(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.
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		@@ -45,7 +45,7 @@ static void AiNew_State_FirstTime(Player *p)
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	// We first have to init some things
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	if (_current_player == 1 || _ai.network_client) {
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		ShowErrorMessage(-1, TEMP_AI_IN_PROGRESS, 0, 0);
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		ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_IN_PROGRESS, 0, 0);
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	}
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	// 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)
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	proc = _command_proc_table[procc].proc;
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	if (_docommand_recursive == 0) {
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		_error_message = INVALID_STRING_ID;
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	}
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	if (_docommand_recursive == 0) _error_message = INVALID_STRING_ID;
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	_docommand_recursive++;
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@@ -88,11 +88,11 @@ static void SelectGameWndProc(Window *w, WindowEvent *e)
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		case 15:
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#ifdef ENABLE_NETWORK
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			if (!_network_available) {
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				ShowErrorMessage(-1, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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				ShowErrorMessage(INVALID_STRING_ID, STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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			} else
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				ShowNetworkGameWindow();
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#else
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			ShowErrorMessage(-1 ,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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			ShowErrorMessage(INVALID_STRING_ID ,STR_NETWORK_ERR_NOTAVAILABLE, 0, 0);
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#endif
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			break;
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		case 16: ShowGameOptions(); break;
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@@ -676,7 +676,7 @@ static void StartScenario(void)
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	// invalid type
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	if (_file_to_saveload.mode == SL_INVALID) {
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		printf("Savegame is obsolete or invalid format: %s\n", _file_to_saveload.name);
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		ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
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		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
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		_game_mode = GM_MENU;
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		return;
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	}
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@@ -692,7 +692,7 @@ static void StartScenario(void)
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	// Load game
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	if (SaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode) != SL_OK) {
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		LoadIntroGame();
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		ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
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		ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
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	}
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	_opt_ptr = &_opt;
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@@ -788,7 +788,7 @@ void SwitchMode(int new_mode)
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		if (!SafeSaveOrLoad(_file_to_saveload.name, _file_to_saveload.mode, GM_NORMAL)) {
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			LoadIntroGame();
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			ShowErrorMessage(_error_message, STR_4009_GAME_LOAD_FAILED, 0, 0);
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			ShowErrorMessage(INVALID_STRING_ID, STR_4009_GAME_LOAD_FAILED, 0, 0);
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		} else {
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			_local_player = 0;
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			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)
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	/* An instance of saving is already active, so don't go saving again */
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	if (_ts.saveinprogress && mode == SL_SAVE) {
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		// if not an autosave, but a user action, show error message
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		if (!_do_autosave) ShowErrorMessage(_error_message, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
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		if (!_do_autosave) ShowErrorMessage(INVALID_STRING_ID, STR_SAVE_STILL_IN_PROGRESS, 0, 0);
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		return SL_OK;
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	}
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	WaitTillSaved();
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@@ -562,13 +562,13 @@ static int32 v_PositionMainToolbar(int32 p1)
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static int32 AiNew_PatchActive_Warning(int32 p1)
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{
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	if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_ACTIVATED, 0, 0);
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	if (p1 == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_ACTIVATED, 0, 0);
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	return 0;
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}
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static int32 Ai_In_Multiplayer_Warning(int32 p1)
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{
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	if (p1 == 1) ShowErrorMessage(-1, TEMP_AI_MULTIPLAYER, 0, 0);
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	if (p1 == 1) ShowErrorMessage(INVALID_STRING_ID, TEMP_AI_MULTIPLAYER, 0, 0);
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	return 0;
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}
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@@ -617,7 +617,7 @@ static int32 CheckInterval(int32 p1)
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	}
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	if (!warning)
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		ShowErrorMessage(-1, STR_CONFIG_PATCHES_SERVICE_INTERVAL_INCOMPATIBLE, 0, 0);
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		ShowErrorMessage(INVALID_STRING_ID, STR_CONFIG_PATCHES_SERVICE_INTERVAL_INCOMPATIBLE, 0, 0);
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	return InValidateDetailsWindow(0);
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}
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