Logo Search packages:      
Sourcecode: 7kaa version File versions  Download package

ONEWSSPA.cpp

/*
 * Seven Kingdoms: Ancient Adversaries
 *
 * Copyright 1997,1998 Enlight Software Ltd.
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

//Filename    : ONEWS3.CPP
//Description : Object news msg generating routines

#if(defined(SPANISH))

#include <OSTR.h>
#include <OTOWN.h>
#include <OFIRMRES.h>
#include <ONATION.h>
#include <OUNIT.h>
#include <OSPY.h>
#include <OFONT.h>
#include <OTECHRES.h>
#include <OMONSRES.h>
#include <OREMOTE.h>
#include <OGODRES.h>
#include <ORACERES.h>
#include <OTALKRES.h>
#include <ONEWS.h>

//--------- Define variable type ----------//

typedef void (News::*NewsFP)();

//-------- Define struct NewsInfo -------//

struct NewsInfo
{
      NewsFP news_function_ptr;
      char   is_major;                          // whether this is a major news or not
};

//------ Define function pointers array ------//

static NewsInfo news_info_array[] =
{
      { &News::diplomacy, 1 },
      { &News::town_rebel, 1 },
      { &News::migrate, 0 },
      { &News::new_nation, 1 },
      { &News::nation_destroyed, 1 },
      { &News::nation_surrender, 1 },
      { &News::king_die, 1 },
      { &News::new_king, 1 },
      { &News::firm_destroyed, 0 },
      { &News::firm_captured, 0 },
      { &News::town_destroyed, 0 },
      { &News::town_abandoned, 0 },
      { &News::town_surrendered, 0 },
      { &News::monster_king_killed, 0 },
      { &News::monster_firm_destroyed, 0 },
      { &News::scroll_acquired, 1 },
      { &News::monster_gold_acquired, 0 },
      { &News::your_spy_killed, 1 },
      { &News::enemy_spy_killed, 1 },
      { &News::unit_betray, 1 },
      { &News::unit_assassinated, 1 },
      { &News::assassinator_caught, 1 }, 
      { &News::general_die, 1 },
      { &News::raw_exhaust, 1 },
      { &News::tech_researched, 1 },
      { &News::lightning_damage, 1 },
      { &News::earthquake_damage, 1 },
      { &News::goal_deadline, 1 },
      { &News::weapon_ship_worn_out, 0 },
      { &News::firm_worn_out, 0 },
      { &News::chat_msg, 1 },
      { &News::multi_retire, 1 },
      { &News::multi_quit_game, 1 },
      { &News::multi_save_game, 1 },
      { &News::multi_connection_lost, 1 },
};

//------- Define static variables --------//

static String str;

//------ Begin of function News::msg -----//
//
// Return the msg string of current news.
//
char* News::msg()
{
      NewsFP newsFP = news_info_array[id-1].news_function_ptr;

      (this->*newsFP)();   // call the corrsponding function to return the news msg

      return str;
}
//------- End of function News::msg -----//


//------ Begin of function News::is_major -----//
//
// Whether this is a major news or not.
//
int News::is_major()
{
      if( id==NEWS_TOWN_REBEL )
      {
            //-- only rebellions happening in the player's village are considered as major news --//

            return nation_array.player_recno &&
                         nation_name_id1 == (~nation_array)->nation_name_id;
      }
      else
      {
            return news_info_array[id-1].is_major;
      }
}
//------- End of function News::is_major -----//


//------ Begin of function News::diplomacy -----//
//
// Diplomatic messages from other nations.
//
// short_para1 = the recno of TalkMsg in talk_res.talk_msg_array.
//
void News::diplomacy()
{
      err_when( talk_res.is_talk_msg_deleted(short_para1) );

      TalkMsg* talkMsgPtr = talk_res.get_talk_msg(short_para1);

      str = talkMsgPtr->msg_str(nation_array.player_recno);
}
//------- End of function News::diplomacy -----//


//------ Begin of function News::town_rebel -----//
//
// Generate a news that a firm is built
//
// nation_name1() - the name of the nation the rebel took place.
//
// short_para1 = the town name id.
// short_para2 = no. of rebels
//
void News::town_rebel()
{
      //---------------- Text Format -----------------//
      //
      // <no. of rebel> Peasants in <town name> in
      // <nation name> is/are rebelling.
      //
      //----------------------------------------------//
      //
      // <no. of rebel> Campesino(s) de <town name> del
      // <nation name> se está(n) revelando.
      //
      //----------------------------------------------//

      err_when( short_para2 < 1 );

      str = short_para2;

      if( short_para2 > 1 )
            str += " Campesinos de ";
      else
            str += " Campesino de ";

      str += town_res.get_name(short_para1);
      str += " del ";
      str += nation_name1();

      if( short_para2 > 1 )
            str += " se están revelando.";
      else
            str += " se está revelando.";
}
//------- End of function News::town_rebel -----//


