TONY: Rename some Italian into English

This commit is contained in:
Strangerke 2012-06-12 00:07:50 +02:00
parent 34a7c7be98
commit 985602a72d
16 changed files with 89 additions and 107 deletions

View File

@ -55,7 +55,7 @@ enum RMTonyAction {
TA_USE,
TA_EXAMINE,
TA_TALK,
TA_PALESATI,
TA_PERORATE,
TA_COMBINE = 10,
TA_RECEIVECOMBINE,
@ -80,7 +80,7 @@ void mainCloseWipe(void);
void mainWaitWipeEnd(CORO_PARAM);
void mainEnableGUI(void);
void mainDisableGUI(void);
void mainSetPalesati(bool bPalesati);
void mainSetPerorate(bool bPerorate);
} // End of namespace Tony

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@ -184,8 +184,8 @@ DECLARE_CUSTOM_FUNCTION(RightToMe)(CORO_PARAM, uint32, uint32, uint32, uint32) {
}
DECLARE_CUSTOM_FUNCTION(TonySetPalesati)(CORO_PARAM, uint32 bStatus, uint32, uint32, uint32) {
GLOBALS.SetPalesati(bStatus);
DECLARE_CUSTOM_FUNCTION(TonySetPerorate)(CORO_PARAM, uint32 bStatus, uint32, uint32, uint32) {
GLOBALS.SetPerorate(bStatus);
}
DECLARE_CUSTOM_FUNCTION(MySleep)(CORO_PARAM, uint32 dwTime, uint32, uint32, uint32) {
@ -2529,7 +2529,7 @@ ASSIGN(134, CustEnableGUI)
ASSIGN(135, CustDisableGUI)
ASSIGN(136, ClearScreen)
ASSIGN(137, PatIrqFreeze)
ASSIGN(138, TonySetPalesati)
ASSIGN(138, TonySetPerorate)
ASSIGN(139, OpenInitLoadMenu)
ASSIGN(140, OpenInitOptions)
ASSIGN(141, SyncScrollLocation)
@ -2562,7 +2562,7 @@ void setupGlobalVars(RMTony *tony, RMPointer *ptr, RMGameBoxes *box, RMLocation
GLOBALS.WaitWipeEnd = mainWaitWipeEnd;
GLOBALS.DisableGUI = mainDisableGUI;
GLOBALS.EnableGUI = mainEnableGUI;
GLOBALS.SetPalesati = mainSetPalesati;
GLOBALS.SetPerorate = mainSetPerorate;
GLOBALS._bAlwaysDisplay = false;
int i;

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@ -114,8 +114,8 @@ void mainDisableGUI(void) {
_vm->getEngine()->_bGUIOption = false;
}
void mainSetPalesati(bool bPalesati) {
_vm->getEngine()->setPalesati(bPalesati);
void mainSetPerorate(bool bPerorate) {
_vm->getEngine()->setPerorate(bPerorate);
}
/****************************************************************************\

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@ -645,7 +645,7 @@ void RMGfxEngine::saveState(const Common::String &fn, byte *curThumb, const Comm
// Saves the state of the shepherdess and show yourself
bStat = _tony.getPastorella();
f->writeByte(bStat);
bStat = _inter.getPalesati();
bStat = _inter.getPerorate();
f->writeByte(bStat);
// Save the chars
@ -781,7 +781,7 @@ void RMGfxEngine::loadState(CORO_PARAM, const Common::String &fn) {
bStat = _ctx->f->readByte();
_tony.setPastorella(bStat);
bStat = _ctx->f->readByte();
_inter.setPalesati(bStat);
_inter.setPerorate(bStat);
CharsLoadAll(_ctx->f);
}

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@ -144,8 +144,8 @@ public:
void closeWipe(void);
void waitWipeEnd(CORO_PARAM);
void setPalesati(bool bpal) {
_inter.setPalesati(bpal);
void setPerorate(bool bpal) {
_inter.setPerorate(bpal);
}
bool canLoadSave();
};

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@ -54,7 +54,7 @@ Globals::Globals() {
InitWipe = NULL;
EnableGUI = NULL;
DisableGUI = NULL;
SetPalesati = NULL;
SetPerorate = NULL;
_dwTonyNumTexts = 0;
_bTonyInTexts = false;

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@ -232,7 +232,7 @@ public:
void (*InitWipe)(int type);
void (*EnableGUI)(void);
void (*DisableGUI)(void);
void (*SetPalesati)(bool bpal);
void (*SetPerorate)(bool bpal);
uint32 _dwTonyNumTexts;
bool _bTonyInTexts;

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@ -47,7 +47,7 @@ private:
// Keyboard related fields
bool _keyDown[350];
private:
// Deinizializza DirectInput
// Deinitialize DirectInput
void DIClose(void);
public:

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@ -770,7 +770,8 @@ int RMInterface::onWhichBox(RMPoint pt) {
// Check how many verbs you have to consider
max = 4;
if (_bPalesati) max = 5;
if (_bPerorate)
max = 5;
// Find the verb
for (i = 0; i < max; i++)
@ -867,7 +868,7 @@ bool RMInterface::released(const RMPoint &mousepos, RMTonyAction &action) {
break;
case 4:
action = TA_PALESATI;
action = TA_PERORATE;
break;
default: // No verb
@ -881,12 +882,12 @@ void RMInterface::reset(void) {
_bActive = false;
}
void RMInterface::setPalesati(bool bOn) {
_bPalesati = bOn;
void RMInterface::setPerorate(bool bOn) {
_bPerorate = bOn;
}
bool RMInterface::getPalesati(void) {
return _bPalesati;
bool RMInterface::getPerorate(void) {
return _bPerorate;
}
void RMInterface::init(void) {
@ -932,7 +933,7 @@ void RMInterface::init(void) {
_hints[4].writeText(msg4[0], 1); // Show Yourself
_bActive = false;
_bPalesati = false;
_bPerorate = false;
_lastHotZone = 0;
}

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@ -161,7 +161,7 @@ private:
RMText _hints[5];
RMGfxSourceBuffer8RLEByte _hotzone[5];
RMRect _hotbbox[5];
bool _bPalesati;
bool _bPerorate;
int _lastHotZone;
protected:
@ -189,8 +189,8 @@ public:
bool released(const RMPoint &mousepos, RMTonyAction &action);
// Enalbes or disables the fifth verb
void setPalesati(bool bOn);
bool getPalesati(void);
void setPerorate(bool bOn);
bool getPerorate(void);
// Overloaded Draw
virtual void draw(CORO_PARAM, RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim);

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@ -889,7 +889,7 @@ void RMWipe::initFade(int type) {
_bMustRegister = true;
RMRes res(RES_W_CERCHIO);
RMRes res(RES_W_CIRCLE);
RMDataStream ds;
ds.openBuffer(res);
@ -1456,7 +1456,7 @@ void RMCharacter::doFrame(CORO_PARAM, RMGfxTargetBuffer *bigBuf, int loc) {
// If we still have to go through a box
if (_pathCount < _pathLength) {
// Check if the box we're going into is active
if (_ctx->cur->_boxes[_path[_pathCount - 1]]._attivo) {
if (_ctx->cur->_boxes[_path[_pathCount - 1]]._bActive) {
// Move in a straight line towards the nearest hotspot, taking into account the reversing
// NEWBOX = path[pathcount-1]
CORO_INVOKE_2(goTo, nearestHotSpot(_path[_pathCount - 1], _path[_pathCount]), _ctx->cur->_boxes[_path[_pathCount - 1]]._bReversed);
@ -1715,7 +1715,7 @@ void RMBox::readFromStream(RMDataStream &ds) {
ds >> _numHotspot;
ds >> _destZ;
ds >> b;
_attivo = b;
_bActive = b;
ds >> b;
_bReversed = b;
@ -1780,7 +1780,7 @@ void RMBoxLoc::recalcAllAdj(void) {
Common::fill(_boxes[i]._adj, _boxes[i]._adj + MAXBOXES, 0);
for (j = 0; j < _boxes[i]._numHotspot; j++)
if (_boxes[_boxes[i]._hotspot[j]._destination]._attivo)
if (_boxes[_boxes[i]._hotspot[j]._destination]._bActive)
_boxes[i]._adj[_boxes[i]._hotspot[j]._destination] = 1;
}
}
@ -1851,7 +1851,7 @@ int RMGameBoxes::whichBox(int nLoc, const RMPoint &punto) {
return -1;
for (i = 0; i < cur->_numbBox; i++)
if (cur->_boxes[i]._attivo)
if (cur->_boxes[i]._bActive)
if ((punto._x >= cur->_boxes[i]._left) && (punto._x <= cur->_boxes[i]._right) &&
(punto._y >= cur->_boxes[i]._top) && (punto._y <= cur->_boxes[i]._bottom))
return i;
@ -1860,7 +1860,7 @@ int RMGameBoxes::whichBox(int nLoc, const RMPoint &punto) {
}
void RMGameBoxes::changeBoxStatus(int nLoc, int nBox, int status) {
_allBoxes[nLoc]->_boxes[nBox]._attivo = status;
_allBoxes[nLoc]->_boxes[nBox]._bActive = status;
_allBoxes[nLoc]->recalcAllAdj();
}
@ -1892,7 +1892,7 @@ void RMGameBoxes::saveState(byte *state) {
state += 4;
for (j = 0; j < _allBoxes[i]->_numbBox; j++)
*state++ = _allBoxes[i]->_boxes[j]._attivo;
*state++ = _allBoxes[i]->_boxes[j]._bActive;
}
}
@ -1913,7 +1913,7 @@ void RMGameBoxes::loadState(byte *state) {
for (j = 0; j < nbox ; j++) {
if (j < _allBoxes[i]->_numbBox)
_allBoxes[i]->_boxes[j]._attivo = *state;
_allBoxes[i]->_boxes[j]._bActive = *state;
state++;
}

