Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "types.h"
#include "Animated ProgressBar.h"
#include "MemMan.h"
@@ -17,7 +14,6 @@
#include "WordWrap.h"
#include "Message.h"
#include "Text.h"
#endif
double rStart, rEnd;
double rActual;
+57
View File
@@ -0,0 +1,57 @@
set(UtilsSrc
"${CMAKE_CURRENT_SOURCE_DIR}/Animated ProgressBar.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cinematics Bink.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cinematics.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Cursors.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Debug Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/dsutil.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Encrypted File.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Event Manager.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Event Pump.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/ExportStrings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Font Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/ImportStrings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/INIReader.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/KeyMap.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/LocalizedStrings.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/MapUtility.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/MercTextBox.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/message.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Multi Language Graphic Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Multilingual Text Code Generator.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Music Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/PopUpBox.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/popup_class.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/popup_definition.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Quantize Wrap.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Quantize.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Slider.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Sound Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/STIConvert.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Text Input.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Text Utils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Timer Control.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/Utilities.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/WordWrap.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XMLProperties.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XMLWriter.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Items.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_Language.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/XML_SenderNameList.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_ChineseText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_DutchText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_EnglishText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_FrenchText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_GermanText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_ItalianText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ChineseText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25DutchText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25EnglishText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25FrenchText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25GermanText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25ItalianText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25PolishText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_Ja25RussianText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_PolishText.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/_RussianText.cpp"
PARENT_SCOPE)
-4
View File
@@ -32,11 +32,7 @@
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_file_raii.h>
#ifdef JA2
#include "video.h"
#else
#include "video2.h"
#endif
#include "vsurface_private.h"
-83
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "interface items.h"
#else
#include "builddefines.h"
#include <wchar.h>
#include "sgp.h"
@@ -18,7 +14,6 @@
#include "Sound Control.h"
// HEADROCK HAM B2.6: included this here to allow toggling the CTH bars.
#include "GameSettings.h"
#endif
//aim
extern UINT8 gubShowActionPointsInRed;
@@ -1659,8 +1654,6 @@ void DrawMouseText( )
static BOOLEAN fShow = FALSE;
static BOOLEAN fHoldInvalid = TRUE;
//EnterMutex(MOUSE_BUFFER_MUTEX, __LINE__, __FILE__);
if ( gfUIBodyHitLocation )
{
// Set dest for gprintf to be different
@@ -1856,8 +1849,6 @@ void DrawMouseText( )
mprintf( sX, sY, L"%d", gsCurrentActionPoints );
//mprintf( sX, sY, L"%d %d", sX, sY );
//LeaveMutex(MOUSE_BUFFER_MUTEX, __LINE__, __FILE__);
SetFontShadow( DEFAULT_SHADOW );
// reset
@@ -1866,32 +1857,6 @@ void DrawMouseText( )
}
//if ( gpItemPointer != NULL )
#if 0
{
if ( gpItemPointer->ubNumberOfObjects > 1 )
{
SetFontDestBuffer( MOUSE_BUFFER , 0, 0, 64, 64, FALSE );
swprintf( pStr, L"x%d", gpItemPointer->ubNumberOfObjects );
FindFontCenterCoordinates( 0, 0, gsCurMouseWidth, gsCurMouseHeight, pStr, TINYFONT1, &sX, &sY );
SetFont( TINYFONT1 );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_WHITE );
SetFontShadow( DEFAULT_SHADOW );
if ( !( gViewportRegion.uiFlags & MSYS_MOUSE_IN_AREA ) )
{
mprintf( sX + 10, sY - 10, L"x%d", gpItemPointer->ubNumberOfObjects );
}
// reset
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
}
#endif
}
void UpdateAnimatedCursorFrames( UINT32 uiCursorIndex )
@@ -2013,51 +1978,3 @@ HVOBJECT GetCursorFileVideoObject( UINT32 uiCursorFile )
{
return( CursorFileDatabase[ uiCursorFile ].hVObject );
}
void SyncPairedCursorFrames( UINT32 uiSrcIndex, UINT32 uiDestIndex )
{
#if 0
CursorData *pSrcCurData, *pDestCurData;
CursorImage *pSrcCurImage, *pDestCurImage;
UINT32 cnt;
INT32 iCurFrame = -1;
if ( uiSrcIndex == VIDEO_NO_CURSOR || uiDestIndex == VIDEO_NO_CURSOR )
{
return;
}
pSrcCurData = &( CursorDatabase[ uiSrcIndex ] );
pDestCurData = &( CursorDatabase[ uiDestIndex ] );
// Get Current frame from src
for ( cnt = 0; cnt < pSrcCurData->usNumComposites; cnt++ )
{
pSrcCurImage = &( pSrcCurData->Composites[ cnt ] );
if ( CursorFileDatabase[ pSrcCurImage->uiFileIndex ].fFlags & ANIMATED_CURSOR )
{
iCurFrame = pSrcCurImage->uiCurrentFrame;
break;
}
}
// If we are not an animated cursor, return now
if ( iCurFrame == -1 )
{
return;
}
// Update dest
for ( cnt = 0; cnt < pDestCurData->usNumComposites; cnt++ )
{
pDestCurImage = &( pDestCurData->Composites[ cnt ] );
if ( CursorFileDatabase[ pDestCurImage->uiFileIndex ].fFlags & ANIMATED_CURSOR )
{
pDestCurImage->uiCurrentFrame = iCurFrame;
}
}
#endif
}
-2
View File
@@ -311,8 +311,6 @@ void HandleAnimatedCursors( );
void DrawMouseActionPoints( );
void UpdateAnimatedCursorFrames( UINT32 uiCursorIndex );
void SyncPairedCursorFrames( UINT32 uiSrcCursor, UINT32 uiDestCursor );
void SetCursorSpecialFrame( UINT32 uiCursor, UINT8 ubFrame );
void SetCursorFlags( UINT32 uiCursor, UINT8 ubFlags );
-4
View File
@@ -1,10 +1,6 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "types.h"
#include "Debug Control.h"
#include "stdio.h"
#endif
#include "sgp_logger.h"
-4
View File
@@ -1,10 +1,6 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Encrypted File.h"
#include "FileMan.h"
#include "Debug.h"
#endif
#include "Language Defines.h"
// anv: for selecting random line
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include <stdio.h>
#include <time.h>
#include "sgp.h"
@@ -8,7 +5,6 @@
#include "wcheck.h"
#include "Event Manager.h"
#include "Timer Control.h"
#endif
HLIST hEventQueue = NULL;
HLIST hDelayEventQueue = NULL;
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include <stdio.h>
#include <time.h>
#include "sgp.h"
@@ -14,7 +11,6 @@
#include "Animation Control.h"
#include "opplist.h"
#include "Tactical Save.h"
#endif
#ifdef NETWORKED
#include "Networking.h"
+10 -5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "winfont.h"
#else
#include <stdio.h>
#include <time.h>
#include "sgp.h"
@@ -9,7 +5,6 @@
#include "vsurface.h"
#include "wcheck.h"
#include "Font Control.h"
#endif
INT32 giCurWinFont = 0;
//BOOLEAN gfUseWinFonts = FALSE;
@@ -98,6 +93,14 @@ UINT16 CreateFontPaletteTables(HVOBJECT pObj );
extern UINT16 gzFontName[32];
auto GetHugeFont() -> INT32 {
#if defined(JA2EDITOR) && defined(ENGLISH)
return gpHugeFont;
#else
return gp16PointArial;
#endif
}
BOOLEAN InitializeFonts( )
{
//INT16 zWinFontName[128]; // unused (jonathanl)
@@ -228,6 +231,7 @@ BOOLEAN InitializeFonts( )
if ( iUseWinFonts ) {
InitWinFonts( );
}
InitTooltipFonts();
return( TRUE );
}
@@ -258,6 +262,7 @@ void ShutdownFonts( )
if ( iUseWinFonts ) {
ShutdownWinFonts();
}
ShutdownTooltipFonts();
}
// Set shades for fonts
+1 -11
View File
@@ -89,11 +89,6 @@ extern HVOBJECT gvoBlockFontNarrow;
extern INT32 gp14PointHumanist;
extern HVOBJECT gvo14PointHumanist;
#ifdef JA2EDITOR
extern INT32 gpHugeFont;
extern HVOBJECT gvoHugeFont;
#endif
//extern INT32 giSubTitleWinFont;
@@ -124,12 +119,7 @@ extern BOOLEAN gfFontsInit;
#define BLOCKFONTNARROW gpBlockFontNarrow
#define FONT14HUMANIST gp14PointHumanist
#if defined( JA2EDITOR ) && defined( ENGLISH )
#define HUGEFONT gpHugeFont
#else
#define HUGEFONT gp16PointArial
#endif
auto GetHugeFont() -> INT32;
#define FONT_SHADE_RED 6
#define FONT_SHADE_BLUE 1
-4
View File
@@ -1,9 +1,5 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "KeyMap.h"
#include <windows.h>
#endif
#include "text.h"
static Str8EnumLookupType gKeyTable[] =
-4
View File
@@ -1,8 +1,4 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "sgp.h"
#endif
#ifdef JA2EDITOR
#include "Screens.h"
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "MercTextBox.h"
#include "WCheck.h"
#include "renderworld.h"
@@ -9,7 +6,6 @@
#include "WordWrap.h"
#include "vobject_blitters.h"
#include "Message.h"
#endif
#define TEXT_POPUP_WINDOW_TEXT_OFFSET_X 8
-4
View File
@@ -1,12 +1,8 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "builddefines.h"
#include "stdio.h"
#include "Windows.h"
#include "Types.h"
#include "Multi Language Graphic Utils.h"
#endif
#include "Language Defines.h"
//SB
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "types.h"
#include "Music Control.h"
#include "soundman.h"
@@ -9,7 +6,6 @@
#include "overhead.h"
#include "timer control.h"
#include "strategicmap.h"
#endif
#include "Overhead Types.h"
//extern int iScreenMode;
-4
View File
@@ -1,9 +1,5 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "PopUpBox.h"
#include "sysutil.h"
#endif
#define BORDER_WIDTH 16
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <stdlib.h>
@@ -14,7 +11,6 @@
#include "pcx.h"
#include "impTGA.h"
#include "wcheck.h"
#endif
//CONVERT_TO_16_BIT
BOOLEAN ConvertToETRLE( UINT8 ** ppDest, UINT32 * puiDestLen, UINT8 ** ppSubImageBuffer, UINT16 * pusNumberOfSubImages, UINT8 * p8BPPBuffer, UINT16 usWidth, UINT16 usHeight, UINT32 fFlags );
-4
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Types.h"
#include "WordWrap.h"
#include "Render Dirty.h"
@@ -9,7 +6,6 @@
#include "Slider.h"
#include "SysUtil.h"
#include "Line.h"
#endif
-38
View File
@@ -1,8 +1,5 @@
// MODULE FOR SOUND SYSTEM
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "sgp.h"
#include "Sound Control.h"
#include "soundman.h"
@@ -11,7 +8,6 @@
#include "renderworld.h"
#include "GameSettings.h"
#include "math.h"
#endif
#define SOUND_FAR_VOLUME_MOD 25
@@ -635,40 +631,6 @@ UINT32 CalculateSoundEffectsVolume( UINT32 uiVolume )
}
#if 0
int x,dif,absDif;
// This function calculates the general LEFT / RIGHT direction of a gridno
// based on the middle of your screen.
x = Gridx(gridno);
dif = ScreenMiddleX - x;
if ( (absDif=abs(dif)) > 32)
{
// OK, NOT the middle.
// Is it outside the screen?
if (absDif > HalfWindowWidth)
{
// yes, outside...
if (dif > 0)
return(25);
else
return(102);
}
else // inside screen
if (dif > 0)
return(LEFTSIDE);
else
return(RIGHTSIDE);
}
else // hardly any difference, so sound should be played from middle
return(MIDDLE);
}
#endif
// == Lesh slightly changed this function ============
INT32 SoundDir( INT32 sGridNo )
-6
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "builddefines.h"
#include <math.h>
#include <stdio.h>
@@ -18,7 +15,6 @@
#include "vobject_blitters.h"
#include "Font Control.h"
#include "Sound Control.h"
#endif
STR16 szClipboard;
@@ -755,7 +751,6 @@ BOOLEAN HandleTextInput( InputAtom *Event )
}
//For any number of reasons, these ALT and CTRL combination key presses
//will be processed externally
#if 1
if( Event->usKeyState & CTRL_DOWN )
{
if( Event->usParam == 'c' || Event->usParam == 'C' )
@@ -790,7 +785,6 @@ BOOLEAN HandleTextInput( InputAtom *Event )
return FALSE;
}
}
#endif
if( Event->usKeyState & ALT_DOWN || Event->usKeyState & CTRL_DOWN && Event->usParam != DEL )
return FALSE;
//F1-F12 regardless of state are processed externally as well.