//------ Begin of function News::migrate -------//
//
// nation_name1() - from nation
// nation_name2() - to nation
//
// short_para1 = the town name id. that the worker migrates from
// short_para2 = the town name id. that the worker migrates to
// short_para3 = race id. of the migrated worker/peasant
// short_para4 = no. of people migrated
// short_para5 = the firm id. that the worker works for
//
void News::migrate()
{
      //---------------- Text Format -----------------//
      //
      // A <racial> <worker name>/Peasant has emigrated from your
      // village of <town name> to <town name> in <nation name>.
      //
      // A <racial> <worker name>/Peasant has immigrated from
      // <town name> in <nation name> to your village of <town name>.
      //
      //----------------------------------------------//
      //
      // Un <worker name>/Campesino <racial> ha emigrado de tu
      // aldea de <town name> a <town name> del <nation name>.
      //
      // Un <worker name>/Campesino <racial> ha emigrado de
      // <town name> del <nation name> a tu aldea de <town name>.
      //
      //----------------------------------------------//

      if( short_para4 == 1 )
            str = "Un";
      else
            str = m.format(short_para4);

      str += " ";
      if( short_para5 )
            str += firm_res[short_para5]->worker_title;
      else
            str += "Campesino";

      str += " ";
      str += race_res[short_para3]->name;

      if( short_para4 == 1 )
            str += " ha";
      else
            str += " ha";

      //------------------------------------//

      if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )           // from player nation to another nation
      {
            str += "emigrado de tu aldea de ";
            str += town_res.get_name(short_para1);
            str += " a ";
            str += town_res.get_name(short_para2);

            if( nation_name_id2 )         // only if it is not an independent town
            {
                  str += " del ";
                  str += nation_name2();
            }

            str += ".";
      }
      else
      {
            str += " emigrado de ";
            str += town_res.get_name(short_para1);

            if( nation_name_id1 )
            {
                  str += " del ";
                  str += nation_name1();
            }

            str += " a tu aldea de ";
            str += town_res.get_name(short_para2);
            str += ".";
      }
}
//------- End of function News::migrate --------//


//------ Begin of function News::new_nation -----//
//
// king_name1() - name of the king of the new kingdom.
//
void News::new_nation()
{
      //---------------- Text Format -----------------//
      //
      // A new Kingdom has emerged under the leadership of <king Name>.
      //
      //----------------------------------------------//
      //
      // Ha surgido un nuevo Reino bajo el mando de <king Name>.
      //
      //----------------------------------------------//

      str  = "Ha surgido un nuevo Reino bajo el mando de ";
      str += king_name1(1);
      str += ".";
}
//------- End of function News::new_nation -----//


//------ Begin of function News::nation_destroyed -----//
//
// nation_name1() - name of the destroyed nation.
//
void News::nation_destroyed()
{
      //---------------- Text Format -----------------//
      //
      // <King>'s Kingdom has been destroyed.
      //
      //----------------------------------------------//
      //
      // El Reino de <King> ha sido destruido.
      //
      //----------------------------------------------//

      str  = "El ";
      str += nation_name1();
      str += " ha sido destruido.";
}
//------- End of function News::nation_destroyed -----//


//------ Begin of function News::nation_surrender -----//
//
// nation_name1() - name of the surrendering nation.
// nation_name2() - name of the nation to surrender.
//
void News::nation_surrender()
{
      //---------------- Text Format -----------------//
      //
      // <King>'s Kingdom has surrendered to <King B>'s Kingdom.
      //
      // <King>'s Kingdom has surrendered to you.
      //
      //----------------------------------------------//
      //
      // El Reino de <King> se ha rendido al Reino de <King B>.
      //
      // El Reino de <King> se te ha rendido.
      //
      //----------------------------------------------//

      str  = "El ";
      str += nation_name1();

      if( nation_array.player_recno && nation_name_id2 == (~nation_array)->nation_name_id )
      {
            str += " se te ha rendido.";
      }
      else
      {
            str += " se ha rendido al ";
            str += nation_name2();
            str += ".";
      }
}
//------- End of function News::nation_surrender -----//


//------ Begin of function News::king_die -----//
//
// king_name1() - the nation whose king has died.
//
void News::king_die()
{
      //---------------- Text Format -----------------//
      //
      // Your King, <king name>, has been slain.
      //
      // OR
      //
      // King <king name> of <nation name> has been slain.
      //
      //----------------------------------------------//
      //
      // Tu Rey, <king name>, ha sido liquidado.
      //
      // O
      //
      // El Rey <king name> del <nation name> ha sido liquidado.
      //
      //----------------------------------------------//

      if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
      {
            str  = "Tu Rey, ";
            str += king_name1();
            str += ", ha sido liquidado.";
      }
      else
      {
            str  = "El Rey ";
            str += king_name1();
            str += " del ";
            str += nation_name1();
            str += " ha sido liquidado.";
      }
}
//------- End of function News::king_die -----//


//------ Begin of function News::new_king -----//
//
// nation_name1() - name of the nation where there is a new king.
//
// short_para1 - race id. of the new king.
// short_para2 - name id. of the new king.
//
void News::new_king()
{
      //---------------- Text Format -----------------//
      //
      // <unit name> has ascended the throne as your new King.
      //
      // OR
      //
      // <unit name> has ascended the throne as the new King of
      // <nation name>.
      //
      //----------------------------------------------//
      //
      // <unit name> ha subido al trono como tu nuevo Rey.
      //
      // O
      //
      // <unit name> ha subido al trono como nuevo Rey del
      // <nation name>.
      //
      //----------------------------------------------//

      str = race_res[short_para1]->get_name(short_para2);

      if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
      {
            str += " ha subido al trono como tu nuevo Rey.";
      }
      else
      {
            str += " ha subido al trono como nuevo Rey del ";
            str += nation_name1();
            str += ".";
      }
}
//------- End of function News::new_king -----//


