Abandon the attempt to implement game IDs...
...until the file-saving logic is cleaned up.
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2f66f52049
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4ab4edeb93
3 changed files with 2 additions and 15 deletions
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@ -926,7 +926,6 @@ bool game_controller::new_campaign()
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const config& campaign = *campaigns[cmenu.result()];
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state_.campaign = campaign["id"];
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state_.history = generate_game_uuid();
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state_.abbrev = campaign["abbrev"];
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state_.scenario = campaign["first_scenario"];
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@ -178,6 +178,7 @@ static void parse_times(const config& cfg, std::vector<time_of_day>& normal_time
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}
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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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struct timeval ts;
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@ -188,6 +189,7 @@ std::string generate_game_uuid()
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return uuid.str();
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}
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#endif
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//! Reads turns and time information from parameters.
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//! It sets random starting ToD and current_tod to config.
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@ -339,20 +339,6 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
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}
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}
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// This is the magic moment when game history IDs and
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// ancestry links are created. Note: Doing it this
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// way has a harmless bug -- an extra ID will be
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// generated here for start-of-campaign saves. This
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// is really an artifact of the messiness of the
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// save logic and should be fixed when that is. There
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// is only one other call to generate_game_uuid(), and
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// that is at campaign initialization time; it is
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// needed to make sure 'history' is a top-level
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// attribute.
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if (!gamestate.history.empty())
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gamestate.history += ",";
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gamestate.history += generate_game_uuid();
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// If the entire scenario should be randomly generated
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if((*scenario)["scenario_generation"] != "") {
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LOG_G << "randomly generating scenario...\n";
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