-915
View File
@@ -1,13 +1,9 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "text.h"
#include "Fileman.h"
#include "GameSettings.h"
// sevenfm
#include <codecvt>
#include <string>
#endif
BOOLEAN LoadItemInfo(UINT16 ubIndex, STR16 pNameString, STR16 pInfoString )
{
@@ -15,382 +11,14 @@ BOOLEAN LoadItemInfo(UINT16 ubIndex, STR16 pNameString, STR16 pInfoString )
if (pNameString != NULL)
{
#if 0
j = -1;
for (int i=0;i<80;i++)
{
j++;
if ( j<(int)strlen(Item[ubIndex].szLongItemName ))
{
pNameString[i] = Item[ubIndex].szLongItemName [j];
#ifdef GERMAN
// We have a german special character
if (Item[ubIndex].szLongItemName [j] == -61)
{
// This character determines the special character
switch (Item[ubIndex].szLongItemName [j + 1])
{
// ü
case -68:
pNameString[i] = 252;
// Skip next character, because "umlaute" have 2 chars
j++;
break;
// Ü
case -100:
pNameString[i] = 220;
j++;
break;
// ä
case -92:
pNameString[i] = 228;
j++;
break;
// Ä
case -124:
pNameString[i] = 196;
j++;
break;
// ö
case -74:
pNameString[i] = 246;
j++;
break;
// Ö
case -106:
pNameString[i] = 214;
j++;
break;
// ß
case -97:
pNameString[i] = 223;
j++;
break;
}
}
#endif
#ifdef POLISH
switch( pNameString[ i ] )
{
case 260: pNameString[ i ] = 165; break;
case 262: pNameString[ i ] = 198; break;
case 280: pNameString[ i ] = 202; break;
case 321: pNameString[ i ] = 163; break;
case 323: pNameString[ i ] = 209; break;
case 211: pNameString[ i ] = 211; break;
case 346: pNameString[ i ] = 338; break;
case 379: pNameString[ i ] = 175; break;
case 377: pNameString[ i ] = 143; break;
case 261: pNameString[ i ] = 185; break;
case 263: pNameString[ i ] = 230; break;
case 281: pNameString[ i ] = 234; break;
case 322: pNameString[ i ] = 179; break;
case 324: pNameString[ i ] = 241; break;
case 243: pNameString[ i ] = 243; break;
case 347: pNameString[ i ] = 339; break;
case 380: pNameString[ i ] = 191; break;
case 378: pNameString[ i ] = 376; break;
}
#endif
#ifdef RUSSIAN
if ((unsigned char)Item[ubIndex].szLongItemName [j] == 208) //d0
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szLongItemName [j + 1] )
{
//capital letters
case 129: pNameString[ i ] = 197; j++; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO
case 144: pNameString[ i ] = 192; j++; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A
case 145: pNameString[ i ] = 193; j++; break;
case 146: pNameString[ i ] = 194; j++; break;
case 147: pNameString[ i ] = 195; j++; break;
case 148: pNameString[ i ] = 196; j++; break;
case 149: pNameString[ i ] = 197; j++; break;
case 150: pNameString[ i ] = 198; j++; break;
case 151: pNameString[ i ] = 199; j++; break;
case 152: pNameString[ i ] = 200; j++; break;
case 153: pNameString[ i ] = 201; j++; break;
case 154: pNameString[ i ] = 202; j++; break;
case 155: pNameString[ i ] = 203; j++; break;
case 156: pNameString[ i ] = 204; j++; break;
case 157: pNameString[ i ] = 205; j++; break;
case 158: pNameString[ i ] = 206; j++; break;
case 159: pNameString[ i ] = 207; j++; break;
case 160: pNameString[ i ] = 208; j++; break;
case 161: pNameString[ i ] = 209; j++; break;
case 162: pNameString[ i ] = 210; j++; break;
case 163: pNameString[ i ] = 211; j++; break;
case 164: pNameString[ i ] = 212; j++; break;
case 165: pNameString[ i ] = 213; j++; break;
case 166: pNameString[ i ] = 214; j++; break;
case 167: pNameString[ i ] = 215; j++; break;
case 168: pNameString[ i ] = 216; j++; break;
case 169: pNameString[ i ] = 217; j++; break;
case 170: pNameString[ i ] = 218; j++; break;
case 171: pNameString[ i ] = 219; j++; break;
case 172: pNameString[ i ] = 220; j++; break;
case 173: pNameString[ i ] = 221; j++; break;
case 174: pNameString[ i ] = 222; j++; break;
case 175: pNameString[ i ] = 223; j++; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters
case 176: pNameString[ i ] = 224; j++; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
case 177: pNameString[ i ] = 225; j++; break;
case 178: pNameString[ i ] = 226; j++; break;
case 179: pNameString[ i ] = 227; j++; break;
case 180: pNameString[ i ] = 228; j++; break;
case 181: pNameString[ i ] = 229; j++; break;
case 182: pNameString[ i ] = 230; j++; break;
case 183: pNameString[ i ] = 231; j++; break;
case 184: pNameString[ i ] = 232; j++; break;
case 185: pNameString[ i ] = 233; j++; break;
case 186: pNameString[ i ] = 234; j++; break;
case 187: pNameString[ i ] = 235; j++; break;
case 188: pNameString[ i ] = 236; j++; break;
case 189: pNameString[ i ] = 237; j++; break;
case 190: pNameString[ i ] = 238; j++; break;
case 191: pNameString[ i ] = 239; j++; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE
}
}
if ( ((unsigned char)Item[ubIndex].szLongItemName [j] == 209) ) //d1
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szLongItemName [j + 1] )
{
case 128: pNameString[ i ] = 240; j++; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER
case 129: pNameString[ i ] = 241; j++; break;
case 130: pNameString[ i ] = 242; j++; break;
case 131: pNameString[ i ] = 243; j++; break;
case 132: pNameString[ i ] = 244; j++; break;
case 133: pNameString[ i ] = 245; j++; break;
case 134: pNameString[ i ] = 246; j++; break;
case 135: pNameString[ i ] = 247; j++; break;
case 136: pNameString[ i ] = 248; j++; break;
case 137: pNameString[ i ] = 249; j++; break;
case 138: pNameString[ i ] = 250; j++; break;
case 139: pNameString[ i ] = 251; j++; break;
case 140: pNameString[ i ] = 252; j++; break;
case 141: pNameString[ i ] = 253; j++; break;
case 142: pNameString[ i ] = 254; j++; break;
case 143: pNameString[ i ] = 255; j++; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA
case 145: pNameString[ i ] = 229; j++; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
}
}
#endif
}
else
{
pNameString[i] ='\0';
}
}
#else
wcsncpy( pNameString, Item[ubIndex].szLongItemName, 80);
pNameString[79] ='\0';
#endif
}
if(pInfoString != NULL)
{
#if 0
j = -1;
for (int i=0;i<400;i++)
{
j++;
if ( j<(int)strlen(Item[ubIndex].szItemDesc ))
{
pInfoString[i] = Item[ubIndex].szItemDesc [j];
#ifdef GERMAN
// We have a german special character
if (Item[ubIndex].szItemDesc [j] == -61)
{
// This character determines the special character
switch (Item[ubIndex].szItemDesc [j + 1])
{
// ü
case -68:
pInfoString[i] = 252;
// Skip next character, because "umlaute" have 2 chars
j++;
break;
// Ü
case -100:
pInfoString[i] = 220;
j++;
break;
// ä
case -92:
pInfoString[i] = 228;
j++;
break;
// Ä
case -124:
pInfoString[i] = 196;
j++;
break;
// ö
case -74:
pInfoString[i] = 246;
j++;
break;
// Ö
case -106:
pInfoString[i] = 214;
j++;
break;
// ß
case -97:
pInfoString[i] = 223;
j++;
break;
}
}
#endif
#ifdef POLISH
switch( pNameString[ i ] )
{
case 260: pInfoString[ i ] = 165; break;
case 262: pInfoString[ i ] = 198; break;
case 280: pInfoString[ i ] = 202; break;
case 321: pInfoString[ i ] = 163; break;
case 323: pInfoString[ i ] = 209; break;
case 211: pInfoString[ i ] = 211; break;
case 346: pInfoString[ i ] = 338; break;
case 379: pInfoString[ i ] = 175; break;
case 377: pInfoString[ i ] = 143; break;
case 261: pInfoString[ i ] = 185; break;
case 263: pInfoString[ i ] = 230; break;
case 281: pInfoString[ i ] = 234; break;
case 322: pInfoString[ i ] = 179; break;
case 324: pInfoString[ i ] = 241; break;
case 243: pInfoString[ i ] = 243; break;
case 347: pInfoString[ i ] = 339; break;
case 380: pInfoString[ i ] = 191; break;
case 378: pInfoString[ i ] = 376; break;
}
#endif
#ifdef RUSSIAN
if ((unsigned char)Item[ubIndex].szItemDesc [j] == 208) //d0
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szItemDesc [j + 1] )
{
//capital letters
case 129: pInfoString[ i ] = 197; j++; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO
case 144: pInfoString[ i ] = 192; j++; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A
case 145: pInfoString[ i ] = 193; j++; break;
case 146: pInfoString[ i ] = 194; j++; break;
case 147: pInfoString[ i ] = 195; j++; break;
case 148: pInfoString[ i ] = 196; j++; break;
case 149: pInfoString[ i ] = 197; j++; break;
case 150: pInfoString[ i ] = 198; j++; break;
case 151: pInfoString[ i ] = 199; j++; break;
case 152: pInfoString[ i ] = 200; j++; break;
case 153: pInfoString[ i ] = 201; j++; break;
case 154: pInfoString[ i ] = 202; j++; break;
case 155: pInfoString[ i ] = 203; j++; break;
case 156: pInfoString[ i ] = 204; j++; break;
case 157: pInfoString[ i ] = 205; j++; break;
case 158: pInfoString[ i ] = 206; j++; break;
case 159: pInfoString[ i ] = 207; j++; break;
case 160: pInfoString[ i ] = 208; j++; break;
case 161: pInfoString[ i ] = 209; j++; break;
case 162: pInfoString[ i ] = 210; j++; break;
case 163: pInfoString[ i ] = 211; j++; break;
case 164: pInfoString[ i ] = 212; j++; break;
case 165: pInfoString[ i ] = 213; j++; break;
case 166: pInfoString[ i ] = 214; j++; break;
case 167: pInfoString[ i ] = 215; j++; break;
case 168: pInfoString[ i ] = 216; j++; break;
case 169: pInfoString[ i ] = 217; j++; break;
case 170: pInfoString[ i ] = 218; j++; break;
case 171: pInfoString[ i ] = 219; j++; break;
case 172: pInfoString[ i ] = 220; j++; break;
case 173: pInfoString[ i ] = 221; j++; break;
case 174: pInfoString[ i ] = 222; j++; break;
case 175: pInfoString[ i ] = 223; j++; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters
case 176: pInfoString[ i ] = 224; j++; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
case 177: pInfoString[ i ] = 225; j++; break;
case 178: pInfoString[ i ] = 226; j++; break;
case 179: pInfoString[ i ] = 227; j++; break;
case 180: pInfoString[ i ] = 228; j++; break;
case 181: pInfoString[ i ] = 229; j++; break;
case 182: pInfoString[ i ] = 230; j++; break;
case 183: pInfoString[ i ] = 231; j++; break;
case 184: pInfoString[ i ] = 232; j++; break;
case 185: pInfoString[ i ] = 233; j++; break;
case 186: pInfoString[ i ] = 234; j++; break;
case 187: pInfoString[ i ] = 235; j++; break;
case 188: pInfoString[ i ] = 236; j++; break;
case 189: pInfoString[ i ] = 237; j++; break;
case 190: pInfoString[ i ] = 238; j++; break;
case 191: pInfoString[ i ] = 239; j++; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE
}
}
if ( ((unsigned char)Item[ubIndex].szItemDesc [j] == 209) ) //d1
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szItemDesc [j + 1] )
{
case 128: pInfoString[ i ] = 240; j++; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER
case 129: pInfoString[ i ] = 241; j++; break;
case 130: pInfoString[ i ] = 242; j++; break;
case 131: pInfoString[ i ] = 243; j++; break;
case 132: pInfoString[ i ] = 244; j++; break;
case 133: pInfoString[ i ] = 245; j++; break;
case 134: pInfoString[ i ] = 246; j++; break;
case 135: pInfoString[ i ] = 247; j++; break;
case 136: pInfoString[ i ] = 248; j++; break;
case 137: pInfoString[ i ] = 249; j++; break;
case 138: pInfoString[ i ] = 250; j++; break;
case 139: pInfoString[ i ] = 251; j++; break;
case 140: pInfoString[ i ] = 252; j++; break;
case 141: pInfoString[ i ] = 253; j++; break;
case 142: pInfoString[ i ] = 254; j++; break;
case 143: pInfoString[ i ] = 255; j++; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA
case 145: pInfoString[ i ] = 229; j++; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
}
}
//if ( ((unsigned char)Item[ubIndex].szItemDesc [j] == 211) ) //d3
//{
// // This character determines the special character
// switch ( (unsigned char)Item[ubIndex].szItemDesc [j + 1] )
// {
// case 162: pInfoString[ i ] = 20; j++; break;//U+04E2 d3a2 CYRILLIC CAPITAL LETTER I WITH MACRON
// case 163: pInfoString[ i ] = 20; j++; break;//U+04E3 d3a3 CYRILLIC SMALL LETTER I WITH MACRON
// }
//}
#endif
}
else
{
pInfoString[i] ='\0';
}
}
#else
wcsncpy( pInfoString, Item[ubIndex].szItemDesc, 400);
pInfoString[399] ='\0';
#endif
}
return(TRUE);
@@ -400,187 +28,8 @@ BOOLEAN LoadBRName(UINT16 ubIndex, STR16 pNameString )
{
if (pNameString != NULL)
{
#if 0
int j = -1;
for (int i=0;i<80;i++)
{
j++;
if ( j<(int)strlen(Item[ubIndex].szBRName))
{
pNameString[i] = Item[ubIndex].szBRName [j];
#ifdef GERMAN
// We have a german special character
if (Item[ubIndex].szBRName [j] == -61)
{
// This character determines the special character
switch (Item[ubIndex].szBRName [j + 1])
{
// ü
case -68:
pNameString[i] = 252;
// Skip next character, because "umlaute" have 2 chars
j++;
break;
// Ü
case -100:
pNameString[i] = 220;
j++;
break;
// ä
case -92:
pNameString[i] = 228;
j++;
break;
// Ä
case -124:
pNameString[i] = 196;
j++;
break;
// ö
case -74:
pNameString[i] = 246;
j++;
break;
// Ö
case -106:
pNameString[i] = 214;
j++;
break;
// ß
case -97:
pNameString[i] = 223;
j++;
break;
}
}
#endif
#ifdef POLISH
switch( pNameString[ i ] )
{
case 260: pNameString[ i ] = 165; break;
case 262: pNameString[ i ] = 198; break;
case 280: pNameString[ i ] = 202; break;
case 321: pNameString[ i ] = 163; break;
case 323: pNameString[ i ] = 209; break;
case 211: pNameString[ i ] = 211; break;
case 346: pNameString[ i ] = 338; break;
case 379: pNameString[ i ] = 175; break;
case 377: pNameString[ i ] = 143; break;
case 261: pNameString[ i ] = 185; break;
case 263: pNameString[ i ] = 230; break;
case 281: pNameString[ i ] = 234; break;
case 322: pNameString[ i ] = 179; break;
case 324: pNameString[ i ] = 241; break;
case 243: pNameString[ i ] = 243; break;
case 347: pNameString[ i ] = 339; break;
case 380: pNameString[ i ] = 191; break;
case 378: pNameString[ i ] = 376; break;
}
#endif
#ifdef RUSSIAN
if ((unsigned char)Item[ubIndex].szBRName [j] == 208) //d0
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szBRName [j + 1] )
{
//capital letters
case 129: pNameString[ i ] = 197; j++; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO
case 144: pNameString[ i ] = 192; j++; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A
case 145: pNameString[ i ] = 193; j++; break;
case 146: pNameString[ i ] = 194; j++; break;
case 147: pNameString[ i ] = 195; j++; break;
case 148: pNameString[ i ] = 196; j++; break;
case 149: pNameString[ i ] = 197; j++; break;
case 150: pNameString[ i ] = 198; j++; break;
case 151: pNameString[ i ] = 199; j++; break;
case 152: pNameString[ i ] = 200; j++; break;
case 153: pNameString[ i ] = 201; j++; break;
case 154: pNameString[ i ] = 202; j++; break;
case 155: pNameString[ i ] = 203; j++; break;
case 156: pNameString[ i ] = 204; j++; break;
case 157: pNameString[ i ] = 205; j++; break;
case 158: pNameString[ i ] = 206; j++; break;
case 159: pNameString[ i ] = 207; j++; break;
case 160: pNameString[ i ] = 208; j++; break;
case 161: pNameString[ i ] = 209; j++; break;
case 162: pNameString[ i ] = 210; j++; break;
case 163: pNameString[ i ] = 211; j++; break;
case 164: pNameString[ i ] = 212; j++; break;
case 165: pNameString[ i ] = 213; j++; break;
case 166: pNameString[ i ] = 214; j++; break;
case 167: pNameString[ i ] = 215; j++; break;
case 168: pNameString[ i ] = 216; j++; break;
case 169: pNameString[ i ] = 217; j++; break;
case 170: pNameString[ i ] = 218; j++; break;
case 171: pNameString[ i ] = 219; j++; break;
case 172: pNameString[ i ] = 220; j++; break;