//------ Begin of function News::firm_destroyed -----//
//
// short_para1 - name id. of the firm destroyed.
// short_para2 - id of the town where the firm is located.
// short_para3 - destroyer type: 1 - a nation, 2 - rebels, 3 - Fryhtans.
//
void News::firm_destroyed()
{
      //---------------- Text Format -----------------//
      //
      // Your <firm type> near <town name> has been destroyed by <kingdom name>.
      // Your <firm type> near <town name> has been destroyed by Rebels.
      // Your <firm type> near <town name> has been destroyed by Fryhtans.
      //
      //----------------------------------------------//
      //
      // El <kingdom name> ha destruido tu <firm type> cerca de <town name>.
      // Los Rebeldes han destruido tu <firm type> cerca de <town name>.
      // Los Fryhtans han destruido tu <firm type> cerca de <town name>.
      //
      //----------------------------------------------//

      str = "";
      switch( short_para3 )
      {
            case DESTROYER_NATION:
                  str += "El ";
                  str += nation_name2();
                  str += " ha";
                  break;

            case DESTROYER_REBEL:
                  str += "Los Rebeldes han";
                  break;

            case DESTROYER_MONSTER:
                  str += "Los Fryhtans han";
                  break;

            case DESTROYER_UNKNOWN:
                  str += "";
                  break;
      }

      str += " destruido tu ";
      str += firm_res[short_para1]->name;
      str += " cerca de ";
      str += town_res.get_name(short_para2);
      str += ".";

}
//------- End of function News::firm_destroyed -----//


//------ Begin of function News::firm_captured -----//
//
// nation_name2() - name of the nation that took over your firm.
//
// short_para1 - id. of the firm took over
// short_para2 - id of the town where the firm is located.
// short_para3 - whether the capturer of the firm is a spy.
//
void News::firm_captured()
{
      //---------------- Text Format -----------------//
      //
      // Your <firm type> near <town name> has been
      // captured by <kingdom name>.
      //
      // If the capturer is a spy:
      //
      // Your <firm type> near <town name> has been
      // captured by a spy from <kingdom name>.
      //
      //----------------------------------------------//
      //
      // El <kingdom name> ha capturado tu <firm type>
      // cerca de <town name>.
      //
      // Si el capturador es un espía:
      //
      // Un espía del <kingdom name> ha capturado tu <firm type>
      // cerca de <town name>.
      //
      //----------------------------------------------//

      str = "";
      if( short_para3 )
            str += "Un espía del ";

      else
            str += "El ";

      str += nation_name2();
      str += " ha capturado tu ";
      str += firm_res[short_para1]->name;
      str += " cerca de ";
      str += town_res.get_name(short_para2);
      str += ".";
}
//------- End of function News::firm_captured -----//


//------ Begin of function News::town_destroyed -----//
//
// short_para1 - name id. of the town
// short_para2 - destroyer type
//
void News::town_destroyed()
{
      //---------------- Text Format -----------------//
      //
      // Your village of <name name> has been destroyed by <kingdom name>.
      // Your village of <name name> has been destroyed by Rebels.
      // Your village of <name name> has been destroyed by Fryhtans.
      //
      //----------------------------------------------//
      //
      // El <kingdom name> ha destruido tu aldea de <name name>.
      // Los Rebeldes han destruido tu aldea de <name name>.
      // Los Fryhtans han destruido tu aldea de <name name>.
      //
      //----------------------------------------------//

      str = "";
      switch( short_para2 )
      {
            case DESTROYER_NATION:
                  str += "El ";
                  str += nation_name2();
                  str += " ha";
                  break;

            case DESTROYER_REBEL:
                  str += "Los Rebeldes han";
                  break;

            case DESTROYER_MONSTER:
                  str += "Los Fryhtans han";
                  break;

            case DESTROYER_UNKNOWN:
                  str += "";
                  break;
      }

      str += " destruido tu aldea de ";
      str += town_res.get_name(short_para1);
      str += ".";
}
//------- End of function News::town_destroyed -----//


//------ Begin of function News::town_abandoned -----//
//
// short_para1 - name id of the town
//
void News::town_abandoned()
{
      //---------------- Text Format -----------------//
      //
      // Your village of <village name> has been abandoned by
      // its people.
      //
      //----------------------------------------------//
      //
      // Tu aldea de <village name> ha sido abandonada por
      // su gente.
      //
      //----------------------------------------------//

      str  = "Tu aldea de ";
      str += town_res.get_name(short_para1);
      str += " ha sido abandonada por su gente.";
}
//------- End of function News::town_abandoned -----//


