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