Bench/unbench now working.

This commit is contained in:
Martin Haye 2017-02-20 08:02:55 -08:00
parent eb9691cb20
commit e2b5ccf375
3 changed files with 17 additions and 10 deletions

View File

@ -30,6 +30,7 @@ import gamelib
predef addPlayerToParty, removePlayerFromParty, partyHasPlayer, loadFrameImg, loadMainFrameImg
predef scriptSwapTile, setIntimateMode, fontCmd, setIntimateMode
predef callGlobalFunc, getCharResponse, memcpy, checkEncounter, finalWin, addUnique
predef benchPlayer, unbenchPlayer
// This pointer is the root of all heap-tracked (and garbage collected) objects.
// See playtype.plh for definitions of all the datastructures and how they interconnect.

View File

@ -374,11 +374,12 @@ def selectPlayer(players)
player = players
n_item = 0
while player
if player->b_playerFlags & PLAYER_FLAG_NPC; continue; fin
displayf1("\n%c)", 'A' + n_item)
rawDisplayStr("^T018")
displayStr(player=>s_name)
n_item++
if player->b_playerFlags & PLAYER_FLAG_NPC
displayf1("\n%c)", 'A' + n_item)
rawDisplayStr("^T018")
displayStr(player=>s_name)
n_item++
fin
player = player=>p_nextObj
loop
@ -388,14 +389,19 @@ def selectPlayer(players)
fin
// Then get a selection
rawDisplayStr("\n^T032Which character?")
rawDisplayStr("\nWhich character?")
n_item = getUpperKey() - 'A'
player = players
while n_item > 0 and player
while player
if player->b_playerFlags & PLAYER_FLAG_NPC
if n_item == 0
break
fin
n_item--
fin
player = player=>p_nextObj
n_item--
loop
return player
return player
end
///////////////////////////////////////////////////////////////////////////////////////////////////

View File

@ -9,7 +9,7 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// Garbage collection pointer offsets within each type
byte typeTbl_Global[] = Global, p_players, p_enemyGroups, p_combatFirst, p_encounterZones, s_mapName, p_gameFlags, 0
byte typeTbl_Global[] = Global, p_players, p_benched, p_enemyGroups, p_combatFirst, p_encounterZones, s_mapName, p_gameFlags, 0
byte typeTbl_Player[] = Player, p_nextObj, s_name, p_combatNext, p_skills, p_items, p_effects, 0
byte typeTbl_Modifier[] = Modifier, p_nextObj, s_name, 0
byte typeTbl_Effect[] = Effect, p_nextObj, s_name, 0