case 173: pNameString[ i ] = 221; j++; break;
case 174: pNameString[ i ] = 222; j++; break;
case 175: pNameString[ i ] = 223; j++; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters
case 176: pNameString[ i ] = 224; j++; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
case 177: pNameString[ i ] = 225; j++; break;
case 178: pNameString[ i ] = 226; j++; break;
case 179: pNameString[ i ] = 227; j++; break;
case 180: pNameString[ i ] = 228; j++; break;
case 181: pNameString[ i ] = 229; j++; break;
case 182: pNameString[ i ] = 230; j++; break;
case 183: pNameString[ i ] = 231; j++; break;
case 184: pNameString[ i ] = 232; j++; break;
case 185: pNameString[ i ] = 233; j++; break;
case 186: pNameString[ i ] = 234; j++; break;
case 187: pNameString[ i ] = 235; j++; break;
case 188: pNameString[ i ] = 236; j++; break;
case 189: pNameString[ i ] = 237; j++; break;
case 190: pNameString[ i ] = 238; j++; break;
case 191: pNameString[ i ] = 239; j++; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE
}
}
if ( ((unsigned char)Item[ubIndex].szBRName [j] == 209) ) //d1
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szBRName [j + 1] )
{
case 128: pNameString[ i ] = 240; j++; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER
case 129: pNameString[ i ] = 241; j++; break;
case 130: pNameString[ i ] = 242; j++; break;
case 131: pNameString[ i ] = 243; j++; break;
case 132: pNameString[ i ] = 244; j++; break;
case 133: pNameString[ i ] = 245; j++; break;
case 134: pNameString[ i ] = 246; j++; break;
case 135: pNameString[ i ] = 247; j++; break;
case 136: pNameString[ i ] = 248; j++; break;
case 137: pNameString[ i ] = 249; j++; break;
case 138: pNameString[ i ] = 250; j++; break;
case 139: pNameString[ i ] = 251; j++; break;
case 140: pNameString[ i ] = 252; j++; break;
case 141: pNameString[ i ] = 253; j++; break;
case 142: pNameString[ i ] = 254; j++; break;
case 143: pNameString[ i ] = 255; j++; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA
case 145: pNameString[ i ] = 229; j++; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
}
}
#endif
}
else
{
pNameString[i] ='\0';
}
}
#else
wcsncpy( pNameString, Item[ubIndex].szBRName, 80);
pNameString[79] ='\0';
#endif
}
return TRUE;
}
@@ -589,188 +38,8 @@ BOOLEAN LoadBRDesc(UINT16 ubIndex, STR16 pDescString )
{
if (pDescString != NULL)
{
#if 0
int j = -1;
for (int i=0;i<400;i++)
{
j++;
if ( j<(int)strlen(Item[ubIndex].szBRDesc))
{
pDescString[i] = Item[ubIndex].szBRDesc [j];
// WANNE: German specific characters
#ifdef GERMAN
// We have a german special character
if (Item[ubIndex].szBRDesc [j] == -61)
{
// This character determines the special character
switch (Item[ubIndex].szBRDesc [j + 1])
{
// ü
case -68:
pDescString[i] = 252;
// Skip next character, because "umlaute" have 2 chars
j++;
break;
// Ü
case -100:
pDescString[i] = 220;
j++;
break;
// ä
case -92:
pDescString[i] = 228;
j++;
break;
// Ä
case -124:
pDescString[i] = 196;
j++;
break;
// ö
case -74:
pDescString[i] = 246;
j++;
break;
// Ö
case -106:
pDescString[i] = 214;
j++;
break;
// ß
case -97:
pDescString[i] = 223;
j++;
break;
}
}
#endif
#ifdef POLISH
switch( pDescString[ i ] )
{
case 260: pDescString[ i ] = 165; break;
case 262: pDescString[ i ] = 198; break;
case 280: pDescString[ i ] = 202; break;
case 321: pDescString[ i ] = 163; break;
case 323: pDescString[ i ] = 209; break;
case 211: pDescString[ i ] = 211; break;
case 346: pDescString[ i ] = 338; break;
case 379: pDescString[ i ] = 175; break;
case 377: pDescString[ i ] = 143; break;
case 261: pDescString[ i ] = 185; break;
case 263: pDescString[ i ] = 230; break;
case 281: pDescString[ i ] = 234; break;
case 322: pDescString[ i ] = 179; break;
case 324: pDescString[ i ] = 241; break;
case 243: pDescString[ i ] = 243; break;
case 347: pDescString[ i ] = 339; break;
case 380: pDescString[ i ] = 191; break;
case 378: pDescString[ i ] = 376; break;
}
#endif
#ifdef RUSSIAN
if ((unsigned char)Item[ubIndex].szBRDesc [j] == 208) //d0
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szBRDesc [j + 1] )
{
//capital letters
case 129: pDescString[ i ] = 197; j++; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO
case 144: pDescString[ i ] = 192; j++; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A
case 145: pDescString[ i ] = 193; j++; break;
case 146: pDescString[ i ] = 194; j++; break;
case 147: pDescString[ i ] = 195; j++; break;
case 148: pDescString[ i ] = 196; j++; break;
case 149: pDescString[ i ] = 197; j++; break;
case 150: pDescString[ i ] = 198; j++; break;
case 151: pDescString[ i ] = 199; j++; break;
case 152: pDescString[ i ] = 200; j++; break;
case 153: pDescString[ i ] = 201; j++; break;
case 154: pDescString[ i ] = 202; j++; break;
case 155: pDescString[ i ] = 203; j++; break;
case 156: pDescString[ i ] = 204; j++; break;
case 157: pDescString[ i ] = 205; j++; break;
case 158: pDescString[ i ] = 206; j++; break;
case 159: pDescString[ i ] = 207; j++; break;
case 160: pDescString[ i ] = 208; j++; break;
case 161: pDescString[ i ] = 209; j++; break;
case 162: pDescString[ i ] = 210; j++; break;
case 163: pDescString[ i ] = 211; j++; break;
case 164: pDescString[ i ] = 212; j++; break;
case 165: pDescString[ i ] = 213; j++; break;
case 166: pDescString[ i ] = 214; j++; break;
case 167: pDescString[ i ] = 215; j++; break;
case 168: pDescString[ i ] = 216; j++; break;
case 169: pDescString[ i ] = 217; j++; break;
case 170: pDescString[ i ] = 218; j++; break;
case 171: pDescString[ i ] = 219; j++; break;
case 172: pDescString[ i ] = 220; j++; break;
case 173: pDescString[ i ] = 221; j++; break;
case 174: pDescString[ i ] = 222; j++; break;
case 175: pDescString[ i ] = 223; j++; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters
case 176: pDescString[ i ] = 224; j++; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
case 177: pDescString[ i ] = 225; j++; break;
case 178: pDescString[ i ] = 226; j++; break;
case 179: pDescString[ i ] = 227; j++; break;
case 180: pDescString[ i ] = 228; j++; break;
case 181: pDescString[ i ] = 229; j++; break;
case 182: pDescString[ i ] = 230; j++; break;
case 183: pDescString[ i ] = 231; j++; break;
case 184: pDescString[ i ] = 232; j++; break;
case 185: pDescString[ i ] = 233; j++; break;
case 186: pDescString[ i ] = 234; j++; break;
case 187: pDescString[ i ] = 235; j++; break;
case 188: pDescString[ i ] = 236; j++; break;
case 189: pDescString[ i ] = 237; j++; break;
case 190: pDescString[ i ] = 238; j++; break;
case 191: pDescString[ i ] = 239; j++; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE
}
}
if ( ((unsigned char)Item[ubIndex].szBRDesc [j] == 209) ) //d1
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szBRDesc [j + 1] )
{
case 128: pDescString[ i ] = 240; j++; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER
case 129: pDescString[ i ] = 241; j++; break;
case 130: pDescString[ i ] = 242; j++; break;
case 131: pDescString[ i ] = 243; j++; break;
case 132: pDescString[ i ] = 244; j++; break;
case 133: pDescString[ i ] = 245; j++; break;
case 134: pDescString[ i ] = 246; j++; break;
case 135: pDescString[ i ] = 247; j++; break;
case 136: pDescString[ i ] = 248; j++; break;
case 137: pDescString[ i ] = 249; j++; break;
case 138: pDescString[ i ] = 250; j++; break;
case 139: pDescString[ i ] = 251; j++; break;
case 140: pDescString[ i ] = 252; j++; break;
case 141: pDescString[ i ] = 253; j++; break;
case 142: pDescString[ i ] = 254; j++; break;
case 143: pDescString[ i ] = 255; j++; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA
case 145: pDescString[ i ] = 229; j++; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
}
}
#endif
}
else
{
pDescString[i] ='\0';
}
}
#else
wcsncpy( pDescString, Item[ubIndex].szBRDesc, 400);
pDescString[399] ='\0';
#endif
}
return TRUE;
@@ -780,192 +49,8 @@ BOOLEAN LoadShortNameItemInfo(UINT16 ubIndex, STR16 pNameString )
{
if(pNameString != NULL)
{
#if 0
int j = -1;
for (int i=0;i<80;i++)
{
j++;
if ( i<(int)wcslen(Item[ubIndex].szItemName))
{
pNameString[i] = Item[ubIndex].szItemName [j];
// WANNE: German specific characters
#ifdef GERMAN
// We have a german special character
if (Item[ubIndex].szItemName [j] == -61)
{
// This character determines the special character
switch (Item[ubIndex].szItemName [j + 1])
{
// ü
case -68:
pNameString[i] = 252;
// Skip next character, because "umlaute" have 2 chars
j++;
break;
// Ü
case -100:
pNameString[i] = 220;
j++;
break;
// ä
case -92:
pNameString[i] = 228;
j++;
break;
// Ä
case -124:
pNameString[i] = 196;
j++;
break;
// ö
case -74:
pNameString[i] = 246;
j++;
break;
// Ö
case -106:
pNameString[i] = 214;
j++;
break;
// ß
case -97:
pNameString[i] = 223;
j++;
break;
}
}
#endif
#ifdef POLISH
switch( pNameString[ i ] )
{
case 260: pNameString[ i ] = 165; break;
case 262: pNameString[ i ] = 198; break;
case 280: pNameString[ i ] = 202; break;
case 321: pNameString[ i ] = 163; break;
case 323: pNameString[ i ] = 209; break;
case 211: pNameString[ i ] = 211; break;
case 346: pNameString[ i ] = 338; break;
case 379: pNameString[ i ] = 175; break;
case 377: pNameString[ i ] = 143; break;
case 261: pNameString[ i ] = 185; break;
case 263: pNameString[ i ] = 230; break;
case 281: pNameString[ i ] = 234; break;
case 322: pNameString[ i ] = 179; break;
case 324: pNameString[ i ] = 241; break;
case 243: pNameString[ i ] = 243; break;
case 347: pNameString[ i ] = 339; break;
case 380: pNameString[ i ] = 191; break;
case 378: pNameString[ i ] = 376; break;
}
#endif
#ifdef RUSSIAN
if ((unsigned char)Item[ubIndex].szItemName [j] == 208) //d0
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szItemName [j + 1] )
{
//capital letters
case 129: pNameString[ i ] = 197; j++; break; //U+0401 d0 81 CYRILLIC CAPITAL LETTER IO
case 144: pNameString[ i ] = 192; j++; break; //U+0410 A d0 90 CYRILLIC CAPITAL LETTER A
case 145: pNameString[ i ] = 193; j++; break;
case 146: pNameString[ i ] = 194; j++; break;
case 147: pNameString[ i ] = 195; j++; break;
case 148: pNameString[ i ] = 196; j++; break;
case 149: pNameString[ i ] = 197; j++; break;
case 150: pNameString[ i ] = 198; j++; break;
case 151: pNameString[ i ] = 199; j++; break;
case 152: pNameString[ i ] = 200; j++; break;
case 153: pNameString[ i ] = 201; j++; break;
case 154: pNameString[ i ] = 202; j++; break;
case 155: pNameString[ i ] = 203; j++; break;
case 156: pNameString[ i ] = 204; j++; break;
case 157: pNameString[ i ] = 205; j++; break;
case 158: pNameString[ i ] = 206; j++; break;
case 159: pNameString[ i ] = 207; j++; break;
case 160: pNameString[ i ] = 208; j++; break;
case 161: pNameString[ i ] = 209; j++; break;
case 162: pNameString[ i ] = 210; j++; break;
case 163: pNameString[ i ] = 211; j++; break;
case 164: pNameString[ i ] = 212; j++; break;
case 165: pNameString[ i ] = 213; j++; break;
case 166: pNameString[ i ] = 214; j++; break;
case 167: pNameString[ i ] = 215; j++; break;
case 168: pNameString[ i ] = 216; j++; break;
case 169: pNameString[ i ] = 217; j++; break;
case 170: pNameString[ i ] = 218; j++; break;
case 171: pNameString[ i ] = 219; j++; break;
case 172: pNameString[ i ] = 220; j++; break;
case 173: pNameString[ i ] = 221; j++; break;
case 174: pNameString[ i ] = 222; j++; break;
case 175: pNameString[ i ] = 223; j++; break; //U+042F d0 af CYRILLIC CAPITAL LETTER YA
//small letters
case 176: pNameString[ i ] = 224; j++; break; //U+0430 a d0 b0 CYRILLIC SMALL LETTER A
case 177: pNameString[ i ] = 225; j++; break;
case 178: pNameString[ i ] = 226; j++; break;
case 179: pNameString[ i ] = 227; j++; break;
case 180: pNameString[ i ] = 228; j++; break;
case 181: pNameString[ i ] = 229; j++; break;
case 182: pNameString[ i ] = 230; j++; break;
case 183: pNameString[ i ] = 231; j++; break;
case 184: pNameString[ i ] = 232; j++; break;
case 185: pNameString[ i ] = 233; j++; break;
case 186: pNameString[ i ] = 234; j++; break;
case 187: pNameString[ i ] = 235; j++; break;
case 188: pNameString[ i ] = 236; j++; break;
case 189: pNameString[ i ] = 237; j++; break;
case 190: pNameString[ i ] = 238; j++; break;
case 191: pNameString[ i ] = 239; j++; break; //U+043F d0 bf CYRILLIC SMALL LETTER PE
}
}
if ( ((unsigned char)Item[ubIndex].szItemName [j] == 209) ) //d1
{
// This character determines the special character
switch ( (unsigned char)Item[ubIndex].szItemName [j + 1] )
{
case 128: pNameString[ i ] = 240; j++; break; //U+0440 p d1 80 CYRILLIC SMALL LETTER ER
case 129: pNameString[ i ] = 241; j++; break;
case 130: pNameString[ i ] = 242; j++; break;
case 131: pNameString[ i ] = 243; j++; break;
case 132: pNameString[ i ] = 244; j++; break;
case 133: pNameString[ i ] = 245; j++; break;
case 134: pNameString[ i ] = 246; j++; break;
case 135: pNameString[ i ] = 247; j++; break;
case 136: pNameString[ i ] = 248; j++; break;
case 137: pNameString[ i ] = 249; j++; break;
case 138: pNameString[ i ] = 250; j++; break;
case 139: pNameString[ i ] = 251; j++; break;
case 140: pNameString[ i ] = 252; j++; break;
case 141: pNameString[ i ] = 253; j++; break;
case 142: pNameString[ i ] = 254; j++; break;
case 143: pNameString[ i ] = 255; j++; break; //U+044F d1 8f CYRILLIC SMALL LETTER YA
case 145: pNameString[ i ] = 229; j++; break; //U+0451 d1 91 CYRILLIC SMALL LETTER IO
}
}
#endif
}
else
{
pNameString[i] ='\0';
}
}
#else
wcsncpy( pNameString, Item[ubIndex].szItemName, 80 );
pNameString[79] ='\0';
#endif
}
return(TRUE);
+6
View File
@@ -886,6 +886,8 @@ enum
STR_PRISONER_DETECTION_VIP,
STR_PRISONER_REFUSE_SURRENDER_LEADER,
STR_PRISONER_TURN_VOLUNTEER,
STR_PRISONER_ESCAPE,
STR_PRISONER_NO_ESCAPE,
TEXT_NUM_PRISONER_STR
};
@@ -1910,6 +1912,8 @@ enum
STR_PB_ZOMBIE,
STR_PB_BANDIT,
STR_PB_BANDIT_KILLCIVS_IN_SECTOR,
STR_PB_TRANSPORT_GROUP,
STR_PB_TRANSPORT_GROUP_EN_ROUTE,
TEXT_NUM_STRATEGIC_TEXT
};
@@ -2547,6 +2551,7 @@ enum
MSG113_RADIO_ACTION_FAILED,
MSG113_NOT_ENOUGH_MORTAR_SHELLS,
MSG113_NO_SIGNAL_SHELL,
MSG113_NO_DEFAULT_SHELL,
MSG113_NO_MORTARS,
MSG113_ALREADY_JAMMING,
MSG113_ALREADY_LISTENING,
@@ -3138,6 +3143,7 @@ extern STR16 szRebelCommandText[];
extern STR16 szRebelCommandHelpText[];
extern STR16 szRebelCommandAdminActionsText[];
extern STR16 szRebelCommandDirectivesText[];
extern STR16 szRebelCommandAgentMissionsText[];
extern STR16 szRobotText[];
enum {
-5
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "interface control.h"
#else
#include <windows.h>
#include <mmsystem.h>
#include <string.h>
@@ -14,7 +10,6 @@
#include "renderworld.h"
#include "interface control.h"
#include "keymap.h"
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
-101
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "types.h"
#include <stdio.h>
#include <Windows.h>
@@ -14,7 +11,6 @@
#include "overhead types.h"
#include "wcheck.h"
#include "sys globals.h"
#endif
extern BOOLEAN GetCDromDriveLetter( STR8 pString );
@@ -397,115 +393,18 @@ BOOLEAN HandleJA2CDCheck( )
#endif
#ifdef NOCDCHECK
return( TRUE );
#else
BOOLEAN fFailed = FALSE;
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
INT32 cnt;
HWFILE hFile;
// Check for a file on CD....
