%!PS-Adobe-3.0
%%Title: Diplomacy Map (diplomacy map (regular map in french))
%%Creator: dpmap, using a map created with DPeye by Mario Huys (woelpad@yahoo.com)
%%DocumentPaperSizes: Letter
%%LanguageLevel: 2
%%Orientation: Landscape
%%Pages: (atend)
%%DocumentNeededResources: font Helvetica-Bold Courier Courier-Bold Times-Roman
%%EndComments
%%BeginDefaults
%%PageResources: font Helvetica-Bold Courier Courier-Bold Times-Roman
%%EndDefaults
% INFO
% 311 155 ADR Mer Adriatique
% 190 71 AFN Afrique du Nord
% 363 120 ALB Albanie
% 511 124 ANK Ankara
% 328 121 APU Apulie
% 626 121 ARM Arménie
% 353 343 BAL Mer Baltique
% 477 561 BAR Mar de Barents
% 256 335 BDH Baie d'Heligoland
% 231 284 BEL Belgique
% 312 308 BER Berlin
% 318 252 BOH La Bohême
% 226 230 BOU Bourgogne
% 162 257 BRE Brest
% 376 205 BUD Budapest
% 415 148 BUL Bulgarie
% 448 151 BUL/CE Bulgarie (côte est)
% 424 121 BUL/CO Bulgarie (côte ouest)
% 166 387 CLY Clyde
% 471 106 CON Constantinople
% 281 351 DAN Danemark
% 425 59 EGE Mer Égée
% 122 165 ESP Espagne
% 77 211 ESP/CN Espagne (côte nord)
% 101 109 ESP/CS Espagne (côte sud)
% 398 437 FIN Finlande
% 396 242 GAL Galicie
% 164 203 GAS Gascogne
% 374 387 GDB Golfe de Botnie
% 204 147 GDL Golfe du Lion
% 384 92 GRÈ Grèce
% 245 305 HOL Hollande
% 333 44 ION Mer Ionienne
% 115 310 IRL Mer d'Irlande
% 274 295 KIE Kiel
% 195 314 LON Londres
% 403 341 LVN Livonie
% 177 344 LVP Liverpool
% 145 288 MAN La Manche
% 214 185 MAR Marseille
% 482 40 MME Mer Méditerranée de l'est
% 200 100 MMO Mer Méditerranée de l'ouest
% 246 504 MNV Mer de Norvège
% 527 360 MOS Moscou
% 274 250 MUN Munich
% 318 104 NAP Naples
% 482 164 NOI Mar Noire
% 227 374 NRD Mer du Nord
% 284 429 NVG Norvège
% 68 252 OAC Océan Atlantique Central
% 91 430 OAN Océan Atlantique Nord
% 191 238 PAR Paris
% 168 313 PDG Pays de Galles
% 201 269 PIC Picardie
% 247 192 PIÉ Piémont
% 57 176 POR Portugal
% 347 309 PRU Prusse
% 440 178 RMN Roumanie
% 296 131 ROM Rome
% 252 271 RUH Ruhr
% 375 145 SER Serbie
% 329 281 SIL Silésie
% 288 381 SKA Skagerrak
% 473 74 SMY Smyrne
% 465 403 STP Saint-Pétersbourg
% 476 474 STP/CN Saint-Pétersbourg (côte nord)
% 430 402 STP/CS Saint-Pétersbourg (côte sud)
% 247 218 SUI Suisse
% 326 384 SUÈ Suède
% 603 50 SYR Syrie
% 513 234 SÉB Sébastopol
% 271 158 TOS Toscane
% 324 172 TRI Trieste
% 295 218 TRL Tyrol
% 268 103 TRN Mer Tyrrhénienne
% 234 45 TUN Tunisie
% 444 260 UKR Ukraine
% 384 283 VAR Varsovie
% 275 184 VEN Venise
% 339 231 VIE Vienne
% 194 343 YOR Yorkshire
% 189 401 ÉDI Édimbourg
% LANG
% Game Start = Début du Jeu
