diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 919d35b53..68deb8b34 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -1313,8 +1313,9 @@ static void SendNameAndColor(void) cv_skin.value = R_SkinAvailable(cv_skin.string); if ((cv_skin.value < 0) || !R_SkinUsable(consoleplayer, cv_skin.value)) { - CV_StealthSet(&cv_skin, DEFAULTSKIN); - cv_skin.value = 0; + INT32 defaultSkinNum = GetPlayerDefaultSkin(consoleplayer); + CV_StealthSet(&cv_skin, skins[defaultSkinNum].name); + cv_skin.value = defaultSkinNum; } // Finally write out the complete packet and send it off. @@ -1475,7 +1476,8 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum) if (server && (p != &players[consoleplayer] && p != &players[secondarydisplayplayer])) { boolean kick = false; - INT32 s; + UINT32 unlockShift = 0; + UINT32 i; // team colors if (G_GametypeHasTeams()) @@ -1491,12 +1493,29 @@ static void Got_NameAndColor(UINT8 **cp, INT32 playernum) kick = true; // availabilities - for (s = 0; s < MAXSKINS; s++) + for (i = 0; i < MAXUNLOCKABLES; i++) { - if (!skins[s].availability && (p->availabilities & (1 << s))) + if (unlockables[i].type != SECRET_SKIN) + { + continue; + } + + unlockShift++; + } + + // If they set an invalid bit to true, then likely a modified client + if (unlockShift < 32) // 32 is the max the data type allows + { + UINT32 illegalMask = UINT32_MAX; + + for (i = 0; i < unlockShift; i++) + { + illegalMask &= ~(1 << i); + } + + if ((p->availabilities & illegalMask) != 0) { kick = true; - break; } } diff --git a/src/deh_soc.c b/src/deh_soc.c index c384d71b7..3a611f3ba 100644 --- a/src/deh_soc.c +++ b/src/deh_soc.c @@ -127,6 +127,33 @@ static float searchfvalue(const char *s) #endif // These are for clearing all of various things +void clear_emblems(void) +{ + INT32 i; + + for (i = 0; i < MAXEMBLEMS; ++i) + { + Z_Free(emblemlocations[i].stringVar); + emblemlocations[i].stringVar = NULL; + } + + memset(&emblemlocations, 0, sizeof(emblemlocations)); + numemblems = 0; +} + +void clear_unlockables(void) +{ + INT32 i; + + for (i = 0; i < MAXUNLOCKABLES; ++i) + { + Z_Free(unlockables[i].stringVar); + unlockables[i].stringVar = NULL; + } + + memset(&unlockables, 0, sizeof(unlockables)); +} + void clear_conditionsets(void) { UINT8 i; @@ -2978,7 +3005,12 @@ void reademblemdata(MYFILE *f, INT32 num) else if (fastcmp(word, "COLOR")) emblemlocations[num-1].color = get_number(word2); else if (fastcmp(word, "VAR")) + { + Z_Free(emblemlocations[num-1].stringVar); + emblemlocations[num-1].stringVar = Z_StrDup(word2); + emblemlocations[num-1].var = get_number(word2); + } else deh_warning("Emblem %d: unknown word '%s'", num, word); } @@ -3180,11 +3212,16 @@ void readunlockable(MYFILE *f, INT32 num) unlockables[num].type = SECRET_WARP; else if (fastcmp(word2, "SOUNDTEST")) unlockables[num].type = SECRET_SOUNDTEST; + else if (fastcmp(word2, "SKIN")) + unlockables[num].type = SECRET_SKIN; else unlockables[num].type = (INT16)i; } else if (fastcmp(word, "VAR")) { + Z_Free(unlockables[num].stringVar); + unlockables[num].stringVar = Z_StrDup(word2); + // Support using the actual map name, // i.e., Level AB, Level FZ, etc. diff --git a/src/deh_soc.h b/src/deh_soc.h index fa043b096..28e3c9512 100644 --- a/src/deh_soc.h +++ b/src/deh_soc.h @@ -81,6 +81,8 @@ void readskincolor(MYFILE *f, INT32 num); void readthing(MYFILE *f, INT32 num); void readfreeslots(MYFILE *f); void readPlayer(MYFILE *f, INT32 num); +void clear_emblems(void); +void clear_unlockables(void); void clear_levels(void); void clear_conditionsets(void); #endif diff --git a/src/dehacked.c b/src/dehacked.c index 91715dfa4..da8c81c35 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -547,13 +547,10 @@ static void DEH_LoadDehackedFile(MYFILE *f, boolean mainfile) } if (clearall || fastcmp(word2, "UNLOCKABLES")) - memset(&unlockables, 0, sizeof(unlockables)); + clear_unlockables(); if (clearall || fastcmp(word2, "EMBLEMS")) - { - memset(&emblemlocations, 0, sizeof(emblemlocations)); - numemblems = 0; - } + clear_emblems(); if (clearall || fastcmp(word2, "EXTRAEMBLEMS")) { diff --git a/src/lua_skinlib.c b/src/lua_skinlib.c index 3370f8f72..e66a379e9 100644 --- a/src/lua_skinlib.c +++ b/src/lua_skinlib.c @@ -53,7 +53,6 @@ enum skin { skin_contspeed, skin_contangle, skin_soundsid, - skin_availability, skin_sprites }; static const char *const skin_opt[] = { @@ -91,7 +90,6 @@ static const char *const skin_opt[] = { "contspeed", "contangle", "soundsid", - "availability", "sprites", NULL}; @@ -209,9 +207,6 @@ static int skin_get(lua_State *L) case skin_soundsid: LUA_PushUserdata(L, skin->soundsid, META_SOUNDSID); break; - case skin_availability: - lua_pushinteger(L, skin->availability); - break; case skin_sprites: LUA_PushUserdata(L, skin->sprites, META_SKINSPRITES); break; diff --git a/src/m_cond.c b/src/m_cond.c index a54238ab2..85d732a48 100644 --- a/src/m_cond.c +++ b/src/m_cond.c @@ -496,6 +496,64 @@ UINT8 M_GotHighEnoughRings(INT32 trings) return false; } +// Gets the skin number for a SECRET_SKIN unlockable. +INT32 M_UnlockableSkinNum(unlockable_t *unlock) +{ + if (unlock->type != SECRET_SKIN) + { + // This isn't a skin unlockable... + return -1; + } + + if (unlock->stringVar && strcmp(unlock->stringVar, "")) + { + // Get the skin from the string. + INT32 skinnum = R_SkinAvailable(unlock->stringVar); + if (skinnum != -1) + { + return skinnum; + } + } + + if (unlock->variable >= 0 && unlock->variable < numskins) + { + // Use the number directly. + return unlock->variable; + } + + // Invalid skin unlockable. + return -1; +} + +// Gets the skin number for a ET_SKIN emblem. +INT32 M_EmblemSkinNum(emblem_t *emblem) +{ + if (emblem->type != ET_SKIN) + { + // This isn't a skin emblem... + return -1; + } + + if (emblem->stringVar && strcmp(emblem->stringVar, "")) + { + // Get the skin from the string. + INT32 skinnum = R_SkinAvailable(emblem->stringVar); + if (skinnum != -1) + { + return skinnum; + } + } + + if (emblem->var >= 0 && emblem->var < numskins) + { + // Use the number directly. + return emblem->var; + } + + // Invalid skin emblem. + return -1; +} + // ---------------- // Misc Emblem shit // ---------------- diff --git a/src/m_cond.h b/src/m_cond.h index 690b6fb26..b2c6d65e6 100644 --- a/src/m_cond.h +++ b/src/m_cond.h @@ -92,6 +92,7 @@ typedef struct UINT8 sprite; ///< emblem sprite to use, 0 - 25 UINT16 color; ///< skincolor to use INT32 var; ///< If needed, specifies information on the target amount to achieve (or target skin) + char *stringVar; ///< String version char hint[110]; ///< Hint for emblem hints menu UINT8 collected; ///< Do you have this emblem? } emblem_t; @@ -116,6 +117,7 @@ typedef struct UINT8 showconditionset; INT16 type; INT16 variable; + char *stringVar; UINT8 nocecho; UINT8 nochecklist; UINT8 unlocked; @@ -132,6 +134,7 @@ typedef struct #define SECRET_WARP 2 // Selectable warp #define SECRET_SOUNDTEST 3 // Sound Test #define SECRET_CREDITS 4 // Enables Credits +#define SECRET_SKIN 5 // Unlocks a skin // If you have more secrets than these variables allow in your game, // you seriously need to get a life. @@ -185,4 +188,7 @@ UINT8 M_GotHighEnoughScore(INT32 tscore); UINT8 M_GotLowEnoughTime(INT32 tictime); UINT8 M_GotHighEnoughRings(INT32 trings); +INT32 M_UnlockableSkinNum(unlockable_t *unlock); +INT32 M_EmblemSkinNum(emblem_t *emblem); + #define