if( GetCDromDriveLetter( zCdLocation ) )
{
for ( cnt = 0; cnt < 5; cnt++ )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, gCheckFilenames[ cnt ] );
hFile = FileOpen( zCdFile, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
// Check if it exists...
if ( !hFile )
{
fFailed = TRUE;
FileClose( hFile );
break;
}
// Check min size
//#ifndef GERMAN
// if ( FileGetSize( hFile ) < gCheckFileMinSizes[ cnt ] )
// {
// fFailed = TRUE;
// FileClose( hFile );
// break;
// }
//#endif
FileClose( hFile );
}
}
else
{
fFailed = TRUE;
}
if ( fFailed )
{
CHAR8 zErrorMessage[256];
sprintf( zErrorMessage, "%S", gzLateLocalizedString[ 56 ] );
// Pop up message boc and get answer....
if ( MessageBox( NULL, zErrorMessage, "Jagged Alliance 2 v1.13", MB_OK ) == IDOK )
{
return( FALSE );
}
}
return( TRUE );
#endif
}
BOOLEAN HandleJA2CDCheckTwo( )
{
#ifdef NOCDCHECK
return( TRUE );
#else
BOOLEAN fFailed = TRUE;
CHAR8 zCdLocation[ SGPFILENAME_LEN ];
CHAR8 zCdFile[ SGPFILENAME_LEN ];
// Check for a file on CD....
if( GetCDromDriveLetter( zCdLocation ) )
{
// OK, build filename
sprintf( zCdFile, "%s%s", zCdLocation, gCheckFilenames[ Random( 2 ) ] );
// Check if it exists...
if ( FileExists( zCdFile ) )
{
fFailed = FALSE;
}
}
if ( fFailed )
{
CHAR8 zErrorMessage[256];
sprintf( zErrorMessage, "%S", gzLateLocalizedString[ 56 ] );
// Pop up message boc and get answer....
if ( MessageBox( NULL, zErrorMessage, "Jagged Alliance 2 v1.13", MB_OK ) == IDOK )
{
return( FALSE );
}
}
else
{
return( TRUE );
}
return( FALSE );
#endif
}
-1
View File
@@ -63,7 +63,6 @@
#include "Message.h"
#include <memory.h>
#include "mbstring.h"
#include "Mutex Manager.h"
#include "local.h"
#include "Map Screen Interface Bottom.h"
#include "Soundman.h"
-776
View File
@@ -1,776 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="Utils"
ProjectGUID="{262A5F80-0B99-4E8E-A6C7-74CB1FD0A67C}"
RootNamespace="Utils"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_WIN32_WINNT=0x0500"
MinimalRebuild="true"
ExceptionHandling="1"
BasicRuntimeChecks="3"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_WIN32_WINNT=0x0500"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="MapEditor|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_WIN32_WINNT=0x0500"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="MapEditorD|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Editor.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;_WIN32_WINNT=0x0500"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
DisableSpecificWarnings="4100"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Release_WithDebugInfo|Win32"
OutputDirectory="..\lib\VS2005\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2005\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/D _CRT_SECURE_NO_DEPRECATE"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;_WIN32_WINNT=0x0500"
RuntimeLibrary="0"
RuntimeTypeInfo="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath=".\_Ja25DutchText.h"
>
</File>
<File
RelativePath=".\_Ja25EnglishText.h"
>
</File>
<File
RelativePath=".\_Ja25FrenchText.h"
>
</File>
<File
RelativePath=".\_Ja25GermanText.h"
>
</File>
<File
RelativePath=".\_Ja25ItalianText.h"
>
</File>
<File
RelativePath=".\_Ja25PolishText.h"
>
</File>
<File
RelativePath=".\_Ja25RussianText.h"
>
</File>
<File
RelativePath=".\Animated ProgressBar.h"
>
</File>
<File
RelativePath=".\bink.h"
>
</File>
<File
RelativePath=".\Cinematics Bink.h"
>
</File>
<File
RelativePath=".\Cinematics.h"
>
</File>
<File
RelativePath=".\Cursors.h"
>
</File>
<File
RelativePath=".\Debug Control.h"
>
</File>
<File
RelativePath=".\dsutil.h"
>
</File>
<File
RelativePath=".\Encrypted File.h"
>
</File>
<File
RelativePath=".\Event Manager.h"
>
</File>
<File
RelativePath=".\Event Pump.h"
>
</File>
<File
RelativePath=".\ExportStrings.h"
>
</File>
<File
RelativePath=".\Font Control.h"
>
</File>
<File
RelativePath=".\ImportStrings.h"
>
</File>
<File
RelativePath=".\INIReader.h"
>
</File>
<File
RelativePath=".\KeyMap.h"
>
</File>
<File
RelativePath=".\LocalizedStrings.h"
>
</File>
<File
RelativePath=".\maputility.h"
>
</File>
<File
RelativePath=".\MercTextBox.h"
>
</File>
<File
RelativePath=".\message.h"
>
</File>
<File
RelativePath=".\Multi Language Graphic Utils.h"
>
</File>
<File
RelativePath=".\Multilingual Text Code Generator.h"
>
</File>
<File
RelativePath=".\Music Control.h"
>
</File>
<File
RelativePath=".\popup_callback.h"
>
</File>
<File
RelativePath=".\popup_class.h"
>
</File>
<File
RelativePath=".\popup_definition.h"
>
</File>
<File
RelativePath=".\PopUpBox.h"
>
</File>
<File
RelativePath=".\Quantize Wrap.h"
>
</File>
<File
RelativePath=".\Quantize.h"
>
</File>
<File
RelativePath=".\Slider.h"
>
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<File
RelativePath=".\Sound Control.h"
>
</File>
<File
RelativePath=".\STIConvert.h"
>
</File>
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RelativePath=".\Text Input.h"
>
</File>
<File
RelativePath=".\Text.h"
>
</File>
<File
RelativePath=".\Timer Control.h"
>
</File>
<File
RelativePath=".\Utilities.h"
>
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RelativePath=".\Utils All.h"
>
</File>
<File
RelativePath=".\Win Util.h"
>
</File>
<File
RelativePath=".\WordWrap.h"
>
</File>
<File
RelativePath=".\XML_auto_parse.h"
>
</File>
<File
RelativePath=".\XML_Language.h"
>
</File>
<File
RelativePath=".\XML_Parser.h"
>
</File>
<File
RelativePath=".\XML_SenderNameList.h"
>
</File>
<File
RelativePath=".\XMLWriter.h"
>
</File>
</Filter>
<Filter
Name="Source Files"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
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>
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>
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>
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>
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>
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>
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<File
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>
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>
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<File
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>
</File>
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>
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RelativePath=".\popup_definition.cpp"
>
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<File
RelativePath=".\PopUpBox.cpp"
>
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<File
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>
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>
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>
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>
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<File
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>
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>
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>
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>
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>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
-776
View File
@@ -1,776 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="Utils"
ProjectGUID="{DB40B90D-13F9-4FEC-8F1D-0506CC496586}"
RootNamespace="Utils"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\lib\VS2008\$(ConfigurationName)"
IntermediateDirectory="..\build\VS2008\$(ProjectName)_$(ConfigurationName)"
ConfigurationType="4"
InheritedPropertySheets="..\ja2.vsprops;..\ja2_Debug.vsprops"
CharacterSet="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
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Binary file not shown.
+17 -108
View File
@@ -1,6 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "overhead types.h"
#include "Soldier Control.h"
@@ -36,7 +33,6 @@
#include "XML.h"
#include "utilities.h"
#include "store inventory.h"
#endif
// Flugente: in order not to loop over MAXITEMS items if we only have a few thousand, remember the actual number of items in the xml
UINT32 gMAXITEMS_READ = 0;
@@ -311,7 +307,9 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
strcmp(name, "ProvidesRobotNightVision") == 0 ||
strcmp(name, "ProvidesRobotLaserBonus") == 0 ||
strcmp(name, "FoodSystemExclusive") == 0 ||
strcmp(name, "DiseaseSystemExclusive") == 0
strcmp(name, "DiseaseSystemExclusive") == 0 ||
strcmp(name, "TransportGroupMinProgress") == 0 ||
strcmp(name, "TransportGroupMaxProgress") == 0
)
{
pData->curElement = ELEMENT_PROPERTY;
@@ -388,9 +386,6 @@ static void XMLCALL
itemEndElementHandle(void *userData, const XML_Char *name)
{
itemParseData * pData = (itemParseData *)userData;
#if 0
char temp;
#endif
if(pData->currentDepth <= pData->maxReadDepth) //we're at the end of an element that we've been reading
{
@@ -442,136 +437,40 @@ itemEndElementHandle(void *userData, const XML_Char *name)
// pData->curItem.szItemName[MAX_CHAR_DATA_LENGTH] = '\0';
//}
#if 0
if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
strcpy(pData->curItem.szItemName,pData->szCharData);
else
{
strncpy(pData->curItem.szItemName,pData->szCharData,MAX_CHAR_DATA_LENGTH);
pData->curItem.szItemName[MAX_CHAR_DATA_LENGTH] = '\0';
}
for(int i=0;i<min((int)strlen(pData->szCharData),MAX_CHAR_DATA_LENGTH);i++)
{
temp = pData->szCharData[i];
pData->curItem.szItemName[i] = temp;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("itemEndElementHandle: itemname[%d] = %s, temp = %s",i,&pData->curItem.szItemName[i],&temp));
}
#else
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curItem.szItemName, sizeof(pData->curItem.szItemName)/sizeof(pData->curItem.szItemName[0]) );
pData->curItem.szItemName[sizeof(pData->curItem.szItemName)/sizeof(pData->curItem.szItemName[0]) - 1] = '\0';
#endif
}
else if(strcmp(name, "szLongItemName") == 0)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"itemEndElementHandle: longitemname");
pData->curElement = ELEMENT;
#if 0
if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
{
strcpy(pData->curItem.szLongItemName,pData->szCharData);
}
else
{
strncpy(pData->curItem.szLongItemName,pData->szCharData,MAX_CHAR_DATA_LENGTH);
pData->curItem.szLongItemName[MAX_CHAR_DATA_LENGTH] = '\0';
}
for(int i=0;i<min((int)strlen(pData->szCharData),MAX_CHAR_DATA_LENGTH);i++)
{
temp = pData->szCharData[i];
pData->curItem.szLongItemName[i] = temp;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("itemEndElementHandle: longitemname[%d] = %s, temp = %s",i,&pData->curItem.szLongItemName[i],&temp));
}
//if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
//{
// strcpy(pData->curItem.szLongItemName,pData->szCharData);
//}
//else
//{
// strncpy(pData->curItem.szLongItemName,pData->szCharData,MAX_CHAR_DATA_LENGTH);
// pData->curItem.szLongItemName[MAX_CHAR_DATA_LENGTH] = '\0';
//}
#else
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curItem.szLongItemName, sizeof(pData->curItem.szLongItemName)/sizeof(pData->curItem.szLongItemName[0]) );
pData->curItem.szLongItemName[sizeof(pData->curItem.szLongItemName)/sizeof(pData->curItem.szLongItemName[0]) - 1] = '\0';
#endif
}
else if(strcmp(name, "szItemDesc") == 0)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"itemEndElementHandle: itemdesc");
pData->curElement = ELEMENT;
#if 0
if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
strcpy(pData->curItem.szItemDesc,pData->szCharData);
else
{
strncpy(pData->curItem.szItemDesc,pData->szCharData,MAX_CHAR_DATA_LENGTH);
pData->curItem.szItemDesc[MAX_CHAR_DATA_LENGTH] = '\0';
}
for(int i=0;i<min((int)strlen(pData->szCharData),MAX_CHAR_DATA_LENGTH);i++)
{
temp = pData->szCharData[i];
pData->curItem.szItemDesc[i] = temp;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("itemEndElementHandle: itemdesc[%d] = %s, temp = %s",i,&pData->curItem.szItemDesc[i],&temp));
}
#else
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curItem.szItemDesc, sizeof(pData->curItem.szItemDesc)/sizeof(pData->curItem.szItemDesc[0]) );
pData->curItem.szItemDesc[sizeof(pData->curItem.szItemDesc)/sizeof(pData->curItem.szItemDesc[0]) - 1] = '\0';
#endif
}
else if(strcmp(name, "szBRName") == 0)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"itemEndElementHandle: brname");
pData->curElement = ELEMENT;
#if 0
if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
strcpy(pData->curItem.szBRName,pData->szCharData);
else
{
strncpy(pData->curItem.szBRName,pData->szCharData,MAX_CHAR_DATA_LENGTH);
pData->curItem.szBRName[MAX_CHAR_DATA_LENGTH] = '\0';
}
for(int i=0;i<min((int)strlen(pData->szCharData),MAX_CHAR_DATA_LENGTH);i++)
{
temp = pData->szCharData[i];
pData->curItem.szBRName[i] = temp;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("itemEndElementHandle: BRname[%d] = %s, temp = %s",i,&pData->curItem.szBRName[i],&temp));
}
#else
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curItem.szBRName, sizeof(pData->curItem.szBRName)/sizeof(pData->curItem.szBRName[0]) );
pData->curItem.szBRName[sizeof(pData->curItem.szBRName)/sizeof(pData->curItem.szBRName[0]) - 1] = '\0';
#endif
}
else if(strcmp(name, "szBRDesc") == 0)
{
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"itemEndElementHandle: brdesc");
pData->curElement = ELEMENT;
#if 0
if(MAX_CHAR_DATA_LENGTH >= strlen(pData->szCharData))
strcpy(pData->curItem.szBRDesc,pData->szCharData);
else
{
strncpy(pData->curItem.szBRDesc,pData->szCharData,MAX_CHAR_DATA_LENGTH);
pData->curItem.szBRDesc[MAX_CHAR_DATA_LENGTH] = '\0';
}
for(int i=0;i<min((int)strlen(pData->szCharData),MAX_CHAR_DATA_LENGTH);i++)
{
temp = pData->szCharData[i];
pData->curItem.szBRDesc[i] = temp;
//DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("itemEndElementHandle: BRdesc[%d] = %s, temp = %s",i,&pData->curItem.szBRDesc[i],&temp));
}
#else
MultiByteToWideChar( CP_UTF8, 0, pData->szCharData, -1, pData->curItem.szBRDesc, sizeof(pData->curItem.szBRDesc)/sizeof(pData->curItem.szBRDesc[0]) );
pData->curItem.szBRDesc[sizeof(pData->curItem.szBRDesc)/sizeof(pData->curItem.szBRDesc[0]) - 1] = '\0';
#endif
}
else if(strcmp(name, "usItemClass") == 0)
{
@@ -1608,26 +1507,36 @@ itemEndElementHandle(void *userData, const XML_Char *name)
}
else if (strcmp(name, "ProvidesRobotNightVision") == 0)
{
pData->curElement == ELEMENT;
pData->curElement = ELEMENT;
pData->curItem.fProvidesRobotNightVision = (BOOLEAN)atol(pData->szCharData);