% unowned = inoccupés
% builds = construit
% removes = enlève
% waived = renoncée
% hidden = en secret
% disband = démanteler
% cut = coupée
% bounce = rebond
% dislodged = délogée
% destroyed = détruite
% void = vide
% illegal = illégal
% no convoy = pas de convoi
% found = apparaît
% lost = disparaît
% MAP
%%BeginSetup
/bd { bind def } bind def
/xd { exch def } bd
/ld { load def } bd
/ifloor { .001 add floor cvi } bd
/iceiling { .001 sub ceiling cvi } bd
/min { 2 copy gt { exch } if pop } bd
/max { 2 copy lt { exch } if pop } bd
/secure_atan { 2 copy 0 eq exch 0 eq and { pop pop 0 } { atan } ifelse } bd
/center { 3 2 roll add 2 div 3 1 roll add 2 div exch } bd
/a /arc ld
/c /curveto ld
/d /setdash ld
/f /fill ld
/h /show ld
/k /stroke ld
/l /lineto ld
/m /moveto ld
/n /newpath ld
/o /rotate ld
/p /closepath ld
/r /grestore ld
/s /gsave ld
/t /translate ld
/w /setlinewidth ld
/x /scale ld
/y /scalefont ld
/z /setfont ld
/FindAndEncodeFont {
findfont dup length dict begin {
1 index /FID ne {
def
} {
pop pop
} ifelse
} forall
/Encoding ISOLatin1Encoding def
currentdict
end 1 index exch definefont
} def
%%IncludeResource: font Helvetica-Bold
/MapNameFont /Helvetica-Bold FindAndEncodeFont 14 y def
/Powers 20 dict def
%%IncludeResource: font Helvetica-Bold
/MapUnitLetterFont /Helvetica-Bold FindAndEncodeFont 14 y def
%%IncludeResource: font Courier
/TextFixedFont /Courier FindAndEncodeFont def
%%IncludeResource: font Courier-Bold
/TextHeadingFont /Courier-Bold FindAndEncodeFont def
%%IncludeResource: font Times-Roman
/TextTitleFont /Times-Roman FindAndEncodeFont def
/PageSetup {
612 0 t
90 o
/FinishReport { } def /InTextMode true def
Black
MovePhase
} bd
/ShowPage {
DrawAliases
DrawRemainingCenters
InTextMode { FinishReport } { r } ifelse
FrameMap
showpage
} bd
/MapForm <<
/FormType 1
/Matrix [ 2.701 0 0 2.701 22 25 ]
/BBox [ 0 0 232.51 204 ]
/FormDict 1 dict
/PaintProc {
dup /Matrix get exch /FormDict get begin
s
matrix invertmatrix concat
SeaBlue 22 25 628 551 rectfill
IncludeLand
IncludeInternalBorders
IncludeBorders
IncludeMountain
IncludeLake
r
end
} bind
>> def
/DrawMap {
PageSetup
SwitchToMapMode
MapForm execform
/Centers << Centers { pop true } forall >> def
UNOWNED
} bd
/VisitSupplies {
1 dict begin
/s xd
/SÉB 491 229 s
/VAR 368 286 s
/STP 446 403 s
/MOS 526 345 s
/ANK 530 124 s
/SMY 452 77 s
/CON 446 131 s
/BRE 142 270 s
/MAR 204 180 s
/PAR 204 249 s
/NAP 311 117 s
/ROM 280 141 s
/VEN 281 195 s
/KIE 279 316 s
/BER 303 305 s
/MUN 284 241 s
/LON 185 305 s
/LVP 168 337 s
/ÉDI 185 388 s
/BUD 351 207 s
/TRI 314 191 s
