Abandon the attempt to implement game IDs...

...until the file-saving logic is cleaned up.
This commit is contained in:
Eric S. Raymond 2008-03-04 02:58:08 +00:00
parent 2f66f52049
commit 4ab4edeb93
3 changed files with 2 additions and 15 deletions

View file

@ -926,7 +926,6 @@ bool game_controller::new_campaign()
const config& campaign = *campaigns[cmenu.result()];
state_.campaign = campaign["id"];
state_.history = generate_game_uuid();
state_.abbrev = campaign["abbrev"];
state_.scenario = campaign["first_scenario"];

View file

@ -178,6 +178,7 @@ static void parse_times(const config& cfg, std::vector<time_of_day>& normal_time
}
}
#ifdef __UNUSED__
std::string generate_game_uuid()
{
struct timeval ts;
@ -188,6 +189,7 @@ std::string generate_game_uuid()
return uuid.str();
}
#endif
//! Reads turns and time information from parameters.
//! It sets random starting ToD and current_tod to config.

View file

@ -339,20 +339,6 @@ LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_
}
}
// This is the magic moment when game history IDs and
// ancestry links are created. Note: Doing it this
// way has a harmless bug -- an extra ID will be
// generated here for start-of-campaign saves. This
// is really an artifact of the messiness of the
// save logic and should be fixed when that is. There
// is only one other call to generate_game_uuid(), and
// that is at campaign initialization time; it is
// needed to make sure 'history' is a top-level
// attribute.
if (!gamestate.history.empty())
gamestate.history += ",";
gamestate.history += generate_game_uuid();
// If the entire scenario should be randomly generated
if((*scenario)["scenario_generation"] != "") {
LOG_G << "randomly generating scenario...\n";