Support UTF-8 in mineral names (bug #770).
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@1861 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,4 +1,5 @@
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Changes towards version 0.5:
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- Support UTF-8 chars in mineral names (bug #770) - SvdB
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- Modified scalers to use surface pitch instead of width - reported to
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fix bug #740 - Michael
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- Cleaner build output. Set '$MAKE_VERBOSE' to 1 for old output. - SvdB
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@@ -798,28 +798,36 @@ CheckObjectCollision (COUNT index)
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(SURFACE_HEIGHT >> 1)
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+ (ElementControl.EndPoint.y
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- LanderControl.EndPoint.y);
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pPSD->MineralText[0].CharCount = (COUNT)~0;
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pPSD->MineralText[0].CharCount =
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(COUNT)~0;
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pPSD->MineralText[1].pStr = pStr;
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while ((ch = *pStr++) && ch != ' ')
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;
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if (ch == '\0')
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{
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pPSD->MineralText[1].CharCount = (COUNT)~0;
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pPSD->MineralText[1].CharCount =
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(COUNT)~0;
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pPSD->MineralText[2].CharCount = 0;
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}
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else
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else /* ch == ' ' */
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{
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// Name contains a space. Print over
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// two lines.
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pPSD->MineralText[1].CharCount =
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(pStr - pPSD->MineralText[1].pStr) - 1;
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utf8StringCountN(
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pPSD->MineralText[1].pStr,
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pStr - 1);
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pPSD->MineralText[2].pStr = pStr;
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pPSD->MineralText[2].CharCount = (COUNT)~0;
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pPSD->MineralText[2].CharCount =
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(COUNT)~0;
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}
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}
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break;
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}
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PlaySound (SetAbsSoundIndex (
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LanderSounds, LANDER_FULL
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), NotPositional (), NULL, GAME_SOUND_PRIORITY);
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LanderSounds, LANDER_FULL),
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NotPositional (), NULL,
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GAME_SOUND_PRIORITY);
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continue;
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case BIOLOGICAL_SCAN:
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if (pPSD->BiologicalLevel < MAX_SCROUNGED)
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