Fixed some translation documentation, updated POT and en.po

This commit is contained in:
Julie Marchant 2019-06-12 11:50:38 -04:00
parent a2d9120903
commit 98afecf1c3
5 changed files with 1317 additions and 663 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -638,7 +638,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
{
case P_CASH:
radio_getRandomMessage(fmt, ngettext(
/// Info line messages for remaining cash to collect (singular)
/// Info line messages for remaining cash to collect
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -646,10 +646,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
"$%d more to collect...\n"
"Just $%d more needed...\n"
"Collect just $%d more...",
/// Info line messages for remaining cash to collect (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Collect $%d more...\n"
"$%d more to collect...\n"
"$%d more needed...",
@ -658,7 +655,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
break;
case P_CARGO:
radio_getRandomMessage(fmt, ngettext(
/// Info line messages for remaining cargo pods to collect (singular)
/// Info line messages for remaining cargo pods to collect
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -667,10 +664,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
"%d more cargo pod needed...\n"
"Collect just %d more cargo pod...\n"
"Only %d cargo pod left to collect...",
/// Info line messages for remaining cargo pods to collect (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Collect %d more cargo pods...\n"
"%d more cargo pods to collect...\n"
"%d more cargo pods needed...\n"
@ -680,7 +674,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
break;
case P_ORE:
radio_getRandomMessage(fmt,ngettext(
/// Info line messages for remaining ore to collect (singular)
/// Info line messages for remaining ore to collect
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -688,10 +682,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
"%d more piece of ore to collect...\n"
"%d more piece of ore needed...\n"
"Collect just %d more piece...",
/// Info line messages for remaining ore to collect (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Collect %d more pieces of ore...\n"
"%d more pieces of ore to collect...\n"
"%d more pieces of ore needed...",
@ -750,7 +741,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
if ((*targetValue <= 10) || (*targetValue % 10 == 0))
{
radio_getRandomMessage(fmt, ngettext(
/// Info line messages for remaining enemies to destroy (singular)
/// Info line messages for remaining enemies to destroy
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -760,10 +751,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
"Destroy just %d more...\n"
"Only %d target left...\n"
"Destroy %d last target...",
/// Info line messages for remaining enemies to destroy (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Destroy %d more targets...\n"
"%d more targets to destroy...\n"
"%d targets remain...\n"
@ -774,7 +762,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
break;
case M_DISABLE_TARGET:
radio_getRandomMessage(fmt, ngettext(
/// Info line messages for remaining enemies to disable (singular)
/// Info line messages for remaining enemies to disable
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -782,10 +770,7 @@ static void mission_evaluate(int type, int id, int *completed, int *targetValue,
"%d more target to disable...\n"
"Disable just %d more...\n"
"Disable %d last target...",
/// Info line messages for remaining enemies to disable (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Disable %d more targets...\n"
"%d more targets to disable...\n"
"Disable %d remaining targets...",
@ -878,7 +863,7 @@ void mission_updateRequirements(int type, int id, int value)
{
slavesNeeded = SLAVE_RESCUE_TARGET - game.slavesRescued;
radio_getRandomMessage(fmt, ngettext(
/// Info line messages for remaining slaves to rescue (singular)
/// Info line messages for remaining slaves to rescue
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
@ -886,10 +871,7 @@ void mission_updateRequirements(int type, int id, int value)
"Rescue at least %d more slave...\n"
"At least %d more slave to rescue...\n"
"At least %d more rescued slave needed...",
/// Info line messages for remaining slaves to rescue (plural)
/// This is a "\n"-separated list of possible choices to make. Please feel free
/// to add as many as you like. Each entry must have one instance of "%d", which
/// is replaced with the number remaining.
// Plural
"Rescue %d more slaves...\n"
"Rescue at least %d more slaves...\n"
"At least %d more slaves to rescue...\n"
@ -1315,8 +1297,7 @@ void mission_showFinishedScreen()
else
shield_bonus = player.shield * 10;
/// "%d" must be retained. It is replaced with the money earned
/// from the shield bonus. Please keep "$" as-is as well for the
/// sake of continuity with untranslateable parts of the interface.
/// from the shield bonus.
sprintf(temp, _("Shield Bonus: $%d"), shield_bonus);
screen_renderUnicode(temp, -1, screen->h / 2 + 130, FONT_WHITE);
game.cash += shield_bonus;