}
else if (strcmp(name, "ProvidesRobotLaserBonus") == 0)
{
pData->curElement == ELEMENT;
pData->curElement = ELEMENT;
pData->curItem.fProvidesRobotLaserBonus = (BOOLEAN)atol(pData->szCharData);
}
else if (strcmp(name, "FoodSystemExclusive") == 0)
{
pData->curElement == ELEMENT;
pData->curElement = ELEMENT;
if (atol(pData->szCharData))
pData->curItem.usLimitedToSystem|= FOOD_SYSTEM_FLAG;
}
else if (strcmp(name, "DiseaseSystemExclusive") == 0)
{
pData->curElement == ELEMENT;
pData->curElement = ELEMENT;
if (atol(pData->szCharData))
pData->curItem.usLimitedToSystem|= DISEASE_SYSTEM_FLAG;
}
else if (strcmp(name, "TransportGroupMinProgress") == 0)
{
pData->curElement = ELEMENT;
pData->curItem.iTransportGroupMinProgress = (INT8)atoi(pData->szCharData);
}
else if (strcmp(name, "TransportGroupMaxProgress") == 0)
{
pData->curElement = ELEMENT;
pData->curItem.iTransportGroupMaxProgress = (INT8)atoi(pData->szCharData);
}
--pData->maxReadDepth;
}
-6
View File
@@ -1,8 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "Editor All.h"
#include "LuaInitNPCs.h"
#else
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
@@ -16,7 +11,6 @@
#include "Encrypted File.h"
#include "GameSettings.h"
#include "Text.h"
#endif
#include "XML_Language.h"
-4
View File
@@ -1,13 +1,9 @@
#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#else
#include "sgp.h"
#include "Debug Control.h"
#include "expat.h"
#include "XML.h"
#include "Interface.h"
#include "Text.h"
#endif
struct
{
+123 -28
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("CHINESE")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( CHINESE )
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_ChineseText_public_symbol(void){;}
@@ -2480,7 +2476,8 @@ STR16 pAssignmentStrings[] =
L"掩埋尸体", //L"Burial",
L"管理", //L"Admin",
L"探索", //L"Explore"
L"事件" //L"Event" rftr: merc is on a mini event
L"事件", //L"Event", rftr: merc is on a mini event
L"任务", //L"Mission", rftr: rebel command
};
@@ -3229,11 +3226,11 @@ STR16 gzMercSkillTextNew[] =
// new minor traits
L"无线电操作员", // 21
L"告发", // 22
L"生还者", //L"Survival"
L"向导", //L"Survival"
// second names for major skills
L"机枪手", // 24
L"掷弹兵",
L"枪炮专家", //L"Bombardier",
L"狙击手",
L"游骑兵",
L"枪斗术",
@@ -3255,7 +3252,7 @@ STR16 gzMercSkillTextNew[] =
L"间谍", // 43
L"Placeholder", // for radio operator (minor trait)
L"Placeholder", // for snitch (minor trait)
L"生还者", // for survival (minor trait)
L"向导", // for survival (minor trait)
L"更多...", // 47
L"情报", //L"Intel", for INTEL
L"伪装", //L"Disguise", for DISGUISE
@@ -3571,6 +3568,8 @@ STR16 gpStrategicString[] =
L"僵尸", //L"Zombie",
L"土匪", //L"Bandit",
L"土匪杀死了%d名平民,在%s分区。", //注:这里的%d和%s不可以随意放前面或后面,一定要按英文顺序,不然会出错。(%d和%s 在中文中不能反过来。) L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4662,6 +4661,7 @@ STR16 pTransactionText[] =
L"微型事件", //L"Mini event", rftr: mini events
L"从反抗军司令部转移资金", //L"Funds transferred from rebel command", rftr: rebel command
L"资金转移到反抗军司令部", //L"Funds transferred to rebel command", rftr: rebel command
L"支付赏金", //L"Bounty payout", rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6215,7 +6215,7 @@ STR16 zOptionsText[] =
STR16 z113FeaturesScreenText[] =
{
L"1.13 特征功能", //L"1.13 FEATURE TOGGLES",
L"在游戏中更改这些选项将影响您的游戏体验。", //L"Changing these settings during a campaign will affect your experience.",
L"在游戏中更改这些选项将影响您的游戏体验。(更改后必须重新开始新游戏)", //L"Changing these settings during a campaign will affect your experience.",
L"将鼠标悬停在功能按钮上以获得更多信息。某些功能需要在JA2_Options.ini(或其他文件)中设置。", //L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).",
};
@@ -6264,6 +6264,7 @@ STR16 z113FeaturesToggleText[] =
L"天气功能:暴风雪", //L"Weather: Snow",
L"随机事件功能", //L"Mini Events",
L"反抗军司令部功能", //L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6311,6 +6312,7 @@ STR16 z113FeaturesHelpText[] =
L"|天|气|功|能||暴|风|雪\n \n覆盖 [Tactical Weather Settings] ALLOW_SNOW\n \n暴风雪降低了能见度。\n \n配置选项:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW\n \n", //L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|随|机|事|件|功|能\n \n覆盖 [Mini Events Settings] MINI_EVENTS_ENABLED\n \n可能发生一些随机互动事件。\n \n配置选项:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \n详细信息请查看MiniEvents.lua。\n \n", //L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|反|抗|军|司|令|部|功|能\n \n覆盖 [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \n允许你升级占领的城镇,控制反抗军在战略层面上运作。\n \n详细的内容设定请查看RebelCommand_Settings.ini。\n \n", //L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6358,6 +6360,7 @@ STR16 z113FeaturesPanelText[] =
L"启用暴风雪功能。在暴风雪中,更难被看到,武器退化更快,呼吸也更困难。", //L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"在游戏过程中,可能会弹出简短的事件。您可以从两个选项中选择一个,这可能会产生积极或消极的影响。事件可以影响各种各样的事情,但主要是你的佣兵。", //L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"在完成反抗军食物运送任务后,你可以访问他们的(A.R.C)指挥部网站。在这里你可以设定反抗军的政策,也可以为占领区单独设置地方政策。这将带来丰厚的奖励。作为代价,城镇的民忠会上升得更慢,所以你需要更加努力地让当地人信任你。", //L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6534,7 +6537,7 @@ STR16 zOptionsToggleText[] =
L"实时确认", //"Real Time Confirmation",
L"显示睡觉/醒来时的提示", //"Display sleep/wake notifications",
L"使用公制系统", //"Use Metric System",
L"佣兵移动时高亮显示", //"Merc Lights during Movement",
L"高亮显示佣兵", //"Highlight Mercs",
L"锁定佣兵", //"Snap Cursor to Mercs",
L"锁定门", //"Snap Cursor to Doors",
L"物品闪亮", //"Make Items Glow",
@@ -6576,6 +6579,8 @@ STR16 zOptionsToggleText[] =
L"反转鼠标滚轮", //L"Invert mouse wheel",
L"保持佣兵间距", // when multiple mercs are selected, they will try to keep their relative distances
L"显示已知敌人位置", //L"Show enemy location", show locator on last known enemy location
L"准心开始时为最大", // L"Start at maximum aim",
L"替换新的寻路方式", // L"Alternative pathfinding",
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6636,8 +6641,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"打开时,使用公制系统,否则使用英制系统。",
//Merc Lighted movement
L"打开时,佣兵移动时会照亮地表,切换虚拟佣兵光照。(|G)\n(关闭这个选项会使游戏的显示速度变快)",
//Highlight Mercs
L"打开时,虚拟灯光会照亮佣兵周围。(|G", //L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)",
//Smart cursor
L"打开时,光标移动到佣兵身上时会高亮显示佣兵。",
@@ -6693,8 +6698,10 @@ STR16 zOptionsScreenHelpText[] =
L"打开时,会直接显示该区域最后一个敌人的大致位置。",
L"打开时,在区域物品栏界面,右键点击装有物品的携行具时可直接显示包含的物品。",
L"打开时,反转鼠标滚轮方向。",
L"打开时,当选择多个佣兵,在前进时会保持彼此的间距。|C|t|r|l+|A|l|t+|G \n(按|S|h|i|f|t+点击人物头像可以加入或移出队伍)", //L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", TODO.Translate
L"打开时,会显示已知敌人最后移动的位置。", //L"When ON, shows last known enemy location.", TODO.Translate
L"打开时,当选择多个佣兵,在前进时会保持彼此的间距。|C|t|r|l+|A|l|t+|G \n(按|S|h|i|f|t+点击人物头像可以加入或移出队伍)", //L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)",
L"打开时,会显示已知敌人最后移动的位置。", //L"When ON, shows last known enemy location.",
L"打开时,默认瞄准值为最大,而不是无。", //L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"打开时,使用A*寻路算法,而不是原始算法。", //L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"强制 Bobby Ray 出货",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7030,7 +7037,7 @@ STR16 pMessageStrings[] =
L"磁盘空间不足。只有%sMB可用空间,《铁血联盟2》需要%sMB。",
L"从AIM雇佣了%s。", //"Hired %s from AIM",
L"%s抓住了%s。", //"%s has caught %s.", //'Merc name' has caught 'item' -- let SirTech know if name comes after item.
L"%s使用了拾取)%s。", //L"%s has taken %s。",
L"%s使用了拾取了、中了%s。", //L"%s has taken %s。",
L"%s没有医疗技能", //"%s has no medical skill",//'Merc name' has no medical skill.
//CDRom errors (such as ejecting CD while attempting to read the CD)
@@ -7129,7 +7136,7 @@ STR16 pMessageStrings[] =
L"虚拟佣兵光照开启",
L"虚拟佣兵光照关闭",
L"军队%s活动。", //L"Squad %s active.",
L"%s作弊者%s。", //L"%s smoked %s.",
L"%s抽了只%s。", //L"%s smoked %s.",
L"激活作弊?", //L"Activate cheats?",
L"关闭作弊?", //L"Deactivate cheats?",
};
@@ -7665,6 +7672,7 @@ STR16 New113Message[] =
L"无线电操作失败!",
L"迫击炮弹不足,无法在分区发动密集轰炸!",
L"Items.xml里没有定义信号弹物品!",
L"No High-Explosive shell item found in Items.xml!",
L"未发现迫击炮,无法执行密集轰炸!",
L"干扰信号成功,不需要重复操作!",
L"正在监听周围声音,无需重复操作!",
@@ -7828,7 +7836,7 @@ STR16 MissingIMPSkillsDescriptions[] =
// Radio Operator
L"无线电操作员:你通过使用通讯设备让队伍的战略和战术水平得到了提升。 ± ", //L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ",
// Survival
L"生还者: 大自然是你第二个家。 ± ", //L"Survival: Nature is a second home to you. ± ",
L"向导: 大自然是你第二个家。 ± ", //L"Survival: Nature is a second home to you. ± ",
};
STR16 NewInvMessage[] =
@@ -8131,7 +8139,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"身心健全",
L"怕热",
L"神经质",
L"幽闭恐",
L"幽闭恐",
L"旱鸭子",
L"怕虫",
L"健忘",
@@ -8685,6 +8693,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|医|用|夹|板", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t",
L"|阻|燃|弹|药", //L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o",
L"|燃|烧|弹|药", //L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8728,7 +8737,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \n这个物品会挡住准心,你无法再使\n用准心瞄准。", //L"\n \nThis item will block your iron sights\nso you cannot use them.",
L"\n \n这种弹药可以破坏发光的墙。\n或者其它不同种类的物品。", //L"\n \nThis ammo can destroy light walls\nand various other objects.",
L"\n \n如果你脸上带了这个,这就将降低\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \n如果保存在物品栏\n降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \n如果保存在物品栏降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \n拿在手里,就可以抵挡前方的伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.",
L"\n \n你可以使用它拍照。", //L"\n \nYou can take photos with this.",
L"\n \n这个物品能让你更有效地掩埋尸体。", //L"\n \nThis item makes you more effective at burying corpses.",
@@ -8740,6 +8749,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \n一旦应用, 这个物品可以提高对你的手臂\n或者腿部重伤的治疗速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.",
L"\n \n这种弹药可以灭火。", //L"\n \nThis ammo can extinguish fire.",
L"\n \n这种弹药会引起燃烧(火灾)。", //L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9196,6 +9206,8 @@ STR16 szPrisonerTextStr[]=
L"一个高阶军官%s被发现!", //L"A high-ranking army officer in %s has been revealed!",
L"敌方领袖拒绝考虑投降!", //L"The enemy leader refuses to even consider surrender!",
L"%d名囚犯自愿加入我军。", //L"%d prisoners volunteered to join our forces.",
L"你的佣兵成功逃脱了敌人的追捕。", //L"Some of your mercs managed to escape the enemy capture!",
L"没有逃跑与投降,只有死战到底!", //L"No possible escape is seen, it's a fight to the death!",
};
STR16 szMTATextStr[]=
@@ -11864,12 +11876,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] =
{
L"Arulco反抗军司令部 - 国家总览", //L"Arulco Rebel Command - National Overview",
L"Arulco反抗军司令部 - 地区总览", //L"Arulco Rebel Command - Regional Overview",
L"点击地区总览", //L"Switch to Regional Overview",
L"点击国家总览", //L"Switch to National Overview",
L"国家总览", //L"National Overview",
L"地区总览", //L"Regional Overview",
L"任务总览", //L"Mission Overview",
L"选择区域:", //L"Select View:",
L"地区总览 (2)", //L"Regional (2)",
L"国家总览 (1)", //L"National (1)",
L"任务(3)", //L"Mission (3)",
L"物资:", //L"Supplies:",
L"后勤物资", //L"Incoming Supplies",
L"情报:", //L"Intel:",
L" /天", //L"/day",
L"当前项目", //L"Current Directive",
L"升级项目($%d", //L"Improve Directive ($%d)",
@@ -11927,18 +11943,69 @@ STR16 szRebelCommandText[] =
L"<", //L"<",
L">", //L">",
L"更改此指令操作将花费$%d并重置。确认支出?", //L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"补给不足!管理操作已禁用。", //L"Insufficient supplies! Admin Actions have been DISABLED.",
L"每过%d小时可获得新任务。", //L"New missions will be available every %d hours.",
L"A.R.C网站上已有新任务可以获取。", //L"New missions are available at the A.R.C. website.",
L"任务准备工作进行中。", //L"Mission preparations in progress.",
L"任务持续时间:%d天", //L"Mission duration: %d days",
L"成功率:%d%s", //L"Chance of success: %d%s",
L"[编辑]", //L"[REDACTED]",
L"姓名:%s", //L"Name: %s",
L"地址:%s", //L"Location: %s",
L"分配任务:%s", //L"Assignment: %s",
L"合同:%d天", //L"Contract: %d days",
L"合同:%d小时", //L"Contract: %d hours",
L"合同:---", //L"Contract: ---",
L"代理奖金:", //L"Agent bonus:",
L"成功率+%d%s (%s)", //L"Chance of success +%d%s (%s)",
L"部署范围+%d (%s)", //L"Deployment range +%d (%s)",
L"ASD收入-%2.0f%s (%s)", //L"ASD Income -%2.0f%s (%s)",
L"偷窃燃料;发送至%s (%s)", //L"Steal fuel; send to %s (%s)",
L"销毁储存单位(%s)", //L"Destroy reserve units (%s)",
L"时间+%2.0f%s (%s)", //L"Time +%2.0f%s (%s)",
L"视野-%2.0f%s (%s)", //L"Vision -%2.0f%s (%s)",
L"装备质量-%d (%s)", //L"Gear quality -%d (%s)",
L"总体统计-%d (%s)", //L"Overall stats -%d (%s)",
L"训练人数上限:%d (%s)", //L"Max trainers: %d (%s)",
L"支付+%2.0f%s (%s)", //L"Payout +%2.0f%s (%s)",
L"支付限额增加到$%d (%s)", //L"Payout limit increased to $%d (%s)",
L"军官奖励(%s)", //L"Bonus for officers (%s)",
L"车辆奖励(%s)", //L"Bonus for vehicles (%s)",
L"持续时间+%d小时(%s)", //L"Duration +%d hours (%s)",
L"特工不在城镇", //L"Agent not in town",
L"城镇忠诚度太低", //L"Town loyalty too low",
L"特工不可用", //L"Agent unavailable",
L"特工合同到期", //L"Agent contract expiring",
L"无法使用反抗军特工", //L"Can't use rebel agent",
L"战斗进行中", //L"Battle in progress",
L"准备任务(%d补给)", //L"Prepare Mission (%d supplies)",
L"查看当前任务结果", //L"View active mission effects",
L"查看可用任务列表", //L"View available mission list",
L"你可以做准备展示的两个任务之一,一旦派遣特工成功,他们将在大约%d小时内不可用,然后再次可用。任务准备完成时,会有弹窗提醒,任务效果将变为有效。", //L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"一名抵抗军特工可以前去准备这个任务,但是使用佣兵的话效果会更好。他们的等级和技能可以带来额外的任务奖励。", //L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"任务准备的花销将根据同时准备或激活的其它任务数量有所增加。", //L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"新的任务将在%d日00:00可用。", //L"New missions will be available on Day %d at 00:00.",
L"激活的任务:", //L"Active missions:",
L"%s - 准备中 - 就绪时间:%d日,%02d:%02d", //L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - 生效 - 过期时间:%d日,%02d:%02d", //L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d补给)]", //L"[%s (%d supplies)]",
L"%s派遣一名反抗军特工去准备这个任务?", //L"%s Send a rebel agent to prepare this mission?",
L"%s派遣%s去准备这个任务?他将会在大致%d小时后返回。", //L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s派遣%s去准备这个任务?她将会在大致%d小时后返回。", //L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"任务\"%s\"生效中。", //L"Mission \"%s\" is now in effect.",
L"任务\"%s\"准备失败。", //L"Preparations for mission \"%s\" failed.",
L"任务\"%s\"已经过期,不再生效。", //L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] =
{
L"|物|资\n \n食物、水、医疗用品、武器以及任何\n反抗军认为有用的物资。反抗军会自动收集。", //L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|后|勤|物|资\n \n反抗军每天都会自动收集物资。当你\n占领更多的城镇时,他们每天能够\n找到的物资补给量将会增加。", //L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|后|勤|物|资\n \n反抗军每天都会自动收集物资。当你\n占领更多的城镇时,他们每天能够\n找到的物资补给量将会增加。\n \n+%d (基础收入)", //L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|当|前|项|目\n \n你可以选择反抗军优先进行的战略目标。\n当你选定好战略目标时,新的项目指令将生效。", //L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|指|挥|部\n \n指挥部一旦部署,就会负责处理\n该区域内的日常事务。包括支持当地人,制造\n反抗宣传,制定地区政策等等。", //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|忠|诚|度\n \n许多行政命令的有效性取决于\n该地区的忠诚度,提高忠诚度\n能得到最大利益化。", //L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|最|高|忠|诚|度\n \n你需要说服当地人完全信任你。这可以\n通过为他们建立物资供应来实现,表明\n你打算改善他们的生活质量。", //L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|援|助|物|资\n \n将物资送到此处的反抗军手里,并允许\n他们根据需要使用。这将少量增加\n该地区的忠诚度,但是会略微增加制定\n该地区政策的成本", //L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"该管理行动只会作用到城镇区域。", //L"This Admin Action applies its bonus to town sectors only.", TODO.Translate