/VIE 329 220 s
/NVG 300 415 s
/DAN 301 342 s
/POR 43 164 s
/ESP 100 161 s
/TUN 238 62 s
/SER 370 162 s
/GRÈ 402 85 s
/BUL 400 149 s
/RMN 425 176 s
/BEL 223 281 s
/HOL 236 302 s
/SUÈ 346 405 s
end
} def
/VisitTerritories {
6 dict begin
/m xd
/b xd
/g xd
/w xd
/l xd
/c xd
(ALB) 363 120 c
(ANK) 511 124 c
(APU) 328 121 c
(ARM) 626 121 c
(BEL) 231 284 c
(BER) 312 308 c
(BRE) 162 257 c
(CLY) 166 387 c
(CON) 471 106 c
(DAN) 281 351 c
(ÉDI) 189 401 c
(FIN) 398 437 c
(GAS) 164 203 c
(GRÈ) 384 92 c
(HOL) 245 305 c
(KIE) 274 295 c
(LON) 195 314 c
(LVN) 403 341 c
(LVP) 177 344 c
(MAR) 214 185 c
(AFN) 190 71 c
(NAP) 318 104 c
(NVG) 284 429 c
(PIC) 201 269 c
(PIÉ) 247 192 c
(POR) 57 176 c
(PRU) 347 309 c
(ROM) 296 131 c
(RMN) 440 178 c
(SÉB) 513 234 c
(SMY) 473 74 c
(SUÈ) 326 384 c
(SYR) 603 50 c
(TRI) 324 172 c
(TUN) 234 45 c
(TOS) 271 158 c
(VEN) 275 184 c
(PDG) 168 313 c
(YOR) 194 343 c
(BOH) 318 252 l
(BUD) 376 205 l
(BOU) 226 230 l
(GAL) 396 242 l
(MOS) 527 360 l
(MUN) 274 250 l
(PAR) 191 238 l
(RUH) 252 271 l
(SER) 375 145 l
(SIL) 329 281 l
(TRL) 295 218 l
(UKR) 444 260 l
(VIE) 339 231 l
(VAR) 384 283 l
(ADR) 311 155 w
(EGE) 425 59 w
(BAL) 353 343 w
(BAR) 477 561 w
(NOI) 482 164 w
(GDB) 374 387 w
(MME) 482 40 w
(MAN) 145 288 w
(BDH) 256 335 w
(ION) 333 44 w
(IRL) 115 310 w
(GDL) 204 147 w
(OAC) 68 252 w
(OAN) 91 430 w
(NRD) 227 374 w
(MNV) 246 504 w
(SKA) 288 381 w
(TRN) 268 103 w
(MMO) 200 100 w
(BUL) 415 148 g
(ESP) 122 165 g
(STP) 465 403 g
(BUL/CE) 448 151 b
(BUL/CO) 424 121 b
(ESP/CN) 77 211 b
(ESP/CS) 101 109 b
(STP/CN) 476 474 b
(STP/CS) 430 402 b
(SUI) 247 218 m
end
} def
/DrawSupplies {
SwitchToMapMode
UNOWNEDCENTER
{ SupplyCenters 3 1 roll 4 3 roll supply } bind
VisitSupplies
} bd
/DrawAlias {
SwitchToMapMode
s
3 1 roll t
.5 .5 x
0 -14 t
MapNameFont z
dup stringwidth pop -2 div 0 neg m h
r
} bd
/DrawName {
pop pop pop
} bd
/DrawAliases {
NameTerritories
} bd
/NameTerritories {
SwitchToMapMode
s
{ LandGreen 3 2 roll DrawAlias } bind
{ LandGreen 3 2 roll DrawAlias } bind
{ SeaWhite 3 2 roll DrawAlias } bind
{ LandGreen 3 2 roll DrawAlias } bind
{ pop pop pop } bind
{ pop pop pop } bind
VisitTerritories
r
} bd
/VisitPowers {
1 dict begin
/p xd
/AUTRICHE (A) /Red /Black (L'AUTRICHE) p
/ANGLETERRE (E) /Blue /White (L'ANGLETERRE) p
/FRANCE (F) /Turquoise /Black (LA FRANCE) p
/ALLEMAGNE (G) /Black /White (L'ALLEMAGNE) p
/ITALIE (I) /Green /Black (L'ITALIE) p
/RUSSIE (R) /White /Black (LA RUSSIE) p
/TURQUIE (T) /Yellow /Black (LA TURQUIE) p
/UNOWNED (?) /Brown /White () p
end
} def
/CreateTroop {
<<
/BBox 4 3 roll
/PaintProc 5 4 roll
