Merged from revision: 7163

Externalized keys and locks to xml (by anv)
- Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally.
- Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally. 
see: http://www.bears-pit.com/board/ubbthreads.php/topics/331900.html

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7164 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2014-04-24 18:35:30 +00:00
parent aaaa144261
commit c9a9acec5c
17 changed files with 599 additions and 20 deletions
+4 -2
View File
@@ -376,12 +376,14 @@ void InitEditorItemsInfo(UINT32 uiItemType)
{ //Keys use a totally different method for determining
for( i = 0; i < eInfo.sNumItems; i++ )
{
item = &Item[ KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem ];
//item = &Item[ KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem ];
item = &Item[ KeyTable[ LockTable[ i ].usKeyItem ].usItem ];
uiVideoObjectIndex = GetInterfaceGraphicForItem( item );
GetVideoObject( &hVObject, uiVideoObjectIndex );
//Store these item pointers for later when rendering selected items.
eInfo.pusItemIndex[i] = KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem;
//eInfo.pusItemIndex[i] = KeyTable[ 0 ].usItem + LockTable[ i ].usKeyItem;
eInfo.pusItemIndex[i] = KeyTable[ LockTable[ i ].usKeyItem ].usItem;
SetFont(SMALLCOMPFONT);
SetFontForeground( FONT_MCOLOR_WHITE );