//------ Begin of function News::town_surrendered -----//
//
// short_para1 - name id. of the surrendering town.
//
// nation_name1() - name of the nation the town surrenders to.
// nation_name2() - name of the nation of the surrendering town.
//
void News::town_surrendered()
{
      //---------------- Text Format -----------------//
      //
      // The village of <village name> in <King's Kingdom> has
      // surrendered to you.
      //
      // The independent village of <village name> has
      // surrendered to you.
      //
      // Your village of <village name> has surrendered
      // to <King's Kingdom>.
      //
      //----------------------------------------------//
      //
      // La aldea de <village name> del <King's Kingdom> se
      // te ha rendido.
      //
      // La aldea independiente de <village name> se
      // te ha rendido.
      //
      // Tu aldea de <village name> se ha rendido
      // al <King's Kingdom>.
      //
      //----------------------------------------------//

      if( nation_array.player_recno && nation_name_id2 == (~nation_array)->nation_name_id )
      {
            str  = "Tu aldea de ";
            str += town_res.get_name(short_para1);
            str += " se ha rendido al ";
            str += nation_name1();
            str += ".";
      }
      else if( nation_name_id2 )
      {
            str  = "La aldea de ";
            str += town_res.get_name(short_para1);
            str += " del ";
            str += nation_name2();
            str += " se te ha rendido.";
      }
      else // nation_name_id2 == 0, it's an independent town
      {
            str  = "La aldea independiente de ";
            str += town_res.get_name(short_para1);
            str += " se te ha rendido.";
      }
}
//------- End of function News::town_surrendered -----//


//------ Begin of function News::monster_king_killed -----//
//
// short_para1 - monster id.
//
void News::monster_king_killed()
{
      //---------------- Text Format -----------------//
      //
      // An All High <monster type name> has been slain.
      //
      //----------------------------------------------//
      //
      // El Rey <monster type name> ha sido aniquilado.
      //
      //----------------------------------------------//

      str  = "El Rey ";
      str += monster_res[short_para1]->name;
      str += " ha sido aniquilado.";
}
//------- End of function News::monster_king_killed -----//


//------ Begin of function News::monster_firm_destroyed -----//
//
// short_para1 - monster id.
//
void News::monster_firm_destroyed()
{
      //---------------- Text Format -----------------//
      //
      // A <monster type name> Lair has been destroyed.
      //
      //----------------------------------------------//
      //
      // Una Guarida <monster type name> ha sido destruida.
      //
      //----------------------------------------------//

      char* nameStr = monster_res[short_para1]->name;

      str = "Una Guarida ";
      str += nameStr;
      str += " ha sido destruida.";
}
//------- End of function News::monster_firm_destroyed -----//


//------ Begin of function News::scroll_acquired -----//
//
// nation_name1() - the nation that has acquired the scroll.
//
// short_para1 = the race id. of the scroll.
//
void News::scroll_acquired()
{
      //---------------- Text Format -----------------//
      //
      // You have acquired the <race name> Scroll of Power.
      // <nation name> has acquired the <race name> Scroll of Power.
      //
      //----------------------------------------------//
      //
      // Has conseguido el Pergamino del Poder <race name>.
      // El <nation name> ha conseguido el Pergamino del Poder <race name>.
      //
      //----------------------------------------------//

      if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
      {
            str  = "Has";
      }
      else
      {
            str  = "El ";
            str += nation_name1();
            str += " ha";
      }

      str += " conseguido el Pergamino del Poder ";
      str += race_res[short_para1]->adjective;
}
//------- End of function News::scroll_acquired -----//


//------ Begin of function News::monster_gold_acquired -----//
//
// nation_name1() - the nation that has acquired the monster treasure.
//
// short_para1 = amount of gold.
//
void News::monster_gold_acquired()
{
      //---------------- Text Format -----------------//
      //
      // Your have recovered <treasure amount> worth of treasure from the Fryhtans.
      //
      //----------------------------------------------//
      //
      // Has recuperado <treasure amount> del tesoro de los Fryhtans.
      //
      //----------------------------------------------//

      str  = "Has recuperado ";
      str += m.format(short_para1,2);
      str += " del tesoro de los Fryhtans.";
}
//------- End of function News::monster_gold_acquired -----//


//------ Begin of function News::your_spy_killed -----//
//
// nation_name1() - your nation.
// nation_name2() - the nation that killed your spy.
//
// short_para1 - firm id. if it's a firm
//                              0 if it's a town
//                              race id if spy place == SPY_MOBILE 
// short_para2 - the town id.
//                              name id if spy place == SPY_MOBILE
// short_para3 - spy place
//
void News::your_spy_killed()
{
      //---------------- Text Format -----------------//
      //
      // Your spy has been exposed and executed on his mission to
      // <village name> [ in <nation name> ].  (no nation name for independent town.)
      //
      // Your spy has been exposed and executed on his mission to
      // a <firm type name> near <village name> in <nation name>.
      //
      // Your spy <spy name> has been exposed and executed on his mission to
      // <nation name>.
      //
      //----------------------------------------------//
      //
      // Tu espía ha sido descubierto y ejecutado en
      // <village name> [ del <nation name> ].  (no nation name for independent town.)
      //
      // Tu espía ha sido descubierto y ejecutado en
      // el/la <firm type name> cerca de <village name> del <nation name>.
      //
      // Tu espía <spy name> ha sido descubierto y ejecutado en
      // el <nation name>.
      //
      //----------------------------------------------//