6 5 roll {} forall
/FormType 1
/Matrix matrix
>>
} bd
/CreateTroops {
<< 3 1 roll Powers {
3 index 3 index CreateTroop 4 2 roll
} forall pop pop >>
} bd
/PaintFleet {
begin
.5 .5 x
0 8 t
-26 -7 m -26 -2 l -19 -2 l -19 -1 l % to bow
-22 -1 l -22 0 l -15 0 l -15 1 l % A turret
-18 1 l -18 2 l -10 2 l -10 0 l % B turret
-9 0 l -9 4 l -8 4 l -8 6 l % conn tower
-6 6 l -6 5 l -5 5 l -5 9 l % Infra struct
-3 9 l -3 14 l -2 14 l -2 9 l % funnel 1
0 9 l 0 5 l 1 5 l 1 8 l % funnel 2
3 8 l 3 13 l 4 13 l 4 8 l % mast 2
6 8 l 6 0 l 8 0 l 8 2 l % funnel 2
16 2 l 16 1 l 13 1 l 13 0 l % C turret
20 0 l 20 -1 l 17 -1 l 17 -2 l % D turret
23 -2 l 23 -3 l 25 -3 l 25 -5 l % stern
24 -5 l 24 -7 l p
s 2 w Contrast k r Paint f
Offset aload pop m
MapUnitLetterFont z
Contrast Letter h
end
} bd
/FleetTroopBBox [
-13.5 0 13 11.5
] def
/PaintArmy {
begin
.5 .5 x
0 8 t
n 0 0 9 0 360 a p % wheel
2 w Contrast k
-20 7 m 10 7 l 10 3 l 14 3 l
14 1 l -16 1 l -16 3 l -20 3 l p % barrel
4 2 m 24 -8 l 26 -8 l 18 -8 l -2 2 l % carriage
s 2 w Contrast k r Paint f
n 0 0 9 0 360 a p % wheel
Paint f
Offset aload pop m
MapUnitLetterFont z
Contrast Letter h
end
} bd
/ArmyTroopBBox [
-10.5 -1 13.5 9
] def
/DrawFleet {
SwitchToMapMode
s t
FleetTroops Power get execform
r
} bd
/DrawArmy {
SwitchToMapMode
s t
ArmyTroops Power get execform
r
} bd
/DrawRemainingCenters {
SwitchToMapMode
UNOWNED
Centers {
{ load exec supply } { pop } ifelse
} forall
} bd
/PaintSupply {
begin
.5 .5 x
Paint
n 0 0 6 0 360 a f
end
} bd
/SupplyCenterBBox [
-3 -3 3 3
] def
/supply {
SwitchToMapMode
Centers exch false put
s t
Power get execform
r
} bd
/GetControlledPower {
1 index dup length string cvs 1 index dup length string cvs
1 index length dup 2 index length add 1 add string
dup 0 6 5 roll putinterval dup 2 index 124 put dup 3 2 roll 1 add 4 3 roll putinterval cvn
3 1 roll Powers 3 index known {
pop pop
} {
8 dict dup begin
exch Powers exch get /Paint get /Outer xd
Powers 2 index get { def } forall
end
dup ControlledFleetTroopBBox /PaintControlledFleet load CreateTroop FleetTroops 4 index 3 2 roll put
dup ControlledArmyTroopBBox /PaintControlledArmy load CreateTroop ArmyTroops 4 index 3 2 roll put
dup ControlledSupplyCenterBBox /PaintControlledSupply load CreateTroop SupplyCenters 4 index 3 2 roll put
Powers 2 index 3 2 roll put
[ /Power 3 index 4 3 roll {
ChangeController {
Power GetControlledPower exch
/ChangeController false def
} if pop
} bind /exec load /def load ] cvx 2 index xd
} ifelse
} bd
/PaintControlledFleet {
begin
.5 .5 x
0 8 t
-26 -7 m -26 -2 l -19 -2 l -19 -1 l % to bow
