Fixed some translation documentation, updated POT and en.po
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a2d9120903
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996
locale/en.po
996
locale/en.po
File diff suppressed because it is too large
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File diff suppressed because it is too large
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@ -638,7 +638,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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{
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case P_CASH:
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radio_getRandomMessage(fmt, ngettext(
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/// Info line messages for remaining cash to collect (singular)
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/// Info line messages for remaining cash to collect
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -646,10 +646,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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"$%d more to collect...\n"
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"Just $%d more needed...\n"
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"Collect just $%d more...",
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/// Info line messages for remaining cash to collect (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Collect $%d more...\n"
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"$%d more to collect...\n"
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"$%d more needed...",
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@ -658,7 +655,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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break;
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case P_CARGO:
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radio_getRandomMessage(fmt, ngettext(
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/// Info line messages for remaining cargo pods to collect (singular)
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/// Info line messages for remaining cargo pods to collect
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -667,10 +664,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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"%d more cargo pod needed...\n"
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"Collect just %d more cargo pod...\n"
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"Only %d cargo pod left to collect...",
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/// Info line messages for remaining cargo pods to collect (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Collect %d more cargo pods...\n"
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"%d more cargo pods to collect...\n"
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"%d more cargo pods needed...\n"
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@ -680,7 +674,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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break;
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case P_ORE:
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radio_getRandomMessage(fmt,ngettext(
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/// Info line messages for remaining ore to collect (singular)
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/// Info line messages for remaining ore to collect
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -688,10 +682,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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"%d more piece of ore to collect...\n"
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"%d more piece of ore needed...\n"
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"Collect just %d more piece...",
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/// Info line messages for remaining ore to collect (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Collect %d more pieces of ore...\n"
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"%d more pieces of ore to collect...\n"
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"%d more pieces of ore needed...",
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@ -750,7 +741,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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if ((*targetValue <= 10) || (*targetValue % 10 == 0))
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{
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radio_getRandomMessage(fmt, ngettext(
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/// Info line messages for remaining enemies to destroy (singular)
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/// Info line messages for remaining enemies to destroy
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -760,10 +751,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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"Destroy just %d more...\n"
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"Only %d target left...\n"
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"Destroy %d last target...",
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/// Info line messages for remaining enemies to destroy (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Destroy %d more targets...\n"
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"%d more targets to destroy...\n"
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"%d targets remain...\n"
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@ -774,7 +762,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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break;
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case M_DISABLE_TARGET:
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radio_getRandomMessage(fmt, ngettext(
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/// Info line messages for remaining enemies to disable (singular)
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/// Info line messages for remaining enemies to disable
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -782,10 +770,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
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"%d more target to disable...\n"
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"Disable just %d more...\n"
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"Disable %d last target...",
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/// Info line messages for remaining enemies to disable (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Disable %d more targets...\n"
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"%d more targets to disable...\n"
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"Disable %d remaining targets...",
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@ -878,7 +863,7 @@ void mission_updateRequirements(int type, int id, int value)
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{
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slavesNeeded = SLAVE_RESCUE_TARGET - game.slavesRescued;
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radio_getRandomMessage(fmt, ngettext(
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/// Info line messages for remaining slaves to rescue (singular)
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/// Info line messages for remaining slaves to rescue
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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@ -886,10 +871,7 @@ void mission_updateRequirements(int type, int id, int value)
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"Rescue at least %d more slave...\n"
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"At least %d more slave to rescue...\n"
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"At least %d more rescued slave needed...",
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/// Info line messages for remaining slaves to rescue (plural)
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/// This is a "\n"-separated list of possible choices to make. Please feel free
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/// to add as many as you like. Each entry must have one instance of "%d", which
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/// is replaced with the number remaining.
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// Plural
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"Rescue %d more slaves...\n"
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"Rescue at least %d more slaves...\n"
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"At least %d more slaves to rescue...\n"
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@ -1315,8 +1297,7 @@ void mission_showFinishedScreen()
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else
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shield_bonus = player.shield * 10;
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/// "%d" must be retained. It is replaced with the money earned
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/// from the shield bonus. Please keep "$" as-is as well for the
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/// sake of continuity with untranslateable parts of the interface.
