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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/file.h"
#include "common/textconsole.h"
#include "cine/cine.h"
#include "cine/various.h"
namespace Cine {
bool allocatedFailureMessages = false;
const char *const *failureMessages;
const CommandeType *defaultActionCommand;
const CommandeType *systemMenu;
const CommandeType *confirmMenu;
const char *const *otherMessages;
const char *defaultCommandPreposition;
const char *const *commandPrepositionTable;
/**
* Loads font data from the given file.
* The number of characters used in the font varies between game versions:
* 78 (Most PC, Amiga and Atari ST versions of Future Wars, but also Operation Stealth's Amiga demo),
* 85 (All observed versions of German Future Wars (Amiga and PC), possibly Spanish Future Wars too),
* 90 (Most PC, Amiga and Atari ST versions of Operation Stealth),
* 93 (All observed versions of German Operation Stealth (Amiga and PC)).
*/
void loadTextData(const char *filename) {
Common::File fileHandle;
assert(filename);
if (!fileHandle.open(filename))
error("loadTextData(): Cannot open file %s", filename);
static const uint headerSize = 2 + 2; // The entry size (16-bit) and entry count (16-bit).
const uint entrySize = fileHandle.readUint16BE(); // Observed values: 8.
const uint entryCount = fileHandle.readUint16BE(); // Observed values: 624, 680, 720, 744.
const uint fontDataSize = entryCount * entrySize; // Observed values: 4992, 5440, 5760, 5952.
const uint numChars = entryCount / entrySize; // Observed values: 78, 85, 90, 93.
const uint bytesPerChar = fontDataSize / numChars; // Observed values: 64.
static const uint bytesPerRow = FONT_WIDTH / 2; // The input font data is 4-bit so it takes only half the space
if (headerSize + fontDataSize != (uint)fileHandle.size()) {
warning("loadTextData: file '%s' (entrySize = %d, entryCount = %d) is of incorrect size %d", filename, entrySize, entryCount, (int)fileHandle.size());
}
Common::Array<byte> source;
source.resize(fontDataSize);
fileHandle.read(source.begin(), fontDataSize);
if (g_cine->getGameType() == Cine::GType_FW) {
loadRelatedPalette(filename);
}
for (uint i = 0; i < numChars; i++) {
gfxConvertSpriteToRaw(g_cine->_textHandler.textTable[i][FONT_DATA], &source[i * bytesPerChar], bytesPerRow, FONT_HEIGHT);
generateMask(g_cine->_textHandler.textTable[i][FONT_DATA], g_cine->_textHandler.textTable[i][FONT_MASK], FONT_WIDTH * FONT_HEIGHT, 0);
}
fileHandle.close();
}
static const CharacterEntry fontParamTable_standard[NUM_FONT_CHARS] = {
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {63, 1}, {69, 5}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {68, 3},
{64, 3}, {65, 3}, { 0, 0}, { 0, 0}, {62, 2}, {74, 6}, {66, 1}, {67, 6},
{52, 6}, {53, 6}, {54, 6}, {55, 6}, {56, 6}, {57, 6}, {58, 6}, {59, 6},
{60, 6}, {61, 6}, {76, 3}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {75, 6},
{ 0, 0}, { 0, 6}, //a
{ 1, 6}, { 2, 6}, { 3, 6}, { 4, 6}, { 5, 6}, { 6, 6},
{ 7, 6}, { 8, 3}, { 9, 6}, {10, 6}, {11, 6}, {12, 7}, {13, 6}, {14, 6},
{15, 6}, {16, 6}, {17, 6}, {18, 6}, {19, 6}, {20, 6}, {21, 6}, {22, 7},
{23, 6}, {24, 6}, {25, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {26, 6}, //a
{27, 6}, {28, 5}, {29, 6}, {30, 6}, {31, 5}, {32, 6},
{33, 6}, {34, 4}, {35, 4}, {36, 5}, {37, 3}, {38, 7}, {39, 6}, {40, 6},
{41, 6}, {42, 6}, {43, 6}, {44, 6}, {45, 6}, {46, 6}, {47, 6}, {48, 7},