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@ -326,7 +326,7 @@ public:
uint8 _destZ; // Z value for the bounding box
T_HOTSPOT _hotspot[MAXHOTSPOT]; // List of hotspots
bool _attivo;
bool _bActive;
bool _bReversed;
private:

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@ -68,6 +68,6 @@
#define RES_F_CREDITS 10704
#define RES_F_CPAL 10705
#define RES_W_CERCHIO 10800
#define RES_W_CIRCLE 10800
#endif

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@ -65,7 +65,7 @@ private:
bool bSoundSupported;
/****************************************************************************\
* Metodi
* Methods
\****************************************************************************/
public:
@ -74,105 +74,95 @@ public:
*
* Function: FPSOUND::FPSOUND();
*
* Description: Costruttore di default. Inizializza gli attributi.
* Description: Default constructor. Initializes the attributes
*
\****************************************************************************/
FPSOUND();
/****************************************************************************\
*
* Function: FPSOUND::~FPSOUND();
*
* Description: Deinizializza l'oggetto, disallocando la memoria.
* Description: Deinitialize the object, free memory
*
\****************************************************************************/
~FPSOUND();
/****************************************************************************\
*
* Function: bool FPSOUND::Init();
*
* Description: Inizializza l'oggetto, e prepara tutto il necessario per
* creare stream e effetti sonori.
* Description: Initializes the objects, and prepare everything required to
* create streams and sound effects.
*
* Return: True se tutto OK, FALSE in caso di errore.
* Return: True if everything is OK, False otherwise.
*
\****************************************************************************/
bool Init();
/****************************************************************************\
*
* Function: bool CreateStream(FPSTREAM** lplpStream);
*
* Description: Alloca un oggetti di tipo FPSTREAM, e ritorna il suo
* puntatore dopo averlo inizializzato.
* Description: Allocates an object of type FPSTREAM, and return its
* pointer after it has been initialized.
*
* Input: FPSTREAM** lplpStream Conterra' il pointer all'oggetto
* appena creato.
* Input: FPSTREAM** lplpStream Will contain the pointer of the
* object
*
* Return: TRUE se tutto OK, FALSE in caso di errore
*
* Note: L'utilizzo di funzioni del tipo CreateStream(), CreateSfx(),
* sono dovute al fatto che i costruttori delle classi FPSTREAM
* e FPSFX richiedono che DirectSound sia gia' stato
* inzializzato. In questo modo quindi si evitano dei bugs
* che si verrebbero a creare se venisse dichiarata un oggetto
* di tipo FPSTREAM o FPSFX globale (o cmq prima della
* inizializzazione di DirectSound).
* Return: True is everything i OK, False otherwise
*
* Note: The use of functions like CreateStream () and CreateSfx ()
* are due to the fact that the class constructors and
* FPSTREAM FPSFX require that DirectSound is already initialized.
* In this way, you avoid the bugs that would be created if an
* object type is declared FPSTREAM FPSFX or global
* (or anyway before initializing DirectSound).
\****************************************************************************/
bool CreateStream(FPSTREAM **lplpStream);
/****************************************************************************\
*
* Function: bool CreateSfx(FPSFX** lplpSfx);
*
* Description: Alloca un oggetti di tipo FPSFX e ritorna il suo
* puntatore dopo averlo inizializzato.
* Description: Allocates an object of type FPSFX and returns a pointer
* pointing to it
*
* Input: FPSFX** lplpSfx Conterra' il pointer all'oggetto
* appena creato.
* Input: FPSFX** lplpSfx Will contain the pointer of the
* object
*
* Return: TRUE se tutto OK, FALSE in caso di errore
* Return: True is everything i OK, False otherwise
*
* Note: Vedi le note di CreateStream()
* Note: See notes about CreateStream()
*
\****************************************************************************/
bool CreateSfx(FPSFX **lplpSfx);
/****************************************************************************\
*
* Function: void SetMasterVolume(int dwVolume);
*
* Description: Setta il volume generale
* Description: Set main volume
*
* Input: int dwVolume Volume da settare (0-63)
* Input: int dwVolume Volume to be set (0-63)
*
\****************************************************************************/
void SetMasterVolume(int dwVolume);
/****************************************************************************\
*
* Function: void GetMasterVolume(LPINT lpdwVolume);
*
* Description: Richiede il volume generale
* Description: Get main volume
*
* Input: LPINT lpdwVolume Variabile che conterra' il volume (0-63)
* Input: LPINT lpdwVolume This variable will contain the
* current volume (0-63)
*
\****************************************************************************/
@ -182,13 +172,13 @@ public:
class FPSFX {
