mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
- Exhumed: moved nPlayerItem into PlayerList
This commit is contained in:
parent
71f4946879
commit
c9361aff76
8 changed files with 28 additions and 18 deletions
|
@ -70,6 +70,7 @@ void WriteSavePic(FileWriter* file, int width, int height);
|
|||
bool WriteZip(const char* filename, TArray<FString>& filenames, TArray<FCompressedBuffer>& content);
|
||||
extern FString savename;
|
||||
extern FString BackupSaveGame;
|
||||
int SaveVersion;
|
||||
|
||||
void SerializeMap(FSerializer &arc);
|
||||
FixedBitArray<MAXSPRITES> activeSprites;
|
||||
|
@ -346,6 +347,7 @@ int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu)
|
|||
// not our business. Leave it alone.
|
||||
return 0;
|
||||
}
|
||||
SaveVersion = savesig.currentsavever;
|
||||
|
||||
MapRecord *curLevel = FindMapByName(label);
|
||||
|
||||
|
|
|
@ -7,6 +7,7 @@ extern FixedBitArray<MAXSPRITES> activeSprites;
|
|||
|
||||
// Savegame utilities
|
||||
class FileReader;
|
||||
extern int SaveVersion;
|
||||
|
||||
FString G_BuildSaveName (const char *prefix);
|
||||
int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
|
||||
|
|
|
@ -77,7 +77,7 @@ const char *GetVersionString();
|
|||
#define SAVEVER_DN3D 10
|
||||
#define SAVEVER_BLD 11
|
||||
#define SAVEVER_SW 12
|
||||
#define SAVEVER_PS 12
|
||||
#define SAVEVER_PS 13
|
||||
|
||||
#define NETGAMEVERSION 1
|
||||
|
||||
|
|
|
@ -334,7 +334,7 @@ void GameInterface::Ticker()
|
|||
|
||||
if (localInput.actions & SB_INVPREV)
|
||||
{
|
||||
int nItem = nPlayerItem[nLocalPlayer];
|
||||
int nItem = PlayerList[nLocalPlayer].nItem;
|
||||
|
||||
int i;
|
||||
for (i = 6; i > 0; i--)
|
||||
|
@ -351,7 +351,7 @@ void GameInterface::Ticker()
|
|||
|
||||
if (localInput.actions & SB_INVNEXT)
|
||||
{
|
||||
int nItem = nPlayerItem[nLocalPlayer];
|
||||
int nItem = PlayerList[nLocalPlayer].nItem;
|
||||
|
||||
int i;
|
||||
for (i = 6; i > 0; i--)
|
||||
|
@ -368,9 +368,9 @@ void GameInterface::Ticker()
|
|||
|
||||
if (localInput.actions & SB_INVUSE)
|
||||
{
|
||||
if (nPlayerItem[nLocalPlayer] != -1)
|
||||
if (PlayerList[nLocalPlayer].nItem != -1)
|
||||
{
|
||||
localInput.setItemUsed(nPlayerItem[nLocalPlayer]);
|
||||
localInput.setItemUsed(PlayerList[nLocalPlayer].nItem);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -175,7 +175,7 @@ void FillItems(short nPlayer)
|
|||
SetMagicFrame();
|
||||
}
|
||||
|
||||
if (nPlayerItem[nPlayer] == -1) {
|
||||
if (PlayerList[nPlayer].nItem == -1) {
|
||||
SetPlayerItem(nPlayer, 0);
|
||||
}
|
||||
}
|
||||
|
@ -336,7 +336,7 @@ int GrabItem(short nPlayer, short nItem)
|
|||
|
||||
PlayerList[nPlayer].items[nItem]++;
|
||||
|
||||
if (nPlayerItem[nPlayer] < 0 || nItem == nPlayerItem[nPlayer]) {
|
||||
if (PlayerList[nPlayer].nItem < 0 || nItem == PlayerList[nPlayer].nItem) {
|
||||
SetPlayerItem(nPlayer, nItem);
|
||||
}
|
||||
|
||||
|
|
|
@ -104,7 +104,6 @@ short nTauntTimer[kMaxPlayers];
|
|||
short nPlayerTorch[kMaxPlayers];
|
||||
uint16_t nPlayerWeapons[kMaxPlayers]; // each set bit represents a weapon the player has
|
||||
short nPlayerLives[kMaxPlayers];
|
||||
short nPlayerItem[kMaxPlayers];
|
||||
Player PlayerList[kMaxPlayers];
|
||||
short nPlayerInvisible[kMaxPlayers];
|
||||
short nPlayerDouble[kMaxPlayers];
|
||||
|
@ -221,7 +220,7 @@ void InitPlayerInventory(short nPlayer)
|
|||
{
|
||||
memset(&PlayerList[nPlayer], 0, sizeof(Player));
|
||||
|
||||
