mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 13:30:16 +00:00
d2c275bbb3
rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. SVN r874 (trunk)
496 lines
10 KiB
C++
496 lines
10 KiB
C++
#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"
|
|
|
|
|
|
|
|
struct OneKey
|
|
{
|
|
const PClass * key;
|
|
int count;
|
|
|
|
bool check(AActor * owner)
|
|
{
|
|
return !!owner->FindInventory(key);
|
|
}
|
|
};
|
|
|
|
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;
|
|
}
|
|
};
|
|
|
|
struct Lock
|
|
{
|
|
TArray<Keygroup *> keylist;
|
|
char * message;
|
|
char * remotemsg;
|
|
int locksound;
|
|
int rgb;
|
|
|
|
Lock()
|
|
{
|
|
message=remotemsg=NULL;
|
|
rgb=0;
|
|
}
|
|
|
|
~Lock()
|
|
{
|
|
for(unsigned int i=0;i<keylist.Size();i++) delete keylist[i];
|
|
keylist.Clear();
|
|
if (message) delete [] message;
|
|
if (remotemsg) delete [] remotemsg;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
else for(unsigned int i=0;i<keylist.Size();i++)
|
|
{
|
|
if (!keylist[i]->check(owner)) return false;
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
|
|
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, const PClass *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;
|
|
const PClass * mi;
|
|
|
|
sc.MustGetStringName("{");
|
|
keygroup = new Keygroup;
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
sc.MustGetString();
|
|
mi = PClass::FindClass(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 (str);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void ParseLock(FScanner &sc)
|
|
{
|
|
int i,r,g,b;
|
|
int keynum;
|
|
Lock sink;
|
|
Lock * lock=&sink;
|
|
Keygroup * keygroup;
|
|
const PClass * mi;
|
|
|
|
sc.MustGetNumber();
|
|
keynum = sc.Number;
|
|
|
|
sc.MustGetString();
|
|
if (sc.Compare("DOOM"))
|
|
{
|
|
if (gameinfo.gametype != GAME_Doom) keynum=-1;
|
|
}
|
|
else if (sc.Compare("HERETIC"))
|
|
{
|
|
if (gameinfo.gametype != GAME_Heretic) keynum=-1;
|
|
}
|
|
else if (sc.Compare("HEXEN"))
|
|
{
|
|
if (gameinfo.gametype != GAME_Hexen) keynum=-1;
|
|
}
|
|
else if (sc.Compare("STRIFE"))
|
|
{
|
|
if (gameinfo.gametype != GAME_Strife) keynum=-1;
|
|
}
|
|
else sc.UnGet();
|
|
|
|
ignorekey = true;
|
|
if (keynum > 0 && keynum < 255)
|
|
{
|
|
lock = new Lock;
|
|
if (locks[keynum])
|
|
{
|
|
delete locks[keynum];
|
|
}
|
|
locks[keynum] = lock;
|
|
locks[keynum]->locksound = S_FindSound("misc/keytry");
|
|
ignorekey=false;
|
|
}
|
|
else if (keynum != -1)
|
|
{
|
|
sc.ScriptError("Lock index %d out of range", keynum);
|
|
}
|
|
|
|
sc.MustGetStringName("{");
|
|
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 = copystring(sc.String);
|
|
break;
|
|
|
|
case 2: // remotemsg
|
|
sc.MustGetString();
|
|
lock->remotemsg = copystring(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
|
|
sc.MustGetString();
|
|
lock->locksound = S_FindSound(sc.String);
|
|
break;
|
|
|
|
default:
|
|
mi = PClass::FindClass(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 && lock->message)
|
|
{
|
|
lock->remotemsg = copystring(lock->message);
|
|
}
|
|
if (!lock->message && lock->remotemsg)
|
|
{
|
|
lock->message = copystring(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<PClass::m_Types.Size();i++)
|
|
{
|
|
if (PClass::m_Types[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
|
|
{
|
|
AKey *key = static_cast<AKey*>(GetDefaultByType(PClass::m_Types[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;
|
|
int failsound = 0;
|
|
|
|
failtext = NULL;
|
|
failsound = 0;
|
|
|
|
if (keynum<=0 || keynum>255) return true;
|
|
// Just a safety precaution. The messages should have been initialized upon game start.
|
|
if (!keysdone) P_InitKeyMessages();
|
|
|
|
if (!locks[keynum])
|
|
{
|
|
if (keynum==103 && gameinfo.gametype == GAME_Strife)
|
|
failtext = "THIS AREA IS ONLY AVAILABLE IN THE RETAIL VERSION OF STRIFE";
|
|
else
|
|
failtext = "That doesn't seem to work";
|
|
|
|
failsound = S_FindSound("misc/keytry");
|
|
}
|
|
else
|
|
{
|
|
if (locks[keynum]->check(owner)) return true;
|
|
failtext = remote? locks[keynum]->remotemsg : locks[keynum]->message;
|
|
failsound = locks[keynum]->locksound;
|
|
}
|
|
|
|
// If we get here, that means the actor isn't holding an appropriate key.
|
|
|
|
if (owner == players[consoleplayer].camera)
|
|
{
|
|
PrintMessage(failtext);
|
|
S_SoundID (owner, CHAN_VOICE, failsound, 1, ATTN_NORM);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AKey implementation
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AKey, Any, -1, 0)
|
|
PROP_Inventory_FlagsSet (IF_INTERHUBSTRIP)
|
|
PROP_Inventory_PickupSound ("misc/k_pkup")
|
|
END_DEFAULTS
|
|
|
|
bool AKey::HandlePickup (AInventory *item)
|
|
{
|
|
// In single player, you can pick up an infinite number of keys
|
|
// even though you can only hold one of each.
|
|
if (multiplayer)
|
|
{
|
|
return Super::HandlePickup (item);
|
|
}
|
|
if (GetClass() == item->GetClass())
|
|
{
|
|
item->ItemFlags |= IF_PICKUPGOOD;
|
|
return true;
|
|
}
|
|
if (Inventory != NULL)
|
|
{
|
|
return Inventory->HandlePickup (item);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool AKey::ShouldStay ()
|
|
{
|
|
return !!multiplayer;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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;
|
|
}
|