Exemple #1
0
        public void WriteDictionary(BinBuffer bb)
        {
            unchecked
            {
                bb.WriteByte((ModID)Mods.Count);
            }

            foreach (var kvp in Mods)
            {
                bb.Write(kvp.Key);
                bb.Write(kvp.Value);
            }

            foreach (var kvp in ModObjects)
            {
                bb.Write(kvp.Key);

                var mod = kvp.Value;

                bb.Write(unchecked ((ObjID)mod.Count));

                foreach (var kvp_ in mod)
                {
                    bb.Write(kvp_.Key);
                    bb.Write(kvp_.Value);
                }
            }
        }
Exemple #2
0
        static void SaveChestItems(BinBuffer bb)
        {
            var chests = Main.chest.Where(c => c != null);

            bb.Write((short)chests.Count());
            bb.WriteByte(Chest.maxItems);

            foreach (var c in chests)
            {
                SaveItemSlots(bb, c.item, Chest.maxItems, true, false);
            }
        }
Exemple #3
0
        /// <summary>
        /// Save <paramref name="slots" /> items from <paramref name="inventory" /> to the <paramref name="bb" />.
        /// </summary>
        /// <param name="bb">The writer for storing data</param>
        /// <param name="inventory">The array of items</param>
        /// <param name="slots">The amount of items in the inventory to save</param>
        /// <param name="stack">Whether or not the stack size should be saved</param>
        /// <param name="favourited">Whether or not the favourited state should be saved</param>
        static void SaveItemSlots(BinBuffer bb, Item[] inventory, int slots, bool stack, bool favourited)
        {
            for (int i = 0; i < slots; i++)
            {
                if (inventory[i].type < ItemID.Count)
                {
                    bb.Write(String.Empty); // write an empty string instead of 'Vanilla'
                }
                else
                {
                    // Save basic item data
                    ItemDef item = Handler.ItemDef.DefsByType[inventory[i].type];

                    bb.Write(item.Mod.InternalName);
                    bb.Write(item.InternalName);

                    // why, vanilla writes these already?
                    // only type + mod data is needed imo (and prefix type (+ data?) later on)
                    if (stack)
                    {
                        bb.Write(inventory[i].stack);
                    }
                    bb.WriteByte(inventory[i].prefix);
                    if (favourited)
                    {
                        bb.Write(inventory[i].favorited);
                    }
                }

                // Save Mod Data
                if (inventory[i].P_BHandler != null)
                {
                    ItemBHandler handler = (ItemBHandler)inventory[i].P_BHandler;

                    handler.Save(bb);
                }
                else
                {
                    bb.Write(0);
                }
            }
        }
Exemple #4
0
 static void SavePrismData(BinBuffer bb)
 {
     bb.WriteByte(WORLD_VERSION);
 }