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Bench/unbench now working.
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@ -30,6 +30,7 @@ import gamelib
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predef addPlayerToParty, removePlayerFromParty, partyHasPlayer, loadFrameImg, loadMainFrameImg
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predef scriptSwapTile, setIntimateMode, fontCmd, setIntimateMode
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predef callGlobalFunc, getCharResponse, memcpy, checkEncounter, finalWin, addUnique
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predef benchPlayer, unbenchPlayer
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// This pointer is the root of all heap-tracked (and garbage collected) objects.
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// See playtype.plh for definitions of all the datastructures and how they interconnect.
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@ -374,11 +374,12 @@ def selectPlayer(players)
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player = players
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n_item = 0
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while player
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if player->b_playerFlags & PLAYER_FLAG_NPC; continue; fin
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displayf1("\n%c)", 'A' + n_item)
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rawDisplayStr("^T018")
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displayStr(player=>s_name)
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n_item++
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if player->b_playerFlags & PLAYER_FLAG_NPC
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displayf1("\n%c)", 'A' + n_item)
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rawDisplayStr("^T018")
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displayStr(player=>s_name)
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n_item++
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fin
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player = player=>p_nextObj
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loop
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@ -388,14 +389,19 @@ def selectPlayer(players)
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fin
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// Then get a selection
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rawDisplayStr("\n^T032Which character?")
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rawDisplayStr("\nWhich character?")
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n_item = getUpperKey() - 'A'
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player = players
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while n_item > 0 and player
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while player
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if player->b_playerFlags & PLAYER_FLAG_NPC
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if n_item == 0
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break
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fin
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n_item--
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fin
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player = player=>p_nextObj
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n_item--
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loop
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return player
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return player
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end
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///////////////////////////////////////////////////////////////////////////////////////////////////
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@ -9,7 +9,7 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Garbage collection pointer offsets within each type
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byte typeTbl_Global[] = Global, p_players, p_enemyGroups, p_combatFirst, p_encounterZones, s_mapName, p_gameFlags, 0
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byte typeTbl_Global[] = Global, p_players, p_benched, p_enemyGroups, p_combatFirst, p_encounterZones, s_mapName, p_gameFlags, 0
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byte typeTbl_Player[] = Player, p_nextObj, s_name, p_combatNext, p_skills, p_items, p_effects, 0
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byte typeTbl_Modifier[] = Modifier, p_nextObj, s_name, 0
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byte typeTbl_Effect[] = Effect, p_nextObj, s_name, 0
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