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source/Tactical/Keys.h
T

255 lines
8.9 KiB
C

#ifndef _KEYS_H_
#define _KEYS_H_
#include "types.h"
#include "FileMan.h"
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
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
} DOOR;
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
typedef struct
{
INT16 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 64
#define NUM_LOCKS 64
#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 );
extern STR16 sKeyDescriptionStrings[];
/**********************************
* 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;
//File I/O for loading the door information from the map. This automatically allocates
//the exact number of slots when loading.
extern void LoadDoorTableFromMap( INT8 **hBuffer );
//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.
extern void SaveDoorTableToMap( HWFILE fp );
//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( INT16 sGridNo, BOOLEAN fOpen, BOOLEAN fInitiallyPercieveOpen );
//Deletes the door status array
void TrashDoorStatusArray( );
// Returns true if the door is open, otherwise false
BOOLEAN IsDoorOpen( INT16 sGridNo );
//Returns true if the door is perceioved as open
BOOLEAN IsDoorPerceivedOpen( INT16 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( INT16 sGridNo, BOOLEAN fOpen );
//Modify the doors perceived open status
BOOLEAN SetDoorPerceivedOpenStatus( INT16 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 );
// Returns a doors status value, NULL if not found
DOOR_STATUS *GetDoorStatus( INT16 sGridNo );
BOOLEAN UpdateDoorStatusPerceivedValue( INT16 sGridNo );
BOOLEAN AllMercsLookForDoor( INT16 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( INT16 sGridNo );
void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded );
#endif