Make errors translatable
Don't load a multiplayer game if you were not part of it
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2c68c8304c
commit
b5c472b26d
2 changed files with 25 additions and 4 deletions
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@ -438,6 +438,8 @@ player_type="Player/Type"
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race="Race"
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team="Team"
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color="Color"
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error_no_mp_sides="No multiplayer sides."
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error_not_part_of_game="Your not part of this save game."
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#Races
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elves="Elves"
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@ -83,9 +83,6 @@ int mp_connect::load_map(int map, int num_turns, int village_gold,
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const std::string game = dialogs::load_game_dialog(*disp_, &show_replay);
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if(game == "")
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{
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gui::show_dialog(*disp_, NULL, "",
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"Sae Game Error, game == \"\"",
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gui::OK_ONLY);
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status_ = -1;
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return status_;
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}
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@ -174,7 +171,7 @@ int mp_connect::load_map(int map, int num_turns, int village_gold,
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if(sides.first == sides.second || possible_sides.empty()) {
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gui::show_dialog(*disp_, NULL, "",
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"No multiplayer sides found.",
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string_table["error_no_mp_sides"],
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gui::OK_ONLY);
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std::cerr << "no multiplayer sides found\n";
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status_ = -1;
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@ -182,6 +179,22 @@ int mp_connect::load_map(int map, int num_turns, int village_gold,
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}
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config::child_iterator sd;
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if(save_ == true) {
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bool found = false;
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for(sd = sides.first; sd != sides.second; ++sd) {
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if ((**sd)["description"] == preferences::login())
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found = true;
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}
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if (found == false) {
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gui::show_dialog(*disp_, NULL, "",
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string_table["error_no_part_of_game"],
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gui::OK_ONLY);
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status_ = -1;
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return status_;
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}
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}
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bool first = true;
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for(sd = sides.first; sd != sides.second; ++sd) {
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if(save_ == false)
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@ -417,6 +430,8 @@ void mp_connect::gui_update()
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if (side["description"] == "") {
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combos_type_[n].set_selected(0);
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} else if (side["description"] == "Computer Player") {
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//When loading a game you did not create AI players are marked
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//as network players, set back to AI
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combos_type_[n].set_selected(2);
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} else {
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for (size_t m = 0; m != player_types_.size(); ++m) {
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@ -428,6 +443,10 @@ void mp_connect::gui_update()
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} else if (side["controller"] == "human") {
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if (side["description"] == preferences::login()) {
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combos_type_[n].set_selected(4);
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} else if (side["description"] != "") {
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//When loading a game and you use a name not originally used during
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//the initial game, mark that original slot as network
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combos_type_[n].set_selected(0);
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} else {
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combos_type_[n].set_selected(1);
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}
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