mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-16 07:21:28 +00:00
66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
533 lines
11 KiB
C++
533 lines
11 KiB
C++
#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 "s_sound.h"
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#include "sc_man.h"
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#include "v_palette.h"
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#include "w_wad.h"
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#include "doomstat.h"
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#include "v_font.h"
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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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if (owner->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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// P_GetMapColorForKey() checks the key directly
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return owner->IsA(key) || owner->GetSpecies() == key->TypeName;
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}
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else
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{
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// Other calls check an actor that may have a key in its inventory.
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AInventory *item;
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for (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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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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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;
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Lock()
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{
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rgb=0;
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}
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~Lock()
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{
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for(unsigned int i=0;i<keylist.Size();i++) delete keylist[i];
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keylist.Clear();
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}
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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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for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AKey)))
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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 Lock *locks[256]; // all valid locks
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static bool keysdone=false; // have the locks been initialized?
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static int currentnumber; // number to be assigned to next key
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static bool ignorekey; // set to true when the current lock is not being used
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static void ClearLocks();
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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)
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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(RUNTIME_CLASS(AInventory)))
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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(RUNTIME_CLASS(AKey)))
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{
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if (!ignorekey &&
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static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber == 0)
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{
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static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber=++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 Keygroup *ParseKeygroup(FScanner &sc)
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{
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Keygroup *keygroup;
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PClassActor *mi;
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sc.MustGetStringName("{");
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keygroup = new Keygroup;
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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);
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}
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if (keygroup->anykeylist.Size() == 0)
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{
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delete keygroup;
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return NULL;
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}
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keygroup->anykeylist.ShrinkToFit();
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return keygroup;
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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 (SmallFont, 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)
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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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Lock *lock = &sink;
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Keygroup *keygroup;
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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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ignorekey = true;
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if (keynum > 0 && keynum <= 255)
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{
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lock = new Lock;
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if (locks[keynum])
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{
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delete locks[keynum];
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}
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locks[keynum] = lock;
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locks[keynum]->locksound.Push("*keytry");
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locks[keynum]->locksound.Push("misc/keytry");
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ignorekey=false;
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}
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else if (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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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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keygroup = ParseKeygroup(sc);
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if (keygroup)
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{
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lock->keylist.Push(keygroup);
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}
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break;
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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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keygroup = new Keygroup;
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AddOneKey(keygroup, mi, sc);
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if (keygroup)
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{
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keygroup->anykeylist.ShrinkToFit();
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lock->keylist.Push(keygroup);
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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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for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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if (PClassActor::AllActorClasses[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
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{
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AKey *key = static_cast<AKey*>(GetDefaultByType(PClassActor::AllActorClasses[i]));
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if (key != NULL)
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{
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key->KeyNumber = 0;
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}
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}
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}
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for(i = 0; i < 256; i++)
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{
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if (locks[i] != NULL)
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{
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delete locks[i];
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locks[i] = NULL;
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}
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}
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currentnumber = 0;
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keysdone = false;
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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;
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lastlump = 0;
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ClearLocks();
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while ((lump = Wads.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);
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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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}
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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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keysdone = true;
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}
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//===========================================================================
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//
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// P_DeinitKeyMessages
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//
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//===========================================================================
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void P_DeinitKeyMessages()
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{
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ClearLocks();
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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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bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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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 || keynum>255) 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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if (!locks[keynum])
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{
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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 (locks[keynum]->check(owner)) return true;
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failtext = remote? locks[keynum]->RemoteMsg : locks[keynum]->Message;
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failsound = &locks[keynum]->locksound[0];
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numfailsounds = locks[keynum]->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 == players[consoleplayer].camera)
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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, 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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// AKey implementation
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//
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//==========================================================================
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IMPLEMENT_CLASS(AKey, false, false)
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DEFINE_FIELD(AKey, KeyNumber)
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bool AKey::HandlePickup (AInventory *item)
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{
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// In single player, you can pick up an infinite number of keys
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// even though you can only hold one of each.
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if (multiplayer)
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{
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return Super::HandlePickup (item);
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}
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if (GetClass() == item->GetClass())
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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bool AKey::ShouldStay ()
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{
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return !!multiplayer;
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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 lock)
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{
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if (lock > 0 && lock < 256)
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{
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if (locks[lock]) return locks[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 (AInventory * key)
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{
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int i;
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for (i = 0; i < 256; i++)
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{
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if (locks[i] && locks[i]->check(key)) return locks[i]->rgb;
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}
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return 0;
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}
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