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
+2 -1
View File
@@ -10045,7 +10045,8 @@ void RenderKeyRingPopup( BOOLEAN fFullRender )
, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , FRAME_BUFFER );
// set item type
gTempObject.usItem = FIRST_KEY + LockTable[ gpItemPopupSoldier->pKeyRing[ cnt].ubKeyID ].usKeyItem;
//gTempObject.usItem = FIRST_KEY + LockTable[ gpItemPopupSoldier->pKeyRing[ cnt].ubKeyID ].usKeyItem;
gTempObject.usItem = KeyTable[ LockTable[gpItemPopupSoldier->pKeyRing[cnt].ubKeyID].usKeyItem ].usItem;
// render the item
INVRenderItem( FRAME_BUFFER, NULL, &gTempObject, (INT16)(gsKeyRingPopupInvX + sOffSetX +( cnt % sKeyRingItemWidth * usWidth ) + 8), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) ),