(svn r15045) -Add [NoAI API CHANGE]: in info.nut you can now have (optional) a CanLoadFromVersion(version), which should return true/false, to indicate if you can load a savegame made with your AI of version 'version'
-Add [NoAI API CHANGE]: in main.nut the Load() function now should be Load(version, data), where 'version' is the version of your AI which made the savegame -Codechange [NoAI]: various of function renames to make things more sane -Add [NoAI]: push the 'version' of the AI through various of layers -Codechange [NoAI]: various of code cleanups -Add [NoAI]: store the version of the AI in the savegame too
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@@ -211,7 +211,7 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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}
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}
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/* static */ void AI::Load(CompanyID company)
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/* static */ void AI::Load(CompanyID company, int version)
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{
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if (!_networking || _network_server) {
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assert(IsValidCompanyID(company));
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@@ -219,7 +219,7 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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CompanyID old_company = _current_company;
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_current_company = company;
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GetCompany(company)->ai_instance->Load();
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GetCompany(company)->ai_instance->Load(version);
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_current_company = old_company;
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} else {
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/* Read, but ignore, the load data */
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@@ -237,9 +237,9 @@ void CcAI(bool success, TileIndex tile, uint32 p1, uint32 p2)
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return AI::ai_scanner->GetAIInfoList();
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}
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/* static */ AIInfo *AI::GetCompanyInfo(const char *name)
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/* static */ AIInfo *AI::FindInfo(const char *name, int version)
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{
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return AI::ai_scanner->FindAI(name);
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return AI::ai_scanner->FindInfo(name, version);
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}
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/* static */ bool AI::ImportLibrary(const char *library, const char *class_name, int version, HSQUIRRELVM vm)
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