L"该管理行动只会作用到城镇区域", //L"This Admin Action applies its bonus to town sectors only.",
L"该管理行动会作用到城镇区域。\n和直接相邻的区域。", //L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"该管理行动会作用到城镇区域。\n1级覆盖周边1个区域。\n2级覆盖周边2个区域。", //L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
L"该管理行动会作用到城镇区域。\n1级覆盖周边2个区域。\n2级覆盖周边3个区域。", //L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.",
@@ -11966,7 +12033,7 @@ STR16 szRebelCommandAdminActionsText[] =
L"民兵武器库", //L"Militia Warehouses",
L"在偏远地区建造仓库,让反抗军为民兵储备武器。提供每日民兵资源。", //L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"税务局", //L"Regional Taxes",
L"从当地人那里筹集资金来帮助你。这是一种永久的行为。增加每日收入,但地区忠诚度会逐日下降。", //L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"从当地人那里筹集资金来帮助你。增加每日收入,但地区忠诚度会逐日下降。", //L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"民间援助", //L"Civilian Aid",
L"指派一些反抗军直接协助和支持该地区的平民。增加每天志愿者的总数。", //L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"私人佣兵团", //L"Merc Support",
@@ -12030,6 +12097,34 @@ STR16 szRebelCommandDirectivesText[] =
L"升级此项将会增加每天志愿者人数。", //L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"深入部署", //L"Deep Deployment",
L"协同行动,悄悄地抵进敌军,但是要小心:这可能会让你部署在劣势区域。当进攻敌军部队时,部署区会更大。", //L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"扰乱ASD", //L"Disrupt ASD",
L"破坏Arulco特种部门(ASD)的日常行动。临时阻止ASD部署更多的机械化单位,并且大幅度降低他们的每日收入。", //L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"战略情报", //L"Strategic Intel",
L"侦听敌人,发现敌军的攻击目标。当在战略地图上观察队伍时,敌军优先进攻的目标区域会被标红。", //L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"强化本地商店", //L"Improve Local Shops",
L"为商人们建立横跨国家的渠道,让他们更方便进到好货。商店将会出售更好的物资。", //L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"减缓战略决策", //L"Slow Strategic Decisions",
L"在敌人的高级指挥层中散布迷惑性和误导性消息。使得敌人会花更长时间进行战略层面的决策。", //L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"降低战备程度", //L"Lower Readiness",
L"戏弄敌军士兵,让他们的警惕性下降。在因为佣兵行动进入警戒前,敌军士兵的视距下降。", //L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"破坏装备", //L"Sabotage Equipment",
L"袭扰敌军的补给线,阻止敌军维护他们的装备。敌军士兵将会使用比平时更糟的装备。", //L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"破坏载具", //L"Sabotage Vehicles",
L"破坏敌军的载具维护中心,削弱他们的战斗效能和战备度。遭遇到的敌军载具状态下降。", //L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"输送补给", //L"Send Supplies",
L"临时增加对这个城镇的直接援助。城镇忠诚度会在任务期间被动提升。", //L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"士兵悬赏(Kingpin)", //L"Soldier Bounties (Kingpin)",
L"杀敌以获得资金奖励。和Kingpin谈谈,他感觉可以利用你的存在来削弱女王的权威。奖金会在午夜存入你的账户,每天最多$%d。", //L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"在城镇外任意地区训练民兵", //L"Train Militia Anywhere",
L"野外训练区是可以快速设立和拆毁的。民兵可以在城镇外的非交战区接受训练。", //L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] =
{
L"已经安装在机器人身上的武器不能替换。", //L"The robot's installed weapon cannot be changed.",
@@ -12070,4 +12165,4 @@ STR16 ChineseSpecString10 = L"%s [%d%(%d%)]\n%s %d% (%d/%d)\n%s %d%\
STR16 ChineseSpecString11 = L"%s (%s) [%d%(%d%)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s"; // added by Flugente
STR16 ChineseSpecString12 = L"%s (%s) [%d%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%"; // added by Flugente
#endif //CHINESE
#endif //CHINESE
+111 -16
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("DUTCH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( DUTCH )
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_DutchText_public_symbol(void){;}
@@ -2479,7 +2475,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
@@ -3571,6 +3568,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4665,6 +4664,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6267,6 +6267,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6314,6 +6315,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6361,6 +6363,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6536,7 +6539,7 @@ STR16 zOptionsToggleText[] =
L"Bevestiging Real-Time",
L"Slaap/wakker-berichten",
L"Metrieke Stelsel",
L"Huurling Oplichten",
L"Licht Huurlingen Op",
L"Auto-Cursor naar Huurling",
L"Auto-Cursor naar Deuren",
L"Items Oplichten",
@@ -6578,6 +6581,8 @@ STR16 zOptionsToggleText[] =
L"Invert mouse wheel", // TODO.Translate
L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6638,8 +6643,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Wanneer INGESCHAKELD wordt het metrieke stelsel gebruikt, anders het Imperiale stelsel.",
//Merc Lighted movement
L"Wanneer INGESCHAKELD, de huurling verlicht de grond tijdens het lopen. Schakel UIT voor sneller spelen.\nToggle artificial merc light. (|G)", // TODO.Translate
//Highlight Mercs
L"Wanneer INGESCHAKELD, wordt de huurling gemarkeerd (niet zichtbaar voor vijanden).\nSchakel in het spel met (|G)",
//Smart cursor
L"Wanneer INGESCHAKELD zullen huurlingen dichtbij de cursor automatisch oplichten.",
@@ -6697,6 +6702,8 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, inverts mouse wheel directions.", // TODO.Translate
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate
L"When ON, shows last known enemy location.", //TODO.Translate
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7671,6 +7678,7 @@ STR16 New113Message[] =
L"Radio action failed!",
L"Not enough mortar shells in sector to start a barrage!",
L"No signal shell item found in Items.xml!",
L"No High-Explosive shell item found in Items.xml!",
L"No mortars found, cannot commence barrage!",
L"Already jamming signal, no need to do so again!",
L"Already listening for nearby sounds, no need to do so again!",
@@ -8695,6 +8703,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8738,7 +8747,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item will block your iron sights\nso you cannot use them.",
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8750,6 +8759,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9207,6 +9217,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!", // TODO.Translate
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]= // TODO.Translate
@@ -11874,12 +11886,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11937,17 +11953,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11976,7 +12043,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12040,6 +12107,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
+111 -16
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ENGLISH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( ENGLISH )
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_EnglishText_public_symbol(void);
@@ -2480,7 +2476,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin",
L"Explore",
L"Event"// rftr: merc is on a mini event
L"Event", // rftr: merc is on a mini event
L"Mission", // rftr: rebel command
};
@@ -3571,6 +3568,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4662,6 +4661,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6264,6 +6264,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6311,6 +6312,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6358,6 +6360,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6534,7 +6537,7 @@ STR16 zOptionsToggleText[] =
L"Real Time Confirmation",
L"Sleep/Wake Notifications",
L"Use Metric System",
L"Merc Lights during Movement",
L"Highlight Mercs",
L"Snap Cursor to Mercs",
L"Snap Cursor to Doors",
L"Make Items Glow",
@@ -6576,6 +6579,8 @@ STR16 zOptionsToggleText[] =
L"Invert Mouse Wheel",
L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray Shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6636,8 +6641,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"When ON, uses the metric system for measurements; otherwise it uses the Imperial system.",
//Merc Lighted movement
L"When ON, the merc will light the ground while walking. Turn OFF for faster frame rate.\nToggle artificial merc light. (|G)",
//Highlight Mercs
L"When ON, highlights the mercenary (Not visible to enemies).\nToggle in-game with (|G)",
//Smart cursor
L"When ON, moving the cursor near your mercs will automatically highlight them.",
@@ -6695,6 +6700,8 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, inverts mouse wheel directions.",
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)",
L"When ON, shows last known enemy location.",
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7665,6 +7672,7 @@ STR16 New113Message[] =
L"Radio action failed!",
L"Not enough mortar shells in sector to start a barrage!",
L"No signal shell item found in Items.xml!",
L"No High-Explosive shell item found in Items.xml!",
L"No mortars found, cannot commence barrage!",
L"Already jamming signal, no need to do so again!",
L"Already listening for nearby sounds, no need to do so again!",
@@ -8685,6 +8693,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t",
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8728,7 +8737,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item will block your iron sights\nso you cannot use them.",
L"\n \nThis ammo can destroy light walls\nand various other objects.",
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.",
L"\n \nYou can take photos with this.",
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8740,6 +8749,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.",
L"\n \nThis ammo can extinguish fire.", // 49
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9196,6 +9206,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!",
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]=
@@ -11864,12 +11876,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] =
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11927,17 +11943,68 @@ STR16 szRebelCommandText[] =
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] =
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.",
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11966,7 +12033,7 @@ STR16 szRebelCommandAdminActionsText[] =
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12030,6 +12097,34 @@ STR16 szRebelCommandDirectivesText[] =
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] =
{
L"The robot's installed weapon cannot be changed.",
+115 -20
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("FRENCH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#ifdef FRENCH
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_FrenchText_public_symbol(void){;}
@@ -1782,7 +1778,7 @@ STR16 pShowHighGroundText[] =
};
//Item Statistics.cpp
CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
/*CHAR16 gszActionItemDesc[34][30] = // NUM_ACTIONITEMS = 34
{
L"Mine klaxon",
L"Mine Flash",
@@ -1819,9 +1815,9 @@ CHAR16 gszActionItemDesc[ 34 ][ 30 ] = // NUM_ACTIONITEMS = 34
L"Alarme chtsvg",
L"Grd lacrymo",
};
*/
//Item Statistics.cpp
/*
STR16 pUpdateItemStatsPanelText[] =
{
L"Drapeaux M./A.", //0
@@ -1853,7 +1849,7 @@ STR16 pUpdateItemStatsPanelText[] =
L"R",
L"S",
};
*/
STR16 pSetupGameTypeFlagsText[] =
{
@@ -2488,7 +2484,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
@@ -3579,6 +3576,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4669,6 +4668,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6272,6 +6272,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6319,6 +6320,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6366,6 +6368,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6541,7 +6544,7 @@ STR16 zOptionsToggleText[] =
L"Confirmation temps réel",
L"Notifications sommeil/réveil",
L"Système métrique",
L"Mouvemts mercenaires éclairés",
L"Mettez en surbrillance les mercenaires",
L"Figer curseur sur mercenaires",
L"Figer curseur sur les portes",
L"Objets en surbrillance",
@@ -6583,6 +6586,8 @@ STR16 zOptionsToggleText[] =
L"Inverser molette/souris",
L"Déplacement tactique", // when multiple mercs are selected, they will try to keep their relative distances
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Options mode triche--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6643,8 +6648,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Activez cette option pour que le jeu utilise le système métrique.",
//Merc Lighted movement
L"Activez cette option pour éclairer les environs des mercenaires.Désactivez-la, si votre machine n'est pas suffisamment puissante.\nBasculera éclairage du mercenaire. (|G)",
//Highlight Mercs
L"Lorsqu'il est activé, le mercenaire est mis en surbrillance (invisible pour les ennemis).\nBasculer dans le jeu avec (|G)",
//Smart cursor
L"Activez cette option pour que le curseur se positionne directement sur un mercenaire quand il est à proximité.",
@@ -6701,6 +6706,8 @@ STR16 zOptionsScreenHelpText[] =
L"Si activé, inverse le sens de la molette de la souris.",
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate
L"When ON, shows last known enemy location.", //TODO.Translate
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Forcer tous les envois en attente de Bobby Ray",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7668,6 +7675,7 @@ STR16 New113Message[] =
L"L'action radio a échoué !",
L"Pas assez d'obus de mortier dans le secteur pour un tir de barrage !",
L"Aucun obus éclairant trouvé dans Items.xml !",
L"No High-Explosive shell item found in Items.xml!",
L"Aucun mortier trouvé, tir de barrage impossible !",
L"Brouillage radio déjà en cours, inutile d'en lancer un autre !",
L"Écoute des sons alentour déjà en cours, inutile d'en lancer une autre !",
@@ -8682,6 +8690,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8725,7 +8734,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nCet Objet bloquera votre viseur\nde ce fait vous ne pouvez pas l'utiliser.",
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8737,6 +8746,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9189,6 +9199,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!", // TODO.Translate
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]=