-22 -1 l -22 0 l -15 0 l -15 1 l % A turret
-18 1 l -18 2 l -10 2 l -10 0 l % B turret
-9 0 l -9 4 l -8 4 l -8 6 l % conn tower
-6 6 l -6 5 l -5 5 l -5 9 l % Infra struct
-3 9 l -3 14 l -2 14 l -2 9 l % funnel 1
0 9 l 0 5 l 1 5 l 1 8 l % funnel 2
3 8 l 3 13 l 4 13 l 4 8 l % mast 2
6 8 l 6 0 l 8 0 l 8 2 l % funnel 2
16 2 l 16 1 l 13 1 l 13 0 l % C turret
20 0 l 20 -1 l 17 -1 l 17 -2 l % D turret
23 -2 l 23 -3 l 25 -3 l 25 -5 l % stern
24 -5 l 24 -7 l p
s s 6 w Outer k r 2 w Contrast k r Paint f
Offset aload pop m
MapUnitLetterFont z
Contrast Letter h
end
} bd
/ControlledFleetTroopBBox [
-14.5 -1 14 12.5
] def
/PaintControlledArmy {
begin
.5 .5 x
0 8 t
n 0 0 9 0 360 a p % wheel
s 6 w Outer k r 2 w Contrast k
-20 7 m 10 7 l 10 3 l 14 3 l
14 1 l -16 1 l -16 3 l -20 3 l p % barrel
4 2 m 24 -8 l 26 -8 l 18 -8 l -2 2 l % carriage
s s 6 w Outer k r 2 w Contrast k r Paint f
n 0 0 9 0 360 a p % wheel
Paint f
Offset aload pop m
MapUnitLetterFont z
Contrast Letter h
end
} bd
/ControlledArmyTroopBBox [
-11.5 -2 14.5 10
] def
/PaintControlledSupply {
begin
.5 .5 x
Outer
n 0 0 10 0 360 a f
Contrast
n 0 0 8 0 360 a f
Paint
n 0 0 6 0 360 a f
end
} bd
/ControlledSupplyCenterBBox [
-5 -5 5 5
] def
/Controls {
/ChangeController true def
} bd
/SetArrowStateOk {
[] 0 d
} bd
/OkOrder {
/SetArrowState /SetArrowStateOk ld
} bd
/SetArrowStateFailed {
[4 6] 2 d
} bd
/FailedOrder {
/SetArrowState /SetArrowStateFailed ld
} bd
/MovePhase {
/ArrowColor /ArrowBlack ld
/ArrowBase 20 def
/TraceArrowHead /TraceSingleArrowHead ld
InTextMode not { ArrowColor } if
} bd
/RetreatPhase {
/ArrowColor /ArrowRed ld
/ArrowBase 39.8 def
/TraceArrowHead /TraceDoubleArrowHead ld
InTextMode not { ArrowColor } if
} bd
/ProposePhase {
/ArrowColor /ArrowWhite ld
/ArrowBase 39.8 def
/TraceArrowHead /TraceDoubleArrowHead ld
InTextMode not { ArrowColor } if
} bd
/TraceSingleArrowHead {
% draw the arrow head ...
n
dup -5 m
dup 20 add 0 l
dup 5 l
p
} bd
/TraceDoubleArrowHead {
% draw the double arrow head ...
n
dup -5 m
dup 19.8 add
dup -1 l
dup -5 l
dup 20 add 0 l
dup 5 l
1 l
dup 5 l
p
} bd
/PaintArrowMove {
s
3 index 3 index t
3 2 roll sub 3 1 roll exch sub exch
2 copy dup mul exch dup mul add sqrt 3 1 roll exch secure_atan
.5 .5 x
0 8 t
o
.5 div ArrowBase sub
% if base of arrow is long enough, shorten it enough
% to e.g. move arrow start beyond support circle
dup 14 gt {
14 14 0 t sub
} {
0 t 0
} ifelse
% if base is still too long, shorten it some more
% to make arrow head touch support circle
dup 14 gt {
14 sub
} {
pop 0
} ifelse
1 w
TraceArrowHead
k
% now the shaft ...