M_Achieved(a) ((a) >= MAXCONDITIONSETS || conditionSets[a].achieved) diff --git a/src/m_menu.c b/src/m_menu.c index 407225526..c9f80b69d 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -8963,7 +8963,7 @@ static void M_CacheCharacterSelectEntry(INT32 i, INT32 skinnum) static UINT8 M_SetupChoosePlayerDirect(INT32 choice) { - INT32 skinnum; + INT32 skinnum, botskinnum; UINT8 i; UINT8 firstvalid = 255, lastvalid = 255; boolean allowed = false; @@ -8995,6 +8995,13 @@ static UINT8 M_SetupChoosePlayerDirect(INT32 choice) skinnum = description[i].skinnum[0]; if ((skinnum != -1) && (R_SkinUsable(-1, skinnum))) { + botskinnum = description[i].skinnum[1]; + if ((botskinnum != -1) && (!R_SkinUsable(-1, botskinnum))) + { + // Bot skin isn't unlocked + continue; + } + // Handling order. if (firstvalid == 255) firstvalid = i; diff --git a/src/p_enemy.c b/src/p_enemy.c index ca88b7831..3b13fe295 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -25,6 +25,7 @@ #include "i_video.h" #include "z_zone.h" #include "lua_hook.h" +#include "m_cond.h" // SECRET_SKIN #ifdef HW3SOUND #include "hardware/hw3sound.h" @@ -5101,6 +5102,33 @@ void A_SignSpin(mobj_t *actor) } } +static boolean SignSkinCheck(player_t *player, INT32 num) +{ + INT32 i; + + if (player != NULL) + { + // Use player's availabilities + return R_SkinUsable(player - players, num); + } + + // Player invalid, only show characters that are unlocked from the start. + for (i = 0; i < MAXUNLOCKABLES; i++) + { + if (unlockables[i].type == SECRET_SKIN) + { + INT32 lockedSkin = M_UnlockableSkinNum(&unlockables[i]); + + if (lockedSkin == num) + { + return false; + } + } + } + + return true; +} + // Function: A_SignPlayer // // Description: Changes the state of a level end sign to reflect the player that hit it. @@ -5161,23 +5189,21 @@ void A_SignPlayer(mobj_t *actor) // I turned this function into a fucking mess. I'm so sorry. -Lach if (locvar1 == -2) // random skin { -#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0) player_t *player = actor->target ? actor->target->player : NULL; UINT8 skinnum; UINT8 skincount = 0; for (skinnum = 0; skinnum < numskins; skinnum++) - if (!skincheck(skinnum)) + if (SignSkinCheck(player, skinnum)) skincount++; skinnum = P_RandomKey(skincount); for (skincount = 0; skincount < numskins; skincount++) { if (skincount > skinnum) break; - if (skincheck(skincount)) + if (!SignSkinCheck(player, skincount)) skinnum++; } skin = &skins[skinnum]; -#undef skincheck } else // specific skin skin = &skins[locvar1]; diff --git a/src/p_mobj.c b/src/p_mobj.c index 964015d46..917228d2b 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -11962,6 +11962,7 @@ static boolean P_SetupEmblem(mapthing_t *mthing, mobj_t *mobj) INT32 j; emblem_t* emblem = M_GetLevelEmblems(gamemap); skincolornum_t emcolor; + boolean validEmblem = true; while (emblem) { @@ -11986,8 +11987,19 @@ static boolean P_SetupEmblem(mapthing_t *mthing, mobj_t *mobj) emcolor = M_GetEmblemColor(&emblemlocations[j]); // workaround for compiler complaint about bad function casting mobj->color = (UINT16)emcolor; - if (emblemlocations[j].collected - || (emblemlocations[j].type == ET_SKIN && emblemlocations[j].var != players[0].skin)) + validEmblem = !emblemlocations[j].collected; + + if (emblemlocations[j].type == ET_SKIN) + { + INT32 skinnum = M_EmblemSkinNum(&emblemlocations[j]); + + if (players[0].skin != skinnum) + { + validEmblem = false; + } + } + + if (validEmblem == false) { P_UnsetThingPosition(mobj); mobj->flags |= MF_NOCLIP; diff --git a/src/p_setup.c b/src/p_setup.c index 16c080248..4164c3972 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -4576,8 +4576,8 @@ boolean P_AddWadFile(const