In V7/V8 games, just always call translateText, it'll check for the '/' prefix anyway (this allows us to perform additional magic in it, should we need to, e.g. to fix bug #1172655)

svn-id: r17297
This commit is contained in:
Max Horn 2005-03-30 17:30:47 +00:00
parent b5eb59dff1
commit ebb49d5cfe
2 changed files with 9 additions and 7 deletions

View file

@ -569,7 +569,7 @@ int ScummEngine::addMessageToStack(const byte *msg, byte *dst, int dstSize) {
return 0;
}
if (_version >= 7 && msg[0] == '/') {
if (_version >= 7) {
translateText(msg, transBuf);
src = transBuf;
} else {
@ -649,7 +649,7 @@ int ScummEngine::addMessageToStack(const byte *msg, byte *dst, int dstSize) {
error("addMessageToStack: buffer overflow!");
}
*dst = 0;
return dstSize - (end - dst);
}
@ -896,6 +896,8 @@ void ScummEngine::loadLanguageBundle() {
// That was another index entry
_languageIndexSize++;
} else {
error("Unknwon languag.bnd entry found: '%s'\n", ptr);
}
// Skip over newlines (and turn them into null bytes)
@ -955,6 +957,9 @@ void ScummEngine::translateText(const byte *text, byte *trans_buff) {
LangIndexNode *found = NULL;
int i;
trans_buff[0] = 0;
_lastStringTag[0] = 0;
if (_version >= 7 && text[0] == '/') {
// Extract the string tag from the text: /..../
for (i = 0; (i < 12) && (text[i + 1] != '/'); i++)