mirror of
https://github.com/ZDoom/qzdoom.git
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571 lines
13 KiB
C++
571 lines
13 KiB
C++
/*
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** a_keys.cpp
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** Implements all keys and associated data
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Cheistoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "a_keys.h"
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#include "tarray.h"
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#include "gi.h"
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#include "gstrings.h"
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#include "d_player.h"
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#include "c_console.h"
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#include "filesystem.h"
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#include "v_font.h"
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#include "vm.h"
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//===========================================================================
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//
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// Data for the LOCKDEFS
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//
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//===========================================================================
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//===========================================================================
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//
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//
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//===========================================================================
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struct OneKey
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{
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PClassActor *key;
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int count;
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bool check(AActor *owner)
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{
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// P_GetMapColorForKey() checks the key directly
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if (owner->IsA(key) || owner->GetSpecies() == key->TypeName) return true;
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// Other calls check an actor that may have a key in its inventory.
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for (AActor *item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsA(key))
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{
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return true;
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}
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else if (item->GetSpecies() == key->TypeName)
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{
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return true;
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}
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}
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return false;
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}
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};
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//===========================================================================
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//
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//
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//===========================================================================
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struct Keygroup
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{
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TArray<OneKey> anykeylist;
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bool check(AActor *owner)
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{
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for(unsigned int i=0;i<anykeylist.Size();i++)
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{
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if (anykeylist[i].check(owner)) return true;
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}
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return false;
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}
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};
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//===========================================================================
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//
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//
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//===========================================================================
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struct Lock
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{
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TArray<Keygroup> keylist;
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TArray<FSoundID> locksound;
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FString Message;
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FString RemoteMsg;
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int rgb = 0;
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bool check(AActor * owner)
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{
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// An empty key list means that any key will do
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if (!keylist.Size())
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{
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auto kt = PClass::FindActor(NAME_Key);
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for (AActor *item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf (kt))
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{
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return true;
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}
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}
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return false;
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}
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else for(unsigned int i=0;i<keylist.Size();i++)
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{
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if (!keylist[i].check(owner)) return false;
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}
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return true;
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}
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};
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static TMap<int, Lock> Locks;
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static bool keysdone = false; // have the locks been initialized?
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static TArray<PClassActor *> KeyTypes; // List of all keys sorted by lock. This is for use by the status bar to draw ordered key lists.
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//===========================================================================
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//
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//
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//===========================================================================
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static const char * keywords_lock[]={
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"ANY",
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"MESSAGE",
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"REMOTEMESSAGE",
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"MAPCOLOR",
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"LOCKEDSOUND",
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NULL
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};
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//===========================================================================
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//
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//
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//===========================================================================
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static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc, bool ignorekey, int ¤tnumber)
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{
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if (mi)
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{
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// Any inventory item can be used to unlock a door
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if (mi->IsDescendantOf(NAME_Inventory))
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{
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OneKey k = {mi,1};
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keygroup->anykeylist.Push (k);
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//... but only keys get key numbers!
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if (mi->IsDescendantOf(NAME_Key))
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{
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if (!ignorekey &&
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GetDefaultByType(mi)->special1 == 0)
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{
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GetDefaultByType(mi)->special1 = ++currentnumber;
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}
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}
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}
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else
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{
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sc.ScriptError("'%s' is not an inventory item", sc.String);
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}
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}
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else
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{
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sc.ScriptError("Unknown item '%s'", sc.String);
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}
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}
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//===========================================================================
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//
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//
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//===========================================================================
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static void ParseKeygroup(Keygroup *keygroup, FScanner &sc, bool ignorekey, int ¤tnumber)
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{
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PClassActor *mi;
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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mi = PClass::FindActor(sc.String);
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AddOneKey(keygroup, mi, sc, ignorekey, currentnumber);
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}
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keygroup->anykeylist.ShrinkToFit();
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}
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//===========================================================================
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//
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//
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//===========================================================================
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static void PrintMessage (const char *str)
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{
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if (str != NULL)
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{
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if (str[0]=='$')
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{
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str = GStrings(str+1);
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}
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C_MidPrint (nullptr, str);
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}
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}
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//===========================================================================
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//
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//
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//===========================================================================
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static void ParseLock(FScanner &sc, int ¤tnumber)
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{
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int i,r,g,b;
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int keynum;
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Lock sink;
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PClassActor *mi;
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sc.MustGetNumber();
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keynum = sc.Number;
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sc.MustGetString();
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if (!sc.Compare("{"))
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{
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if (!CheckGame(sc.String, false)) keynum = -1;
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sc.MustGetStringName("{");
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}
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if (keynum == 0 || keynum < -1)
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{
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sc.ScriptError("Lock index %d out of range", keynum);
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}
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bool ignorekey = keynum == -1; // tell the parsing functions to ignore what they read for other games' keys.
