Author: shadowmaster
Date: Fri May 2 03:16:17 2008
New Revision: 26298
URL: http://svn.gna.org/viewcvs/wesnoth?rev=26298&view=rev
Log:
* New, less-confusing fallback text when a saved game contains a null campaign
field or the relevant campaign cannot be located.
* Output a campaign's internal id from saved game when debug mode is enabled
Modified:
trunk/src/dialogs.cpp
Modified: trunk/src/dialogs.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/dialogs.cpp?rev=26298&r1=26297&r2=26298&view=diff
==============================================================================
--- trunk/src/dialogs.cpp (original)
+++ trunk/src/dialogs.cpp Fri May 2 03:16:17 2008
@@ -554,15 +554,20 @@
str << "\n";
if(campaign_type == "scenario") {
- const config* campaign =
game_config_->find_child("campaign","id",summary["campaign"]);
+ const std::string campaign_id = summary["campaign"];
+ const config* campaign = campaign_id.empty() ? NULL :
game_config_->find_child("campaign", "id", campaign_id);
+ utils::string_map symbols;
if (campaign != NULL) {
- utils::string_map symbols;
symbols["campaign_name"] = (*campaign)["name"];
- //[EMAIL PROTECTED] FIXME: this is a
superfluous manner of making the string, however, I'll keep it
- //! for the sake of not messing with the human
side of i18n
- str << vgettext("Campaign: $campaign_name",
symbols); // FIXME: isn't this superfluous?
} else {
- str << _("#(unknown campaign)");
+ // Fallback to nontranslatable campaign id.
+ symbols["campaign_name"] = "(" + campaign_id +
")";
+ }
+ str << vgettext("Campaign: $campaign_name", symbols);
+
+ // Display internal id for debug purposes if we didn't
above
+ if (game_config::debug && (campaign != NULL)) {
+ str << '\n' << "(" << campaign_id << ")";
}
} else if(campaign_type == "multiplayer") {
str << _("Multiplayer");
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