nPlayerItem[nPlayer] = -1;
|
||||
PlayerList[nPlayer].nItem = -1;
|
||||
nPlayerSwear[nPlayer] = 4;
|
||||
|
||||
ResetPlayerWeapons(nPlayer);
|
||||
|
@ -2744,6 +2743,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Player& w, Player*
|
|||
("invincible", w.invincibility)
|
||||
("air", w.nAir)
|
||||
("seq", w.nSeq)
|
||||
("item", w.nItem)
|
||||
("maskamount", w.nMaskAmount)
|
||||
("keys", w.keys)
|
||||
("magic", w.nMagic)
|
||||
|
@ -2809,7 +2809,6 @@ void SerializePlayer(FSerializer& arc)
|
|||
.Array("torch", nPlayerTorch, PlayerCount)
|
||||
.Array("weapons", nPlayerWeapons, PlayerCount)
|
||||
.Array("lives", nPlayerLives, PlayerCount)
|
||||
.Array("item", nPlayerItem, PlayerCount)
|
||||
.Array("list", PlayerList, PlayerCount)
|
||||
.Array("invisible", nPlayerInvisible, PlayerCount)
|
||||
.Array("double", nPlayerDouble, PlayerCount)
|
||||
|
@ -2820,8 +2819,16 @@ void SerializePlayer(FSerializer& arc)
|
|||
.Array("eyelevel", eyelevel, PlayerCount)
|
||||
.Array("netstartsprite", nNetStartSprite, PlayerCount)
|
||||
.Array("grenade", nPlayerGrenade, PlayerCount)
|
||||
.Array("d282a", word_D282A, PlayerCount)
|
||||
.EndObject();
|
||||
.Array("d282a", word_D282A, PlayerCount);
|
||||
|
||||
if (SaveVersion < 13) // Item was an external array in older versions.
|
||||
{
|
||||
int nPlayerItem[8]{};
|
||||
arc.Array("item", nPlayerItem, PlayerCount);
|
||||
for (int i = 0; i < PlayerCount; i++) PlayerList[i].nItem = nPlayerItem[i];
|
||||
}
|
||||
|
||||
arc.EndObject();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -60,6 +60,7 @@ struct Player
|
|||
short nMaskAmount;
|
||||
uint16_t keys;
|
||||
short nMagic;
|
||||
short nItem;
|
||||
char items[8];
|
||||
short nAmmo[7]; // TODO - kMaxWeapons?
|
||||
short pad[2];
|
||||
|
@ -83,7 +84,6 @@ extern short PlayerCount;
|
|||
extern short nPlayerTorch[];
|
||||
|
||||
extern short nPlayerLives[];
|
||||
extern short nPlayerItem[];
|
||||
extern Player PlayerList[];
|
||||
extern short nPlayerInvisible[];
|
||||
extern short nPlayerDouble[];
|
||||
|
|
|
@ -205,7 +205,7 @@ void RefreshStatus()
|
|||
|
||||
int val = 37;
|
||||
|
||||
SetPlayerItem(nLocalPlayer, nPlayerItem[nLocalPlayer]);
|
||||
SetPlayerItem(nLocalPlayer, PlayerList[nLocalPlayer].nItem);
|
||||
SetHealthFrame(0);
|
||||
SetMagicFrame();
|
||||
}
|
||||
|
@ -320,7 +320,7 @@ void SetCounterDigits()
|
|||
|
||||
void SetItemSeq()
|
||||
{
|
||||
short nItem = nPlayerItem[nLocalPlayer];
|
||||
short nItem = PlayerList[nLocalPlayer].nItem;
|
||||
if (nItem < 0)
|
||||
{
|
||||
nItemSeq = -1;
|
||||
|
@ -334,7 +334,7 @@ void SetItemSeq()
|
|||
|
||||
void SetItemSeq2(int nSeqOffset)
|
||||
{
|
||||
short nItem = nPlayerItem[nLocalPlayer];
|
||||
short nItem = PlayerList[nLocalPlayer].nItem;
|
||||
|
||||
if (nItemMagic[nItem] <= PlayerList[nLocalPlayer].nMagic) {
|
||||
nItemAltSeq = 0;
|
||||
|
@ -350,7 +350,7 @@ void SetItemSeq2(int nSeqOffset)
|
|||
|
||||
void SetPlayerItem(short nPlayer, short nItem)
|
||||
{
|
||||
nPlayerItem[nPlayer] = nItem;
|
||||
PlayerList[nLocalPlayer].nItem = nItem;
|
||||
|
||||
if (nPlayer == nLocalPlayer)
|
||||
{
|
||||
|
@ -741,7 +741,7 @@ private:
|
|||
|
||||
format.Format("%d", pp->nMagic / 10);
|
||||
|
||||
short nItem = nPlayerItem[nLocalPlayer];
|
||||
short nItem = PlayerList[nLocalPlayer].nItem;
|
||||
int timer = ItemTimer(nItem, nLocalPlayer);
|
||||
if (timer > 0)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue