mirror of
https://github.com/1dot13/source.git
synced 2026-08-12 14:10:23 +02:00
- Added Chinese language support (thx to Noword from TBS)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2424 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+3
-35
@@ -15,7 +15,7 @@
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#endif
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INT32 giCurWinFont = 0;
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BOOLEAN gfUseWinFonts = FALSE;
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//BOOLEAN gfUseWinFonts = FALSE;
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// Global variables for video objects
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@@ -87,7 +87,7 @@ HVOBJECT gvo14PointHumanist;
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HVOBJECT gvoHugeFont;
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#endif
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INT32 giSubTitleWinFont;
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//INT32 giSubTitleWinFont;
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@@ -221,21 +221,7 @@ BOOLEAN InitializeFonts( )
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// ATE: Init WinFont System and any winfonts we wish...
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#ifdef WINFONTS
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InitWinFonts( );
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//giSubTitleWinFont = CreateWinFont( -16, 0, 0, 0, FALSE, FALSE, FALSE, L"¼Ð·¢Åé", CHINESEBIG5_CHARSET );
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giSubTitleWinFont = CreateWinFont( -16, 0, 0, 0, FALSE, FALSE, FALSE, L"·s²Ó©úÅé", CHINESEBIG5_CHARSET );
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SET_USE_WINFONTS( TRUE );
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SET_WINFONT( giSubTitleWinFont );
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Color = FROMRGB( 255, 255, 255 );
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SetWinFontForeColor( giSubTitleWinFont, &Color );
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PrintWinFont( FRAME_BUFFER, giSubTitleWinFont, 10, 100, L"Font %s initialized", gzFontName );
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InvalidateScreen();
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RefreshScreen( NULL );
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SET_USE_WINFONTS( FALSE );
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#endif
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return( TRUE );
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@@ -265,7 +251,7 @@ void ShutdownFonts( )
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// ATE: Shutdown any win fonts
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#ifdef WINFONTS
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DeleteWinFont( giSubTitleWinFont );
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ShutdownWinFonts();
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#endif
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}
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@@ -342,31 +328,13 @@ UINT16 CreateFontPaletteTables(HVOBJECT pObj )
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UINT16 WFGetFontHeight( INT32 FontNum )
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{
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if ( USE_WINFONTS( ) )
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{
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// return how many Y pixels we used
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return( GetWinFontHeight( L"a\0", GET_WINFONT( ) ) );
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}
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else
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{
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// return how many Y pixels we used
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return( GetFontHeight( FontNum ) );
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}
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}
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INT16 WFStringPixLength( STR16 string,INT32 UseFont )
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{
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if ( USE_WINFONTS( ) )
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{
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// return how many Y pixels we used
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return( WinFontStringPixLength( string, GET_WINFONT( ) ) );
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}
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else
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{
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// return how many Y pixels we used
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return( StringPixLength( string, UseFont ) );
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}
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}
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@@ -10,12 +10,6 @@ extern INT32 giCurWinFont;
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// ATE: Use this define to enable winfonts in JA2
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// #define WINFONTS
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#ifdef WINFONTS
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#define USE_WINFONTS( ) ( gfUseWinFonts )
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#else
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#define USE_WINFONTS( ) ( FALSE )
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#endif
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#define GET_WINFONT( ) ( giCurWinFont )
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#define SET_USE_WINFONTS( fSet ) ( gfUseWinFonts = fSet );
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#define SET_WINFONT( fFont ) ( giCurWinFont = fFont );
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@@ -97,7 +91,7 @@ extern INT32 gpHugeFont;
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extern HVOBJECT gvoHugeFont;
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#endif
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extern INT32 giSubTitleWinFont;
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//extern INT32 giSubTitleWinFont;
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extern BOOLEAN gfFontsInit;
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@@ -191,4 +185,4 @@ void ShutdownFonts( );
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BOOLEAN SetFontShade( UINT32 uiFontID, INT8 bColorID );
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#endif
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#endif
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@@ -14,7 +14,7 @@
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BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
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{
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#if defined( ENGLISH ) || defined( TAIWANESE ) || defined( FRENCH )
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#if defined( ENGLISH ) || defined( TAIWANESE ) || defined( FRENCH ) || defined (CHINESE)
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switch( usMLGGraphicID )
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{
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case MLG_AIMSYMBOL:
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@@ -266,6 +266,10 @@ BOOLEAN GetMLGFilename( SGPFILENAME filename, UINT16 usMLGGraphicID )
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sprintf( (char *)zLanguage, "SPANISH" );
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#elif defined( TAIWANESE )
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sprintf( (char *)zLanguage, "TAIWANESE" );
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#elif defined( CHINESE)
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sprintf( (char *)zLangauge, "CHINESE");
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#else
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# error "At least You have to specify a Language somewhere. See comments above."
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#endif
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//SB: Also check for russian Gold version, like English
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="8.00"
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Version="8,00"
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Name="Utils_2005Express"
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ProjectGUID="{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}"
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RootNamespace="Utils_2005Express"
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@@ -430,6 +430,10 @@
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Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
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UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
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>
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<File
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RelativePath=".\_ChineseText.cpp"
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>
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</File>
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<File
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RelativePath=".\_DutchText.cpp"
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>
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@@ -450,6 +454,10 @@
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RelativePath=".\_ItalianText.cpp"
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>
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</File>
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<File
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RelativePath=".\_Ja25ChineseText.cpp"
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>
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</File>
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<File
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RelativePath=".\_Ja25DutchText.cpp"
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>
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+105
-31
@@ -229,7 +229,21 @@ WRAPPED_STRING *LineWrap(UINT32 ulFont, UINT16 usLineWidthPixels, UINT16 *pusLin
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}
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if((usCurrentWidthPixels > usLineWidthPixels))//||(DestString[ usDestIndex ]==NEWLINE_CHAR )||(fNewLine))
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if((usCurrentWidthPixels > usLineWidthPixels)
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#ifdef CHINESE
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&& TempString[usCurIndex] != L','
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&& TempString[usCurIndex] != L'。'
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&& TempString[usCurIndex] != L';'
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&& TempString[usCurIndex] != L'”'
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&& TempString[usCurIndex] != L'’'
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&& TempString[usCurIndex] != L':'
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&& TempString[usCurIndex] != L'、'
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&& TempString[usCurIndex] != L'?'
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&& TempString[usCurIndex] != L'?'
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&& TempString[usCurIndex] != L')'
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&& TempString[usCurIndex] != L')'
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#endif
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)//||(DestString[ usDestIndex ]==NEWLINE_CHAR )||(fNewLine))
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{
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//if an error has occured, and the string is too long
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@@ -237,7 +251,11 @@ WRAPPED_STRING *LineWrap(UINT32 ulFont, UINT16 usLineWidthPixels, UINT16 *pusLin
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DestString[ usDestIndex ] = L' ';
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//Go back to begining of word
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while( (DestString[ usDestIndex ] != L' ') && (usCurIndex > 0) )
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while( (DestString[ usDestIndex ] != L' ') && (usCurIndex > 0)
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#ifdef CHINESE
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&& DestString[usDestIndex] < 255
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#endif
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)
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{
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OneChar[0] = DestString[ usDestIndex ];
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@@ -246,6 +264,26 @@ WRAPPED_STRING *LineWrap(UINT32 ulFont, UINT16 usLineWidthPixels, UINT16 *pusLin
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usCurIndex--;
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usDestIndex--;
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}
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#ifdef CHINESE
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if (DestString[usDestIndex] > 255)
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{
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if (DestString[usDestIndex] == L','
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|| DestString[usDestIndex] == L','
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|| DestString[usDestIndex] == L'。'
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|| DestString[usDestIndex] == L';'
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|| DestString[usDestIndex] == L'”'
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|| DestString[usDestIndex] == L'’'
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|| DestString[usDestIndex] == L':'
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|| DestString[usDestIndex] == L'、'
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|| DestString[usDestIndex] == L'?'
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|| DestString[usDestIndex] == L'?'