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/// from the shield bonus.
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sprintf(temp, _("Shield Bonus: $%d"), shield_bonus);
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screen_renderUnicode(temp, -1, screen->h / 2 + 130, FONT_WHITE);
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game.cash += shield_bonus;
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@ -109,6 +109,7 @@ int save_initSlots()
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fp = fopen(fileName, "r");
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if (fp == NULL)
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{
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/// Used for empty save slots.
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sprintf(saveSlot[i], (i == 0 ? _("AUTOSAVE (Empty)") : _("Empty")));
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if (engine.gameSection == SECTION_TITLE)
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gfx_createTextObject(TS_SAVESLOT_0 + i, saveSlot[i],
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17
src/shop.c
17
src/shop.c
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@ -59,31 +59,39 @@ static void drawSecondaryWeaponSurface()
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switch (player.weaponType[1])
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{
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case W_NONE:
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/// Used to indicate that there is not Secondary Weapon.
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/// Shop info: current secondary: none
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strcpy(description, _("Uninstalled"));
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break;
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case W_ROCKETS:
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/// Shop info: current secondary: rockets
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strcpy(description, _("Rockets"));
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break;
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case W_DOUBLE_ROCKETS:
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/// Shop info: current secondary: double rockets
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strcpy(description, _("Dbl Rockets"));
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break;
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case W_MICRO_ROCKETS:
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/// Shop info: current secondary: micro rockets
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strcpy(description, _("Micro Rockets"));
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break;
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case W_LASER:
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/// Shop info: current secondary: laser
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strcpy(description, _("Laser"));
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break;
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case W_CHARGER:
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/// Shop info: current secondary: charger
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strcpy(description, _("Charger"));
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break;
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case W_HOMING_MISSILE:
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/// Shop info: current secondary: homing missile
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strcpy(description, _("Homing Missile"));
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break;
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case W_DOUBLE_HOMING_MISSILES:
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/// Shop info: current secondary: double homing missiles
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strcpy(description, _("Dbl Homing Missiles"));
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break;
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case W_MICRO_HOMING_MISSILES:
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/// Shop info: current secondary: micro homing missiles
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strcpy(description, _("Mcr Homing Missiles"));
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break;
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}
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@ -275,31 +283,38 @@ static void drawShop()
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strcpy(description, "");
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gfx_renderUnicode(_("Primary Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
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/// Shop info: min plasma output
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/// Retain "%d" as-is. It is replaced with the min plasma output.
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sprintf(description, _("Cannons: %d"), game.minPlasmaOutput);
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gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
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/// Shop info: min plasma damage
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/// Retain "%d" as-is. It is replaced with the min plasma damage.
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sprintf(description, _("Power: Stage %d"),
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game.minPlasmaDamage);
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gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
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/// Shop info: min plasma rate
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/// Retain "%d" as-is. It is replaced with the min plasma cooling.
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sprintf(description, _("Cooling: Stage %d"),
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game.minPlasmaRate);
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gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
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gfx_renderUnicode(_("Powerup Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
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/// Shop info: max plasma output
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/// Retain "%d" as-is. It is replaced with the max plasma output.
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sprintf(description, _("Splitter: Stage %d"),
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game.maxPlasmaOutput);
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gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
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/// Shop info: max plasma damage
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/// Retain "%d" as-is. It is replaced with the max plasma damage.
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sprintf(description, _("Condensor: Stage %d"),
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game.maxPlasmaDamage);
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gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
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/// Shop info: max plasma rate
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/// Retain "%d" as-is. It is replaced with the max plasma cooling.
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sprintf(description, _("L.Nitrogen: Stage %d"),
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game.maxPlasmaRate);
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gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
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/// Shop info: max plasma ammo
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/// Retain "%d" as-is. It is replaced with the Firefly's plasma ammo capacity.
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sprintf(description, _("Capacity: %d"), game.maxPlasmaAmmo);
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gfx_renderUnicode(description, 10, 67, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
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