2 w
0 0 m
0 l
k
r
} bd
/PaintArrowCircle {
s
5 1 roll
3 index 3 index t
3 2 roll sub 3 1 roll exch sub exch
2 copy dup mul exch dup mul add sqrt 3 1 roll exch secure_atan
.5 .5 x
0 8 t
o
.5 div
1 index sub
% if base of arrow is long enough, shorten it enough
% to e.g. move arrow start beyond support circle
dup 14 gt {
14 14 0 t sub
} {
0 t 0
} ifelse
% draw the circle ...
1 w
n
2 copy add 0 4 3 roll 0 360 a
p k
% now the shaft ...
2 w
0 0 m
0 l
k
r
} bd
/ArrowMove {
SwitchToMapMode
s
SetArrowState
PaintArrowMove
r
} bd
/ArrowHold {
SwitchToMapMode
s
SetArrowState
24 PaintArrowCircle
r
} bd
/ArrowSupport {
SwitchToMapMode
s
SetArrowState
center
8 PaintArrowCircle
r
} bd
/ArrowConvoy {
SwitchToMapMode
s
SetArrowState
center
12 PaintArrowCircle
r
} bd
/ArrowRetreat {
RetreatPhase
ArrowMove
MovePhase
} bd
/ArrowPropose {
ProposePhase
ArrowMove
MovePhase
} bd
/BuildUnit {
SwitchToMapMode
s
t
ArrowWhite
.5 .5 x
0 8 t
6 w [ 3.14 6.28 ] 1.57 d
n
0 0 24 0 360 a
p k
r
} bd
/SlashUnit {
s
3 1 roll t
.5 .5 x
0 8 t
n
-21 -16 m
11 16 l
21 16 l
-11 -16 l
p
exec
r
} bd
/DestroyUnit {
SwitchToMapMode
{ ArrowRed f } SlashUnit
} bd
/DisbandUnit {
SwitchToMapMode
{ s ArrowWhite f r 1 w ArrowRed k } SlashUnit
} bd
/RemoveUnit {
SwitchToMapMode
{ ArrowWhite f } SlashUnit
} bd
/QueryUnit {
SwitchToMapMode
s
t
ArrowWhite
.5 .5 x
0 8 t
4 w
-12 4 m
-8 7 -4 7 0 4 c
4 1 8 1 12 4 c
-12 -4 m
-8 -1 -4 -1 0 -4 c
4 -7 8 -7 12 -4 c
k
r
} bd
/PaintArrowArrive {
s
t
.5 .5 x
0 8 t
180 rotate 54 ArrowBase add neg 0 t
40
1 w
TraceArrowHead
k
% now the shaft ...