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|| DestString[usDestIndex] == L')'
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|| DestString[usDestIndex] == L')')
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{usDestIndex++;}
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else
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{usCurIndex--;}
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}
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#endif
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usEndIndex = usDestIndex;
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if( usEndIndex < 0 )
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@@ -472,34 +510,12 @@ BOOLEAN DrawTextToScreen(STR16 pStr, UINT16 usLocX, UINT16 usLocY, UINT16 usWidt
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SetFont(ulFont);
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if ( USE_WINFONTS( ) )
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{
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COLORVAL Color = FROMRGB( 255, 255, 255 );
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SetWinFontForeColor( GET_WINFONT( ), &Color );
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}
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else
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{
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SetFontForeground(ubColor);
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SetFontBackground( ubBackGroundColor );
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}
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if( ulFlags & TEXT_SHADOWED )
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ShadowText( FRAME_BUFFER, pStr, ulFont, (UINT16)(usPosX-1), (UINT16)(usPosY-1 ) );
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if ( USE_WINFONTS( ) )
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{
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if( fDirty )
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{
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gprintfdirty( usPosX, usPosY, pStr);
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WinFont_mprintf( GET_WINFONT( ), usPosX,usPosY,pStr);
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}
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else
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{
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WinFont_mprintf( GET_WINFONT( ), usPosX,usPosY,pStr);
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}
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}
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else
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{
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if( fDirty )
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{
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gprintfdirty( usPosX, usPosY, pStr);
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@@ -509,7 +525,6 @@ BOOLEAN DrawTextToScreen(STR16 pStr, UINT16 usLocX, UINT16 usLocY, UINT16 usWidt
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{
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mprintf(usPosX,usPosY,pStr);
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}
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}
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if( IAN_WRAP_NO_SHADOW & ulFlags )
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{
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@@ -555,7 +570,11 @@ UINT16 IanDisplayWrappedString(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UIN
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do
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{
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// each character goes towards building a new word
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if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0)
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if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0
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#ifdef CHINESE
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&& pString[usSourceCounter] < 255
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#endif
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)
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{
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zWordString[usDestCounter++] = pString[usSourceCounter];
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}
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@@ -1348,12 +1367,24 @@ INT16 IanDisplayWrappedStringToPages(UINT16 usPosX, UINT16 usPosY, UINT16 usWidt
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}
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else // not a special character
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{
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#ifdef CHINESE
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wchar_t currentChar=pString[usSourceCounter];
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if (currentChar> 255 )
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{
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if (usDestCounter == 0)
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{zWordString[usDestCounter++] = currentChar;}
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else
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{usSourceCounter--;}
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}
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#endif
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// terminate the string TEMPORARILY
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zWordString[usDestCounter] = 0;
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// get the length (in pixels) of this word
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usWordLengthPixels = WFStringPixLength(zWordString,uiLocalFont);
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#ifdef CHINESE
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if (currentChar <= 255)
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#endif
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// add a space (in case we add another word to it)
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zWordString[usDestCounter++] = 32;
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@@ -1361,7 +1392,22 @@ INT16 IanDisplayWrappedStringToPages(UINT16 usPosX, UINT16 usPosY, UINT16 usWidt
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zWordString[usDestCounter] = 0;
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// can we fit it onto the length of our "line" ?
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if ((usLineLengthPixels + usWordLengthPixels) < usWidth)
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if ((usLineLengthPixels + usWordLengthPixels) < usWidth
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#ifdef CHINESE
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|| pString[usSourceCounter] == L','
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|| pString[usSourceCounter] == L','
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|| pString[usSourceCounter] == L'。'
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|| pString[usSourceCounter] == L';'
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|| pString[usSourceCounter] == L'”'
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|| pString[usSourceCounter] == L'’'
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|| pString[usSourceCounter] == L':'
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|| pString[usSourceCounter] == L'、'
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|| pString[usSourceCounter] == L'?'
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|| pString[usSourceCounter] == L'?'
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|| pString[usSourceCounter] == L')'
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|| pString[usSourceCounter] == L')'
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#endif
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)
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{
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// yes we can fit this word.
