Author: jhinrichs
Date: Thu Apr 2 02:31:22 2009
New Revision: 34386
URL: http://svn.gna.org/viewcvs/wesnoth?rev=34386&view=rev
Log:
Savegame reorganization Step 1: Providing a simpler interface to saving and
loading.
Remove savegame stuff from the replay-class.
Modified:
trunk/src/playcampaign.cpp
trunk/src/playsingle_controller.cpp
trunk/src/replay.cpp
trunk/src/replay.hpp
Modified: trunk/src/playcampaign.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/playcampaign.cpp?rev=34386&r1=34385&r2=34386&view=diff
==============================================================================
--- trunk/src/playcampaign.cpp (original)
+++ trunk/src/playcampaign.cpp Thu Apr 2 02:31:22 2009
@@ -78,7 +78,6 @@
assert(scenario != NULL);
gamestate.starting_pos = *scenario;
}
- recorder.set_save_info(gamestate);
starting_pos = gamestate.starting_pos;
scenario = &starting_pos;
@@ -208,14 +207,11 @@
// 'starting_pos' will contain the position we start the game from.
config starting_pos;
- recorder.set_save_info(gamestate);
-
// Do we have any snapshot data?
// yes => this must be a savegame
// no => we are starting a fresh scenario
if(gamestate.snapshot.child("side") == NULL || !recorder.at_end()) {
gamestate.completion = "running";
- recorder.set_save_info_completion(gamestate.completion);
// Campaign or Multiplayer?
// If the gamestate already contains a starting_pos,
// then we are starting a fresh multiplayer game.
@@ -599,8 +595,6 @@
gamestate.starting_pos = *scenario;
}
}
-
- recorder.set_save_info(gamestate);
}
if (!gamestate.scenario.empty() && gamestate.scenario != "null") {
Modified: trunk/src/playsingle_controller.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/playsingle_controller.cpp?rev=34386&r1=34385&r2=34386&view=diff
==============================================================================
--- trunk/src/playsingle_controller.cpp (original)
+++ trunk/src/playsingle_controller.cpp Thu Apr 2 02:31:22 2009
@@ -344,7 +344,6 @@
}
if (end_level.result == DEFEAT || end_level.result == VICTORY) {
gamestate_.completion = (end_level.result == VICTORY) ?
"victory" : "defeat";
-
recorder.set_save_info_completion(gamestate_.completion);
// If we're a player, and the result is victory/defeat,
then send
// a message to notify the server of the reason for the
game ending.
if (!obs) {
@@ -386,7 +385,6 @@
{
gamestate_.completion = (!end_level.linger_mode ?
"running" : "victory");
-
recorder.set_save_info_completion(gamestate_.completion);
try {
game_events::fire("victory");
} catch(end_level_exception&) {
Modified: trunk/src/replay.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/replay.cpp?rev=34386&r1=34385&r2=34386&view=diff
==============================================================================
--- trunk/src/replay.cpp (original)
+++ trunk/src/replay.cpp Thu Apr 2 02:31:22 2009
@@ -143,7 +143,6 @@
cfg_(),
pos_(0),
current_(NULL),
- saveInfo_(),
skip_(false),
message_locations()
{}
@@ -152,7 +151,6 @@
cfg_(cfg),
pos_(0),
current_(NULL),
- saveInfo_(),
skip_(false),
message_locations()
{}
@@ -164,26 +162,6 @@
if (!game_config::ignore_replay_errors) throw replay::error(msg);
}
-void replay::set_save_info(const game_state& save)
-{
- saveInfo_ = save;
-}
-
-//void replay::set_save_info(const game_state &save, const
config::const_child_itors &players)
-//{
-// saveInfo_ = save;
-// saveInfo_.players.clear();
-// saveInfo_.load_recall_list(players);
-//}
-
-void replay::set_save_info_completion(const std::string &st)
-// This function is a kluge to get around the fact that replay objects carry
-// around a copy of gamestate rather than a reference to the global gamestate.
-// That is probably a design bug that should be fixed.
-{
- saveInfo_.completion = st;
-}
-
void replay::set_skip(bool skip)
{
skip_ = skip;
@@ -193,41 +171,6 @@
{
return skip_;
}
-
-//void replay::save_game(const std::string& label, const config& snapshot,
-// const config& starting_pos, bool include_replay)
-//{
-// log_scope("replay::save_game");
-// saveInfo_.snapshot = snapshot;
-// saveInfo_.starting_pos = starting_pos;
-//
-// if(include_replay) {
-// saveInfo_.replay_data = cfg_;
-// } else {
-// saveInfo_.replay_data = config();
-// }
-//
-// saveInfo_.label = label;
-//
-// std::string filename = label;
-// if(preferences::compress_saves()) {
-// filename += ".gz";
-// }
-//
-// std::stringstream ss;
-// {
-// config_writer out(ss, preferences::compress_saves());
-// ::write_game(out, saveInfo_);
-// finish_save_game(out, saveInfo_, saveInfo_.label);
-// }
-// scoped_ostream os(open_save_game(filename));
-// (*os) << ss.str();
-// saveInfo_.replay_data = config();
-// saveInfo_.snapshot = config();
-// if (!os->good()) {
-// throw game::save_game_failed(_("Could not write to file"));
-// }
-//}
void replay::add_unit_checksum(const map_location& loc,config* const cfg)
{
Modified: trunk/src/replay.hpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/replay.hpp?rev=34386&r1=34385&r2=34386&view=diff
==============================================================================
--- trunk/src/replay.hpp (original)
+++ trunk/src/replay.hpp Thu Apr 2 02:31:22 2009
@@ -41,10 +41,6 @@
public:
replay();
explicit replay(const config& cfg);
-
- void set_save_info(const game_state& save);
- //void set_save_info(const game_state &save, const
config::const_child_itors &players);
- void set_save_info_completion(const std::string &st);
void set_skip(bool skip);
bool is_skipping() const;
@@ -147,8 +143,6 @@
config* current_;
- game_state saveInfo_;
-
bool skip_;
std::vector<int> message_locations;
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