@@ -11856,12 +11868,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11919,17 +11935,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11958,7 +12025,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12022,6 +12089,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
+111 -16
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("GERMAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#ifdef GERMAN
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_GermanText_public_symbol(void){;}
@@ -2519,7 +2515,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
STR16 pMilitiaString[] =
@@ -3608,6 +3605,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4667,6 +4666,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6135,6 +6135,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6182,6 +6183,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6229,6 +6231,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6407,7 +6410,7 @@ STR16 zOptionsToggleText[] =
L"Bestätigung bei Echtzeit",
L"Schlaf-/Wachmeldung anzeigen",
L"Metrisches System benutzen",
L"Boden beleuchten",
L"Markieren Sie Söldner",
L"Cursor autom. auf Söldner",
L"Cursor autom. auf Türen",
L"Gegenstände leuchten",
@@ -6449,6 +6452,8 @@ STR16 zOptionsToggleText[] =
L"Mausradrichtung umkehren",
L"Bewegung in Formation", // when multiple mercs are selected, they will try to keep their relative distances
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6509,8 +6514,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Mit dieser Option wird im Spiel das metrische anstelle des imperialen Maßsystems verwendet (z.B. Meter und Kilogramm).",
//Merc Lighted movement
L"Diese Funktion beleuchtet für den Spieler die Umgebung des Söldners - auch beim Bewegen. AUSgeschaltet erhöht sich die Bildwiederholrate.\nToggle artificial merc light. (|G)", // TODO.Translate
//Highlight Mercs
L"Wenn AN, wird der Söldner hervorgehoben (für Feinde nicht sichtbar).\nIm Spiel umschalten mit (|G)",
//Smart cursor
L"Wenn diese Funktion aktiviert ist, springt der Cursor immer automatisch auf Söldner in seiner direkten Nähe.",
@@ -6568,6 +6573,8 @@ STR16 zOptionsScreenHelpText[] =
L"Wenn diese Funktion aktiviert ist, wird die Mausradrichtung umgekehrt",
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate
L"When ON, shows last known enemy location.", //TODO.Translate
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7522,6 +7529,7 @@ STR16 New113Message[] =
L"Radio action failed!",
L"Not enough mortar shells in sector to start a barrage!",
L"No signal shell item found in Items.xml!",
L"No High-Explosive shell item found in Items.xml!",
L"No mortars found, cannot commence barrage!",
L"Already jamming signal, no need to do so again!",
L"Already listening for nearby sounds, no need to do so again!",
@@ -8538,6 +8546,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8581,7 +8590,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nDieser Gegenstand verhindert die Verwendung von Kimme und Korn.",
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8593,6 +8602,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9049,6 +9059,8 @@ STR16 szPrisonerTextStr[]=
L"Ein ranghoher Offizier in %s wurde enttarnt!",
L"Der feindliche Anführer denkt nicht mal an Kapitulation!",
L"%d Gefangene sind uns als Freiwillige beigetreten.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]=
@@ -11778,12 +11790,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11841,17 +11857,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11880,7 +11947,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -11944,6 +12011,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
+111 -16
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ITALIAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( ITALIAN )
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_ItalianText_public_symbol(void){;}
@@ -2474,7 +2470,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
@@ -3566,6 +3563,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4659,6 +4658,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6253,6 +6253,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6300,6 +6301,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6347,6 +6349,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6519,7 +6522,7 @@ STR16 zOptionsToggleText[] =
L"Conferma in tempo reale",
L"Visualizza gli avvertimenti sveglio/addormentato",
L"Utilizza il sistema metrico",
L"Tragitto illuminato durante gli spostamenti",
L"Evidenzia Merc",
L"Sposta il cursore sui mercenari",
L"Sposta il cursore sulle porte",
L"Evidenzia gli oggetti",
@@ -6561,6 +6564,8 @@ STR16 zOptionsToggleText[] =
L"Invert mouse wheel", // TODO.Translate
L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6621,8 +6626,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Se attivata, utilizza il sistema metrico di misurazione; altrimenti ricorre al sistema britannico.",
//Merc Lighted movement
L"Se attivata, il mercenario mostrerà il terreno su cui cammina. Disattivatela per un aggiornamento più veloce.\nToggle artificial merc light. (|G)", // TODO.Translate
//Highlight Mercs
L"Quando attivato, evidenzia il mercenario (non visibile ai nemici).\nAttiva/disattiva nel gioco con (|G)",
//Smart cursor
L"Se attivata, muovendo il cursore vicino ai vostri mercenari li evidenzierà automaticamente.",
@@ -6680,6 +6685,8 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, inverts mouse wheel directions.", // TODO.Translate
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate
L"When ON, shows last known enemy location.", //TODO.Translate
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Force all pending Bobby Ray shipments",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7662,6 +7669,7 @@ STR16 New113Message[] =
L"Radio action failed!",
L"Not enough mortar shells in sector to start a barrage!",
L"No signal shell item found in Items.xml!",
L"No High-Explosive shell item found in Items.xml!",
L"No mortars found, cannot commence barrage!",
L"Already jamming signal, no need to do so again!",
L"Already listening for nearby sounds, no need to do so again!",
@@ -8685,6 +8693,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8728,7 +8737,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item will block your iron sights\nso you cannot use them.",
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8740,6 +8749,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9197,6 +9207,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!", // TODO.Translate
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]= // TODO.Translate
@@ -11865,12 +11877,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11928,17 +11944,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11967,7 +12034,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12031,6 +12098,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
+18 -23
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("CHINESE")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Englishtext.h"
#else
#include "Language Defines.h"
#ifdef CHINESE
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25ChineseText_public_symbol(void){;}
@@ -64,7 +59,7 @@ STR16 gzIMPSkillTraitsTextNewMajor[]=
L"I.M.P 主要特殊技能",// L"I.M.P. Major Traits",
// second names
L"机枪手",// L"Machinegunner",
L"掷弹兵",// L"Bombardier",
L"枪炮专家",// L"Bombardier",
L"狙击手",// L"Sniper",
L"游骑兵",// L"Ranger",
L"枪斗术",// L"Gunfighter",
@@ -79,7 +74,7 @@ STR16 gzIMPSkillTraitsTextNewMajor[]=
STR16 gzIMPSkillTraitsTextNewMinor[]=
{
L"双持",// L"Ambidextrous",
L"格斗",// L"Melee",
L"近战",// L"Melee",
L"投掷",// L"Throwing",
L"夜战",// L"Night Ops",
L"潜行",// L"Stealthy",
@@ -89,7 +84,7 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
L"教学",// L"Teaching",
L"侦察",// L"Scouting",
L"无线电操作员", //L"Radio Operator",
L"生还者", //L"Survival",
L"向导", //L"Survival",
L"",// L"None",
L"I.M.P 副技能",// L"I.M.P. Minor Traits",
@@ -455,35 +450,35 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"优点:无。\n缺点:无。",// L"A: No advantage.\nD: No disadvantage.",
L"优点:身边有多个佣兵时表现最佳。\n缺点:孤单一人时士气不会上升。",// L"A: Has better performance when couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"优点:身边有多个佣兵时表现最佳。\n缺点:孤单一人时士气不会上升。",// L"A: Has better performance when couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"优点:独自行动时表现最好。\n缺点:在团队中士气不会上升。",// L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"优点:士气上升得快,下降得慢。\n缺点:发现地雷和陷阱的几率降低了。",// L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"优点:更善于训练民兵和跟别人交流。\n缺点:士气不会因为其他队员的行为而上升。",// L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"优点:自我锻炼或学习效率略高。\n缺点:减少对恐惧和火力压制的承受力。",// L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"优点:自我锻炼或学习效率略微提高。\n缺点:减少对恐惧和火力压制的承受力。",// L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"优点:减少一切行动的体能消耗(除了医疗、修理、训练民兵和学习某种技能)。\n缺点:智力、领导能力、爆破、修理和医疗技术提高得慢一些。",// L"A: His energy goes down a bit slower except on assignments as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"优点:点射/自动模式下命中率,近战杀伤力和消灭敌人所得的期更高。\n缺点:需要耐心的行为会得到效率惩罚,比如修理、开锁、解除陷阱、医治和训练民兵。",// L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"优点:点射/自动模式下命中率,近战杀伤力和消灭敌人所得的期更高。\n缺点:需要耐心的行为会得到效率惩罚,比如修理、开锁、解除陷阱、医治和训练民兵。",// L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which needs patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"优点:需要耐心的工作会得到效率奖励,比如修理、撬锁、解除陷阱、医治和训练民兵。\n缺点:略微降低中断率。",// L"A: Has bonus for actions which needs patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupts chance is slightly lowered.",
L"优点:增加对火力压制和恐惧的承受力\n负伤其他佣兵阵亡对他的士气影响的也比较小。\n缺点:容易成为敌人的移动靶。",// L"A: Incresed resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"优点:增加对火力压制和恐惧的承受力\n负伤其他佣兵阵亡对他的士气影响的也比较小。\n缺点:容易成为敌人的移动靶。",// L"A: Incresed resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"优点:进行非战斗任务时士气会提升(除了训练民兵)。\n缺点:杀人不增加士气。",// L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"优点:攻击有更高的几率能造成受害者属性值降低,和更严重的创伤,同时提高自己的士气。\n缺点:与其他人交流是个问题,脱离战斗后士气也会快速下沉。",// L"A: Has bigger chance for inflicting stat loss and can inflict special painful wounds when able to\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"优点:附近有异性佣兵时表现更佳。\n缺点:附近所有同性佣兵士气提升得慢。",// L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"优点:附近有异性佣兵时表现更佳。\n缺点:附近所有同性佣兵士气提升得慢。",// L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"优点:撤退时士气增加。\n缺点:敌众我寡时,会降低士气。", //L"A: Gains morale when retreating.\nD: Loses morale when encountering numerically superior enemy forces.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"没有其附加效果。",// L"No effects.",
L"可能会在热带沙漠地区呼吸困难,降低综合表现。",// L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"可能会孤单一人在某些情况下感到恐慌。",// L"Can suffer panic attack if left alone in certain situations.",
L"可能会进入地下后降低综合表现。",// L"His overall performance is reduced if underground.",
L"可能会在游泳时轻易的溺水。",// L"If trying to swim he can easily drown.",
L"可能会在看到大虫子后六神无主,也会在热带地区降低综合表现。",// L"A look at large insects can make a big problems\nand being in tropical sectors also reduce his performance a bit.",
L"可能会偶尔忘记手头的任务,也会在战斗中损失行动点。",// L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"可能会偶尔发疯并把手里武器设自动乱喷。\n如果武器不能自动射击将会打击自身士气。",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.",
L"没有其附加效果。",// L"No effects.",
L"在热带沙漠区域,会出现呼吸问题降低综合表现。",// L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"独自一人时可能会感到恐慌。",// L"Can suffer panic attack if left alone in certain situations.",
L"在封闭空间或地下时会降低综合表现。",// L"His overall performance is reduced if underground.",
L"在游泳时轻易的溺水。",// L"If trying to swim he can easily drown.",
L"看到大虫子后六神无主,也会在热带地区降低综合表现。",// L"A look at large insects can make a big problems\nand being in tropical sectors also reduce his performance a bit.",
L"偶尔忘记手头的任务,也会在战斗中损失行动点。",// L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"偶尔发疯并把手里武器设自动乱喷。\n如果武器不能自动射击将会打击自身士气。",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.",
L"大大减少听力范围。", // L"Drastically reduced hearing.",
L"减少视力范围。", // L"Reduced sight range.",
L"大大增加流血速度。", //L"Drastically increased bleeding.",
L"在房顶会降低战斗力。", //L"Performance suffers while on a rooftop.",
L"大大增加流血速度。", //L"Drastically increased bleeding.",
L"在房顶作战时会降低战斗力。", //L"Performance suffers while on a rooftop.",
L"时不时自残。", //L"Occasionally harms self.",
};
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("DUTCH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Dutchtext.h"
#else
#include "Language Defines.h"
#ifdef DUTCH
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25DutchText_public_symbol(void){;}
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ENGLISH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Englishtext.h"
#else
#include "Language Defines.h"
#ifdef ENGLISH
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25EnglishText_public_symbol(void);
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("FRENCH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Frenchtext.h"
#else
#include "Language Defines.h"
#ifdef FRENCH
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25FrenchText_public_symbol(void){;}
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("GERMAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25GermanText.h"
#else
#include "Language Defines.h"
#ifdef GERMAN
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25GermanText_public_symbol(void){;}
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("ITALIAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Italiantext.h"
#else
#include "Language Defines.h"
#ifdef ITALIAN
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25ItalianText_public_symbol(void){;}
-5
View File
@@ -2,16 +2,11 @@
// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions.
//#pragma setlocale("POLISH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25Polishtext.h"
#else
#include "Language Defines.h"
#ifdef POLISH
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25PolishText_public_symbol(void){;}
-5
View File
@@ -1,16 +1,11 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("RUSSIAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "_Ja25RussianText.h"
#else
#include "Language Defines.h"
#ifdef RUSSIAN
#include "text.h"
#include "Fileman.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_Ja25RussianText_public_symbol(void){;}
+111 -16
View File
@@ -2,9 +2,6 @@
// WANNE: Yes we need this here exclusivly in Polish version, because we do not have a codepage in the code like for other versions.
