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
+6 -3
View File
@@ -145,8 +145,11 @@ typedef struct
// This is the number of different types of doors we can have
// in one map at a time...
#define NUM_KEYS 64
#define NUM_LOCKS 64
#define NUM_KEYS 255
#define NUM_KEYS_OLD 64 // anv: increased max number, kept old so correct number can be read from save files
#define NUM_LOCKS 255
#define NUM_LOCKS_OLD 64 // anv: increased max number, kept old so correct number can be read from LOCKS.BIN
#define INVALID_KEY_NUMBER 255
#define ANYKEY 252
@@ -253,7 +256,7 @@ BOOLEAN SetDoorPerceivedOpenStatus( INT32 sGridNo, BOOLEAN fPerceivedOpen );
BOOLEAN SaveKeyTableToSaveGameFile( HWFILE hFile );
//Load the key table from the saved game file
BOOLEAN LoadKeyTableFromSaveedGameFile( HWFILE hFile );
BOOLEAN LoadKeyTableFromSaveedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
// Returns a doors status value, NULL if not found
DOOR_STATUS *GetDoorStatus( INT32 sGridNo );