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auto lock = keynum == -1? &sink : &Locks.InsertNew(keynum);
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lock->locksound.Push("*keytry");
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lock->locksound.Push("misc/keytry");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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switch(i = sc.MatchString(keywords_lock))
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{
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case 0: // Any
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{
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lock->keylist.Reserve(1);
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ParseKeygroup(&lock->keylist.Last(), sc, ignorekey, currentnumber);
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if (lock->keylist.Last().anykeylist.Size() == 0)
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{
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lock->keylist.Pop();
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}
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break;
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}
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case 1: // message
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sc.MustGetString();
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lock->Message = sc.String;
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break;
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case 2: // remotemsg
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sc.MustGetString();
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lock->RemoteMsg = sc.String;
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break;
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case 3: // mapcolor
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sc.MustGetNumber();
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r = sc.Number;
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sc.MustGetNumber();
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g = sc.Number;
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sc.MustGetNumber();
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b = sc.Number;
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lock->rgb = MAKERGB(r,g,b);
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break;
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case 4: // locksound
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lock->locksound.Clear();
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for (;;)
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{
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sc.MustGetString();
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lock->locksound.Push(sc.String);
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if (!sc.GetString())
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{
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break;
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}
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if (!sc.Compare(","))
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{
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sc.UnGet();
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break;
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}
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}
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break;
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default:
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mi = PClass::FindActor(sc.String);
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if (mi)
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{
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lock->keylist.Reserve(1);
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AddOneKey(&lock->keylist.Last(), mi, sc, ignorekey, currentnumber);
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if (lock->keylist.Last().anykeylist.Size() == 0)
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{
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lock->keylist.Pop();
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}
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}
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break;
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}
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}
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// copy the messages if the other one does not exist
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if (lock->RemoteMsg.IsEmpty() && lock->Message.IsNotEmpty())
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{
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lock->RemoteMsg = lock->Message;
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}
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if (lock->Message.IsEmpty() && lock->RemoteMsg.IsNotEmpty())
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{
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lock->Message = lock->RemoteMsg;
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}
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lock->keylist.ShrinkToFit();
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}
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//===========================================================================
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//
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// Clears all key numbers so the parser can assign its own ones
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// This ensures that only valid keys are considered by the key cheats
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//
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//===========================================================================
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static void ClearLocks()
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{
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unsigned int i;
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auto kt = PClass::FindActor(NAME_Key);
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for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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if (PClassActor::AllActorClasses[i]->IsDescendantOf(kt))
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{
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auto key = GetDefaultByType(PClassActor::AllActorClasses[i]);
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if (key != NULL)
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{
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key->special1 = 0;
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}
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}
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}
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Locks.Clear();
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keysdone = false;
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}
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//---------------------------------------------------------------------------
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//
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// create a sorted list of the defined keys so
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// this doesn't have to be done each frame
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//
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// For use by the HUD and statusbar code to get a consistent order.
