MP Game Settings: removed show_connect member

Early in the 1.13 development cycle there used to be an option to show the mp_connect screen
(now mp_staging) before starting an SP campaign. That was scrapped and the only code that used
it (in the SP initialization process) commented it out. Since we're not going to restore it,
might as well remove this flag.

Also removes the one instance remaining of a "show_configure" flag. Pretty sure this might have
also been a relic from the same time as show_connect, but it looks like it was since removed.
SP now has a dedicated screen for configuring active modifications in SP, which was the only
reason to show the configure dialog anyway (plus the mp create and configure screens were combined
later in 1.13 anyway).
This commit is contained in:
Charles Dang 2017-11-24 23:16:33 +11:00
parent acd31b1a77
commit f4584b6b72
7 changed files with 0 additions and 33 deletions

View file

@ -255,11 +255,8 @@ create_engine::create_engine(saved_game& state)
// Restore game config for multiplayer.
game_classification::CAMPAIGN_TYPE type = state_.classification().campaign_type;
bool connect = state_.mp_settings().show_connect;
state_.clear();
state_.classification().campaign_type = type;
state_.mp_settings().show_connect = connect;
game_config_manager::get()->load_game_config_for_create(type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER);

View file

@ -130,10 +130,8 @@ config initial_level_config(saved_game& state)
void level_to_gamestate(const config& level, saved_game& state)
{
game_classification::CAMPAIGN_TYPE type = state.classification().campaign_type;
bool show_connect = state.mp_settings().show_connect;
state = saved_game(level);
state.classification().campaign_type = type;
state.mp_settings().show_connect = show_connect;
}
void check_response(bool res, const config& data)

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@ -140,24 +140,6 @@ bool enter_configure_mode(const config& game_config, saved_game& state, ng::crea
bool enter_connect_mode(const config& /*game_config*/, saved_game& state)
{
ng::connect_engine connect_eng(state, true, nullptr);
// TODO: fix. Dialog starts game regardless of selection
#if 0
if(state.mp_settings().show_connect) {
lobby_info li(game_config, std::vector<std::string>());
gui2::dialogs::mp_staging dlg(connect_eng, li);
dlg.show();
if(dlg.get_retval() != gui2::window::OK) {
// TODO: enable the workflow loops from GUI1
//return enter_create_mode(game_config, state, jump_to_campaign_info(false, -1, "", ""));
return false;
}
}
#endif
connect_eng.start_game();
return true;

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@ -461,7 +461,6 @@ void game_launcher::set_test(const std::string& id)
state_.classification().campaign_define = "TEST";
state_.mp_settings().mp_era = "era_default";
state_.mp_settings().show_connect = false;
state_.set_carryover_sides_start(
config {"next_scenario", id}
@ -696,7 +695,6 @@ void game_launcher::set_tutorial()
state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::TUTORIAL;
state_.classification().campaign_define = "TUTORIAL";
state_.mp_settings().mp_era = "era_default";
state_.mp_settings().show_connect = false;
state_.set_carryover_sides_start(
config {"next_scenario", "tutorial"}
);
@ -714,7 +712,6 @@ bool game_launcher::new_campaign()
{
state_.clear();
state_.classification().campaign_type = game_classification::CAMPAIGN_TYPE::SCENARIO;
state_.mp_settings().show_connect = false;
play_replay_ = false;
return sp::enter_create_mode(game_config_manager::get()->game_config(),

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@ -39,7 +39,6 @@ mp_game_settings::mp_game_settings() :
mp_campaign(),
active_mods(),
side_users(),
show_connect(true),
num_turns(0),
village_gold(0),
village_support(1),
@ -73,7 +72,6 @@ mp_game_settings::mp_game_settings(const config& cfg)
, mp_campaign(cfg["mp_campaign"].str())
, active_mods(utils::split(cfg["active_mods"], ','))
, side_users(utils::map_split(cfg["side_users"]))
, show_connect(cfg["show_connect"].to_bool(true))
, num_turns(cfg["mp_num_turns"])
, village_gold(cfg["mp_village_gold"])
, village_support(cfg["mp_village_support"])
@ -115,7 +113,6 @@ config mp_game_settings::to_config() const
cfg["mp_campaign"] = mp_campaign;
cfg["active_mods"] = utils::join(active_mods, ",");
cfg["side_users"] = utils::join_map(side_users);
cfg["show_connect"] = show_connect;
cfg["experience_modifier"] = xp_modifier;
cfg["mp_countdown"] = mp_countdown;
cfg["mp_countdown_init_time"] = mp_countdown_init_time;

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@ -43,8 +43,6 @@ struct mp_game_settings
std::vector<std::string> active_mods;
std::map<std::string, std::string> side_users;
bool show_connect;
int num_turns;
int village_gold;
int village_support;

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@ -776,8 +776,6 @@ static void convert_old_saves_1_13_0(config& cfg)
if(!cfg.has_child("multiplayer")) {
cfg.add_child("multiplayer", config {
"mp_era", "era_blank",
"show_connect", false,
"show_configure", false,
"mp_use_map_settings", true,
});
}