2 w
0 0 m
0 l
k
-10 0 m -20 0 l
-30 0 m -40 0 l
k
r
} bd
/PaintArrowArriveFleet {
2 copy
PaintArrowArrive
SetArrowStateOk
exch 0 44 ArrowBase add add .5 mul add exch 7.2 add t
.8 .8 x
FleetTroops Power get execform
} bd
/PaintArrowArriveArmy {
2 copy
PaintArrowArrive
SetArrowStateOk
exch 0 44 ArrowBase add add .5 mul add exch 7.2 add t
.8 .8 x
ArmyTroops Power get execform
} bd
/PaintArrowDepart {
s
t
.5 .5 x
0 8 t
-54 0 t
40
2 w
0 0 m
0 l
-10 0 m -20 0 l
-30 0 m -40 0 l
k
r
} bd
/ArrowDepart {
SwitchToMapMode
s
SetArrowState
PaintArrowDepart
r
} bd
/ArrowArriveFleet {
SwitchToMapMode
s
SetArrowState
PaintArrowArriveFleet
r
} bd
/ArrowArriveArmy {
SwitchToMapMode
s
SetArrowState
PaintArrowArriveArmy
r
} bd
/ArrowSupportArrive {
2 copy exch 64 add exch ArrowSupport
} bd
/ArrowSupportDepart {
2 copy exch 44 sub exch ArrowSupport
} bd
/ArrowConvoyArrive {
2 copy exch 64 add exch ArrowConvoy
} bd
/ArrowConvoyDepart {
2 copy exch 44 sub exch ArrowConvoy
} bd
/ArrowRefugeFleet {
RetreatPhase
ArrowArriveFleet
MovePhase
} bd
/ArrowRefugeArmy {
RetreatPhase
ArrowArriveArmy
MovePhase
} bd
/ArrowFlee {
RetreatPhase
ArrowDepart
MovePhase
} bd
/FindUnit {
SwitchToMapMode
s
t
ArrowBlue
.5 .5 x
0 8 t
6 w [ 3.14 6.28 ] 1.57 d
n
0 0 24 0 360 a
p k
r
} bd
/FindArriveUnit {
SwitchToMapMode
s
exch 32 add exch 7.2 add t
.8 .8 x
0 0 FindUnit
r
} bd
/LoseUnit {
SwitchToMapMode
s
t
ArrowBlue
.5 .5 x
0 8 t
4 w
-12 4 m
-8 7 -4 7 0 4 c
4 1 8 1 12 4 c
-12 -4 m
-8 -1 -4 -1 0 -4 c
4 -7 8 -7 12 -4 c
k
r
} bd
/LoseArriveUnit {
SwitchToMapMode
s
exch 32 add exch 7.2 add t
.8 .8 x
0 0 LoseUnit
r
} bd
/SplitString {
7 dict begin
/nrChars xd
/indentLength xd
/objectString xd
/objectLast objectString length 1 sub def
% Short string?
objectLast nrChars lt {
false objectString
} {
% Look for a suitable place to split.
% First tracking backwards, if that doesn't work, look forward.
/splitIndex -1 def
nrChars -1 0 {
objectString 1 index get 32 eq {
/splitIndex xd exit
} if pop
} for splitIndex -1 eq {
nrChars 1 add 1 objectLast {
objectString 1 index get 32 eq {
/splitIndex xd exit
} if pop
} for
} if
splitIndex -1 eq splitIndex objectLast eq or {
false objectString
} {
% The first part.
objectString 0 splitIndex getinterval
% The second part.
objectString splitIndex 1 add objectLast splitIndex sub getinterval
% Add indentation if needed.
indentLength 0 gt {
dup length indentLength add string
0 1 indentLength 1 sub { 1 index exch 32 put } for
dup indentLength 4 3 roll putinterval
} if
% Add white space of the first part.
/nonSpaceIndex objectLast 1 add def
0 1 objectLast {
objectString 1 index get 32 ne {
/nonSpaceIndex xd exit
} if pop
} for
nonSpaceIndex 0 gt nonSpaceIndex splitIndex lt and {
dup length nonSpaceIndex add string
dup 0 objectString 0 nonSpaceIndex getinterval putinterval
dup nonSpaceIndex 4 3 roll putinterval
} if
exch true exch
} ifelse
} ifelse
end
} bd
/DrawLayoutBorders {
s
TextFixedFont 8 y z
r
} bd
/ReplaceAdjustmentName {
dup length 0 gt {
dup 0 get 32 ne {
( ) search {
exch pop true exch
0 3 index {
32 ne { exit } if 1 add
} forall dup 4 index length eq {
pop 3 1 roll pop pop false
} {
dup 0 eq { pop } {
4 3 roll dup length 3 2 roll dup 3 1 roll sub getinterval 3 1 roll
} ifelse
} ifelse
} { false exch } ifelse
dup cvn load exec Powers Power get /DefiniteName get dup length 0 gt { exch } if pop
exch {
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|