remove game_classification::completion member

this member was never read just written
This commit is contained in:
gfgtdf 2015-03-01 15:19:12 +01:00
parent 9285ea89c8
commit 641d59e4bc
5 changed files with 1 additions and 34 deletions

View file

@ -39,7 +39,6 @@ game_classification::game_classification():
mod_defines(),
campaign(),
abbrev(),
completion(),
end_credits(true),
end_text(),
end_text_duration(),
@ -60,7 +59,6 @@ game_classification::game_classification(const config& cfg):
mod_defines(utils::split(cfg["mod_defines"])),
campaign(cfg["campaign"]),
abbrev(cfg["abbrev"]),
completion(cfg["completion"]),
end_credits(cfg["end_credits"].to_bool(true)),
end_text(cfg["end_text"]),
end_text_duration(cfg["end_text_duration"]),
@ -81,7 +79,6 @@ game_classification::game_classification(const game_classification& gc):
mod_defines(gc.mod_defines),
campaign(gc.campaign),
abbrev(gc.abbrev),
completion(gc.completion),
end_credits(gc.end_credits),
end_text(gc.end_text),
end_text_duration(gc.end_text_duration),
@ -105,7 +102,6 @@ config game_classification::to_config() const
cfg["mod_defines"] = utils::join(mod_defines);
cfg["campaign"] = campaign;
cfg["abbrev"] = abbrev;
cfg["completion"] = completion;
cfg["end_credits"] = end_credits;
cfg["end_text"] = end_text;
cfg["end_text_duration"] = str_cast<unsigned int>(end_text_duration);

View file

@ -50,8 +50,6 @@ public:
std::string campaign; /**< the campaign being played */
std::string abbrev; /**< the campaign abbreviation */
// std::string scenario; /**< the scenario being played */
std::string completion; /**< running. victory, or defeat */
bool end_credits; /**< whether to show the standard credits at the end */
std::string end_text; /**< end-of-campaign text */
unsigned int end_text_duration; /**< for how long the end-of-campaign text is shown */

View file

@ -262,10 +262,6 @@ void playmp_controller::linger()
// If we need to set the status depending on the completion state
// we're needed here.
gui_->set_game_mode(game_display::LINGER_MP);
// this is actually for after linger mode is over -- we don't want to
// stay stuck in linger state when the *next* scenario is over.
set_completion setter(saved_game_,"running");
// End all unit moves
gamestate_.board_.set_all_units_user_end_turn();

View file

@ -397,7 +397,6 @@ LEVEL_RESULT playsingle_controller::play_scenario(
}
return VICTORY;
}
saved_game_.classification().completion = is_victory ? "victory" : "defeat";
if(is_observer()) {
gui2::show_transient_message(gui_->video(), _("Game Over"), _("The game is over."));
return OBSERVER_END;
@ -409,12 +408,11 @@ LEVEL_RESULT playsingle_controller::play_scenario(
config& info = cfg.add_child("info");
info["type"] = "termination";
info["condition"] = "game over";
info["result"] = saved_game_.classification().completion;
info["result"] = is_victory ? "victory" : "defeat";
network::send_data(cfg, 0);
}
if (!is_victory)
{
saved_game_.classification().completion = "defeat";
pump().fire("defeat");
const std::string& defeat_music = select_defeat_music();
@ -425,7 +423,6 @@ LEVEL_RESULT playsingle_controller::play_scenario(
}
else
{
saved_game_.classification().completion = !end_level.transient.linger_mode ? "running" : "victory";
pump().fire("victory");
//
@ -723,11 +720,6 @@ void playsingle_controller::linger()
// the key to it is here.
gui_->set_game_mode(game_display::LINGER_SP);
// this is actually for after linger mode is over -- we don't
// want to stay stuck in linger state when the *next* scenario
// is over.
set_completion setter(saved_game_,"running");
// change the end-turn button text to its alternate label
gui_->get_theme().refresh_title2("button-endturn", "title2");
gui_->invalidate_theme();

View file

@ -25,21 +25,6 @@
#include "saved_game.hpp"
class team;
struct set_completion
{
set_completion(saved_game& state, const std::string& completion) :
state_(state), completion_(completion)
{
}
~set_completion()
{
state_.classification().completion = completion_;
}
private:
saved_game& state_;
const std::string completion_;
};
class playsingle_controller : public play_controller
{
public: