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@ r28504:922ec220613a
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Location: cpp/openttd-patchpack/source/src/townname.cpp
r28504:922ec220613a
31.6 KiB
text/x-c
Fix: [HarfBuzz] make HarfBuzz use the same glyphs as we render
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* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 (t->name.empty()) {
if (name == GetTownName(t)) return false;
} else {
if (name == t->name) 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 += "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);
}
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