//#pragma setlocale("POLISH")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( POLISH )
#include "text.h"
@@ -13,7 +10,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_PolishText_public_symbol(void){;}
@@ -2486,7 +2482,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
@@ -3577,6 +3574,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4670,6 +4669,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6268,6 +6268,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6315,6 +6316,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6362,6 +6364,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6537,7 +6540,7 @@ STR16 zOptionsToggleText[] =
L"Potwierdzenia Real-Time",
L"Najemnik śpi/budzi się",
L"Używaj systemu metrycznego",
L"Oświetlenie podczas ruchu",
L"Wyróżnij najemników",
L"Przyciągaj kursor do najemników",
L"Przyciągaj kursor do drzwi",
L"Pulsujące przedmioty",
@@ -6580,6 +6583,8 @@ STR16 zOptionsToggleText[] =
L"Invert mouse wheel", // TODO.Translate
L"Formation Movement", // when multiple mercs are selected, they will try to keep their relative distances // TODO.Translate
L"Show enemy location", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6640,8 +6645,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Jeśli WŁĄCZONE, gra będzie używała systemu metrycznego.",
//Merc Lighted movement
L"Jeśli WŁĄCZONE, teren wokół najemnika będzie oświetlony podczas ruchu. Może spowolnić działanie gry.\nToggle artificial merc light. (|G)", // TODO.Translate
//Highlight Mercs
L"Gdy jest włączony, podświetla najemnika (niewidoczny dla wrogów).\nPrzełącz w grze za pomocą (|G)",
//Smart cursor
L"Jeśli WŁĄCZONE, kursor będzie automatycznie ustawiał się na najemnikach gdy znajdzie się w ich pobliżu.",
@@ -6699,6 +6704,8 @@ STR16 zOptionsScreenHelpText[] =
L"When ON, inverts mouse wheel directions.", // TODO.Translate
L"When ON and multiple mercs are selected, they will try to keep their relative distances while moving.\n(press |C|t|r|l+|A|l|t+|G to toggle mode or |S|h|i|f|t + click to move in formation)", //TODO.Translate
L"When ON, shows last known enemy location.", //TODO.Translate
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Wymuś wszystkie oczekiwane dostawy od Bobby Ray's.",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7671,6 +7678,7 @@ STR16 New113Message[] =
L"Radio action failed!",
L"Not enough mortar shells in sector to start a barrage!",
L"No signal shell item found in Items.xml!",
L"No High-Explosive shell item found in Items.xml!",
L"No mortars found, cannot commence barrage!",
L"Already jamming signal, no need to do so again!",
L"Already listening for nearby sounds, no need to do so again!",
@@ -8697,6 +8705,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8740,7 +8749,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nThis item will block your iron sights\nso you cannot use them.",
L"\n \nThis ammo can destroy light walls\nand various other objects.", // TODO.Translate
L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
L"\n \nIf kept in your inventory, this will lower\nthe chance to be infected by other people.",
L"\n \nIf equipped in a hand, this will block incoming damage.", // TODO.Translate
L"\n \nYou can take photos with this.", // TODO.Translate
L"\n \nThis item makes you more effective at burying corpses.",
@@ -8752,6 +8761,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9211,6 +9221,8 @@ STR16 szPrisonerTextStr[]=
L"A high-ranking army officer in %s has been revealed!", // TODO.Translate
L"The enemy leader refuses to even consider surrender!",
L"%d prisoners volunteered to join our forces.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]= // TODO.Translate
@@ -11878,12 +11890,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11941,17 +11957,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11980,7 +12047,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12044,6 +12111,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
+110 -15
View File
@@ -1,9 +1,6 @@
// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("RUSSIAN")
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#else
#include "Language Defines.h"
#if defined( RUSSIAN )
#include "text.h"
@@ -12,7 +9,6 @@
#include "EditorMercs.h"
#include "Item Statistics.h"
#endif
#endif
//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_RussianText_public_symbol(void){;}
@@ -2480,7 +2476,8 @@ STR16 pAssignmentStrings[] =
L"Burial",
L"Admin", // TODO.Translate
L"Explore", // TODO.Translate
L"Event"// rftr: merc is on a mini event // TODO: translate
L"Event",// rftr: merc is on a mini event // TODO: translate
L"Mission", // rftr: rebel command
};
@@ -3571,6 +3568,8 @@ STR16 gpStrategicString[] =
L"Zombie",
L"Bandit",
L"Bandits attack and kill %d civilians in sector %s.",
L"Transport group",
L"Transport group en route",
};
STR16 gpGameClockString[] =
@@ -4662,6 +4661,7 @@ STR16 pTransactionText[] =
L"Mini event", // rftr: mini events // TODO: translate
L"Funds transferred from rebel command", // rftr: rebel command
L"Funds transferred to rebel command", // rftr: rebel command
L"Bounty payout", // rftr: rebel command soldier bounties
};
STR16 pTransactionAlternateText[] =
@@ -6260,6 +6260,7 @@ STR16 z113FeaturesToggleText[] =
L"Weather: Snow",
L"Mini Events",
L"Arulco Rebel Command",
L"Strategic Transport Groups",
};
STR16 z113FeaturesHelpText[] =
@@ -6307,6 +6308,7 @@ STR16 z113FeaturesHelpText[] =
L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",
L"|S|t|r|a|t|e|g|i|c |T|r|a|n|s|p|o|r|t |G|r|o|u|p|s\nOverrides [Strategic Gameplay Settings] STRATEGIC_TRANSPORT_GROUPS_ENABLED\n \nTransport groups carry valuable equipment across the map.\n \nConfigurable Options:\nMAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS",
};
STR16 z113FeaturesPanelText[] =
@@ -6354,6 +6356,7 @@ STR16 z113FeaturesPanelText[] =
L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
L"The enemy sends groups across the map. If you can find and intercept them, they will probably have valuable gear. However, depending on your difficulty, each group that completes its transport mission provides the AI with strategic resources. Best experienced with Arulco Strategic Division enabled.",
};
@@ -6530,7 +6533,7 @@ STR16 zOptionsToggleText[] =
L"Игра в реальном времени",
L"Подтверждение сна/подъема",
L"Метрическая система",
L"Движущаяся подсветка бойца",
L"Выделите наемников",
L"Курсор на бойцов",
L"Курсор на дверь",
L"Мерцание вещей",
@@ -6572,6 +6575,8 @@ STR16 zOptionsToggleText[] =
L"Инвертировать колесо мыши",
L"Боевой порядок", // when multiple mercs are selected, they will try to keep their relative distances
L"Показывать расположение", // show locator on last known enemy location
L"Start at maximum aim",
L"Alternative pathfinding",
L"--Читерские настройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments
L"-----------------", // TOPTION_CHEAT_MODE_OPTIONS_END
@@ -6632,8 +6637,8 @@ STR16 zOptionsScreenHelpText[] =
//Use the metric system
L"Если включено, то используется метрическая система мер,\nиначе будет британская.",
//Merc Lighted movement
L"При ходьбе карта подсвечивается вокруг бойца.\nОтключите эту настройку для повышения\nпроизводительности системы (|G).",
//Highlight Mercs
L"При включении выделяет наемника (не виден врагам).\nПереключиться в игре с помощью (|G)",
//Smart cursor
L"Если включено, то перемещение курсора возле наёмника\nавтоматически выбирает его.",
@@ -6691,6 +6696,8 @@ STR16 zOptionsScreenHelpText[] =
L"Если включено, инвертирует направление\nпрокрутки колеса мыши.",
L"Если выбрано несколько наёмников,\nони будут пытаться сохранять взаимное расположение\nи дистанцию при движении\n(нажмите |C|t|r|l+|A|l|t+|G для переключения или |S|h|i|f|t + клик для движения).",
L"Если включено, показывает известное расположение противника\n(нажмите |S|h|i|f|t, чтобы показать источник шума).",
L"When ON, aiming at enemy will start at maximum aiming instead of default no aim",
L"When ON, Use A* pathfinding algorithm, instead of original",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
L"Выберите этот пункт,\nчтобы груз Бобби Рэя прибыл немедленно.",
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
@@ -7660,6 +7667,7 @@ STR16 New113Message[] =
L"Не удалось использовать радиостанцию!",
L"Недостаточно миномётных снарядов в секторе для постановки огня!",
L"Не обнаружены сигнальные мины в Items.xml!",
L"Не обнаружены осколочно-фугасные мины в Items.xml!",
L"Нет миномётов, невозможно организовать артналет!",
L"Режим радиопомех уже включен, нет необходимости делать это снова!",
L"Режим прослушивания звуков уже включен, нет необходимости делать это снова!",
@@ -8680,6 +8688,7 @@ STR16 szUDBGenSecondaryStatsTooltipText[]=
L"|M|e|d|i|c|a|l |S|p|l|i|n|t", // TODO.Translate
L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o", // 49 TODO.Translate
L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
L"|B|e|l|t| |F|e|d",
};
STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
@@ -8735,6 +8744,7 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.", // TODO.Translate
L"\n \nThis ammo can extinguish fire.", // 49 TODO.Translate
L"\n \nThis ammo can cause fire.",
L"\n \nThis gun can be belt fed\nfrom a compatible LBE\nor by another merc.",
};
STR16 szUDBAdvStatsTooltipText[]=
@@ -9191,6 +9201,8 @@ STR16 szPrisonerTextStr[]=
L"В %s был раскрыт высокопоставленный офицер!",
L"Вражеский командир отказывается даже подумать о сдаче!",
L"%d заключенных добровольно присоединились к нашим силам.",
L"Some of your mercs managed to escape the enemy capture!",
L"No possible escape is seen, it's a fight to the death!"
};
STR16 szMTATextStr[]=
@@ -11859,12 +11871,16 @@ STR16 gLbeStatsDesc[14] =
STR16 szRebelCommandText[] = // TODO.Translate
{
L"Arulco Rebel Command - National Overview",
L"Arulco Rebel Command - Regional Overview",
L"Switch to Regional Overview",
L"Switch to National Overview",
L"National Overview",
L"Regional Overview",
L"Mission Overview",
L"Select View:",
L"Regional (2)",
L"National (1)",
L"Mission (3)",
L"Supplies:",
L"Incoming Supplies",
L"Intel:",
L"/day",
L"Current Directive",
L"Improve Directive ($%d)",
@@ -11922,17 +11938,68 @@ STR16 szRebelCommandText[] = // TODO.Translate
L"<",
L">",
L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
L"Insufficient supplies! Admin Actions have been DISABLED.",
L"New missions will be available every %d hours.",
L"New missions are available at the A.R.C. website.",
L"Mission preparations in progress.",
L"Mission duration: %d days",
L"Chance of success: %d%s",
L"[REDACTED]",
L"Name: %s",
L"Location: %s",
L"Assignment: %s",
L"Contract: %d days",
L"Contract: %d hours",
L"Contract: ---",
L"Agent bonus:",
L"Chance of success +%d%s (%s)",
L"Deployment range +%d (%s)",
L"ASD Income -%2.0f%s (%s)",
L"Steal fuel; send to %s (%s)",
L"Destroy reserve units (%s)",
L"Time +%2.0f%s (%s)",
L"Vision -%2.0f%s (%s)",
L"Gear quality -%d (%s)",
L"Overall stats -%d (%s)",
L"Max trainers: %d (%s)",
L"Payout +%2.0f%s (%s)",
L"Payout limit increased to $%d (%s)",
L"Bonus for officers (%s)",
L"Bonus for vehicles (%s)",
L"Duration +%d hours (%s)",
L"Agent not in town",
L"Town loyalty too low",
L"Agent unavailable",
L"Agent contract expiring",
L"Can't use rebel agent",
L"Battle in progress",
L"Prepare Mission (%d supplies)",
L"View active mission effects",
L"View available mission list",
L"You are able to prepare one of the two missions presented. Once an agent is dispatched, they will be unavailable for approximately %d hours before becoming available again. A popup will notify you when preparations are complete. If preparations succeed, the mission's effects become active.",
L"A rebel agent can be sent to prepare a mission, but your mercenaries will be far more effective. Their experience level and skills can provide additional bonuses to missions.",
L"The cost of preparing a mission increases based on the number other missions either active or being prepared.",
L"New missions will be available on Day %d at 00:00.",
L"Active missions:",
L"%s - Preparing - Ready on Day %d, %02d:%02d",
L"%s - Active - Expires on Day %d, %02d:%02d",
L"[%s (%d supplies)]",
L"%s Send a rebel agent to prepare this mission?",
L"%s Send %s to prepare this mission? He will return in approximately %d hours.",
L"%s Send %s to prepare this mission? She will return in approximately %d hours.",
L"Mission \"%s\" is now in effect.",
L"Preparations for mission \"%s\" failed.",
L"Mission \"%s\" has expired and is no longer in effect.",
};
STR16 szRebelCommandHelpText[] = // TODO.Translate
{
L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.\n \n+%d (Base income)",
L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
L"This Admin Action applies its bonus to town sectors only.", //TODO.Translate
L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
@@ -11961,7 +12028,7 @@ STR16 szRebelCommandAdminActionsText[] = // TODO.Translate
L"Militia Warehouses",
L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
L"Regional Taxes",
L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
L"Collect money from the locals to assist your efforts. Increases daily income, but regional loyalty falls daily.",
L"Civilian Aid",
L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
L"Merc Support",
@@ -12025,6 +12092,34 @@ STR16 szRebelCommandDirectivesText[] = // TODO.Translate
L"Improving this directive will increase the number of volunteers gained per day.",
};
STR16 szRebelCommandAgentMissionsText[] =
{
L"Deep Deployment",
L"Coordinate efforts to find ways to sneak up on the enemy, but be careful: it's equally possible to put yourself in a disadvantaged deployment area. When attacking enemy forces, the deployment area is much larger.",
L"Disrupt ASD",
L"Wreak havoc on the day-to-day operations of the Arulco Special Division. Temporarily prevent the ASD from deploying additional mechanised units, and drastically reduce their daily income.",
L"Forge Transport Orders",
L"Create a bogus supply request. An enemy transport group will be ordered to rendezvous at this agent's location.",
L"Strategic Intel",
L"Intercept plans and discover where enemies intend to strike. When viewing teams on the strategic map, sectors prioritised by the enemy will be marked in red.",
L"Improve Local Shops",
L"Set up ways for merchants across the country to acquire better goods more easily. Shopkeepers will have better than usual inventories.",
L"Slow Strategic Decisions",
L"Sow confusion and misdirection at the highest levels of enemy command. The enemy takes longer to make decisions at a strategic level.",
L"Lower Readiness",
L"Trick enemy soldiers into letting their guard down. Enemy soldiers have reduced vision range until they are alerted to your mercs' presence.",
L"Sabotage Equipment",
L"Disrupt enemy supply chains and prevent the enemy from maintaining their gear properly. Enemy soldiers use equipment that is worse than normal.",
L"Sabotage Vehicles",
L"Sabotage vehicle maintenance hubs to reduce their combat effectiveness and readiness. Enemy vehicles encountered have reduced stats.",
L"Send Supplies",
L"Temporarily increase direct support to this town. Town loyalty passively increases for the duration of the mission.",
L"Soldier Bounties (Kingpin)",
L"Get a payout for enemy kills. Negotiate with Kingpin, who feels he can use your presence here to indirectly weaken the Queen's power. Bounties are deposited into your account at midnight and are limited to $%d per day.",
L"Train Militia Anywhere",
L"Create training areas in the wilderness that can be quickly set up and torn down. Militia can be trained in uncontested sectors outside of town.",
};
STR16 szRobotText[] = // TODO: Translate
{
L"The robot's installed weapon cannot be changed.",
-7
View File
@@ -1,17 +1,10 @@
// THIS MODULE IS TEMPORARY - USED FOR OUR SOUND SYSTEM INTIL IT IS IMPLEMENTED FOR THE SGP
// TAKEN FROM MS SAMPLES FOR DirectSound
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include <windows.h>
#include <mmsystem.h>
#include <dsound.h>
#else
#include "types.h"
#include <windows.h>
#include <mmsystem.h>
#include <dsound.h>
#endif
#define WIN32_LEAN_AND_MEAN
+3 -14
View File
@@ -1,7 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "Utils All.h"
#include "Game Clock.h"
#else
#include "sgp.h"
#include "font.h"
#include "types.h"
@@ -12,9 +8,9 @@
#include "Timer Control.h"
#include "render dirty.h"
#include "renderworld.h"
#include "Mutex Manager.h"
#include "local.h"
#include "interface.h"
#include "mapscreen.h"
#include "Map Screen Interface Bottom.h"
#include "WordWrap.h"
#include "Sound Control.h"
@@ -25,7 +21,6 @@
#include "Game Clock.h"
#include "GameSettings.h"
#include "sgp_logger.h"
#endif
typedef struct
{
@@ -806,8 +801,6 @@ void TacticalScreenMsg( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
// Init display array!
memset( gpDisplayList, 0, sizeof( gpDisplayList ) );
fFirstTimeInMessageSystem = FALSE;
//if(!(InitializeMutex(SCROLL_MESSAGE_MUTEX,"ScrollMessageMutex" )))
// return;
}
@@ -891,7 +884,6 @@ void TacticalScreenMsg( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
// clear up list of wrapped strings
ClearWrappedStrings( pStringWrapperHead );
//LeaveMutex(SCROLL_MESSAGE_MUTEX, __LINE__, __FILE__);
return;
}
@@ -1010,8 +1002,6 @@ void MapScreenMessage( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
// Init display array!
memset( gpDisplayList, 0, sizeof( gpDisplayList ) );
fFirstTimeInMessageSystem = FALSE;
//if(!(InitializeMutex(SCROLL_MESSAGE_MUTEX,"ScrollMessageMutex" )))
// return;
}
@@ -1047,7 +1037,7 @@ void MapScreenMessage( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
// HEADROCK HAM 3.6: Allow for longer lines.
// Lejardo ARSProject
MAP_LINE_WIDTH = (INTERFACE_WIDTH - 330);
if (iResolution == _1280x720)
if (isWidescreenUI())
{
MAP_LINE_WIDTH = 685;
}
@@ -1079,7 +1069,6 @@ void MapScreenMessage( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
MoveToEndOfMapScreenMessageList( );
//LeaveMutex(SCROLL_MESSAGE_MUTEX, __LINE__, __FILE__);
}
@@ -1141,7 +1130,7 @@ void DisplayStringsInMapScreenMessageList( void )
UINT16 usSpacing;
UINT16 MessageStartX = (SCREEN_WIDTH - INTERFACE_WIDTH) / 2;
UINT16 MessageEndX = MessageStartX + (INTERFACE_WIDTH - 330);
if (iResolution == _1280x720)
if (isWidescreenUI())
{
MessageStartX = 0;
MessageEndX = 705;