char *wadfilename) // // look for skins // - R_AddSkins(wadnum); // faB: wadfile index in wadfiles[] - R_PatchSkins(wadnum); // toast: PATCH PATCH + R_AddSkins(wadnum, false); // faB: wadfile index in wadfiles[] + R_PatchSkins(wadnum, false); // toast: PATCH PATCH ST_ReloadSkinFaceGraphics(); // diff --git a/src/r_skins.c b/src/r_skins.c index 73d983a00..b7eb24345 100644 --- a/src/r_skins.c +++ b/src/r_skins.c @@ -148,8 +148,6 @@ static void Sk_SetDefaultValue(skin_t *skin) skin->contspeed = 17; skin->contangle = 0; - skin->availability = 0; - for (i = 0; i < sfx_skinsoundslot0; i++) if (S_sfx[i].skinsound != -1) skin->soundsid[S_sfx[i].skinsound] = i; @@ -176,14 +174,34 @@ void R_InitSkins(void) UINT32 R_GetSkinAvailabilities(void) { - INT32 s; UINT32 response = 0; + UINT32 unlockShift = 0; + INT32 i; - for (s = 0; s < MAXSKINS; s++) + for (i = 0; i < MAXUNLOCKABLES; i++) { - if (skins[s].availability && unlockables[skins[s].availability - 1].unlocked) - response |= (1 << s); + if (unlockables[i].type != SECRET_SKIN) + { + continue; + } + + if (unlockShift >= 32) + { + // This crash is impossible to trigger as is, + // but it could happen if MAXUNLOCKABLES is ever made higher than 32, + // and someone makes a mod that has 33+ unlockable characters. :V + I_Error("Too many unlockable characters\n"); + return 0; + } + + if (unlockables[i].unlocked) + { + response |= (1 << unlockShift); + } + + unlockShift++; } + return response; } @@ -191,14 +209,78 @@ UINT32 R_GetSkinAvailabilities(void) // warning don't use with an invalid skinnum other than -1 which always returns true boolean R_SkinUsable(INT32 playernum, INT32 skinnum) { - return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... - || (!skins[skinnum].availability) - || (((netgame || multiplayer) && playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked)) - || (modeattacking) // If you have someone else's run you might as well take a look - || (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1. - || (netgame && (cv_forceskin.value == skinnum)) // Force 2. - || (metalrecording && skinnum == 5) // Force 3. - ); + INT32 unlockID = -1; + UINT32 unlockShift = 0; + INT32 i; + + if (skinnum == -1) + { + // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... + return true; + } + + if (modeattacking) + { + // If you have someone else's run you might as well take a look + return true; + } + + if (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) + { + // Force 1. + return true; + } + + if (netgame && (cv_forceskin.value == skinnum)) + { + // Force 2. + return true; + } + + if (metalrecording && skinnum == 5) + { + // Force 3. + return true; + } + + // We will now check if this skin is supposed to be locked or not. + + for (i = 0; i < MAXUNLOCKABLES; i++) + { + INT32 unlockSkin = -1; + + if (unlockables[i].type != SECRET_SKIN) + { + continue; + } + + unlockSkin = M_UnlockableSkinNum(&unlockables[i]); + + if (unlockSkin == skinnum) + { + unlockID = i; + break; + } + + unlockShift++; + } + + if (unlockID == -1) + { + // This skin isn't locked at all, we're good. + return true; + } + + if ((netgame || multiplayer) && playernum != -1) + { + // We want to check per-player unlockables. + return (players[playernum].availabilities & (1 << unlockShift)); + } + else + { + // We want to check our global unlockables. + return (unlockables[unlockID].unlocked); + } } // returns true if the skin name is found (loaded from pwad) @@ -295,6 +377,24 @@ static void SetSkin(player_t *player, INT32 skinnum) } } +// Gets the player to the first usuable skin in the game. +// (If your mod locked them all, then you kinda stupid) +INT32 GetPlayerDefaultSkin(INT32 