- moved hardcoded tooltip strings to the existing language string files

- translated tooltip strings for German Version

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@611 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2006-10-31 11:31:00 +00:00
parent 20178663c7
commit 941d745247
11 changed files with 417 additions and 41 deletions
+36 -36
View File
@@ -105,32 +105,32 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LOCATION], pStrInfo, sSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, L"%s|Brightness: %d / %d\n", pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_BRIGHTNESS], pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget )
swprintf( pStrInfo, L"%s|Range to |Target: %d\n", pStrInfo, iRangeToTarget );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_RANGE_TO_TARGET], pStrInfo, iRangeToTarget );
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, L"%s|I|D: %d\n", pStrInfo, pSoldier->ubID );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ID], pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, L"%s|Orders: %d\n", pStrInfo, pSoldier->bOrders );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ORDERS], pStrInfo, pSoldier->bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, L"%s|Attitude: %d\n", pStrInfo, pSoldier->bAttitude );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ATTITUDE], pStrInfo, pSoldier->bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, L"%s|Current |A|Ps: %d\n", pStrInfo, pSoldier->bActionPoints );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_APS], pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, L"%s|Current |Health: %d\n", pStrInfo, pSoldier->bLife );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_CURRENT_HEALTH], pStrInfo, pSoldier->bLife );
}
// armor info code block start
if ( ubTooltipDetailLevel >= DL_Full )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s|Helmet: %s\n", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : L"No helmet" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HELMET], pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : gzTooltipStrings[STR_TT_NO_HELMET] );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s|Vest: %s\n", pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : L"No vest" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_VEST], pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : gzTooltipStrings[STR_TT_NO_VEST] );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s|Leggings: %s\n", pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : L"No leggings" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_LEGGINGS], pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : gzTooltipStrings[STR_TT_NO_LEGGING] );
}
else
{
@@ -141,25 +141,25 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
if ( ArmourPercent( pSoldier ) )
{
swprintf( pStrInfo, L"|Armor: " );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR] );
if ( ubTooltipDetailLevel == DL_Basic )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? L"helmet " : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? gzTooltipStrings[STR_TT_HELMET] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? L"vest " : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? gzTooltipStrings[STR_TT_VEST] : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? L"leggings" : L"" );
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? gzTooltipStrings[STR_TT_LEGGINGS] : L"" );
wcscat( pStrInfo, L"\n" );
}
else // ubTooltipDetailLevel == DL_Limited
{
swprintf( pStrInfo, L"|Armor: %s\n", L"worn" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_WORN] );
}
}
else
{
swprintf( pStrInfo, L"|Armor: %s\n", L"no armor" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_ARMOR_2], gzTooltipStrings[STR_TT_NO_ARMOR] );
}
}
}
@@ -180,23 +180,23 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
if ( ubTooltipDetailLevel >= DL_Full )
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : gzTooltipStrings[STR_TT_NO_NVG] );
}
else
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, iNVG ? L"worn" : L"no NVG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_NVG], pStrInfo, iNVG ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_NVG] );
}
swprintf( pStrInfo, L"%s|Gas |Mask: %s\n", pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? L"worn" : L"no mask" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_GAS_MASK], pStrInfo,
( FindGasMask(pSoldier) != NO_SLOT ) ? gzTooltipStrings[STR_TT_WORN] : gzTooltipStrings[STR_TT_NO_MASK] );
}
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
swprintf( pStrInfo, L"%s|Head |Position |1: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_1], pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
swprintf( pStrInfo, L"%s|Head |Position |2: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_HEAD_POS_2], pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
}
// head slots info code block end
@@ -271,7 +271,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
}
if ( fDisplayBigSlotItem )
{
wcscat( pStrInfo, L"\n(In Backpack) " );
wcscat( pStrInfo, gzTooltipStrings[STR_TT_IN_BACKPACK] );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot, ubTooltipDetailLevel );
fDisplayBigSlotItem = FALSE;
}
@@ -303,8 +303,8 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
if ( ubTooltipDetailLevel >= DL_Full )
{
// display exact weapon model
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
else
{
@@ -314,33 +314,33 @@ void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot, U
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{
case HANDGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HANDGUN] );
break;
case SMGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SMG] );
break;
case RIFLECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_RIFLE] );
break;
case MGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_MG] );
break;
case SHOTGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_SHOTGUN] );
break;
case KNIFECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_KNIFE] );
break;
default:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"heavy weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo, gzTooltipStrings[STR_TT_HEAVY_WEAPON] );
break;
}
}
else
{
// display general weapon type
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" );
swprintf( pStrInfo, gzTooltipStrings[STR_TT_CAT_WEAPON], pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : gzTooltipStrings[STR_TT_NO_WEAPON] );
}
}