      if( short_para3 == SPY_FIRM )
      {
            str  = "Tu espía ha sido descubierto y ejecutado en la ";
            str += firm_res[short_para1]->name;
            str += " cerca de ";
            str += town_res.get_name(short_para2);

            if( nation_name_id2 )         // not for independent town.
            {
                  str += " del ";
                  str += nation_name2();
            }
      }
      else if( short_para3 == SPY_TOWN )
      {
            str  = "Tu espía ha sido descubierto y ejecutado en ";
            str += town_res.get_name(short_para2);

            if( nation_name_id2 )         // not for independent town.
            {
                  str += " del ";
                  str += nation_name2();
            }
      }
      else if( short_para3 == SPY_MOBILE )
      {
            str  = "Tu espía ";
            str += race_res[short_para1]->get_name(short_para2);
            str += " ha sido descubierto y ejecutado";

            if( nation_name_id2 )         // not for independent town.
            {
                  str += " en el ";
                  str += nation_name2();
            }
      }

      str += ".";
}
//------- End of function News::your_spy_killed -----//


//------ Begin of function News::enemy_spy_killed -----//
//
// nation_name1() - your nation.
// nation_name2() - the nation that the spy belongs to.
//
// short_para1 - firm id. if it's a firm
//                              0 if it's a town
// short_para2 - town name id. if it's a town
//                              0 if it's a firm
// short_para3 - id of the town where the firm is located.
//
void News::enemy_spy_killed()
{
      //---------------- Text Format -----------------//
      //
      // A spy from <kingdom> has been uncovered and executed in your
      // <firm type> near <town name>.
      //
      // A spy from <kingdom> has been uncovered and executed in your
      // village of <town name>.
      //
      // Spy <spy name> from <kingdom> has been uncovered and executed.
      //
      //----------------------------------------------//
      //
      // Un espía del <kingdom> ha sido descubierto y ejecutado en tu
      // <firm type> cerca de <town name>.
      //
      // Un espía del <kingdom> ha sido descubierto y ejecutado en tu
      // aldea de <town name>.
      //
      // El espía <spy name> del <kingdom> ha sido descubierto y ejecutado.
      //
      //----------------------------------------------//

      if( short_para3==SPY_FIRM || short_para3==SPY_TOWN )
      {
            str  = "Un espía del ";
            str += nation_name2();
            str += " ha sido descubierto y ejecutado en tu ";

            if( short_para3==SPY_FIRM )
            {
                  str += firm_res[short_para1]->name;
                  str += " cerca de ";
                  str += town_res.get_name(short_para2);
                  str += ".";
            }
            else
            {
                  str += "aldea de ";
                  str += town_res.get_name(short_para2);
                  str += ".";
            }
      }
      else
      {
            err_when( short_para3 != SPY_MOBILE );

            str  = "El espía ";
            str += race_res[short_para1]->get_name(short_para2);
            str += " del ";
            str += nation_name2();
            str += " ha sido descubierto y ejecutado.";
      }
}
//------- End of function News::enemy_spy_killed -----//


//------ Begin of function News::unit_betray -----//
//
// Only for mobile units or generals in command base.
//
// nation_name1() - the nation that the unit originally belongs to.
// nation_name2() - the nation that the unit has turned towards.
//
// short_para1 - race id. of the unit
// short_para2 - name id. of the unit
// short_para3 - rank id. of the unit
//
void News::unit_betray()
{
      //---------------- Text Format -----------------//
      //
      // [General] <unit name> has betrayed you and turned towards
      // <nation name>.
      //
      // [General] <unit name> has renounced you and become independent.
      //
      // [General] <unit name> of <nation name> has defected to your
      // forces.
      //
      // Independent unit <unit name> has joined your forces.
      //
      //----------------------------------------------//
      //
      // [General] <unit name> te ha traicionado y se ha unido
      // al <nation name>.
      //
      // [General] <unit name> te ha abandonado y se ha hecho independiente.
      //
      // [General] <unit name> del <nation name> ha desertado a tu
      // ejército.
      //
      // <unit name>, unidad independiente, se ha unido a tu ejército.
      //
      //----------------------------------------------//

      if( nation_name_id1 == 0 )          // independent unit joining your force
      {
            str  = race_res[short_para1]->get_name(short_para2);
            str += ", unidad independiente, se ha unido a tu ejército.";
            return;
      }

      //------------------------------------//

      str = "";
      if( short_para3==RANK_GENERAL )
            str += "General ";

      str += race_res[short_para1]->get_name(short_para2);

      //---------------------------------//

      if( nation_name_id2 == 0 )          // became an independent unit
      {
            str += " te ha abandonado y se ha hecho independiente.";
      }
      else
      {
            if( nation_array.player_recno && nation_name_id1 == (~nation_array)->nation_name_id )
            {
                  str += " te ha traicionado y se ha unido al ";
                  str += nation_name2();
                  str += ".";
            }
            else
            {
                  str += " del ";
                  str += nation_name1();
                  str += " ha desertado a tu ejército.";
            }
      }
}
//------- End of function News::unit_betray -----//


