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-rw-r--r--engines/scumm/script_c64.cpp35
-rw-r--r--engines/scumm/script_v2.cpp35
2 files changed, 46 insertions, 24 deletions
diff --git a/engines/scumm/script_c64.cpp b/engines/scumm/script_c64.cpp
index 3c0462e179..5b2b3f3a63 100644
--- a/engines/scumm/script_c64.cpp
+++ b/engines/scumm/script_c64.cpp
@@ -493,20 +493,31 @@ void ScummEngine_c64::drawSentence() {
// The prepositions, like the fonts, were hard code in the engine. Thus
// we have to do that, too, and provde localized versions for all the
// languages MM/Zak are available in.
- //
- // The order here matches the one defined in gameDetector.h
const char *prepositions[][5] = {
- { " ", " in", " with", " on", " to" }, // English
- { " ", " mit", " mit", " mit", " zu" }, // German
- { " ", " dans", " avec", " sur", " <" },// French
- { " ", " in", " con", " su", " a" }, // Italian
- { " ", " in", " with", " on", " to" }, // Portugese
- { " ", " en", " con", " en", " a" }, // Spanish
- { " ", " in", " with", " on", " to" }, // Japanese
- { " ", " in", " with", " on", " to" }, // Chinese
- { " ", " in", " with", " on", " to" } // Korean
+ { " ", " in", " with", " on", " to" }, // English
+ { " ", " mit", " mit", " mit", " zu" }, // German
+ { " ", " dans", " avec", " sur", " <" }, // French
+ { " ", " in", " con", " su", " a" }, // Italian
+ { " ", " en", " con", " en", " a" }, // Spanish
};
- int lang = (_language <= 8) ? _language : 0; // Default to english
+ int lang;
+ switch (_language) {
+ case Common::DE_DEU:
+ lang = 1;
+ break;
+ case Common::FR_FRA:
+ lang = 2;
+ break;
+ case Common::IT_ITA:
+ lang = 3;
+ break;
+ case Common::ES_ESP:
+ lang = 4;
+ break;
+ default:
+ lang = 0; // Default to english
+ }
+
strcat(sentence, prepositions[lang][sentencePrep]);
}
diff --git a/engines/scumm/script_v2.cpp b/engines/scumm/script_v2.cpp
index ff32ab033a..00e4bfba57 100644
--- a/engines/scumm/script_v2.cpp
+++ b/engines/scumm/script_v2.cpp
@@ -1013,20 +1013,31 @@ void ScummEngine_v2::o2_drawSentence() {
// The prepositions, like the fonts, were hard code in the engine. Thus
// we have to do that, too, and provde localized versions for all the
// languages MM/Zak are available in.
- //
- // The order here matches the one defined in gameDetector.h
const char *prepositions[][5] = {
- { " ", " in", " with", " on", " to" }, // English
- { " ", " mit", " mit", " mit", " zu" }, // German
- { " ", " dans", " avec", " sur", " <" }, // French
- { " ", " in", " con", " su", " a" }, // Italian
- { " ", " in", " with", " on", " to" }, // Portugese
- { " ", " en", " con", " en", " a" }, // Spanish
- { " ", " in", " with", " on", " to" }, // Japanese
- { " ", " in", " with", " on", " to" }, // Chinese
- { " ", " in", " with", " on", " to" } // Korean
+ { " ", " in", " with", " on", " to" }, // English
+ { " ", " mit", " mit", " mit", " zu" }, // German
+ { " ", " dans", " avec", " sur", " <" }, // French
+ { " ", " in", " con", " su", " a" }, // Italian
+ { " ", " en", " con", " en", " a" }, // Spanish
};
- int lang = (_language <= 8) ? _language : 0; // Default to english
+ int lang;
+ switch (_language) {
+ case Common::DE_DEU:
+ lang = 1;
+ break;
+ case Common::FR_FRA:
+ lang = 2;
+ break;
+ case Common::IT_ITA:
+ lang = 3;
+ break;
+ case Common::ES_ESP:
+ lang = 4;
+ break;
+ default:
+ lang = 0; // Default to english
+ }
+
if (_game.platform == Common::kPlatformNES) {
strcat(sentence, (const char *)(getResourceAddress(rtCostume, 78) + VAR(VAR_SENTENCE_PREPOSITION) * 8 + 2));
} else