- Improved compatibility with different russian JA2 distribs' resources

- International/russian *.npc file format unified, performed conversion on-the-fly
- New 1.13 messages' text moved to Text.h/_*Text.cpp
- Russian translation fixed/refined

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1610 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
bugmonster
2007-11-12 18:40:15 +00:00
parent ed5fb7dec8
commit 574b8e3218
18 changed files with 1983 additions and 1721 deletions
+19 -8
View File
@@ -1728,19 +1728,20 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
{
// Lesh: patch to allow playback ogg speech files
// build name of wav file (characternum + quotenum)
#ifdef RUSSIAN
sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
#else
//SB: curiously, there are no g_%03d_%03d audio files in all russian versions
// #ifdef RUSSIAN
// sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
// if ( !FileExists( zFileName ) )
// {
// sprintf( zFileName,"NPC_SPEECH\\g_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
// }
// #else
sprintf( zFileName,"NPC_SPEECH\\d_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"NPC_SPEECH\\d_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
#endif
// #endif
}
else
{
@@ -1795,6 +1796,16 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"SPEECH\\r_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
//<SB> Also check for Russian Gold sound files (identical to international ones)
if(! FileExists( zFileName ) )
{
sprintf( zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
if ( !FileExists( zFileName ) )
{
sprintf( zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
}
}
//</SB>
}
}
else
+5 -5
View File
@@ -2199,27 +2199,27 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
sNewY = sY + 13; // rather arbitrary
if ( pSoldier->bWeaponMode == WM_BURST )
{
swprintf( pStr, L"BRST" );
swprintf( pStr, New113Message[MSG113_BRST] );
SetFontForeground( FONT_RED );
}
else if(pSoldier->bWeaponMode == WM_AUTOFIRE)
{
swprintf( pStr, L"AUTO" );
swprintf( pStr, New113Message[MSG113_AUTO] );
SetFontForeground( FONT_RED );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL)
{
swprintf( pStr, L"GL" );
swprintf( pStr, New113Message[MSG113_GL] );
SetFontForeground( FONT_YELLOW );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST)
{
swprintf( pStr, L"GL BRST" );
swprintf( pStr, New113Message[MSG113_GL_BRST] );
SetFontForeground( FONT_YELLOW );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)
{
swprintf( pStr, L"GL AUTO" );
swprintf( pStr, New113Message[MSG113_GL_AUTO] );
SetFontForeground( FONT_YELLOW );
}