Files
fd2c74727e Make LANGUAGE switchable in runtime (#653)
squashed into a single commit because doing it in steps that all
compiled involved a lot of boilerplate that is pointless to commit to
the repository. GH still has the PR for reference.

g_lang, MAX_MESSAGES_ON_MAP_BOTTOM, and GetLanguagePrefix() were
compile-time constants selected by the ENGLISH/GERMAN/... build
define. They're now runtime, defaulting to the same per-exe value the
define used to pick, and overridable at startup from [Ja2 Settings]
LANGUAGE in Ja2.ini.

-

XMLTacticalMessages is filled at runtime from NewTacticalMessages.xml,
never from compiled-in per-language data: all 8 per-language definitions
were the identical all-zero { L"" }. Delete them and define one shared
buffer in Utils/XML_Language.cpp (the loader) instead of pointer-rebinding
it like the static tables — this drops 9 dead 800KB zero-buffers (8
namespaced copies in LanguageStrings.cpp plus the standalone one) and
leaves no bind-ordering hazard for the XML load path.

-

ExportStrings.cpp privately recompiled one language's full text table
by #including the raw _<LANG>Text.cpp inside namespace Loc, keyed off
the exe-level ENGLISH/GERMAN/... compile macro (whichever the build
happened to select). That's redundant with the pointer globals every
other subsystem already uses (Text.h / LanguageStrings.cpp).

Drop the private copy; the unqualified table names in Loc::ExportStrings
now resolve to the global pointer externs, which BindLanguageStrings has
already rebound to the runtime g_lang by the time this runs (EXPORT_STRINGS
ini flag, checked after GetRuntimeSettings in sgp.cpp). gs_Lang (used only
by Loc::Translate for the Polish/Russian byte remap on raw .edt exports) is
now derived from g_lang via ToLocLanguage, so the export always matches
whatever language is actually active instead of a compile-time pick.

-

Editor/popupmenu.cpp and Strategic/Scheduling.cpp kept their own
call-site extern of gszScheduleActions as CHAR16[NUM_SCHEDULE_ACTIONS][20]
after the real definition changed into a rebindable pointer
(CHAR16 (*)[20], LanguageStrings.cpp). MSVC decays the outer array
dimension when mangling globals, so both declarations produce the same
symbol (?gszScheduleActions@@3PAY0BE@_WA) and the mismatch linked
silently -- but the array-typed TUs then indexed the 4-byte pointer
slot itself as string data, so the editor schedule popup and the map
schedule message text read garbage.

-

add text.def to be single-source of truth on symbol names and use it
 .much simpler, less error prone if adding more strings

-

add pseudo interface for language state. MAX_SAGES_ON_BOTTOM must always
 change in lockstep with g_lang. this isn't foolproof but better