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@ -109,6 +109,7 @@ int save_initSlots()
fp = fopen(fileName, "r");
if (fp == NULL)
{
/// Used for empty save slots.
sprintf(saveSlot[i], (i == 0 ? _("AUTOSAVE (Empty)") : _("Empty")));
if (engine.gameSection == SECTION_TITLE)
gfx_createTextObject(TS_SAVESLOT_0 + i, saveSlot[i],

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@ -59,31 +59,39 @@ static void drawSecondaryWeaponSurface()
switch (player.weaponType[1])
{
case W_NONE:
/// Used to indicate that there is not Secondary Weapon.
/// Shop info: current secondary: none
strcpy(description, _("Uninstalled"));
break;
case W_ROCKETS:
/// Shop info: current secondary: rockets
strcpy(description, _("Rockets"));
break;
case W_DOUBLE_ROCKETS:
/// Shop info: current secondary: double rockets
strcpy(description, _("Dbl Rockets"));
break;
case W_MICRO_ROCKETS:
/// Shop info: current secondary: micro rockets
strcpy(description, _("Micro Rockets"));
break;
case W_LASER:
/// Shop info: current secondary: laser
strcpy(description, _("Laser"));
break;
case W_CHARGER:
/// Shop info: current secondary: charger
strcpy(description, _("Charger"));
break;
case W_HOMING_MISSILE:
/// Shop info: current secondary: homing missile
strcpy(description, _("Homing Missile"));
break;
case W_DOUBLE_HOMING_MISSILES:
/// Shop info: current secondary: double homing missiles
strcpy(description, _("Dbl Homing Missiles"));
break;
case W_MICRO_HOMING_MISSILES:
/// Shop info: current secondary: micro homing missiles
strcpy(description, _("Mcr Homing Missiles"));
break;
}
@ -275,31 +283,38 @@ static void drawShop()
strcpy(description, "");
gfx_renderUnicode(_("Primary Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma output
/// Retain "%d" as-is. It is replaced with the min plasma output.
sprintf(description, _("Cannons: %d"), game.minPlasmaOutput);
gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma damage
/// Retain "%d" as-is. It is replaced with the min plasma damage.
sprintf(description, _("Power: Stage %d"),
game.minPlasmaDamage);
gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
/// Shop info: min plasma rate
/// Retain "%d" as-is. It is replaced with the min plasma cooling.
sprintf(description, _("Cooling: Stage %d"),
game.minPlasmaRate);
gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_PRIMARY]);
gfx_renderUnicode(_("Powerup Weapon"), 10, 3, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma output
/// Retain "%d" as-is. It is replaced with the max plasma output.
sprintf(description, _("Splitter: Stage %d"),
game.maxPlasmaOutput);
gfx_renderUnicode(description, 10, 22, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma damage
/// Retain "%d" as-is. It is replaced with the max plasma damage.
sprintf(description, _("Condensor: Stage %d"),
game.maxPlasmaDamage);
gfx_renderUnicode(description, 10, 37, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma rate
/// Retain "%d" as-is. It is replaced with the max plasma cooling.
sprintf(description, _("L.Nitrogen: Stage %d"),
game.maxPlasmaRate);
gfx_renderUnicode(description, 10, 52, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);
/// Shop info: max plasma ammo
/// Retain "%d" as-is. It is replaced with the Firefly's plasma ammo capacity.
sprintf(description, _("Capacity: %d"), game.maxPlasmaAmmo);
gfx_renderUnicode(description, 10, 67, FONT_WHITE, 0, gfx_shopSprites[SHOP_S_POWERUP]);