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Naive solution for endianess issues. Seems to allow loading a big-endian save on little-endian build.

Fixed compile issues with CEmptyAI. Removed unnecessary methods from its.
This commit is contained in:
Michał W. Urbańczyk
2012-06-01 15:59:26 +00:00
parent 828d9e70d2
commit 4cd77a0192
4 changed files with 41 additions and 24 deletions

View File

@@ -12,16 +12,22 @@ void CEmptyAI::yourTurn()
{
cb->endTurn();
}
void CEmptyAI::heroKilled(const CGHeroInstance *)
{
}
void CEmptyAI::heroCreated(const CGHeroInstance *)
{
}
void CEmptyAI::heroMoved(const TryMoveHero& TMH)
{
}
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand()%skills.size());
}
void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
{
callback(0);
}
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
{
cb->selectionMade(0, askID);
}
void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
{
onEnd();
}