Merge pull request #244 from cbeck88/remove_carryover_wml_master
revert PR 98
This commit is contained in:
commit
4b402a2e3c
6 changed files with 5 additions and 51 deletions
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@ -270,15 +270,6 @@ void carryover_info::transfer_to(config& level){
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level["next_underlying_unit_id"] = next_underlying_unit_id_;
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}
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if(!end_level_.next_scenario_settings.empty()) {
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level.merge_with(end_level_.next_scenario_settings);
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}
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if(!end_level_.next_scenario_append.empty())
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{
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level.append_children(end_level_.next_scenario_append);
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}
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end_level_.next_scenario_append = config();
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end_level_.next_scenario_settings = config();
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//if the game has been loaded from a snapshot, the existing variables will be the current ones
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if(!level.has_child("variables")) {
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level.add_child("variables", variables_);
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@ -9,6 +9,7 @@ class game_data;
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#include <string>
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#include <set>
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#include "config.hpp"
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#include "game_end_exceptions.hpp"
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#include "simple_rng.hpp"
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#include "game_events/wmi_container.hpp"
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@ -112,4 +113,3 @@ private:
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#endif
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@ -34,8 +34,6 @@ end_level_data::end_level_data()
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, carryover_add(false)
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, proceed_to_next_level(false)
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, transient()
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, next_scenario_settings()
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, next_scenario_append()
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{
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}
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@ -47,13 +45,6 @@ void end_level_data::write(config& cfg) const
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cfg["carryover_percentage"] = carryover_percentage;
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cfg["carryover_add"] = carryover_add;
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cfg["proceed_to_next_level"] = proceed_to_next_level;
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if (!next_scenario_settings.empty()) {
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cfg.add_child("next_scenario_settings", next_scenario_settings);
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}
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if (!next_scenario_append.empty()) {
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cfg.add_child("next_scenario_append", next_scenario_append);
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}
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}
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void end_level_data::read(const config& cfg)
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@ -64,13 +55,4 @@ void end_level_data::read(const config& cfg)
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carryover_percentage = cfg["carryover_percentage"].to_int(game_config::gold_carryover_percentage);
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carryover_add = cfg["carryover_add"].to_bool(false);
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proceed_to_next_level = cfg["proceed_to_next_level"].to_bool(true);
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const config & next_scenario_settings_cfg = cfg.child_or_empty("next_scenario_settings");
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if (!next_scenario_settings_cfg.empty()) {
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next_scenario_settings = next_scenario_settings_cfg;
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}
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const config & next_scenario_append_cfg = cfg.child_or_empty("next_scenario_append");
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if (!next_scenario_append_cfg.empty()) {
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next_scenario_append = next_scenario_append_cfg;
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}
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}
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@ -24,11 +24,12 @@
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#include "lua_jailbreak_exception.hpp"
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#include "config.hpp"
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#include <string>
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#include <boost/optional.hpp>
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#include "config.hpp"
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#include <boost/variant/variant.hpp>
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enum LEVEL_RESULT {
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NONE,
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@ -222,9 +223,6 @@ struct end_level_data
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bool proceed_to_next_level; /**< whether to proceed to the next scenario, equals (res == VICTORY) in sp. We need to save this in saves during linger mode. > */
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transient_end_level transient;
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config next_scenario_settings;
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config next_scenario_append;
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void write(config& cfg) const;
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void read(const config& cfg);
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@ -698,15 +698,6 @@ WML_HANDLER_FUNCTION(endlevel, /*event_info*/, cfg)
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std::string next_scenario = cfg["next_scenario"];
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if (!next_scenario.empty()) {
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resources::gamedata->set_next_scenario(next_scenario);
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const config next_scenario_settings_cfg = cfg.get_parsed_config().child_or_empty("next_scenario_settings");
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if (!next_scenario_settings_cfg.empty()) {
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data.next_scenario_settings = next_scenario_settings_cfg;
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}
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const config next_scenario_append_cfg = cfg.get_parsed_config().child_or_empty("next_scenario_append");
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if (!next_scenario_append_cfg.empty()) {
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data.next_scenario_append = next_scenario_append_cfg;
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}
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}
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std::string end_of_campaign_text = cfg["end_text"];
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@ -374,14 +374,6 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
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//note that although starting_pos is const it might be changed by gamestate.some_non_const_operation() .
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const config& starting_pos = gamestate.get_starting_pos();
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//We don't merge WML until start of next scenario, but if we want to allow user to disable MP ui in transition,
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//then we have to move "allow_new_game" attribute over now.
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bool allow_new_game_flag = starting_pos["allow_new_game"].to_bool(gamestate.mp_settings().show_connect);
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if (gamestate.carryover().child_or_empty("end_level_data").child_or_empty("next_scenario_settings").has_attribute("allow_new_game")) {
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allow_new_game_flag = gamestate.carryover().child_or_empty("end_level_data").child("next_scenario_settings")["allow_new_game"].to_bool();
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}
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gamestate.mp_settings().num_turns = starting_pos["turns"].to_int(-1);
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gamestate.mp_settings().saved_game = false;
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gamestate.mp_settings().use_map_settings
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@ -391,7 +383,7 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
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connect_engine(new ng::connect_engine(gamestate,
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!network_game, false));
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if (allow_new_game_flag || (game_config::debug && network::nconnections() == 0)) {
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if (starting_pos["allow_new_game"].to_bool(true) || (game_config::debug && network::nconnections() == 0)) {
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// Opens mp::connect dialog to allow users to
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// make an adjustments for scenario.
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// TODO: Fix this so that it works when network::nconnections() > 0 as well.
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