{49, 6}, {50, 6}, {51, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, {70, 6}, { 0, 0}, { 0, 0}, {72, 6}, { 0, 0}, {73, 5},
{77, 6}, { 0, 0}, {71, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {77, 6},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}
};
static const CharacterEntry fontParamTable_alt[NUM_FONT_CHARS] = {
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {63, 1}, {69, 5}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {68, 3},
{64, 3}, {65, 3}, { 0, 0}, { 0, 0}, {62, 2}, {74, 6}, {66, 1}, {67, 6},
{52, 6}, {53, 6}, {54, 6}, {55, 6}, {56, 6}, {57, 6}, {58, 6}, {59, 6},
{60, 6}, {61, 6}, {76, 3}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {75, 6},
{ 0, 0}, { 0, 6}, { 1, 6}, { 2, 6}, { 3, 6}, { 4, 6}, { 5, 6}, { 6, 6},
{ 7, 6}, { 8, 3}, { 9, 6}, {10, 6}, {11, 6}, {12, 7}, {13, 6}, {14, 6},
{15, 6}, {16, 6}, {17, 6}, {18, 6}, {19, 6}, {20, 6}, {21, 6}, {22, 7},
{23, 6}, {24, 6}, {25, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {26, 6}, {27, 6}, {28, 5}, {29, 6}, {30, 6}, {31, 5}, {32, 6},
{33, 6}, {34, 4}, {35, 4}, {36, 5}, {37, 3}, {38, 7}, {39, 6}, {40, 6},
{41, 6}, {42, 6}, {43, 6}, {44, 6}, {45, 6}, {46, 6}, {47, 6}, {48, 7},
{49, 6}, {50, 6}, {51, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {82, 6}, {70, 6}, { 0, 0}, {78, 6}, {72, 6}, { 0, 0}, {73, 5},
{77, 6}, {79, 6}, {71, 6}, {80, 4}, { 0, 0}, { 0, 0}, {78, 6}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, {81, 6}, { 0, 0}, { 0, 0}, {77, 6},
{83, 6}, {81, 6}, {82, 6}, { 0, 0}, { 0, 0}, { 0, 0}, {84, 6}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, {84, 6}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0},
{ 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}, { 0, 0}
};
void initLanguage(Common::Language lang) {
static const char *const failureMessages_EN[] = {
// EXAMINE
"I don't see anything unusual.",
"There's nothing of interest here.",
"This isn't particularly interesting.",
"You won't find anything.",
// TAKE
"I can't take that.",
"I find it difficult.",
"I don't see what I am supposed to take.",
"I have difficulty in following you.",
// INVENTORY
"There's no point.",
"You have better things to do.",
"Come on, don't let's waste any time.",
"That doesn't seem to me to be a good idea.",
// USE
"I don't see why I should do that.",
"It's had no effect whatsoever.",
"It won't produce any results.",
"Try and find something else.",
// OPERATE
"It doesn't work.",
"Let suppose you are trying and don't let's mention it again.",
"Nothing happens.",
"You have better things to do.",
// SPEAK
"No answer.",
"More action , less talking !",
"I'd be very surprised if you got an answer",
"A wall of silence ..."
};
/**
* British English error messages for Operation Stealth.
*/
static const char *const failureMessages_OS_EN[] = {
// EXAMINE
"You haven't noticed anything special.",
"Nothing interesting.",
"Nothing to say about it.",
"You find nothing.",
// TAKE
"Let's forget about it.",
"I could if I wanted, but I don't.",
"There are so many things to take and you want this one!",
"No need.",
// INVENTORY
"",
"",
"",
"",
// USE
"That won't do anything.",
"Nothing's happening.",
"If you have anything else like this, go ahead and finish it.",
"It's like you did nothing.",
// OPERATE
"You do it, nothing happens.",
"Why don't you try it and we won't talk about it anymore.",
"Nothing's happening.",
"No result.",
// SPEAK
"You speak with him. No answer.",
"More action and less talk.",
"My name is GLAMES... JOHN GLAMES.",
"A wall of silence..."
