Author: grzywacz
Date: Wed Apr 18 18:31:55 2007
New Revision: 16903

URL: http://svn.gna.org/viewcvs/wesnoth?rev=16903&view=rev
Log:
Remove some multiplayer-related code left.

Modified:
    branches/gp2x/src/filesystem.cpp
    branches/gp2x/src/game.cpp
    branches/gp2x/src/playcampaign.cpp

Modified: branches/gp2x/src/filesystem.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/branches/gp2x/src/filesystem.cpp?rev=16903&r1=16902&r2=16903&view=diff
==============================================================================
--- branches/gp2x/src/filesystem.cpp (original)
+++ branches/gp2x/src/filesystem.cpp Wed Apr 18 18:31:55 2007
@@ -396,9 +396,7 @@
                _mkdir("userdata/data");
                _mkdir("userdata/data/ais");
                _mkdir("userdata/data/scenarios");
-               _mkdir("userdata/data/scenarios/multiplayer");
                _mkdir("userdata/data/maps");
-               _mkdir("userdata/data/maps/multiplayer");
                _mkdir("userdata/saves");
                inited_dirs = true;
        }
@@ -459,9 +457,7 @@
                mkdir((dir_path + "/data").c_str(),AccessMode);
                mkdir((dir_path + "/data/ais").c_str(),AccessMode);
                mkdir((dir_path + "/data/scenarios").c_str(),AccessMode);
-               mkdir((dir_path + 
"/data/scenarios/multiplayer").c_str(),AccessMode);
                mkdir((dir_path + "/data/maps").c_str(),AccessMode);
-               mkdir((dir_path + "/data/maps/multiplayer").c_str(),AccessMode);
                mkdir((dir_path + "/saves").c_str(),AccessMode);
                if(res == 0) {
                        dir = opendir(dir_path.c_str());

Modified: branches/gp2x/src/game.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/branches/gp2x/src/game.cpp?rev=16903&r1=16902&r2=16903&view=diff
==============================================================================
--- branches/gp2x/src/game.cpp (original)
+++ branches/gp2x/src/game.cpp Wed Apr 18 18:31:55 2007
@@ -451,9 +451,6 @@
                const std::string& campaign_define = cfg["campaign_define"];
                if(campaign_define.empty() == false) {
                        defines_map_[campaign_define] = preproc_define();
-               }
-               if (campaign_define.empty() && (cfg["campaign_type"] == 
"multiplayer")){
-                       defines_map_["MULTIPLAYER"] = preproc_define();
                }
 
                refresh_game_cfg();

Modified: branches/gp2x/src/playcampaign.cpp
URL: 
http://svn.gna.org/viewcvs/wesnoth/branches/gp2x/src/playcampaign.cpp?rev=16903&r1=16902&r2=16903&view=diff
==============================================================================
--- branches/gp2x/src/playcampaign.cpp (original)
+++ branches/gp2x/src/playcampaign.cpp Wed Apr 18 18:31:55 2007
@@ -127,21 +127,11 @@
        //yes => this must be a savegame
        //no  => we are starting a fresh scenario
        if(state.snapshot.child("side") == NULL || !recorder.at_end()) {
-               //campaign or multiplayer?
-               //if the gamestate already contains a starting_pos, then we are 
-               //starting a fresh multiplayer game. Otherwise this is the start
-               //of a campaign scenario.
-               if(state.starting_pos.empty() == false) {
-                       LOG_G << "loading starting position...\n";
-                       starting_pos = state.starting_pos;
-                       scenario = &starting_pos;
-               } else {
-                       LOG_G << "loading scenario: '" << state.scenario << 
"'\n";
-                       scenario = 
game_config.find_child(type,"id",state.scenario);
-                       starting_pos = *scenario;
-                       state.starting_pos = *scenario;
-                       LOG_G << "scenario found: " << (scenario != NULL ? 
"yes" : "no") << "\n";
-               }
+               LOG_G << "loading scenario: '" << state.scenario << "'\n";
+               scenario = game_config.find_child(type,"id",state.scenario);
+               starting_pos = *scenario;
+               state.starting_pos = *scenario;
+               LOG_G << "scenario found: " << (scenario != NULL ? "yes" : 
"no") << "\n";
        } else {
                //This game was started from a savegame
                LOG_G << "loading snapshot...\n";
@@ -315,16 +305,7 @@
 
                        //if this isn't the last scenario, then save the game
                        if(save_game_after_scenario) {
-                               //For multiplayer, we want the save to contain 
the starting position.
-                               //For campaings however, this is the 
start-of-scenario save and the
-                               //starting position needs to be empty to force 
a reload of the scenario
-                               //config.
-                               if (state.campaign_type == "multiplayer"){
-                                       state.starting_pos = *scenario;
-                               }
-                               else{
-                                       state.starting_pos = config();
-                               }
+                               state.starting_pos = config();
 
                                bool retry = true;
 
@@ -350,9 +331,7 @@
                                }
                        }
 
-                       if (state.campaign_type != "multiplayer") {
-                               state.starting_pos = *scenario;
-                       }
+                       state.starting_pos = *scenario;
                }
 
                recorder.set_save_info(state);


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