Add support for Chinese translated games.

svn-id: r46805
This commit is contained in:
Eugene Sandulenko 2009-12-31 18:52:42 +00:00
parent 6d879f15b7
commit d10fc79836
4 changed files with 35 additions and 4 deletions

View file

@ -181,6 +181,7 @@ uint RandomSource::getRandomNumberRng(uint min, uint max) {
const LanguageDescription g_languages[] = {
{"zh-cn", "Chinese (China)", ZH_CNA},
{"zh", "Chinese (Taiwan)", ZH_TWN},
{"cz", "Czech", CZ_CZE},
{"nl", "Dutch", NL_NLD},

View file

@ -154,6 +154,7 @@ public:
* List of game language.
*/
enum Language {
ZH_CNA,
ZH_TWN,
CZ_CZE,
NL_NLD,

View file

@ -94,7 +94,8 @@ void ScummEngine::loadCJKFont() {
_2byteFontPtr = new byte[_2byteWidth * _2byteHeight * numChar / 8];
// set byte 0 to 0xFF (0x00 when loaded) to indicate that the font was not loaded
_2byteFontPtr[0] = 0xFF;
} else if (_game.version >= 7 && (_language == Common::KO_KOR || _language == Common::JA_JPN || _language == Common::ZH_TWN)) {
} else if ((_game.version >= 7 && (_language == Common::KO_KOR || _language == Common::JA_JPN || _language == Common::ZH_TWN)) ||
(_game.version >= 3 && _language == Common::ZH_CNA)) {
int numChar = 0;
const char *fontFile = NULL;
@ -113,6 +114,14 @@ void ScummEngine::loadCJKFont() {
numChar = 13630;
}
break;
case Common::ZH_CNA:
if (_game.id == GID_FT || _game.id == GID_LOOM || _game.id == GID_INDY3 ||
_game.id == GID_INDY4 || _game.id == GID_MONKEY || _game.id == GID_MONKEY2 ||
_game.id == GID_TENTACLE) {
fontFile = "chinese_gb16x12.fnt";
numChar = 8178;
}
break;
default:
break;
}
@ -138,6 +147,11 @@ void ScummEngine::loadCJKFont() {
_2byteHeight = 15;
_newLineCharacter = 0x21;
break;
case Common::ZH_CNA:
_2byteWidth = 12;
_2byteHeight = 12;
_newLineCharacter = 0x21;
break;
default:
break;
}
@ -356,6 +370,9 @@ byte *ScummEngine::get2byteCharPtr(int idx) {
return _2byteFontPtr + base;
break;
}
case Common::ZH_CNA:
idx = ((idx % 256) - 0xa1)* 94 + ((idx / 256) - 0xa1);
break;
default:
idx = 0;
}

View file

@ -210,7 +210,17 @@ static bool searchFSNode(const Common::FSList &fslist, const Common::String &nam
// The following function tries to detect the language for COMI and DIG
static Common::Language detectLanguage(const Common::FSList &fslist, byte id) {
assert(id == GID_CMI || id == GID_DIG);
// First try to detect Chinese translation
Common::FSNode fontFile;
if (searchFSNode(fslist, "chinese_gb16x12.fnt", fontFile)) {
debug(0, "Chinese detected");
return Common::ZH_CNA;
}
// Now try to detect COMI and Dig by language files
if (id != GID_CMI && id != GID_DIG)
return Common::UNK_LANG;
// Check for LANGUAGE.BND (Dig) resp. LANGUAGE.TAB (CMI).
// These are usually inside the "RESOURCE" subdirectory.
@ -314,8 +324,8 @@ static void computeGameSettingsFromMD5(const Common::FSList &fslist, const GameF
dr.game.features |= GF_DEMO;
}
// HACK: Detect COMI & Dig languages
if (dr.language == UNK_LANG && (dr.game.id == GID_CMI || dr.game.id == GID_DIG)) {
// HACK: Try to detect languages for translated games
if (dr.language == UNK_LANG) {
dr.language = detectLanguage(fslist, dr.game.id);
}
break;
@ -442,6 +452,8 @@ static void detectGames(const Common::FSList &fslist, Common::List<DetectorResul
continue;
}
// HACK: Perhaps it is some modified translation?
dr.language = detectLanguage(fslist, g->id);
// Add the game/variant to the candidates list if it is consistent
// with the file(s) we are seeing.