};
/**
* American English error messages for Operation Stealth.
*/
static const char *const failureMessages_OS_US[] = {
// EXAMINE
"You haven't noticed anything special.",
"Nothing interesting.",
"Nothing to say about it.",
"You find nothing.",
// TAKE
"Let's forget about it.",
"I could if I wanted, but I don't.",
"There are so many things to take and you want this one!",
"No need.",
// INVENTORY
"",
"",
"",
"",
// USE
"That won't do anything.",
"Nothing's happening.",
"If you have anything else like this, go ahead and finish it.",
"It's like you did nothing.",
// OPERATE
"You do it, nothing happens.",
"Absolutely not! It would be a waste of my valuable time.",
"Nothing's happening.",
"No result.",
// SPEAK
"You speak with him. No answer.",
"More action and less talk.",
"My name is BOND... JAMES BOND. ",
"A wall of silence..."
};
static const CommandeType defaultActionCommand_EN[] = {
"EXAMINE",
"TAKE",
"INVENTORY",
"USE",
"OPERATE",
"SPEAK",
"NOACTION"
};
static const char *const commandPrepositionTable_EN[] = {
"", // EXAMINE
"", // TAKE
"", // INVENTORY
"on", // USE
"", // OPERATE
"to", // SPEAK
"" // NOACTION
};
static const CommandeType systemMenu_EN[] = {
"Pause",
"Restart Game",
"Quit",
"Backup Drive is A:",
"Restore game",
"Save game"
};
static const char *const otherMessages_EN[] = {
"This backup doesn't exist ...",
"Could not create save file ...",
"PAUSE",
"Loading | %s",
"Loading canceled ...",
"No backup in the drive...",
"Please enter the backup name"
};
static const CommandeType confirmMenu_EN[] = {
"Ok, go ahead ...",
"Absolutely Not!"
};
static const char *const failureMessages_FR[] = {
// EXAMINER
"Je ne vois rien de special.",
"Il n'y a rien d'int\x82ressant.",
"Cela pr\x82sente peu d'int\x82r\x88ts.",
"Vous ne trouvez rien.",
// PRENDRE
"Je ne peux pas prendre cela.",
"Cela me semble difficile",
"Je ne vois pas ce qu'il y a \x85 prendre",
"j'ai du mal \x85 vous suivre.",
// INVENTAIRE
"C'est inutile",
"Vous avez mieux \x85 faire",
"Allons, ne perdons pas de temps",
"\x87""a ne me semble pas \x88tre une bonne id\x82""e",
// UTILISER
"Je ne vois pas pourquoi je ferais cela.",
"C'est absolument sans effets",
"Cela n'amenerait \x85 rien",
"Essayez de trouver autre chose.",
// ACTIONNER
"Ca ne marche pas",
"Supposons que vous essayez et n'en parlons plus.",
"Rien n'y fait.",
"Vous avez mieux \x85 faire.",
// PARLER
"Vous lui parlez . Sans r\x82ponse.",
"Plus d'actes et moins de Paroles !",
"Je serais bien surpris si vous obteniez une r\x82ponse.",
"Un mur de silence ..."
};
/**
* French error messages for Operation Stealth.