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@@ -1446,7 +1492,11 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT
|
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do
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{
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// each character goes towards building a new word
|
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if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0)
|
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if (pString[usSourceCounter] != TEXT_SPACE && pString[usSourceCounter] != 0
|
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#ifdef CHINESE
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&& pString[usSourceCounter] <= 255
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#endif
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)
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{
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zWordString[usDestCounter++] = pString[usSourceCounter];
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}
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@@ -1659,12 +1709,24 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT
|
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}
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else // not a special character
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{
|
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#ifdef CHINESE
|
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wchar_t currentChar = pString[usSourceCounter];
|
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if (currentChar > 255 )
|
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{
|
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if (usDestCounter == 0)
|
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{zWordString[usDestCounter++] = currentChar;}
|
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else
|
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{usSourceCounter--;}
|
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}
|
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#endif
|
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// terminate the string TEMPORARILY
|
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zWordString[usDestCounter] = 0;
|
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|
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// get the length (in pixels) of this word
|
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usWordLengthPixels = WFStringPixLength(zWordString,uiLocalFont);
|
||||
|
||||
#ifdef CHINESE
|
||||
if (currentChar <= 255)
|
||||
#endif
|
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// add a space (in case we add another word to it)
|
||||
zWordString[usDestCounter++] = 32;
|
||||
|
||||
@@ -1672,7 +1734,19 @@ UINT16 IanWrappedStringHeight(UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT
|
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zWordString[usDestCounter] = 0;
|
||||
|
||||
// can we fit it onto the length of our "line" ?
|
||||
if ((usLineLengthPixels + usWordLengthPixels) <= usWidth)
|
||||
if ((usLineLengthPixels + usWordLengthPixels) <= usWidth
|
||||
#ifdef CHINESE
|
||||
|| pString[usSourceCounter] == L','
|
||||
|| pString[usSourceCounter] == L','
|
||||
|| pString[usSourceCounter] == L'。'
|
||||
|| pString[usSourceCounter] == L';'
|
||||
|| pString[usSourceCounter] == L'”'
|
||||
|| pString[usSourceCounter] == L'’'
|
||||
|| pString[usSourceCounter] == L':'
|
||||
|| pString[usSourceCounter] == L')'
|
||||
|| pString[usSourceCounter] == L')'
|
||||
#endif
|
||||
)
|
||||
{
|
||||
// yes we can fit this word.
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,106 @@
|
||||
#ifdef PRECOMPILEDHEADERS
|
||||
#include "Utils All.h"
|
||||
#include "_Ja25Englishtext.h"
|
||||
#else
|
||||
#include "Language Defines.h"
|
||||
#ifdef CHINESE
|
||||
#include "text.h"
|
||||
#include "Fileman.h"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef CHINESE
|
||||
|
||||
// VERY TRUNCATED FILE COPIED FROM JA2.5 FOR ITS FEATURES FOR JA2 GOLD
|
||||
|
||||
STR16 zNewTacticalMessages[]=
|
||||
{
|
||||
/*
|
||||
L"Range to target: %d tiles, Brightness: %d/%d",
|
||||
L"Attaching the transmitter to your laptop computer.",
