Files @ r27636:dd08900a2d5c
Branch filter:

Location: cpp/openttd-patchpack/source/src/game/game_scanner.cpp

Peter Nelson
Fix #11054: Prevent translation of currency codes.

Most languages stick with the 3-letter latin currency codes in the name
string, however some translations are... clever... and use the currency
symbol instead. Whilst this may look nice, it can cause issues with fonts
as some scripts have a specific limited set of fonts which do not include
these symbols.

Instead, hard code the currency code list and add it when drawing the
currency name.
/*
 * 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 game_scanner.cpp allows scanning Game scripts */

#include "../stdafx.h"

#include "../script/squirrel_class.hpp"
#include "game_info.hpp"
#include "game_scanner.hpp"

#include "../3rdparty/fmt/format.h"

#include "../safeguards.h"


void GameScannerInfo::Initialize()
{
	ScriptScanner::Initialize("GSScanner");
}

std::string GameScannerInfo::GetScriptName(ScriptInfo *info)
{
	return info->GetName();
}

void GameScannerInfo::RegisterAPI(class Squirrel *engine)
{
	GameInfo::RegisterAPI(engine);
}

GameInfo *GameScannerInfo::FindInfo(const std::string &name, int version, bool force_exact_match)
{
	if (this->info_list.size() == 0) return nullptr;
	if (name.empty()) return nullptr;

	if (version == -1) {
		/* We want to load the latest version of this Game script; so find it */
		auto it = this->info_single_list.find(name);
		if (it != this->info_single_list.end()) return static_cast<GameInfo *>(it->second);
		return nullptr;
	}

	if (force_exact_match) {
		/* Try to find a direct 'name.version' match */
		std::string name_with_version = fmt::format("{}.{}", name, version);
		auto it = this->info_list.find(name_with_version);
		if (it != this->info_list.end()) return static_cast<GameInfo *>(it->second);
		return nullptr;
	}

	GameInfo *info = nullptr;
	int highest_version = -1;

	/* See if there is a compatible Game script which goes by that name, with the highest
	 *  version which allows loading the requested version */
	for (const auto &item : this->info_list) {
		GameInfo *i = static_cast<GameInfo *>(item.second);
		if (StrEqualsIgnoreCase(name, i->GetName()) && i->CanLoadFromVersion(version) && (highest_version == -1 || i->GetVersion() > highest_version)) {
			highest_version = item.second->GetVersion();
			info = i;
		}
	}

	return info;
}


void GameScannerLibrary::Initialize()
{
	ScriptScanner::Initialize("GSScanner");
}

std::string GameScannerLibrary::GetScriptName(ScriptInfo *info)
{
	GameLibrary *library = static_cast<GameLibrary *>(info);
	return fmt::format("{}.{}", library->GetCategory(), library->GetInstanceName());
}

void GameScannerLibrary::RegisterAPI(class Squirrel *engine)
{
	GameLibrary::RegisterAPI(engine);
}

GameLibrary *GameScannerLibrary::FindLibrary(const std::string &library, int version)
{
	/* Internally we store libraries as 'library.version' */
	std::string library_name = fmt::format("{}.{}", library, version);

	/* Check if the library + version exists */
	ScriptInfoList::iterator it = this->info_list.find(library_name);
	if (it == this->info_list.end()) return nullptr;

	return static_cast<GameLibrary *>((*it).second);
}