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//
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//---------------------------------------------------------------------------
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static int ktcmp(const void * a, const void * b)
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{
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auto key1 = GetDefaultByType(*(PClassActor **)a);
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auto key2 = GetDefaultByType(*(PClassActor **)b);
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return key1->special1 - key2->special1;
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}
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static void CreateSortedKeyList()
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{
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TArray<PClassActor *> UnassignedKeyTypes;
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KeyTypes.Clear();
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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PClassActor *ti = PClassActor::AllActorClasses[i];
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auto kt = PClass::FindActor(NAME_Key);
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if (ti->IsDescendantOf(kt))
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{
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auto key = GetDefaultByType(ti);
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if (key->special1 > 0)
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{
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KeyTypes.Push(ti);
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}
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else
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{
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UnassignedKeyTypes.Push(ti);
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}
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}
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}
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if (KeyTypes.Size())
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{
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qsort(&KeyTypes[0], KeyTypes.Size(), sizeof(KeyTypes[0]), ktcmp);
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}
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KeyTypes.Append(UnassignedKeyTypes);
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}
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//===========================================================================
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//
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// P_InitKeyMessages
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//
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//===========================================================================
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void P_InitKeyMessages()
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{
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int lastlump, lump, currentnumber = 0;
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lastlump = 0;
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ClearLocks();
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while ((lump = fileSystem.FindLump ("LOCKDEFS", &lastlump)) != -1)
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{
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FScanner sc(lump);
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while (sc.GetString ())
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{
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if (sc.Compare("LOCK"))
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{
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ParseLock(sc, currentnumber);
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}
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else if (sc.Compare("CLEARLOCKS"))
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{
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// clear all existing lock definitions and key numbers
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ClearLocks();
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currentnumber = 0;
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}
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else
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{
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sc.ScriptError("Unknown command %s in LockDef", sc.String);
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}
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}
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sc.Close();
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}
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CreateSortedKeyList();
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keysdone = true;
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}
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//===========================================================================
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//
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// P_CheckKeys
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//
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// Returns true if the actor has the required key. If not, a message is
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// shown if the actor is also the consoleplayer's camarea, and false is
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// returned.
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//
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//===========================================================================
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int P_CheckKeys (AActor *owner, int keynum, bool remote, bool quiet)
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{
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const char *failtext = NULL;
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FSoundID *failsound;
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int numfailsounds;
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if (owner == NULL) return false;
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if (keynum<=0) return true;
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// Just a safety precaution. The messages should have been initialized upon game start.
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if (!keysdone) P_InitKeyMessages();
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FSoundID failage[2] = { "*keytry", "misc/keytry" };
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auto lock = Locks.CheckKey(keynum);
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if (!lock)
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{
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if (quiet) return false;
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if (keynum == 103 && (gameinfo.flags & GI_SHAREWARE))
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failtext = "$TXT_RETAIL_ONLY";
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else
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failtext = "$TXT_DOES_NOT_WORK";
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failsound = failage;
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numfailsounds = countof(failage);
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}
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else
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{
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if (lock->check(owner)) return true;
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if (quiet) return false;
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failtext = remote? lock->RemoteMsg : lock->Message;
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failsound = &lock->locksound[0];
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numfailsounds = lock->locksound.Size();
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}
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// If we get here, that means the actor isn't holding an appropriate key.
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if (owner->CheckLocalView())
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{
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PrintMessage(failtext);
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// Play the first defined key sound.
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for (int i = 0; i < numfailsounds; ++i)
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{
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if (failsound[i] != 0)
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{
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int snd = S_FindSkinnedSound(owner, failsound[i]);
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if (snd != 0)
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{
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S_Sound (owner, CHAN_VOICE, 0, snd, 1, ATTN_NORM);
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break;
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}
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}
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}
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}
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return false;
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}
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//==========================================================================
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//
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// These functions can be used to get color information for
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// automap display of keys and locked doors
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//
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//==========================================================================
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int P_GetMapColorForLock (int locknum)
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{
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if (locknum > 0)
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{
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auto lock = Locks.CheckKey(locknum);
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if (lock) return lock->rgb;
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}
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return -1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int P_GetMapColorForKey (AActor * key)
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{
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decltype(Locks)::Iterator it(Locks);
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decltype(Locks)::Pair *pair;
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int foundlock = INT_MAX;
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int rgb = 0;
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while (it.NextPair(pair))
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{
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if (pair->Key < foundlock && pair->Value.check(key))
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{
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rgb = pair->Value.rgb;
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foundlock = pair->Key;
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}
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}
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return rgb;
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}
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int P_GetKeyTypeCount()
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{
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return KeyTypes.Size();
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}
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PClassActor *P_GetKeyType(int num)
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{
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if ((unsigned)num >= KeyTypes.Size()) return nullptr;
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return KeyTypes[num];
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}
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