|
||||
L"You cannot afford to hire %s",
|
||||
L"For a limited time, the above fee covers the cost of the entire mission and includes the equipment listed below.",
|
||||
L"Hire %s now and take advantage of our unprecedented 'one fee covers all' pricing. Also included in this unbelievable offer is the mercenary's personal equipment at no charge.",
|
||||
*/
|
||||
L"目标的距离: %d",
|
||||
L"将发报机装到笔记本电脑上。",
|
||||
L"你无法支付雇佣%s的费用",
|
||||
L"在限定时间内,以上的费用包括了整个行动和下列装备的花费。",
|
||||
L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费,全部服务”的优惠价格。在这个难以置信的出价里,佣兵的随身装备是免费的哦。",
|
||||
/*
|
||||
L"Fee",
|
||||
L"There is someone else in the sector...",
|
||||
L"Gun Range: %d tiles, Chance to hit: %d percent",
|
||||
L"Display Cover",
|
||||
L"Line of Sight",
|
||||
*/
|
||||
L"费用",
|
||||
L"在本分区发现有人..",
|
||||
L"枪的射程: %d, 目标的距离: %d",
|
||||
L"显示覆盖物",
|
||||
L"视距",
|
||||
|
||||
/*
|
||||
L"New Recruits cannot arrive there.",
|
||||
L"Since your laptop has no transmitter, you won't be able to hire new team members. Perhaps this would be a good time to load a saved game or start over!",
|
||||
L"%s hears the sound of crumpling metal coming from underneath Jerry's body. It sounds disturbingly like your laptop antenna being crushed.", //the %s is the name of a merc. @@@ Modified
|
||||
L"After scanning the note left behind by Deputy Commander Morris, %s senses an oppurtinity. The note contains the coordinates for launching missiles against different towns in Arulco. It also gives the coodinates of the origin - the missile facility.",
|
||||
L"Noticing the control panel, %s figures the numbers can be reveresed, so that the missile might destroy this very facility. %s needs to find an escape route. The elevator appears to offer the fastest solution...",
|
||||
*/
|
||||
L"新雇请的佣兵无法到达那里。",
|
||||
L"由于你的笔记本电脑没有发报机,你无法雇请新的队员。也许你得读取存档或者重新开始游戏!",
|
||||
L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安,似乎你的笔记本电脑的天线被压断了。",
|
||||
L"看完副指挥官Morris留下的备忘录后,%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
|
||||
L"看到了控制面板后, %s发现它正在倒计时,因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
|
||||
/*
|
||||
L"This is an IRON MAN game and you cannot save when enemies are around.", // @@@ new text
|
||||
L"(Cannot save during combat)", //@@@@ new text
|
||||
L"The current campaign name is greater than 30 characters.", // @@@ new text
|
||||
L"The current campaign cannot be found.", // @@@ new text
|
||||
L"Campaign: Default ( %S )", // @@@ new text
|
||||
*/
|
||||
L"现在您在铁人模式进行游戏,周围有敌人的时候不能存档。",
|
||||
L"(不能在战斗时存盘)",
|
||||
L"当前的战役名称超过了30个字符。",
|
||||
L"无法找到当前的战役。", // @@@ new text
|
||||
L"战役: 默认 ( %S )", // @@@ new text
|
||||
/*
|
||||
L"Campaign: %S", // @@@ new text
|
||||
L"You have selected the campaign %S. This campaign is a player-modified version of the original Unfinished Business campaign. Are you sure you wish to play the %S campaign?", // @@@ new text
|
||||
L"In order to use the editor, please select a campaign other than the default.", ///@@new
|
||||
*/
|
||||
L"战役: %S", // @@@ new text
|
||||
L"你选择了%S战役。 该战役是原版UB战役的玩家自定义游戏版本。你确认你要在 %S 战役下进行游戏吗?",
|
||||
L"如果你要使用编辑器的话,请选择一个战役,不要用默认战役。",
|
||||
};
|
||||
|
||||
//these strings match up with the defines in IMP Skill trait.cpp
|
||||
STR16 gzIMPSkillTraitsText[]=
|
||||
{
|
||||
L"开锁", //"Lock picking",
|
||||
L"徒手格斗", //"Hand to hand combat",
|
||||
L"电子", //"Electronics",
|
||||
L"夜战", //"Night operations",
|
||||
L"投掷", //"Throwing",
|
||||
L"教学", //"Teaching",
|
||||
L"重武器", //"Heavy Weapons",
|
||||
L"自动武器", //"Auto Weapons",
|
||||
L"潜行", //"Stealth",
|
||||
L"双手武器", //"Ambidextrous",
|
||||
L"刀技", //"Knifing",
|
||||
L"神射手", //"Sniper",
|
||||
L"伪装", //"Camouflage",
|
||||
L"武术", //"Martial Arts",
|
||||
|
||||
L"无", //"None",
|
||||
L"I.M.P 专属技能", //"I.M.P. Specialties",
|
||||
};
|
||||
//@@@: New string as of March 3, 2000.
|
||||
STR16 gzIronManModeWarningText[]=
|
||||
{
|
||||
// L"You have chosen IRON MAN mode. This setting makes the game considerably more challenging as you will not be able to save your game when in a sector occupied by enemies. This setting will affect the entire course of the game. Are you sure want to play in IRON MAN mode?",
|
||||
L"你选择了铁人模式。这将会游戏变得相当有挑战性,因为你无法在敌人占据的分区存档。 这个设置会影响游戏的整个进程。你确认你要在铁人模式下进行游戏吗?",
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user