*/
static const char *const failureMessages_OS_FR[] = {
// EXAMINER
"Vous ne remarquez rien de sp\x82""cial.",
"Rien d'int\x82ressant.",
"Peu de choses \x85 dire l\x85-dessus.",
"Vous ne trouvez rien.",
// PRENDRE
"N'en parlons plus...",
"Je pourrais si je le voulais! MAIS JE NE VEUX PAS!",
"Il y a des tas de choses \x85 prendre et vous voulez celle l\x85!",
"C'est inutile!",
// INVENTAIRE
"",
"",
"",
"",
// UTILISER
"C'est absolument sans effet.",
"Il ne se passe rien.",
"Si vous en avez d'autres comme \x87""a, allez-y qu'on en finisse.",
"C'est comme si vous n'aviez rien fait!",
// ACTIONNER
"OK! vous l'actionnez. Il ne se passe rien.",
"Supposons que vous essayiez et n'en parlons plus.",
"Rien n'y fait.",
"Aucun r\x82sultat.",
// PARLER
"Vous lui parlez . Pas de r\x82ponse.",
"Plus d'actes et moins de Paroles !",
"Mon nom est GLAMES... JOHN GLAMES.",
"Un mur de silence ..."
};
static const CommandeType defaultActionCommand_FR[] = {
"EXAMINER",
"PRENDRE",
"INVENTAIRE",
"UTILISER",
"ACTIONNER",
"PARLER",
"NOACTION"
};
static const char *const commandPrepositionTable_FR[] = {
"", // EXAMINER
"", // PRENDRE
"", // INVENTAIRE
"sur", // UTILISER
"", // ACTIONNER
"a", // PARLER
"" // NOACTION
};
static const CommandeType systemMenu_FR[] = {
"Pause",
"Nouvelle partie",
"Quitter",
"Lecteur de Svg. A:",
"Charger une partie",
"Sauver la partie"
};
static const CommandeType confirmMenu_FR[] = {
"Ok , Vas-y ...",
"Surtout Pas !"
};
static const char *const otherMessages_FR[] = {
"Cette sauvegarde n'existe pas ...",
"Could not create save file ...", //
"PAUSE",
"Sauvegarde de | %s",
("Sauvegarde Annul\x82""e ..."),
"Aucune sauvegarde dans le lecteur ...",
"Veuillez entrer le Nom de la Sauvegarde ."
};
static const char *const failureMessages_ES[] = {
// EXAMINE
"No veo nada especial",
"No hay nada interesante",
"No tiene mucho interes",
"No encuentras nada",
// TAKE
"No puedo coger eso",
"Eso parece dificil",
"No veo nada mas para coger",
"No he debido entenderte",
// INVENTORY
"Es inutil",
"Tienes algo mejor que hacer",
"Vamos. No perdamos tiempo",
"Esa no es una buena idea",
// USE
"No veo porque hacerlo",
"No ha tenido efecto",
"Eso no arreglara nada",
"Intenta encontrar otra cosa",
// OPERATE
"Eso no funciona",
"Suponfamos que pruebas y no hablamos mas",
"Nada ha pasado",
"Tienes cosas mejores que hacer",
// SPEAK
"Le hablas. Sin respuesta.",
"Menos hablar y mas trabajar",
"Me sorprenderia si tuvieras otra repuesta",
"Un muro de silencio ..."
};
static const CommandeType defaultActionCommand_ES[] = {
"EXAMINAR",
"COGER",
"INVENTARIO",
"USAR",
"ACCIONAR",
"HABLAR",
"NOACTION"
};
static const char *const commandPrepositionTable_ES[] = {
"", // EXAMINAR
"", // COGER
"", // INVENTARIO
"donde", // USAR
"", // ACCIONAR
"a", // HABLAR
"" // NOACTION
};
static const CommandeType systemMenu_ES[] = {
"Pause",
"Nueva partida",
"Abandonar",
"Unidad grabar. A:",
"Cargar una partida",
"Salvar la partida"
};
static const CommandeType confirmMenu_ES[] = {
"Ok , Vas a ...",
"Nade de nada !"