/****************************************************************************\
* Attributi
* Attributes
\****************************************************************************/
private:
bool bSoundSupported; // TRUE se il suono e' attivo
bool bFileLoaded; // TRUE se e' stato aperto un file
bool bLoop; // TRUE se bisogna loopare l'effetto sonoro
bool bSoundSupported; // True if the sound is active
bool bFileLoaded; // True is a file is opened
bool bLoop; // True is sound effect should loop
int lastVolume;
bool bIsVoice;
@ -205,7 +195,7 @@ private:
/****************************************************************************\
* Metodi
* Methods
\****************************************************************************/
public:
@ -218,54 +208,49 @@ public:
*
* Function: FPSFX(bool bSoundOn);
*
* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
* un oggetto, ma crearlo piuttosto tramite FPSOUND::CreateSfx()
* Description: Default constructor. *DO NOT* declare the object directly,
* create it though FPSOUND::CreateSfx() instead
*
\****************************************************************************/
FPSFX(bool bSoundOn);
/****************************************************************************\
*
* Function: ~FPSFX();
*
* Description: Distruttore di default. Si preoccupa anche di fermare il sound
* effect eventualmente in esecuzione, e disallocare la memoria
* da esso occupata.
* Description: Default destructor. It also stops the sound effect that
* may be running, and free the memory used.
*
\****************************************************************************/
~FPSFX();
/****************************************************************************\
*
* Function: Release();
*
* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
* creato con la FPSOUND::CreateStream().
* Description: Releases the memory object. Must be called when the object
* is no longer useful and **ONLY** when the object was created
* with the FPSOUND :: CreateStream ().
*
* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
* questa chiamata.
* Note: Any object pointers are no longer valid after this call.
*
\****************************************************************************/
void Release();
/****************************************************************************\
*
* Function: bool LoadFile(char *lpszFileName, uint32 dwCodec=FPCODEC_RAW);
*
* Description: Apre un file di effetto sonoro e lo carica.
* Description: Opens a file and load sound effect
*
* Input: char *lpszFile Nome del file di sfx da aprire
* uint32 dwCodec CODEC da utilizzare per decomprimere
* i campioni sonori
* Input: char *lpszFile SFX filename
* uint32 dwCodec CODEC to be used to decompress
* the sound samples
*
* Return: TRUE se tutto OK, FALSE in caso di errore
* Return: True if everything is OK, False otherwise
*
\****************************************************************************/
@ -273,44 +258,40 @@ public:
bool loadWave(Common::SeekableReadStream *stream);
bool LoadVoiceFromVDB(Common::File &vdbFP);
/****************************************************************************\
*
* Function: bool Play();
*
* Description: Suona lo sfx caricato.
* Description: Play the loaded FX.
*
* Return: TRUE se tutto OK, FALSE in caso di errore.
* Return: True if everything is OK, False otherwise
*
\****************************************************************************/
bool Play();
/****************************************************************************\
*
* Function: bool Stop();
*
* Description: Ferma il play dello sfx.
* Description: Stop a FX
*
* Return: TRUE se tutto OK, FALSE in caso di errore.
* Return: True if everything is OK, False otherwise
*
\****************************************************************************/
bool Stop();
/****************************************************************************\
*
* Function: void Pause(bool bPause);
*
* Description: Pause dell'effetto sonoro
* Description: Pause a FX
*
\****************************************************************************/
void Pause(bool bPause);
/****************************************************************************\
*
* Function: bool SetLoop(bool bLoop);

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@ -272,7 +272,7 @@ void RMTony::executeAction(int nAction, int nActionItem, int nParm) {
_bAction = true;
CoroScheduler.createProcess(waitEndOfAction, &pid, sizeof(uint32));
_hActionThread = pid;
} else if (nAction == TA_PALESATI) {
} else if (nAction == TA_PERORATE) {
pid = mpalQueryDoAction(7, 1, 0);
_bAction = true;
CoroScheduler.createProcess(waitEndOfAction, &pid, sizeof(uint32));

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@ -55,7 +55,7 @@ void RMWindow::init() {
Graphics::PixelFormat pixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0);
initGraphics(RM_SX, RM_SY, true, &pixelFormat);
// Inizializza i conteggi degli FPS
// Initialize FPS counters
fps = lastfcount = fcount = lastsecond = 0;
_bGrabScreenshot = false;