//------ Begin of function News::general_die -----//
//
// short_para1 - race id. of your general
// short_para2 - name id. of your general
//
void News::general_die()
{
      //---------------- Text Format -----------------//
      //
      // Your general, <general name>, has been slain.
      //
      //----------------------------------------------//
      //
      // Tu General, <general name>, ha sido liquidado.
      //
      //----------------------------------------------//

      str  = "Tu General, ";
      str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
      str += ", ha sido liquidado.";
}
//------- End of function News::general_die -----//


//------ Begin of function News::unit_assassinated -----//
//
// short_para1 - race id. of assassinated unit
// short_para2 - name id. of assassinated unit
// short_para3 - rank id. of assassinated unit
// short_para4 - whether the enemy spy has been killed or not.
//
void News::unit_assassinated()
{
      //---------------- Text Format -----------------//
      //
      // Your King, <king name>, has been assassinated by an enemy spy.
      // Your general, <general name>, has been assassinated by an enemy spy.
      //
      // [The enemy spy has been killed.]
      //
      //----------------------------------------------//
      //
      // Tu Rey, <king name>, ha sido asesinado por un espía enemigo.
      // Tu General, <general name>, ha sido asesinado por un espía enemigo.
      //
      // [El espía enemigo ha sido liquidado.]
      //
      //----------------------------------------------//

      if( short_para3 == RANK_KING )
      {
            str  = "Tu Rey, ";
            str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
      }
      else
      {
            str  = "Tu General, ";
            str += race_res[short_para1]->get_single_name( (WORD)short_para2 );
      }

      str += ", ha sido asesinado por un espía enemigo.";

      if( short_para4 )
            str += " El espía enemigo ha sido liquidado.";
}
//------- End of function News::unit_assassinated -----//


//------ Begin of function News::assassinator_caught -----//
//
// short_para1 - rank id. of the assassinating target.
//
void News::assassinator_caught()
{
      //---------------- Text Format -----------------//
      //
      // An enemy spy has been killed while attempting
      // to assassinate your King/General.
      //
      //----------------------------------------------//
      //
      // Un espía enemigo ha sido liquidado mientras intentaba
      // asesinar a tu Rey/General.
      //
      //----------------------------------------------//

      str = "Un espía enemigo ha sido liquidado mientras intentaba asesinar a tu ";

      if( short_para1 == RANK_KING )
            str += "Rey.";
      else
            str += "General.";
}
//------- End of function News::assassinator_caught -----//


//------ Begin of function News::raw_exhaust -----//
//
// short_para1 - raw id.
//
void News::raw_exhaust()
{
      //---------------- Text Format -----------------//
      //
      // Your <raw type> Mine has exhausted its <raw type> deposit.
      //
      //----------------------------------------------//
      //
      // Tu Mina de <raw type> ha agotado sus depósitos de <raw type>.
      //
      //----------------------------------------------//

      str  = "Tu Mina de ";
      str += raw_res[short_para1]->name;
      str += " ha agotado sus depósitos de ";
      str += raw_res[short_para1]->name;
      str += ".";
}
//------- End of function News::raw_exhaust -----//


//------ Begin of function News::tech_researched -----//
//
// short_para1 - tech id.
// short_para2 - tech version.
//
void News::tech_researched()
{
      //---------------- Text Format -----------------//
      //
      // Your scientists have finished their <technology>
      // [Mark <version>] research.
      //
      //----------------------------------------------//
      //
      // Tus científicos han terminado de investigar su <technology>
      // [Marca <version>].
      //
      //----------------------------------------------//

      str  = "Tus científicos han terminado de investigar su ";
      str += tech_res[short_para1]->tech_des();

      if( tech_res[short_para1]->max_tech_level > 1 )       // if the tech has more than one level
      {
            str += " Marca ";
            str += m.roman_number(short_para2);
      }

      str += ".";
}
//------- End of function News::tech_researched -----//


//------ Begin of function News::lightning_damage -----//
//
void News::lightning_damage()
{
      //---------------- Text Format -----------------//
      //
      // Your <unit name> has been struck and injured/killed by lightning.
      //
      // Your <firm name> near <village name> has been struck/destroyed by lightning.
      //
      // Your village <village name> has been struck/destroyed by lightning.
      //
      //----------------------------------------------//
      //
      // Un rayo ha alcanzado a tu <unit name>, causando heridas/muerte.
      //
      // Un rayo ha alcanzado/destruido tu <firm name> cerca de <village name>.
      //
      // Un rayo ha alcanzado/destruido a tu aldea de <village name>.
      //
      //----------------------------------------------//

      str = "";

      switch( short_para1 )
      {
      case NEWS_LOC_UNIT:
            str += "Un rayo ha alcanzado a tu ";
            if( short_para4 == RANK_GENERAL )
                  str += "General ";
            else if( short_para4 == RANK_KING )
                  str += "King ";
            else
                  str += "unidad ";

            if( short_para2 > 0 )
                  str += race_res[short_para2]->get_name((WORD) short_para3);
            else
                  str += unit_res[short_para3]->name;
            if( short_para5 )
                  str += ", causando muerte.";
            else
                  str += ", causando heridas.";
            break;

      case NEWS_LOC_FIRM:
      case NEWS_LOC_TOWN:
            str += "Un rayo ha ";
            if( short_para5 )
                  str += "destruido";
            else
                  str += "alcanzado";
            if( short_para1 == NEWS_LOC_FIRM )
            {
                  str += " tu ";
                  str += firm_res[short_para2]->name;
                  if( short_para3 )
                  {
                        str += " cerca de ";
                        str += town_res.get_name(short_para3);
                  }
            }
            else if( short_para1 == NEWS_LOC_TOWN )
            {
                  str += " a tu aldea de ";
                  str += town_res.get_name(short_para3);
            }
            str += ".";

      default:
            err_here();
      }
}
//------- End of function News::lightning_damage -----//