};
static const char *const otherMessages_ES[] = {
"Esta granacion no existe",
"Could not create save file ...", //
"PAUSE",
"Gabacion de| %s",
"Rrabacion anulada",
"No hay partidas grabadas en este disco...",
"Teclea el nombre de la partida grabada"
};
static const char *const failureMessages_DE[] = {
// EXAMINE
"Ich sehe nichts Besonderes",
"Es gibt hier nichts Interessantes",
"Das ist nicht besonders interessant",
"Sie werden nichts finden",
// TAKE
"Ich Kann das nicht nehmen",
"Das finde ich schwierig'",
"Ich wei\x9e nicht, was ich nehmen soll",
"Ich kann Ihnen nicht folgen",
// INVENTORY
"Das bringt nichts",
"Sie haben wirklich was Besseres zu tun",
"Los, wir sollten keine Zeit verschwenden",
"Das scheint mir eine gute Idee zu sein",
// USE
"Ich wei\x9e nicht, warum ich das tun soll",
"Es hat so oder so nichts begracht",
"Davon haben wir nichts",
"Versuchen Sie, etwas anderes zu finden",
// OPERATE
"Es geht nicht",
("Sagen wir, das war ein Versuch, und reden wir nicht mehr dr\x81""ber"),
"Nichts passiert",
"Sie haben wirklich was Besseres zu tun",
// SPEAK
"Sie sprechen m it ihm. Keine Antwort",
"Nicht reden, sondern handeln!",
"Wenn Sie eine Antwork bek\x84men, w\x81rde es mich sehr wundern",
"Eine Wand des Schweigens..."
};
/**
* German error messages for Operation Stealth.
*/
static const char *const failureMessages_OS_DE[] = {
// EXAMINE
"Ich sehe nichts Besonderes",
"Es gibt hier nichts Interessantes",
"Das ist nicht besonders interessant",
"Sie werden nichts finden",
// TAKE
"Ich Kann das nicht nehmen",
"Das finde ich schwierig",
"Ich wei\x9e nicht, was ich nehmen soll",
"Ich kann Ihnen nicht folgen",
// INVENTORY
"Das bringt nichts",
"Sie haben wirklich was Besseres zu tun",
"Los, wir sollten keine Zeit verschwenden",
"Das scheint mir eine gute Idee zu sein",
// USE
"Ich wei\x9e nicht, warum ich das tun soll",
"Es hat so oder so nichts begracht",
"Davon haben wir nichts",
"Versuchen Sie, etwas anderes zu finden",
// OPERATE
"Es geht nicht",
"Nichts passiert",
"Nichts passiert",
"Sie haben wirklich was Besseres zu tun",
// SPEAK
"Sie sprechen mit ihm. Keine Antwort",
"Nicht reden, sondern handeln!",
"Wenn Sie eine Antwork bek\x84men, w\x81rde es mich sehr wundern",
"Eine Wand des Schweigens..."
};
static const CommandeType defaultActionCommand_DE[] = {
("Pr\x81""fe"), // FIXME? The third letter should be Latin Small Letter U with diaeresis
"Nimm",
"Bestand",
"Benutze",
"Bet\x84tige", // FIXME? The fourth letter should be Latin Small Letter A with diaeresis
"Sprich",
"NOACTION"
};
static const char *const commandPrepositionTable_DE[] = {
"", // Prufe
"", // Nimm
"", // Bestand
"gegen", // Benutze
"", // Betatige
"a", // Sprich
"" // NOACTION
};
static const CommandeType systemMenu_DE[] = {
"Pause",
"Spiel Neu Starten",
"Lassen",
"Backuplaufwerk A:",
"Spiel Laden",
"Spiel Speichern"
};
static const CommandeType confirmMenu_DE[] = {
"Gut, Weitermachen",
"Absolut Nicht!"