---------

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-07-21 05:33:03 -03:00

284 lines
10 KiB
C++

#ifndef _KEYS_H_
#define _KEYS_H_
#include "types.h"
#include "FileMan.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
typedef struct
{
UINT16 usItem; // index in item table for key
UINT8 fFlags; // flags...
UINT16 usSectorFound; // where and
UINT16 usDateFound; // when the key was found
} KEY;
#define KEY_USED 0x01
#define LOCK_UNOPENABLE 255
#define NO_KEY 255
#define MAX_KEYS_PER_LOCK 4
#define LOCK_REGULAR 1
#define LOCK_PADLOCK 2
#define LOCK_CARD 3
#define LOCK_ELECTRONIC 4
#define LOCK_SPECIAL 5
/*
typedef struct
{
UINT8 ubKeyID[MAX_KEYS_PER_LOCK];
UINT8 ubLockType; // numeric lock type value... easier to use than flags!
INT8 bPickSkillAdjustment; // difficulty to pick a lock which takes this key
INT8 bSmashSkillAdjustment; // the strength of the lock (resistance to smashing)
} LOCK;
*/
#define MAXLOCKDESCLENGTH 40
typedef struct
{
UINT8 ubEditorName[ MAXLOCKDESCLENGTH ]; // name to display in editor
UINT16 usKeyItem; // key for this door uses which graphic (item #)?
UINT8 ubLockType; // regular, padlock, electronic, etc
UINT8 ubPickDifficulty; // difficulty to pick such a lock
UINT8 ubSmashDifficulty; // difficulty to smash such a lock
UINT8 ubFiller;
} LOCK;
// Defines below for the perceived value of the door
#define DOOR_PERCEIVED_UNKNOWN 0
#define DOOR_PERCEIVED_LOCKED 1
#define DOOR_PERCEIVED_UNLOCKED 2
#define DOOR_PERCEIVED_BROKEN 3
#define DOOR_PERCEIVED_TRAPPED 1
#define DOOR_PERCEIVED_UNTRAPPED 2
//dnl ch42 250909
// WANNE - BMP: DONE!
typedef struct
{
INT16 sGridNo;
BOOLEAN fLocked; // is the door locked
UINT8 ubTrapLevel; // difficulty of finding the trap, 0-10
UINT8 ubTrapID; // the trap type (0 is no trap)
UINT8 ubLockID; // the lock (0 is no lock)
INT8 bPerceivedLocked; // The perceived lock value can be different than the fLocked.
// Values for this include the fact that we don't know the status of
// the door, etc
INT8 bPerceivedTrapped; // See above, but with respect to traps rather than locked status
INT8 bLockDamage; // Damage to the lock
INT8 bPadding[4]; // extra bytes
} _OLD_DOOR;
class DOOR
{
public:
INT32 sGridNo;
BOOLEAN fLocked; // is the door locked
UINT8 ubTrapLevel; // difficulty of finding the trap, 0-10
UINT8 ubTrapID; // the trap type (0 is no trap)
UINT8 ubLockID; // the lock (0 is no lock)
INT8 bPerceivedLocked; // The perceived lock value can be different than the fLocked.
// Values for this include the fact that we don't know the status of the door, etc
INT8 bPerceivedTrapped; // See above, but with respect to traps rather than locked status
INT8 bLockDamage; // Damage to the lock
public:
// DOOR();
// ~DOOR();
DOOR& operator=(const _OLD_DOOR& src);
BOOLEAN Load(INT8** hBuffer, FLOAT dMajorMapVersion);
BOOLEAN Save(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
};
typedef enum
{
NO_TRAP = 0,
EXPLOSION,
ELECTRIC,
SIREN,
SILENT_ALARM,
BROTHEL_SIREN,
SUPER_ELECTRIC,
NUM_DOOR_TRAPS
} DoorTrapTypes;
#define DOOR_TRAP_STOPS_ACTION 0x01
#define DOOR_TRAP_RECURRING 0x02
#define DOOR_TRAP_SILENT 0x04
typedef struct
{
UINT8 fFlags; // stops action? recurring trap?
} DOORTRAP;
//The status of the door, either open or closed
#define DOOR_OPEN 0x01
#define DOOR_PERCEIVED_OPEN 0x02
#define DOOR_PERCEIVED_NOTSET 0x04
#define DOOR_BUSY 0x08
#define DOOR_HAS_TIN_CAN 0x10
#define DONTSETDOORSTATUS 2
// WANNE - BMP: Maybe we also need here an "_OLD_DOOR_STATUS" struct
// but this does not exist in BMP code!
typedef struct
{
INT32 sGridNo;
UINT8 ubFlags;
} DOOR_STATUS;
// This is the number of different types of doors we can have
// in one map at a time...
#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
#define AUTOUNLOCK 253
#define OPENING_NOT_POSSIBLE 254
extern KEY KeyTable[NUM_KEYS];
extern LOCK LockTable[NUM_LOCKS];
extern DOORTRAP DoorTrapTable[NUM_DOOR_TRAPS];
extern BOOLEAN AddKeysToKeyRing( SOLDIERTYPE *pSoldier, UINT8 ubKeyID, UINT8 ubNumber );
extern BOOLEAN RemoveKeyFromKeyRing( SOLDIERTYPE *pSoldier, UINT8 ubPos, OBJECTTYPE * pObj );
extern BOOLEAN RemoveAllOfKeyFromKeyRing( SOLDIERTYPE *pSoldier, UINT8 ubPos, OBJECTTYPE * pObj );
extern BOOLEAN KeyExistsInInventory( SOLDIERTYPE *pSoldier, UINT8 ubKeyID );
extern BOOLEAN KeyExistsInKeyRing( SOLDIERTYPE *pSoldier, UINT8 ubKeyID, UINT8 * pubPos );
extern BOOLEAN SoldierHasKey( SOLDIERTYPE *pSoldier, UINT8 ubKeyID );
/**********************************
* Door utils add by Kris Morness *
**********************************/
//Dynamic array of Doors. For general game purposes, the doors that are locked and/or trapped
//are permanently saved within the map, and are loaded and allocated when the map is loaded. Because
