removed player_info
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9d992a5b27
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079ac55ada
2 changed files with 0 additions and 48 deletions
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@ -136,14 +136,6 @@ config game_classification::to_config() const
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return cfg;
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}
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player_info::player_info() :
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name(),
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gold(-1) ,
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gold_add(false),
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available_units(),
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can_recruit()
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{}
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#ifdef __UNUSED__
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std::string generate_game_uuid()
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{
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@ -158,7 +150,6 @@ std::string generate_game_uuid()
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#endif
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game_state::game_state() :
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players(),
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scoped_variables(),
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wml_menu_items(),
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replay_data(),
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@ -192,7 +183,6 @@ void write_players(game_state& gamestate, config& cfg)
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}
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game_state::game_state(const config& cfg, bool show_replay) :
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players(),
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scoped_variables(),
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wml_menu_items(),
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replay_data(),
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@ -480,7 +470,6 @@ static void clear_wmi(std::map<std::string, wml_menu_item*>& gs_wmi) {
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game_state::game_state(const game_state& state) :
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/* default construct everything to silence compiler warnings. */
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variable_set(),
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players(),
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scoped_variables(),
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wml_menu_items(),
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replay_data(),
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@ -503,7 +492,6 @@ game_state& game_state::operator=(const game_state& state)
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}
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rng_ = state.rng_;
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players = state.players;
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scoped_variables = state.scoped_variables;
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classification_ = game_classification(state.classification());
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@ -745,17 +733,6 @@ void game_state::set_menu_items(const config::const_child_itors &menu_items)
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}
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}
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void player_info::debug(){
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LOG_NG << "Debugging player\n";
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LOG_NG << "\tName: " << name << "\n";
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LOG_NG << "\tGold: " << gold << "\n";
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LOG_NG << "\tAvailable units:\n";
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for (std::vector<unit>::const_iterator u = available_units.begin(); u != available_units.end(); u++){
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LOG_NG << "\t\t" + u->name() + "\n";
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}
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LOG_NG << "\tEnd available units\n";
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}
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wml_menu_item::wml_menu_item(const std::string& id, const config* cfg) :
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name(),
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image(),
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@ -69,24 +69,6 @@ struct wml_menu_item
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config command;
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};
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/** Information on a particular player of the game. */
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struct player_info
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{
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player_info();
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std::string name; /**< Stores the current_player name */
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int gold; /**< Amount of gold the player has saved */
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bool gold_add; /**<
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* Amount of gold is added to the
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* starting gold, if not it uses the
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* highest of the two.
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*/
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std::vector<unit> available_units; /**< Units the player may recall */
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std::set<std::string> can_recruit; /**< Units the player has the ability to recruit */
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void debug();
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};
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class game_state : public variable_set
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{
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public:
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@ -97,13 +79,6 @@ public:
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~game_state();
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game_state& operator=(const game_state& state);
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/**
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* Information about campaign players who carry resources from previous
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* levels, indexed by a string identifier (which is the leader name by
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* default, but can be set with the "id" attribute of the "side" tag).
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*/
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std::map<std::string, player_info> players;
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std::vector<scoped_wml_variable*> scoped_variables;
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std::map<std::string, wml_menu_item*> wml_menu_items;
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