};
static const char *const otherMessages_DE[] = {
"Diese Sicherungskopie gibt es nicht",
"Could not create save file ...", //
"PAUSE",
("Er L\x84""dt | %s"),
"Ladevorgang Abgebrochen...",
"Kein Backup im Laufwerk...",
"Geben Sie den Namen|der Sicherungsdiskette ein"
};
static const char *const failureMessages_IT[] = {
// EXAMINE
"Non vedo nula di speciale",
"Non c'\x8a niente di interessante",
"E' di poco interesse",
"Non trovate nulla",
// TAKE
"Non poso prendere quello",
"Quello mi sembra difficile",
"Non vedo cosa ci sia da prendere",
"Faccio fatica a seguirvi",
// INVENTORY
"E' inutile",
"Avete di meglio da fare",
"Allora, no perdiamo tempo",
"Non mi pare che sia una buona idea",
// USE
"Non vedo perch\x82 dovrei farlo",
"E' assolutamente privo di effetti",
"Cio non portera a nulla",
"Provate a trovare qualcosa d'altro",
// OPERATE
"Non funziona",
"Supponiamo che voi proviate e non ne parliamo piu",
"Niente di fatto",
"Avete di meglio da fare",
// SPEAK
"Gli parlate. Senza risposta",
"Piu fatti e meno parole",
"Sarei sorpreso se voi otterreste una risposta",
"Un muro di silenzio ..."
};
static const CommandeType defaultActionCommand_IT[] = {
"ESAMINARE",
"PRENDERE",
"INVENTARIO",
"UTILIZZARE",
"AZIONARE",
"PARLARE",
"NOACTION"
};
static const char *const commandPrepositionTable_IT[] = {
"", // ESAMINARE
"", // PRENDERE
"", // INVENTARIO
"su", // UTILIZZARE
"", // AZIONARE
"a", // PARLARE
"" // NOACTION
};
static const CommandeType systemMenu_IT[] = {
"Pausa",
"Parte nuova",
"Quit",
"Drive di svg. A:",
"Caricare una parte",
"Salvare una parte"
};
static const CommandeType confirmMenu_IT[] = {
"Ok, vacci ...",
"Supratutto non!"
};
static const char *const otherMessages_IT[] = {
"Questo salvataggio non esiste...",
"Could not create save file ...", //
"PAUSE",
"Caricamento di| %s",
"Caricamento annullato...",
"Nessun salvataggio su questo disco...",
"Vogliate accedere con il nome del salvataggio"
};
switch (lang) {
case Common::FR_FRA:
if (g_cine->getGameType() == Cine::GType_OS) {
setFailureMessages(failureMessages_OS_FR, false);
} else {
setFailureMessages(failureMessages_FR, false);
}
defaultActionCommand = defaultActionCommand_FR;
systemMenu = systemMenu_FR;
confirmMenu = confirmMenu_FR;
otherMessages = otherMessages_FR;
defaultCommandPreposition = commandPrepositionTable_FR[3];
commandPrepositionTable = commandPrepositionTable_FR;
break;
case Common::ES_ESP:
setFailureMessages(failureMessages_ES, false);
defaultActionCommand = defaultActionCommand_ES;
systemMenu = systemMenu_ES;
confirmMenu = confirmMenu_ES;
otherMessages = otherMessages_ES;
defaultCommandPreposition = commandPrepositionTable_ES[3];
commandPrepositionTable = commandPrepositionTable_ES;
break;
case Common::DE_DEU:
if (g_cine->getGameType() == Cine::GType_OS) {
setFailureMessages(failureMessages_OS_DE, false);
} else {
setFailureMessages(failureMessages_DE, false);
}
defaultActionCommand = defaultActionCommand_DE;
systemMenu = systemMenu_DE;
confirmMenu = confirmMenu_DE;
otherMessages = otherMessages_DE;
defaultCommandPreposition = commandPrepositionTable_DE[3];
commandPrepositionTable = commandPrepositionTable_DE;
break;
case Common::IT_ITA:
setFailureMessages(failureMessages_IT, false);
defaultActionCommand = defaultActionCommand_IT;
systemMenu = systemMenu_IT;
confirmMenu = confirmMenu_IT;
