faction_type has no save game, was just confusing to have this dead code

This commit is contained in:
titiger 2014-11-17 00:14:52 +01:00
parent 04bc3b9f06
commit 0ac48846cb
2 changed files with 0 additions and 52 deletions

View File

@ -1029,56 +1029,5 @@ string FactionType::getName(bool translatedValue) const {
return lang.getTechTreeString("FactionName_" + name,name.c_str());
}
void FactionType::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *factionTypeNode = rootNode->addChild("FactionType");
// string name;
factionTypeNode->addAttribute("name",name, mapTagReplacements);
// UnitTypes unitTypes;
for(unsigned int i = 0; i < unitTypes.size(); ++i) {
XmlNode *unitTypesNode = factionTypeNode->addChild("unitTypes");
unitTypesNode->addAttribute("name",unitTypes[i].getName(false), mapTagReplacements);
}
// UpgradeTypes upgradeTypes;
for(unsigned int i = 0; i < upgradeTypes.size(); ++i) {
XmlNode *upgradeTypesNode = factionTypeNode->addChild("upgradeTypes");
upgradeTypesNode->addAttribute("name",upgradeTypes[i].getName(false), mapTagReplacements);
}
// StartingUnits startingUnits;
for(unsigned int i = 0; i < startingUnits.size(); ++i) {
XmlNode *startingUnitsNode = factionTypeNode->addChild("startingUnits");
startingUnitsNode->addAttribute("name",startingUnits[i].first->getName(false), mapTagReplacements);
startingUnitsNode->addAttribute("count",intToStr(startingUnits[i].second), mapTagReplacements);
}
// Resources startingResources;
for(unsigned int i = 0; i < startingResources.size(); ++i) {
startingResources[i].saveGame(factionTypeNode);
}
// StrSound *music;
// FactionPersonalityType personalityType;
factionTypeNode->addAttribute("personalityType",intToStr(personalityType), mapTagReplacements);
// std::map<AIBehaviorUnitCategory, std::vector<PairPUnitTypeInt> > mapAIBehaviorUnitCategories;
for(std::map<AIBehaviorUnitCategory, std::vector<PairPUnitTypeInt> >::iterator iterMap = mapAIBehaviorUnitCategories.begin();
iterMap != mapAIBehaviorUnitCategories.end(); ++iterMap) {
std::vector<PairPUnitTypeInt> &vct = iterMap->second;
for(unsigned int i = 0; i < vct.size(); ++i) {
PairPUnitTypeInt &item = vct[i];
XmlNode *mapAIBehaviorUnitCategoriesNode = factionTypeNode->addChild("mapAIBehaviorUnitCategories");
mapAIBehaviorUnitCategoriesNode->addAttribute("key",intToStr(iterMap->first), mapTagReplacements);
mapAIBehaviorUnitCategoriesNode->addAttribute("unitType",item.first->getName(false), mapTagReplacements);
mapAIBehaviorUnitCategoriesNode->addAttribute("count",intToStr(item.second), mapTagReplacements);
}
}
// std::vector<const UpgradeType*> vctAIBehaviorUpgrades;
//for(unsigned int i = 0; i < vctAIBehaviorUpgrades.size(); ++i) {
// vctAIBehaviorUpgrades[i]->saveGame(factionTypeNode);
//}
}
}}//end namespace

View File

@ -156,7 +156,6 @@ public:
void deletePixels();
bool factionUsesResourceType(const ResourceType *rt) const;
void saveGame(XmlNode *rootNode);
};
}}//end namespace