gzdoom/src/g_inventory/a_keys.cpp

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/*
** a_keys.cpp
** Implements all keys and associated data
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Cheistoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
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#include "a_keys.h"
#include "tarray.h"
#include "gi.h"
#include "gstrings.h"
#include "d_player.h"
#include "c_console.h"
#include "s_sound.h"
#include "sc_man.h"
#include "v_palette.h"
#include "w_wad.h"
#include "doomstat.h"
#include "v_font.h"
//===========================================================================
//
// Data for the LOCKDEFS
//
//===========================================================================
//===========================================================================
//
//
//===========================================================================
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struct OneKey
{
PClassActor *key;
int count;
bool check(AActor *owner)
{
if (owner->IsKindOf(RUNTIME_CLASS(AKey)))
{
// P_GetMapColorForKey() checks the key directly
return owner->IsA(key) || owner->GetSpecies() == key->TypeName;
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}
else
{
// Other calls check an actor that may have a key in its inventory.
AInventory *item;
for (item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsA(key))
{
return true;
}
else if (item->GetSpecies() == key->TypeName)
{
return true;
}
}
return false;
}
}
};
//===========================================================================
//
//
//===========================================================================
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struct Keygroup
{
TArray<OneKey> anykeylist;
bool check(AActor *owner)
{
for(unsigned int i=0;i<anykeylist.Size();i++)
{
if (anykeylist[i].check(owner)) return true;
}
return false;
}
};
//===========================================================================
//
//
//===========================================================================
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struct Lock
{
TArray<Keygroup *> keylist;
TArray<FSoundID> locksound;
FString Message;
FString RemoteMsg;
int rgb;
Lock()
{
rgb=0;
}
~Lock()
{
for(unsigned int i=0;i<keylist.Size();i++) delete keylist[i];
keylist.Clear();
}
bool check(AActor * owner)
{
// An empty key list means that any key will do
if (!keylist.Size())
{
for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(AKey)))
{
return true;
}
}
return false;
}
else for(unsigned int i=0;i<keylist.Size();i++)
{
if (!keylist[i]->check(owner)) return false;
}
return true;
}
};
//===========================================================================
//
//
//===========================================================================
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static Lock *locks[256]; // all valid locks
static bool keysdone=false; // have the locks been initialized?
static int currentnumber; // number to be assigned to next key
static bool ignorekey; // set to true when the current lock is not being used
static void ClearLocks();
static const char * keywords_lock[]={
"ANY",
"MESSAGE",
"REMOTEMESSAGE",
"MAPCOLOR",
"LOCKEDSOUND",
NULL
};
//===========================================================================
//
//
//===========================================================================
static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
{
if (mi)
{
// Any inventory item can be used to unlock a door
if (mi->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
OneKey k = {mi,1};
keygroup->anykeylist.Push (k);
//... but only keys get key numbers!
if (mi->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
if (!ignorekey &&
static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber == 0)
{
static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber=++currentnumber;
}
}
}
else
{
sc.ScriptError("'%s' is not an inventory item", sc.String);
}
}
else
{
sc.ScriptError("Unknown item '%s'", sc.String);
}
}
//===========================================================================
//
//
//===========================================================================
static Keygroup *ParseKeygroup(FScanner &sc)
{
Keygroup *keygroup;
PClassActor *mi;
sc.MustGetStringName("{");
keygroup = new Keygroup;
while (!sc.CheckString("}"))
{
sc.MustGetString();
mi = PClass::FindActor(sc.String);
AddOneKey(keygroup, mi, sc);
}
if (keygroup->anykeylist.Size() == 0)
{
delete keygroup;
return NULL;
}
keygroup->anykeylist.ShrinkToFit();
return keygroup;
}
//===========================================================================
//
//
//===========================================================================
static void PrintMessage (const char *str)
{
if (str != NULL)
{
if (str[0]=='$')
{
str = GStrings(str+1);
}
C_MidPrint (SmallFont, str);
}
}
//===========================================================================
//
//
//===========================================================================
static void ParseLock(FScanner &sc)
{
int i,r,g,b;
int keynum;
Lock sink;
Lock *lock = &sink;
Keygroup *keygroup;
PClassActor *mi;
sc.MustGetNumber();
keynum = sc.Number;
sc.MustGetString();
if (!sc.Compare("{"))
{
if (!CheckGame(sc.String, false)) keynum = -1;
sc.MustGetStringName("{");
}
ignorekey = true;
if (keynum > 0 && keynum <= 255)
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{
lock = new Lock;
if (locks[keynum])
{
delete locks[keynum];