playernum) +{ + INT32 i; + + for (i = 0; i < numskins; i++) + { + if (R_SkinUsable(playernum, i)) + { + return i; + } + } + + I_Error("All characters are locked!"); + return 0; +} + // network code calls this when a 'skin change' is received void SetPlayerSkin(INT32 playernum, const char *skinname) { @@ -309,10 +409,10 @@ void SetPlayerSkin(INT32 playernum, const char *skinname) if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname); - else if(server || IsPlayerAdmin(consoleplayer)) + else if (server || IsPlayerAdmin(consoleplayer)) CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname); - SetSkin(player, 0); + SetSkin(player, GetPlayerDefaultSkin(playernum)); } // Same as SetPlayerSkin, but uses the skin #. @@ -329,10 +429,10 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum); - else if(server || IsPlayerAdmin(consoleplayer)) + else if (server || IsPlayerAdmin(consoleplayer)) CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum); - SetSkin(player, 0); // not found put the sonic skin + SetSkin(player, GetPlayerDefaultSkin(playernum)); } // @@ -566,7 +666,7 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value) // // Find skin sprites, sounds & optional status bar face, & add them // -void R_AddSkins(UINT16 wadnum) +void R_AddSkins(UINT16 wadnum, boolean mainfile) { UINT16 lump, lastlump = 0; char *buf; @@ -681,12 +781,6 @@ void R_AddSkins(UINT16 wadnum) if (!realname) STRBUFCPY(skin->realname, skin->hudname); } - else if (!stricmp(stoken, "availability")) - { - skin->availability = atoi(value); - if (skin->availability >= MAXUNLOCKABLES) - skin->availability = 0; - } else if (!R_ProcessPatchableFields(skin, stoken, value)) CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); @@ -701,7 +795,7 @@ next_token: R_FlushTranslationColormapCache(); - if (!skin->availability) // Safe to print... + if (mainfile == false) CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); #ifdef SKINVALUES skin_cons_t[numskins].value = numskins; @@ -721,7 +815,7 @@ next_token: // // Patch skin sprites // -void R_PatchSkins(UINT16 wadnum) +void R_PatchSkins(UINT16 wadnum, boolean mainfile) { UINT16 lump, lastlump = 0; char *buf; @@ -834,7 +928,7 @@ next_token: R_FlushTranslationColormapCache(); - if (!skin->availability) // Safe to print... + if (mainfile == false) CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); } return; diff --git a/src/r_skins.h b/src/r_skins.h index 3f67bfdab..a38997f4d 100644 --- a/src/r_skins.h +++ b/src/r_skins.h @@ -80,8 +80,6 @@ typedef struct // contains super versions too spritedef_t sprites[NUMPLAYERSPRITES*2]; spriteinfo_t sprinfo[NUMPLAYERSPRITES*2]; - - UINT8 availability; // lock? } skin_t; /// Externs @@ -91,13 +89,14 @@ extern skin_t skins[MAXSKINS]; /// Function prototypes void R_InitSkins(void); +INT32 GetPlayerDefaultSkin(INT32 playernum); void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 boolean R_SkinUsable(INT32 playernum, INT32 skinnum); UINT32 R_GetSkinAvailabilities(void); INT32 R_SkinAvailable(const char *name); -void R_PatchSkins(UINT16 wadnum); -void R_AddSkins(UINT16 wadnum); +void R_AddSkins(UINT16 wadnum, boolean mainfile); +void R_PatchSkins(UINT16 wadnum, boolean mainfile); UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); diff --git a/src/r_things.c b/src/r_things.c index 5c0e5fda9..3b61e4862 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -547,8 +547,8 @@ void R_InitSprites(void) R_InitSkins(); for (i = 0; i < numwadfiles; i++) { - R_AddSkins((UINT16)i); - R_PatchSkins((UINT16)i); + R_AddSkins((UINT16)i, true); + R_PatchSkins((UINT16)i, true); R_LoadSpriteInfoLumps(i, wadfiles[i]->numlumps); } ST_ReloadSkinFaceGraphics();