//the editor allows more doors to be added, or removed, the actual size of the DoorTable may change.
extern DOOR *DoorTable;
//Current number of doors in world.
extern UINT8 gubNumDoors;
//Current max number of doors. This is only used by the editor. When adding doors to the
//world, we may run out of space in the DoorTable, so we will allocate a new array with extra slots,
//then copy everything over again. gubMaxDoors holds the arrays actual number of slots, even though
//the current number (gubNumDoors) will be <= to it.
extern UINT8 gubMaxDoors;
//dnl ch42 250909
// File I/O for loading the door information from the map. This automatically allocates the exact number of slots when loading.
void LoadDoorTableFromMap(INT8** hBuffer, FLOAT dMajorMapVersion);
// Saves the existing door information to the map. Before it actually saves, it'll verify that the door still exists. Otherwise, it'll ignore it. It is possible in the editor to delete doors in many different ways, so I opted to put it in the saving routine.
void SaveDoorTableToMap(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);
//The editor adds locks to the world. If the gridno already exists, then the currently existing door
//information is overwritten.
extern void AddDoorInfoToTable( DOOR *pDoor );
//When the editor removes a door from the world, this function looks for and removes accompanying door
//information. If the entry is not the last entry, the last entry is move to it's current slot, to keep
//everything contiguous.
extern void RemoveDoorInfoFromTable( INT32 iMapIndex );
//This is the link to see if a door exists at a gridno.
DOOR * FindDoorInfoAtGridNo( INT32 iMapIndex );
//Upon world deallocation, the door table needs to be deallocated.
extern void TrashDoorTable();
BOOLEAN AttemptToUnlockDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN AttemptToLockDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN AttemptToSmashDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN AttemptToPickLock( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN AttemptToBlowUpLock( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN AttemptToUntrapDoor( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN ExamineDoorForTraps( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN HasDoorTrapGoneOff( SOLDIERTYPE * pSoldier, DOOR * pDoor );
void HandleDoorTrap( SOLDIERTYPE * pSoldier, DOOR * pDoor );
// Updates the perceived value to the user of the state of the door
void UpdateDoorPerceivedValue( DOOR *pDoor );
//Saves the Door Table array to the temp file
BOOLEAN SaveDoorTableToDoorTableTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
//Load the door table from the temp file
BOOLEAN LoadDoorTableFromDoorTableTempFile( );
// Adds a door to the Door status array. As the user comes across the door, they are added.
// if the door already exists, nothing happens
// fOpen is True if the door is to be initially open, false if it is closed
// fInitiallyPercieveOpen is true if the door is to be initially open, else false
BOOLEAN ModifyDoorStatus( INT32 sGridNo, BOOLEAN fOpen, BOOLEAN fInitiallyPercieveOpen );
//Deletes the door status array
void TrashDoorStatusArray( );
// Returns true if the door is open, otherwise false
BOOLEAN IsDoorOpen( INT32 sGridNo );
//Returns true if the door is perceioved as open
BOOLEAN IsDoorPerceivedOpen( INT32 sGridNo );
// Saves the Door Status array to the MapTempfile
BOOLEAN SaveDoorStatusArrayToDoorStatusTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
//Load the door status from the door status temp file
BOOLEAN LoadDoorStatusArrayFromDoorStatusTempFile();
//Modify the Doors open status
BOOLEAN SetDoorOpenStatus( INT32 sGridNo, BOOLEAN fOpen );
//Modify the doors perceived open status
BOOLEAN SetDoorPerceivedOpenStatus( INT32 sGridNo, BOOLEAN fPerceivedOpen );
//Save the key table to the saved game file
BOOLEAN SaveKeyTableToSaveGameFile( HWFILE hFile );
//Load the key table from the saved game file
BOOLEAN LoadKeyTableFromSaveedGameFile( HWFILE hFile, UINT32 uiSaveGameVersion );
// Returns a doors status value, NULL if not found
DOOR_STATUS *GetDoorStatus( INT32 sGridNo );
BOOLEAN UpdateDoorStatusPerceivedValue( INT32 sGridNo );
BOOLEAN AllMercsLookForDoor( INT32 sGridNo, BOOLEAN fUpdateValue );
BOOLEAN MercLooksForDoors( SOLDIERTYPE *pSoldier, BOOLEAN fUpdateValue );
void UpdateDoorGraphicsFromStatus( BOOLEAN fUsePerceivedStatus, BOOLEAN fDirty );
BOOLEAN AttemptToCrowbarLock( SOLDIERTYPE * pSoldier, DOOR * pDoor );
BOOLEAN LoadLockTable( void );
void ExamineDoorsOnEnteringSector( );
void HandleDoorsChangeWhenEnteringSectorCurrentlyLoaded( );
void AttachStringToDoor( INT32 sGridNo );
void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded );
#endif