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Began collecting hard-coded language-specific strings in a new initLanguage()
function. It's now possible to choose between English and French menus, and the command string preposition in English is "on", not "sur". There are still plenty of hard-coded French messages to do with savegame handling. I haven't done anything about them. svn-id: r21682
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@ -188,6 +188,7 @@ int gameType;
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static void initialize() {
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uint16 i;
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initLanguage(Common::parseLanguage(ConfMan.get("language")));
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init_video();
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textDataPtr = (byte *)malloc(8000);
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@ -131,28 +131,78 @@ byte inputVar1 = 0;
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uint16 inputVar2;
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uint16 inputVar3;
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commandeType defaultActionCommand[] = {
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"EXAMINE",
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"TAKE",
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"INVENTORY",
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"USE",
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"OPERATE",
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"SPEAK",
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"NOACTION"
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// french
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/*
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"EXAMINER",
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"PRENDRE",
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"INVENTAIRE",
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"UTILISER",
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"ACTIONNER",
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"PARLER",
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"NOACTION"
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*/
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};
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const commandeType *defaultActionCommand;
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const commandeType *systemMenu;
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const commandeType *confirmMenu;
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const char *commandPrepositionOn;
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selectedObjStruct currentSelectedObject;
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void initLanguage(Common::Language lang) {
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static const commandeType defaultActionCommand_EN[] = {
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"EXAMINE",
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"TAKE",
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"INVENTORY",
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"USE",
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"OPERATE",
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"SPEAK",
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"NOACTION"
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};
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static const commandeType systemMenu_EN[] = {
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"Pause",
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"Restart Game",
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"Quit",
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"Backup Drive is A:",
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"Restore game",
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"Save game"
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};
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static const commandeType confirmMenu_EN[] = {
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"Ok, go ahead ...",
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"Absolutely Not!"
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};
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static const commandeType defaultActionCommand_FR[] = {
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"EXAMINER",
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"PRENDRE",
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"INVENTAIRE",
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"UTILISER",
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"ACTIONNER",
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"PARLER",
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"NOACTION"
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};
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static const commandeType systemMenu_FR[] = {
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"Pause",
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"Nouvelle partie",
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"Quitter",
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"Lecteur de Svg. A:",
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"Charger une partie",
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"Sauver la partie"
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};
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static const commandeType confirmMenu_FR[] = {
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"Ok , Vas-y ...",
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"Surtout Pas !"
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};
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switch (lang) {
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case Common::FR_FRA:
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defaultActionCommand = defaultActionCommand_FR;
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systemMenu = systemMenu_FR;
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confirmMenu = confirmMenu_FR;
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commandPrepositionOn = "sur";
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break;
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default:
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defaultActionCommand = defaultActionCommand_EN;
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systemMenu = systemMenu_EN;
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confirmMenu = confirmMenu_EN;
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commandPrepositionOn = "on";
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break;
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}
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}
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void mainLoopSub3(void) {
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}
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@ -296,34 +346,6 @@ int16 getObjectUnderCursor(uint16 x, uint16 y) {
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return -1;
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}
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const commandeType systemMenu[] = {
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"Pause",
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"Restart Game",
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"Quit",
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"Backup Drive is A:",
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"Restore game",
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"Save game"
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// french
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/*
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"Pause",
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"Nouvelle partie",
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"Quitter",
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"Lecteur de Svg. A:",
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"Charger une partie",
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"Sauver la partie"
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*/
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};
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const commandeType confirmMenu[] = {
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"Ok, go ahead ...",
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"Absolutely Not!"
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// french
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/*
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"Ok , Vas-y ...",
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"Surtout Pas !"
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*/
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};
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commandeType currentSaveName[10];
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int16 loadSaveDirectory(void) {
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@ -1192,7 +1214,8 @@ void makeCommandLine(void) {
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strcat(commandBuffer, " ");
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strcat(commandBuffer, objectTable[commandVar3[0]].name);
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strcat(commandBuffer, " sur");
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strcat(commandBuffer, " ");
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strcat(commandBuffer, commandPrepositionOn);
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}
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} else {
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if (playerCommand == 2) {
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@ -36,6 +36,8 @@ extern int gameType;
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typedef char commandeType[20];
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void initLanguage(Common::Language lang);
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int16 makeMenuChoice(const commandeType commandList[], uint16 height, uint16 X, uint16 Y, uint16 width);
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int16 makeMenuChoice2(const commandeType commandList[], uint16 height, uint16 X, uint16 Y, uint16 width);
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