(svn r3294) - Fix: use INVALID_STRING_ID instead of -1.

- Fix: savegames only give back one message, show this by ignoring the first argument. Perhaps make the message more verbose in the future by adding STR_ equivalents next to the already existing debug messages.
This commit is contained in:
Darkvater 2005-12-13 21:21:57 +00:00
parent 2a60262c99
commit 56998926e7
6 changed files with 11 additions and 13 deletions

View File

@ -45,7 +45,7 @@ static void AiNew_State_FirstTime(Player *p)
// We first have to init some things
if (_current_player == 1 || _ai.network_client) {
ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
}
// The PathFinder (AyStar)

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@ -340,9 +340,7 @@ int32 DoCommand(int x, int y, uint32 p1, uint32 p2, uint32 flags, uint procc)
proc = _command_proc_table[procc].proc;
if (_docommand_recursive == 0) {
_error_message = INVALID_STRING_ID;
}
if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
_docommand_recursive++;

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@ -88,11 +88,11 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
case 15:
#ifdef ENABLE_NETWORK
if (!_network_available) {
ShowErrorMessage(-1, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
} else
ShowNetworkGameWindow();
#else
ShowErrorMessage(-1 ,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
ShowErrorMessage(INVALID_STRING_ID ,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
#endif
break;
case 16: ShowGameOptions(); break;

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@ -676,7 +676,7 @@ static void StartScenario(void)
// invalid type
if (_file_to_saveload.mode == SL_INVALID) {
printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
_game_mode = GM_MENU;
return;
}
@ -692,7 +692,7 @@ static void StartScenario(void)
// Load game
if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
LoadIntroGame();
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
}
_opt_ptr = &_opt;
@ -788,7 +788,7 @@ void SwitchMode(int new_mode)
if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
LoadIntroGame();
ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
} else {
_local_player = 0;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE); // decrease pause counter (was increased from opening load dialog)

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@ -1356,7 +1356,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
/* An instance of saving is already active, so don't go saving again */
if (_ts.saveinprogress && mode == SL_SAVE) {
// if not an autosave, but a user action, show error message
if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
if (!_do_autosave) ShowErrorMessage(INVALID_STRING_ID, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
return SL_OK;
}
WaitTillSaved();

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@ -562,13 +562,13 @@ static int32 v_PositionMainToolbar(int32 p1)
static int32 AiNew_PatchActive_Warning(int32 p1)
{
if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_ACTIVATED, 0, 0);
if (p1 == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_ACTIVATED, 0, 0);
return 0;
}
static int32 Ai_In_Multiplayer_Warning(int32 p1)
{
if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_MULTIPLAYER, 0, 0);
if (p1 == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_MULTIPLAYER, 0, 0);
return 0;
}
@ -617,7 +617,7 @@ static int32 CheckInterval(int32 p1)
}
if (!warning)
ShowErrorMessage(-1, STR_CONFIG_PATCHES_SERVICE_INTERVAL_INCOMPATIBLE, 0, 0);
ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_SERVICE_INTERVAL_INCOMPATIBLE, 0, 0);
return InValidateDetailsWindow(0);
}