Renamed the node name in the player.xml file to better describe what
it is, removed unused variable.
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@@ -260,8 +260,7 @@ void StoryModeStatus::grandPrixFinished()
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*/
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void StoryModeStatus::save(UTFWriter &out)
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{
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out << " <game-slot playerID=\"" << m_player_unique_id
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<< "\" first-time=\"" << m_first_time << L"\">\n";
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out << " <story-mode first-time=\"" << m_first_time << L"\">\n";
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std::map<std::string, ChallengeStatus*>::const_iterator i;
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for(i = m_challenges_state.begin();
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i != m_challenges_state.end(); i++)
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@@ -269,5 +268,5 @@ void StoryModeStatus::save(UTFWriter &out)
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if (i->second != NULL)
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i->second->save(out);
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}
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out << " </game-slot>\n";
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out << " </story-mode>\n";
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} // save
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@@ -37,17 +37,11 @@ const int CHALLENGE_POINTS[] = { 8, 9, 10 };
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/**
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* \ingroup challenges
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* This class contains the progression through challenges for one game slot
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* This class contains the progression through challenges for the story mode.
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*/
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class StoryModeStatus
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{
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/** Profile names can change, so rather than try to make sure all renames
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* are done everywhere, assign a unique ID to each profiler.
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* Will save much headaches.
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*/
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unsigned int m_player_unique_id;
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/** Contains whether each feature of the challenge is locked or unlocked */
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std::map<std::string, bool> m_locked_features;
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@@ -59,7 +59,7 @@ PlayerProfile::PlayerProfile(const XMLNode* node)
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#ifdef DEBUG
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m_magic_number = 0xABCD1234;
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#endif
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const XMLNode *xml_game_slot = node->getNode("game-slot");
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const XMLNode *xml_game_slot = node->getNode("story-mode");
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m_story_mode_status = unlock_manager->createStoryModeStatus(xml_game_slot);
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} // PlayerProfile
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