(svn r9543) -Fix [FS#691]: Split up STR_ENGINE_NOT_BUILDABLE into four strings so it can be

translated properly and remove "buildable", since it isn't actually a word.
This commit is contained in:
maedhros 2007-04-02 11:35:08 +00:00
parent 65bc46082e
commit eae03e0f72
5 changed files with 8 additions and 5 deletions

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@ -237,7 +237,7 @@ uint16 AircraftDefaultCargoCapacity(CargoID cid, const AircraftVehicleInfo *avi)
*/
int32 CmdBuildAircraft(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_AIRCRAFT, _current_player)) return_cmd_error(STR_AIRCRAFT_NOT_AVAILABLE);
const AircraftVehicleInfo *avi = AircraftVehInfo(p1);
int32 value = EstimateAircraftCost(avi);

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@ -3012,7 +3012,10 @@ STR_REPLACE_REMOVE_WAGON :{BLACK}Wagon re
STR_REPLACE_REMOVE_WAGON_HELP :{BLACK}Make autoreplace keep the length of a train the same by removing wagons (starting at the front), if replacing the engine would make the train longer.
STR_REPLACE_ENGINE_WAGON_SELECT :{BLACK}Replacing: {ORANGE}{SKIP}{SKIP}{STRING}
STR_REPLACE_ENGINE_WAGON_SELECT_HELP :{BLACK} EXPERIMENTAL FEATURE {}Switch between engine and wagon replacement windows.{}Wagon replacement will only be done if the new wagon can be refitted into carrying the same type of cargo as the old one. This is checked for each wagon when the actual replacement takes place.
STR_ENGINE_NOT_BUILDABLE :{WHITE}Engine is not buildable
STR_RAIL_VEHICLE_NOT_AVAILABLE :{WHITE}Vehicle is not available
STR_ROAD_VEHICLE_NOT_AVAILABLE :{WHITE}Vehicle is not available
STR_SHIP_NOT_AVAILABLE :{WHITE}Ship is not available
STR_AIRCRAFT_NOT_AVAILABLE :{WHITE}Aircraft is not available
STR_ENGINES :Engines
STR_WAGONS :Wagons

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@ -131,7 +131,7 @@ int32 CmdBuildRoadVeh(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
UnitID unit_num;
Engine *e;
if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_ROAD, _current_player)) return_cmd_error(STR_ROAD_VEHICLE_NOT_AVAILABLE);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

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@ -844,7 +844,7 @@ int32 CmdBuildShip(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
UnitID unit_num;
Engine *e;
if (!IsEngineBuildable(p1, VEH_SHIP, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_SHIP, _current_player)) return_cmd_error(STR_SHIP_NOT_AVAILABLE);
SET_EXPENSES_TYPE(EXPENSES_NEW_VEHICLES);

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@ -704,7 +704,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
int32 CmdBuildRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if the engine-type is valid (for the player) */
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_ENGINE_NOT_BUILDABLE);
if (!IsEngineBuildable(p1, VEH_TRAIN, _current_player)) return_cmd_error(STR_RAIL_VEHICLE_NOT_AVAILABLE);
/* Check if the train is actually being built in a depot belonging
* to the player. Doesn't matter if only the cost is queried */