//------ Begin of function News::earthquake_damage -----//
//
void News::earthquake_damage()
{
      //---------------- Text Format -----------------//
      //
      // <number> of your units has/have been injured and <number> killed
      // in an earthquake.
      //
      // <number> of your villagers has/have been killed in an earthquake.
      //
      // <number> of your buildings has/have been damaged and <number> destroyed
      // in an earthquake.
      //
      //----------------------------------------------//
      //
      // <number> de tus unidades ha/han sido heridas y <number> muertas
      // en un terremoto.
      //
      // <number> de tus aldeanos ha/han muerto en un terremoto.
      //
      // <number> de tus edificios ha/han sido dañados y <number> destruidos
      // en un terremoto.
      //
      //----------------------------------------------//

      int conjunction = 0;
      str = "";

      if( short_para1 == 1)
      {
            str += short_para2;
            str += " de tus unidad";
            if( short_para2 == 1)
                  str += " ha";
            else
                  str += "es han";
            str += " sido heridas";

            if( short_para3 > 0)
            {
                  str += " y ";
                  str += short_para3;
                  str += " muertas";
            }

            str += " en un terremoto.";
      }
      else if( short_para1 == 2 )
      {
            if( short_para2 > 0)
            {
                  str += short_para2;
                  str += " de tus aldean";
                  if( short_para2 == 1)
                        str += " ha";
                  else
                        str += "os han";
                  str += " muerto en un terremoto.";
            }
      }
      else if( short_para1 == 3)
      {
            str += short_para2;
            str += " de tus edificio";
            if( short_para2 == 1)
                  str += " ha";
            else
                  str += "s han";
            str += " sido dañados ";

            if( short_para3 > 0)
            {
                  str += " y ";
                  str += short_para3;
                  str += " destruidos";
            }
            str += " en un terremoto.";
      }
      else
            err_here();
}
//------- End of function News::earthquake_damage -----//


//------ Begin of function News::goal_deadline -----//
//
// Display a warning message as the deadline of the goals approaches.
//
// short_para1 - years left before the deadline.
// short_para2 - months left before the deadline.
//
void News::goal_deadline()
{
      //---------------- Text Format -----------------//
      //
      // Make haste! You have only <year> year[s] and <month> month[s]
      // left to achieve your goal.
      //
      //----------------------------------------------//
      //
      // ¡Rápido! Sólo tienes <year> año[s] y <month> mes[es]
      // para alcanzar tu objetivo.
      //
      //----------------------------------------------//

      str = "¡Rápido! Sólo tienes ";

      if( short_para1 )
      {
            str += short_para1;

            if( short_para1 > 1 )
                  str += " años ";
            else
                  str += " año ";
      }

      if( short_para1 && short_para2 )
            str += "y ";

      if( short_para2 )
      {
            str += short_para2;

            if( short_para2 > 1 )
                  str += " meses ";
            else
                  str += " mes ";
      }

      str += "para alcanzar tu objetivo.";
}
//------- End of function News::goal_deadline -----//


//------ Begin of function News::weapon_ship_worn_out -----//
//
// Your weapon or ship worn out and destroyed due to lack of money for
// maintenance.
//
// short_para1 - unit id. of the weapon
// short_para2 - level of the weapon
//
void News::weapon_ship_worn_out()
{
      //---------------- Text Format -----------------//
      //
      // A <weapon name> <weapon level> of yours has broken
      // down due to the lack of maintenance funds.
      //
      //----------------------------------------------//
      //
      // Una de tus armas, <weapon name> <weapon level>, se ha desmoronado
      // por falta de fondos de mantenimiento.
      //
      //----------------------------------------------//

      str  = "Una de tus armas, ";
      str += unit_res[short_para1]->name;

      if( short_para2 )
      {
            str += " ";
            str += m.roman_number(short_para2);
      }

      str += ", se ha desmoronado por falta de fondos de mantenimiento.";
}
//------- End of function News::weapon_ship_worn_out -----//


//------ Begin of function News::firm_worn_out -----//
//
// short_para1 - id. of the firm destroyed.
// short_para2 - id of the town where the firm is located.
//
void News::firm_worn_out()
{
      //---------------- Text Format -----------------//
      //
      // Your <firm type> near <town name> has fallen into
      // disrepair due to the lack of maintenance funds.
      //
      //----------------------------------------------//
      //
      // Tu <firm type> cerca de <town name> está en ruinas
      // por falta de fondos de mantenimiento.
      //
      //----------------------------------------------//

      str  = "Tu ";
      str += firm_res[short_para1]->name;
      str += " cerca de ";
      str += town_res.get_name(short_para2);
      str += " está en ruinas por falta de fondos de mantenimiento.";
}
//------- End of function News::firm_worn_out -----//


