Hi Kai, All,

I need some help understanding the python::pass_instance() mechanisms.

When I try to add specie as a new savegame object, it gets stuck at this
point, and SWIG complains that it doesn't know what rpg::specie* is,
or, if I don't add a GET_TYPE_NAME() macro, it doesn't know what a
python::script* is.

This is because the base class, rpg::group(), is trying to instantiate
things with Python.

When it fails during runtime, SWIG shows a list of the types it knows,
and things like rpg::character are not listed.

I'm confused. :-)

Thanks,
- Chris



On Mon, Jun 11, 2012 at 01:27:38PM +0200, Kai Sterker wrote:
> Hey Chris, All,
> 
> find the updated worldtest in the saving_loading branch:
> 
>   
> https://github.com/ksterker/adonthell/commit/3170086e7c3eba087f8ff5605051fb060dc8acc7
> 
> I hope the comments added make it clear enough what to do in each
> case, but if not we can discuss the details here.
> 
> 
> A few general hints will certainly help, however:
> 
> * The initial game data is kept in the toplevel data directory (i.e.
> adonthell/test/data/) and can be recognized by the .data extension.
> It's probably in zipped binary format.
> * The script adonthell/test/convert_data.py can be used to convert
> back and forth between binary and XML data. Useful if you need to edit
> stuff in the data files directly.
> * The script adonthell/test/filereport.py lists the contents of data
> files (both binary and XML) in case you only want to look at them.
> * Usually when I had to update contents of any data file I would
> implement saving first and leave loading compatible with the old
> format. Then add code to worldtest to correctly setup all the data,
> then save it. Afterwards, update loading for the new data format and
> remove hard coded initialization from worldtest again. (For minor
> changes, editing the XML data is probably quicker, though).
> 
> 
> Kai
> 
> _______________________________________________
> Adonthell-devel mailing list
> Adonthell-devel@nongnu.org
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