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level_dialog.lua
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2005-07-16
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local DialogState = {
SOUND_PREFIX = "",
DEFAULT_LANG = "",
filename = nil,
lang = "",
name = "",
font = "",
dialogs = {},
}
-- Return path to .ogg file or empty string.
local function dataPathSound(lang, basename)
local soundFile = DialogState.SOUND_PREFIX..lang.."/"..basename..".ogg"
if not file_exists(soundFile) then
soundFile = ""
end
return soundFile
end
-- Loads localized dialogs from prefix.."dialogs_*.lua"
-- @param prefix prefix of dialogs_<lang>.lua files
-- @param soundPrefix prefix of <lang>/<dialogCodename>.ogg files
-- Default soundPrefix is "sound/<levelCodename>/"
function dialogLoad(prefix, soundPrefix)
DialogState.SOUND_PREFIX = "sound/"..codename.."/"
if soundPrefix then
DialogState.SOUND_PREFIX = soundPrefix
end
-- NOTE: uses select_lang.lua to determine avaiable languages
local langs = {}
local oldfunc = select_addFlag
function select_addFlag(lang, flag)
table.insert(langs, lang)
end
file_include("script/select_lang.lua")
select_addFlag = oldfunc
for key, lang in pairs(langs) do
local dialogFile = prefix.."dialogs_"..lang..".lua"
if file_exists(dialogFile) then
if "" == DialogState.DEFAULT_LANG then
DialogState.DEFAULT_LANG = lang
end
DialogState.lang = lang
DialogState.filename = dialogFile
file_include(dialogFile)
else
if string.len(lang) <= 2 then
print(string.format("DEBUG: missing translation"..
"; lang=%q; file=%q", lang, dialogFile))
end
end
end
end
--- Prepares localized dialog and checks for consistency.
-- @param dialogName dialog codename
-- @param fontName font codename (e.g. font_elk, font_parrot, ...)
-- @param defaultSubtitle prime subtitle to translate
function dialogId(dialogName, fontName, defaultSubtitle)
DialogState.name = dialogName
DialogState.font = fontName
local primeDialog = DialogState.dialogs[dialogName]
if not primeDialog then
if DialogState.lang == DialogState.DEFAULT_LANG then
dialogStr(defaultSubtitle)
DialogState.dialogs[dialogName] = {
font = fontName,
subtitle = defaultSubtitle,
}
else
print(string.format("WARNING: extra foreign dialog"..
"; file=%q; name=%q; subtitle=%q",
DialogState.filename, dialogName, defaultSubtitle or ""))
end
else
if primeDialog.font ~= fontName then
print(string.format("WARNING: bad font for foreign dialog"..
"; file=%q; name=%q; primeFont=%q; font=%q",
DialogState.filename, dialogName,
primeDialog.font or "", fontName or ""))
end
if primeDialog.subtitle ~= defaultSubtitle then
print(string.format(
"WARNING: bad defaultSubtitle for foreign dialog"..
"; file=%q; name=%q; primeSubtitle=%q; defaultSubtitle=%q",
DialogState.filename, dialogName,
primeDialog.subtitle or "", defaultSubtitle or ""))
end
end
end
--- Defines text for localizated dialog
-- @param subtitle localized text
function dialogStr(subtitle)
dialog_addDialog(DialogState.name, DialogState.lang,
dataPathSound(DialogState.lang, DialogState.name),
DialogState.font, subtitle)
end