#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" 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; } 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; } } }; struct Keygroup { TArray anykeylist; bool check(AActor *owner) { for(unsigned int i=0;i keylist; TArray locksound; FString Message; FString RemoteMsg; int rgb; Lock() { rgb=0; } ~Lock() { for(unsigned int i=0;iInventory; item != NULL; item = item->Inventory) { if (item->IsKindOf (RUNTIME_CLASS(AKey))) { return true; } } return false; } else for(unsigned int i=0;icheck(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, 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(GetDefaultByType(mi))->KeyNumber == 0) { static_cast(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) { 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(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) 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; }