/*! * @file game_text.cpp * Builds the XCOMMON.TXT text files. Each file contains all the strings that appear in the game * translated into a language. * * The decompiler/data/game_text.cpp file extracts text from the game and creates a file that * can be read with these functions. */ #include #include "game_text.h" #include "common/goos/Reader.h" #include "DataObjectGenerator.h" #include "common/util/FileUtil.h" #include "common/util/FontUtils.h" #include "common/goos/ParseHelpers.h" #include "third-party/fmt/core.h" namespace { int64_t get_int(const goos::Object& obj) { if (obj.is_int()) { return obj.integer_obj.value; } throw std::runtime_error(obj.print() + " was supposed to be an integer, but isn't"); } const goos::Object& car(const goos::Object& x) { if (!x.is_pair()) { throw std::runtime_error("invalid pair"); } return x.as_pair()->car; } const goos::Object& cdr(const goos::Object& x) { if (!x.is_pair()) { throw std::runtime_error("invalid pair"); } return x.as_pair()->cdr; } std::string get_string(const goos::Object& x) { if (x.is_string()) { return x.as_string()->data; } throw std::runtime_error(x.print() + " was supposed to be a string, but isn't"); } std::string uppercase(const std::string& in) { std::string result; result.reserve(in.size()); for (auto c : in) { if (c >= 'a' && c <= 'z') { c -= ('a' - 'A'); } result.push_back(c); } return result; } /*! * Parse a game text file. * Information is added to the game text database. * * The file should begin with (language-id x y z...) with the given language IDs. * Each entry should be (id "line for 1st language" "line for 2nd language" ...) * This adds the text line to each of the specified languages. */ void parse(const goos::Object& data, GameTextVersion text_ver, GameTextDB& db) { auto font = get_font_bank(text_ver); std::vector> banks; bool group_name_set = false; std::string possible_group_name; for_each_in_list(data.as_pair()->cdr, [&](const goos::Object& obj) { if (obj.is_pair()) { auto& head = car(obj); if (head.is_symbol() && head.as_symbol()->name == "language-id") { if (banks.size() != 0) { throw std::runtime_error("Languages have been set multiple times."); } if (cdr(obj).is_empty_list()) { throw std::runtime_error("At least one language must be set."); } if (!group_name_set) { throw std::runtime_error("Text group must be set before languages."); } for_each_in_list(cdr(obj), [&](const goos::Object& obj) { auto lang = get_int(obj); if (!db.bank_exists(possible_group_name, lang)) { // database has no lang in this group yet banks.push_back(db.add_bank(possible_group_name, std::make_shared(lang))); } else { banks.push_back(db.bank_by_id(possible_group_name, lang)); } }); } else if (head.is_symbol() && head.as_symbol()->name == "group-name") { if (group_name_set) { throw std::runtime_error("group-name has been set multiple times."); } group_name_set = true; possible_group_name = get_string(car(cdr(obj))); if (!cdr(cdr(obj)).is_empty_list()) { throw std::runtime_error("group-name has too many arguments"); } } else if (head.is_int()) { if (banks.size() == 0) { throw std::runtime_error("At least one language must be set before defining entries."); } int i = 0; int id = head.as_int(); for_each_in_list(cdr(obj), [&](const goos::Object& entry) { if (entry.is_string()) { if (i >= int(banks.size())) { throw std::runtime_error(fmt::format("Too many strings in text id #x{:x}", id)); } auto line = font->convert_utf8_to_game(entry.as_string()->data); banks[i++]->set_line(id, line); } else { throw std::runtime_error(fmt::format("Non-string value in text id #x{:x}", id)); } }); if (i != int(banks.size())) { throw std::runtime_error( fmt::format("Not enough strings specified in text id #x{:x}", id)); } } else { throw std::runtime_error("Invalid game text file entry: " + head.print()); } } else { throw std::runtime_error("Invalid game text file"); } }); if (banks.size() == 0) { throw std::runtime_error("At least one language must be set."); } } /* (deftype game-text (structure) ((id uint32 :offset-assert 0) (text basic :offset-assert 4) ) ) (deftype game-text-info (basic) ((length int32 :offset-assert 4) (language-id int32 :offset-assert 8) (group-name basic :offset-assert 12) (data game-text :dynamic :offset-assert 16) ) ) */ /*! * Write game text data to a file. Uses the V2 object format which is identical between GOAL and * OpenGOAL, so this should produce exactly identical files to what is found in the game. */ void compile(GameTextDB& db) { for (const auto& [group_name, banks] : db.groups()) { for (const auto& [lang, bank] : banks) { DataObjectGenerator gen; gen.add_type_tag("game-text-info"); // type gen.add_word(bank->lines().size()); // length gen.add_word(lang); // language-id // this string is found in the string pool. gen.add_ref_to_string_in_pool(group_name); // group-name // now add all the datas: (the lines are already sorted by id) for (auto& [id, line] : bank->lines()) { gen.add_word(id); // id // these strings must be in the string pool, as sometimes there are duplicate // strings in a single language, and these strings should be stored once and have multiple // references to them. gen.add_ref_to_string_in_pool(line); // text } auto data = gen.generate_v2(); file_util::create_dir_if_needed(file_util::get_file_path({"out", "iso"})); file_util::write_binary_file( file_util::get_file_path( {"out", "iso", fmt::format("{}{}.TXT", lang, uppercase(group_name))}), data.data(), data.size()); } } } } // namespace /*! * Read a game text description file and generate GOAL objects. */ void compile_game_text(const std::vector& filenames, GameTextVersion text_ver) { GameTextDB db; goos::Reader reader; for (auto& filename : filenames) { fmt::print("[Build Game Text] {}\n", filename.c_str()); auto code = reader.read_from_file({filename}); parse(code, text_ver, db); } compile(db); }