otherMessages = otherMessages_IT;
defaultCommandPreposition = commandPrepositionTable_IT[3];
commandPrepositionTable = commandPrepositionTable_IT;
break;
default:
if (g_cine->getGameType() == Cine::GType_OS) {
if (lang == Common::EN_USA) {
setFailureMessages(failureMessages_OS_US, false);
} else {
setFailureMessages(failureMessages_OS_EN, false);
}
} else {
setFailureMessages(failureMessages_EN, false);
}
defaultActionCommand = defaultActionCommand_EN;
systemMenu = systemMenu_EN;
confirmMenu = confirmMenu_EN;
otherMessages = otherMessages_EN;
defaultCommandPreposition = commandPrepositionTable_EN[3];
commandPrepositionTable = commandPrepositionTable_EN;
break;
}
if (g_cine->getFeatures() & GF_ALT_FONT) {
// Copy alternative font parameter table to the current font parameter table
Common::copy(fontParamTable_alt, fontParamTable_alt + NUM_FONT_CHARS, g_cine->_textHandler.fontParamTable);
} else {
// Copy standard font parameter to the current font parameter table
Common::copy(fontParamTable_standard, fontParamTable_standard + NUM_FONT_CHARS, g_cine->_textHandler.fontParamTable);
}
}
void loadErrmessDat(const char *fname) {
Common::File in;
in.open(fname);
if (in.isOpen()) {
if (allocatedFailureMessages) {
freeErrmessDat();
}
char **ptr = (char **)malloc(sizeof(char *) * 6 * 4 + 60 * 6 * 4);
for (int i = 0; i < 6 * 4; i++) {
ptr[i] = (char *)ptr + (sizeof(char *) * 6 * 4) + 60 * i;
in.read(ptr[i], 60);
}
setFailureMessages(const_cast<const char *const *>(ptr), true);
in.close();
} else {
warning("Cannot read error messages from '%s'. Using default values. Error messages may be incorrect!", fname);
}
}
void setFailureMessages(const char *const *messages, bool allocated) {
if (allocatedFailureMessages) {
freeErrmessDat();
}
failureMessages = messages;
allocatedFailureMessages = allocated;
}
void freeErrmessDat() {
if (allocatedFailureMessages) {
free(const_cast<const char **>(failureMessages));
}
failureMessages = nullptr;
allocatedFailureMessages = false;
}
void loadPoldatDat(const char *fname) {
Common::File in;
in.open(fname);
if (in.isOpen()) {
for (int i = 0; i < NUM_FONT_CHARS; i++) {
g_cine->_textHandler.fontParamTable[i].characterIdx = in.readByte();
g_cine->_textHandler.fontParamTable[i].characterWidth = in.readByte();
}
in.close();
} else {
error("Cannot open file %s for reading", fname);
}
}
/**
* Fit a substring of text into one line of fixed width text box
* @param str Text to fit
* @param maxWidth Text box width
* @param[out] words Number of words that fit
* @param[out] width Total width of nonblank characters that fit
* @return Length of substring which fits
*/
int fitLine(const char *str, int maxWidth, int &words, int &width) {
int i, bkpWords = 0, bkpWidth = 0, bkpLen = 0;
int charWidth = 0, fullWidth = 0;
words = 0;
width = 0;
for (i = 0; str[i]; i++) {
if (str[i] == 0x7C) {
i++;
break;
} else if (str[i] == ' ') {
charWidth = 5;
bkpWords = words++;
bkpWidth = width;
bkpLen = i + 1;
} else {
charWidth = g_cine->_textHandler.fontParamTable[(unsigned char)str[i]].characterWidth + 1;
width += charWidth;
}
if (!charWidth) {
continue;
}
if (fullWidth + charWidth < maxWidth) {
fullWidth += charWidth;
} else if (fullWidth) {
words = bkpWords;
width = bkpWidth;
i = bkpLen;
break;
}
}
return i;
}
} // End of namespace Cine
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