Merge pull request #244 from cbeck88/remove_carryover_wml_master

revert PR 98
This commit is contained in:
Chris Beck 2014-08-28 16:57:49 -04:00
commit 4b402a2e3c
6 changed files with 5 additions and 51 deletions

View file

@ -270,15 +270,6 @@ void carryover_info::transfer_to(config& level){
level["next_underlying_unit_id"] = next_underlying_unit_id_;
}
if(!end_level_.next_scenario_settings.empty()) {
level.merge_with(end_level_.next_scenario_settings);
}
if(!end_level_.next_scenario_append.empty())
{
level.append_children(end_level_.next_scenario_append);
}
end_level_.next_scenario_append = config();
end_level_.next_scenario_settings = config();
//if the game has been loaded from a snapshot, the existing variables will be the current ones
if(!level.has_child("variables")) {
level.add_child("variables", variables_);

View file

@ -9,6 +9,7 @@ class game_data;
#include <string>
#include <set>
#include "config.hpp"
#include "game_end_exceptions.hpp"
#include "simple_rng.hpp"
#include "game_events/wmi_container.hpp"
@ -112,4 +113,3 @@ private:
#endif

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@ -34,8 +34,6 @@ end_level_data::end_level_data()
, carryover_add(false)
, proceed_to_next_level(false)
, transient()
, next_scenario_settings()
, next_scenario_append()
{
}
@ -47,13 +45,6 @@ void end_level_data::write(config& cfg) const
cfg["carryover_percentage"] = carryover_percentage;
cfg["carryover_add"] = carryover_add;
cfg["proceed_to_next_level"] = proceed_to_next_level;
if (!next_scenario_settings.empty()) {
cfg.add_child("next_scenario_settings", next_scenario_settings);
}
if (!next_scenario_append.empty()) {
cfg.add_child("next_scenario_append", next_scenario_append);
}
}
void end_level_data::read(const config& cfg)
@ -64,13 +55,4 @@ void end_level_data::read(const config& cfg)
carryover_percentage = cfg["carryover_percentage"].to_int(game_config::gold_carryover_percentage);
carryover_add = cfg["carryover_add"].to_bool(false);
proceed_to_next_level = cfg["proceed_to_next_level"].to_bool(true);
const config & next_scenario_settings_cfg = cfg.child_or_empty("next_scenario_settings");
if (!next_scenario_settings_cfg.empty()) {
next_scenario_settings = next_scenario_settings_cfg;
}
const config & next_scenario_append_cfg = cfg.child_or_empty("next_scenario_append");
if (!next_scenario_append_cfg.empty()) {
next_scenario_append = next_scenario_append_cfg;
}
}

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@ -24,11 +24,12 @@
#include "lua_jailbreak_exception.hpp"
#include "config.hpp"
#include <string>
#include <boost/optional.hpp>
#include "config.hpp"
#include <boost/variant/variant.hpp>
enum LEVEL_RESULT {
NONE,
@ -222,9 +223,6 @@ struct end_level_data
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. > */
transient_end_level transient;
config next_scenario_settings;
config next_scenario_append;
void write(config& cfg) const;
void read(const config& cfg);

View file

@ -698,15 +698,6 @@ WML_HANDLER_FUNCTION(endlevel, /*event_info*/, cfg)
std::string next_scenario = cfg["next_scenario"];
if (!next_scenario.empty()) {
resources::gamedata->set_next_scenario(next_scenario);
const config next_scenario_settings_cfg = cfg.get_parsed_config().child_or_empty("next_scenario_settings");
if (!next_scenario_settings_cfg.empty()) {
data.next_scenario_settings = next_scenario_settings_cfg;
}
const config next_scenario_append_cfg = cfg.get_parsed_config().child_or_empty("next_scenario_append");
if (!next_scenario_append_cfg.empty()) {
data.next_scenario_append = next_scenario_append_cfg;
}
}
std::string end_of_campaign_text = cfg["end_text"];

View file

@ -374,14 +374,6 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
//note that although starting_pos is const it might be changed by gamestate.some_non_const_operation() .
const config& starting_pos = gamestate.get_starting_pos();
//We don't merge WML until start of next scenario, but if we want to allow user to disable MP ui in transition,
//then we have to move "allow_new_game" attribute over now.
bool allow_new_game_flag = starting_pos["allow_new_game"].to_bool(gamestate.mp_settings().show_connect);
if (gamestate.carryover().child_or_empty("end_level_data").child_or_empty("next_scenario_settings").has_attribute("allow_new_game")) {
allow_new_game_flag = gamestate.carryover().child_or_empty("end_level_data").child("next_scenario_settings")["allow_new_game"].to_bool();
}
gamestate.mp_settings().num_turns = starting_pos["turns"].to_int(-1);
gamestate.mp_settings().saved_game = false;
gamestate.mp_settings().use_map_settings
@ -391,7 +383,7 @@ LEVEL_RESULT play_game(game_display& disp, saved_game& gamestate,
connect_engine(new ng::connect_engine(gamestate,
!network_game, false));
if (allow_new_game_flag || (game_config::debug && network::nconnections() == 0)) {
if (starting_pos["allow_new_game"].to_bool(true) || (game_config::debug && network::nconnections() == 0)) {
// Opens mp::connect dialog to allow users to
// make an adjustments for scenario.
// TODO: Fix this so that it works when network::nconnections() > 0 as well.