}
locks[keynum] = lock;
locks[keynum]->locksound.Push("*keytry");
locks[keynum]->locksound.Push("misc/keytry");
ignorekey=false;
}
else if (keynum != -1)
{
sc.ScriptError("Lock index %d out of range", keynum);
}
while (!sc.CheckString("}"))
{
sc.MustGetString();
switch(i = sc.MatchString(keywords_lock))
{
case 0: // Any
keygroup = ParseKeygroup(sc);
if (keygroup)
{
lock->keylist.Push(keygroup);
}
break;
case 1: // message
sc.MustGetString();
lock->Message = sc.String;
break;
case 2: // remotemsg
sc.MustGetString();
lock->RemoteMsg = sc.String;
break;
case 3: // mapcolor
sc.MustGetNumber();
r = sc.Number;
sc.MustGetNumber();
g = sc.Number;
sc.MustGetNumber();
b = sc.Number;
lock->rgb = MAKERGB(r,g,b);
break;
case 4: // locksound
lock->locksound.Clear();
for (;;)
{
sc.MustGetString();
lock->locksound.Push(sc.String);
if (!sc.GetString())
{
break;
}
if (!sc.Compare(","))
{
sc.UnGet();
break;
}
}
break;
default:
mi = PClass::FindActor(sc.String);
if (mi)
{
keygroup = new Keygroup;
AddOneKey(keygroup, mi, sc);
if (keygroup)
{
keygroup->anykeylist.ShrinkToFit();
lock->keylist.Push(keygroup);
}
}
break;
}
}
// copy the messages if the other one does not exist
if (lock->RemoteMsg.IsEmpty() && lock->Message.IsNotEmpty())
{
lock->RemoteMsg = lock->Message;
}
if (lock->Message.IsEmpty() && lock->RemoteMsg.IsNotEmpty())
{
lock->Message = lock->RemoteMsg;
}
lock->keylist.ShrinkToFit();
}
//===========================================================================
//
// Clears all key numbers so the parser can assign its own ones
// This ensures that only valid keys are considered by the key cheats
//
//===========================================================================
static void ClearLocks()
{
unsigned int i;
for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
{
if (PClassActor::AllActorClasses[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
{
AKey *key = static_cast<AKey*>(GetDefaultByType(PClassActor::AllActorClasses[i]));
if (key != NULL)
{
key->KeyNumber = 0;
}
}
}
for(i = 0; i < 256; i++)
{
if (locks[i] != NULL)
{
delete locks[i];
locks[i] = NULL;
}
}
currentnumber = 0;
keysdone = false;
}
//===========================================================================
//
// P_InitKeyMessages
//
//===========================================================================
void P_InitKeyMessages()
{
int lastlump, lump;
lastlump = 0;
ClearLocks();
while ((lump = Wads.FindLump ("LOCKDEFS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString ())
{
if (sc.Compare("LOCK"))
{
ParseLock(sc);
}
else if (sc.Compare("CLEARLOCKS"))
{
// clear all existing lock definitions and key numbers
ClearLocks();
}
else
{
sc.ScriptError("Unknown command %s in LockDef", sc.String);
}
}
sc.Close();
}
keysdone = true;
}
//===========================================================================
//
// P_DeinitKeyMessages
//
//===========================================================================
void P_DeinitKeyMessages()
{
ClearLocks();
}
//===========================================================================
//
// P_CheckKeys
//
// Returns true if the actor has the required key. If not, a message is
// shown if the actor is also the consoleplayer's camarea, and false is
// returned.
//
//===========================================================================
bool P_CheckKeys (AActor *owner, int keynum, bool remote)
{
const char *failtext = NULL;
FSoundID *failsound;
int numfailsounds;
if (owner == NULL) return false;
if (keynum<=0 || keynum>255) return true;
// Just a safety precaution. The messages should have been initialized upon game start.
if (!keysdone) P_InitKeyMessages();
FSoundID failage[2] = { "*keytry", "misc/keytry" };
if (!locks[keynum])
{
if (keynum == 103 && (gameinfo.flags & GI_SHAREWARE))
failtext = "$TXT_RETAIL_ONLY";
else
failtext = "$TXT_DOES_NOT_WORK";
failsound = failage;
numfailsounds = countof(failage);
}
else
{
if (locks[keynum]->check(owner)) return true;
failtext = remote? locks[keynum]->RemoteMsg : locks[keynum]->Message;
failsound = &locks[keynum]->locksound[0];
numfailsounds = locks[keynum]->locksound.Size();
}
// If we get here, that means the actor isn't holding an appropriate key.
if (owner == players[consoleplayer].camera)
{
PrintMessage(failtext);
// Play the first defined key sound.
for (int i = 0; i < numfailsounds; ++i)
{
if (failsound[i] != 0)
{
int snd = S_FindSkinnedSound(owner, failsound[i]);
if (snd != 0)
{
S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM);
break;
}
}
}
}
return false;
}
//==========================================================================
//
// AKey implementation
//
//==========================================================================
IMPLEMENT_CLASS(AKey, false, false)
DEFINE_FIELD(AKey, KeyNumber)
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//==========================================================================
//
// These functions can be used to get color information for
// automap display of keys and locked doors
//
//==========================================================================
int P_GetMapColorForLock (int lock)
{
if (lock > 0 && lock < 256)
{
if (locks[lock]) return locks[lock]->rgb;
}
return -1;
}
//==========================================================================
//
//
//
//==========================================================================
int P_GetMapColorForKey (AInventory * key)
{
int i;
for (i = 0; i < 256; i++)
{
if (locks[i] && locks[i]->check(key)) return locks[i]->rgb;
}
return 0;
}