//------ Begin of function News::chat_msg -----//
//
// short_para1 - id. of the chat msg in Info::remote_chat_str_array[]
//
// nation_name1() - the nation from which this chat message is sent.
//
void News::chat_msg()
{
      str = info.remote_chat_array[short_para1-1].chat_str;
}
//------- End of function News::chat_msg -----//


//------ Begin of function News::multi_retire -----//
//
// This function is called when a human player retires.
//
// nation_name1() - the nation that has retired.
//
void News::multi_retire()
{
      //---------------- Text Format -----------------//
      //
      // <Kingdom name> has retired and quited the game.
      //
      //----------------------------------------------//
      //
      // El <Kingdom name> se ha retirado y abandonado el juego.
      //
      //----------------------------------------------//

      str  = "El ";
      str += nation_name1();
      str += " se ha retirado y abandonado el juego.";
}
//------- End of function News::multi_retire -----//


//------ Begin of function News::multi_quit_game -----//
//
// This function is called when a human player quits the game.
//
void News::multi_quit_game()
{
      //---------------- Text Format -----------------//
      //
      // <Kingdom name> has quited the game.
      //
      //----------------------------------------------//
      //
      // El <Kingdom name> ha abandonado el juego.
      //
      //----------------------------------------------//

      str  = "El ";
      str += nation_name1();
      str += " ha abandonado el juego.";
}
//------- End of function News::multi_quit_game -----//


//------ Begin of function News::multi_save_game -----//
//
// This function is called when a human player calls for saving the game.
//
void News::multi_save_game()
{
      //---------------- Text Format -----------------//
      //
      // The current game has been saved to <file name>.
      //
      //----------------------------------------------//
      //
      // El juego actual se ha guardado en <file name>.
      //
      //----------------------------------------------//

      str  = "El juego actual se ha guardado en ";
      str += remote.save_file_name;
      str += ".";
}
//------- End of function News::multi_save_game -----//


//------ Begin of function News::multi_connection_lost -----//
//
// This function is called when a human player's connection has been lost.
//
void News::multi_connection_lost()
{
      //---------------- Text Format -----------------//
      //
      // The connectino with <kingdom name> has been lost.
      //
      //----------------------------------------------//
      //
      // Se ha perdido la conexión con el <kingdom name>.
      //
      //----------------------------------------------//

      str  = "Se ha perdido la conexión con el ";
      str += nation_name1();
      str += ".";
}
//------- End of function News::multi_connection_lost -----//


//------ Begin of function News::nation_name1 -----//
//
char* News::nation_name1()
{
      static String str;

      str = "Reino de "; 
      if( nation_name_id1 < 0 )           // human player - custom name
            str += nation_array.get_human_name(nation_name_id1, 1);           // 1-first word of the name only
      else
            str += race_res[nation_race_id1]->get_single_name( (WORD)nation_name_id1 );

      //------ add color bar -------//

      char colorCodeStr[] = " 0";

      colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color1;

      str += colorCodeStr;

      return str;
}
//------- End of function News::nation_name1 -----//


//------ Begin of function News::nation_name2 -----//
//
char* News::nation_name2()
{
      static String str;

      str = "Reino de ";
      if( nation_name_id2 < 0 )           // human player - custom name
            str += nation_array.get_human_name(nation_name_id2, 1);           // 1-first word of the name only
      else
            str += race_res[nation_race_id2]->get_single_name( (WORD)nation_name_id2 );

      //------ add color bar -------//

      char colorCodeStr[] = " 0";

      colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color2;

      str += colorCodeStr;

      return str;
}
//------- End of function News::nation_name2 -----//


//------ Begin of function News::king_name1 -----//
//
// [int] addColor - add color bar at the end of the king name
//                                    (default: 0)
//
char* News::king_name1(int addColor)
{
      static String str;

      if( nation_name_id1 < 0 )           // human player - custom name
            str = nation_array.get_human_name(nation_name_id1);
      else
            str = race_res[nation_race_id1]->get_name( (WORD)nation_name_id1 );

      //------ add color bar -------//

      if( addColor )
      {
            char colorCodeStr[] = " 0";
            colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color1;

            str += colorCodeStr;
      }

      return str;
}
//------- End of function News::king_name1 -----//


//------ Begin of function News::king_name2 -----//
//
// [int] addColor - add color bar at the end of the king name
//                                    (default: 0)
//
char* News::king_name2(int addColor)
{
      static String str;

      if( nation_name_id2 < 0 )           // human player - custom name
            str = nation_array.get_human_name(nation_name_id2);
      else
            str = race_res[nation_race_id2]->get_name( (WORD)nation_name_id2 );

      //------ add color bar -------//

      if( addColor )
      {
            char colorCodeStr[] = " 0";
            colorCodeStr[1] = FIRST_NATION_COLOR_CODE_IN_TEXT + nation_color2;

            str += colorCodeStr;
      }

      return str;
}
//------- End of function News::king_name2 -----//

#endif

Generated by  Doxygen 1.6.0   Back to index