c = 0x0178; break; // Y with diaresis
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default: break;
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}
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/* Check character will fit into our buffer. */
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if (strto + Utf8CharLen(c) > lastof(tmp)) break;
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strto += Utf8Encode(strto, c);
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}
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/* Terminate the new string and copy it back to the name array */
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*strto = '\0';
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return strdup(tmp);
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} else {
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/* Name will already be in UTF-8. */
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return strdup(&_old_name_array[32 * GB(id, 0, 9)]);
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}
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}
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/**
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* Free the memory of the old names array.
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* Should be called once the old names have all been converted.
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*/
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void ResetOldNames()
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{
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free(_old_name_array);
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_old_name_array = NULL;
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}
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/**
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* Initialize the old names table memory.
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*/
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void InitializeOldNames()
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{
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free(_old_name_array);
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_old_name_array = CallocT<char>(512 * 32);
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}
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static void Load_NAME()
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{
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int index;
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while ((index = SlIterateArray()) != -1) {
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SlArray(&_old_name_array[32 * index], SlGetFieldLength(), SLE_UINT8);
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}
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}
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extern const ChunkHandler _name_chunk_handlers[] = {
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{ 'NAME', NULL, Load_NAME, CH_ARRAY | CH_LAST},
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};
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