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There's some bugs in Blood that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers. Fixes #206
139 lines
3.5 KiB
C++
139 lines
3.5 KiB
C++
#include "c_dispatch.h"
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#include "filesystem.h"
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#include "printf.h"
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#include "v_text.h"
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#include "tarray.h"
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#include "c_cvars.h"
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#include "v_font.h"
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#include "v_draw.h"
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#include "serializer.h"
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#include "mapinfo.h"
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#include "v_video.h"
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#include "v_text.h"
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#include "c_cvars.h"
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// Unlike in GZDoom we have to maintain this list here, because we got different game frontents that all store this info differently.
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// So the games will have to report the credited secrets so that this code can keep track of how to display them.
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static TArray<int> discovered_secrets;
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CVAR(Bool, secret_notify, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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FString mapfile, maptitle;
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//-----------------------------------------------------------------------------
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//
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// Print secret info (submitted by Karl Murks)
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//
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//-----------------------------------------------------------------------------
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static void PrintSecretString(const char *string, bool thislevel)
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{
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const char *colstr = thislevel? TEXTCOLOR_YELLOW : TEXTCOLOR_CYAN;
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if (string != NULL)
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{
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if (*string == '$')
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{
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if (string[1] == 'S' || string[1] == 's')
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{
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auto secnum = (unsigned)strtoull(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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colstr = discovered_secrets.Find(secnum) == discovered_secrets.Size() ? TEXTCOLOR_RED : TEXTCOLOR_GREEN;
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}
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}
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auto brok = V_BreakLines(NewConsoleFont, screen->GetWidth()*95/100, string);
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for (auto &line : brok)
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{
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Printf("%s%s\n", colstr, line.Text.GetChars());
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}
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}
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}
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//============================================================================
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//
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// Print secret hints
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//
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//============================================================================
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CCMD(secret)
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{
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const char *mapname = argv.argc() < 2? currentLevel->labelName.GetChars() : argv[1];
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bool thislevel = !stricmp(mapname, currentLevel->labelName.GetChars());
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bool foundsome = false;
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int lumpno=fileSystem.FindFile("secrets.txt");
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if (lumpno < 0) return;
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auto lump = fileSystem.OpenFileReader(lumpno);
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FString maphdr;
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maphdr.Format("[%s]", mapname);
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FString linebuild;
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char readbuffer[1024];
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bool inlevel = false;
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while (lump.Gets(readbuffer, 1024))
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{
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if (!inlevel)
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{
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if (readbuffer[0] == '[')
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{
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inlevel = !strnicmp(readbuffer, maphdr, maphdr.Len());
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if (!foundsome)
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{
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FString levelname;
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if (thislevel) levelname.Format("%s - %s", mapname, currentLevel->name.GetChars());
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else levelname = mapname;
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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size_t llen = levelname.Len();
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levelname = "";
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for(size_t ii=0; ii<llen; ii++) levelname += '-';
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Printf(TEXTCOLOR_YELLOW "%s\n", levelname.GetChars());
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foundsome = true;
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}
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}
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continue;
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}
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else
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{
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if (readbuffer[0] != '[')
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{
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linebuild += readbuffer;
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if (linebuild.Len() < 1023 || linebuild[1022] == '\n')
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{
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// line complete so print it.
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linebuild.Substitute("\r", "");
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linebuild.StripRight(" \t\n");
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PrintSecretString(linebuild, thislevel);
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linebuild = "";
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}
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}
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else inlevel = false;
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}
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}
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}
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void SECRET_Serialize(FSerializer &arc)
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{
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if (arc.BeginObject("secrets"))
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{
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arc("secrets", discovered_secrets)
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.EndObject();
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}
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}
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void SECRET_SetMapName(const char *filename, const char *_maptitle)
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{
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discovered_secrets.Clear();
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mapfile = filename;
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maptitle = _maptitle;
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}
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bool SECRET_Trigger(int num)
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{
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if (discovered_secrets.Find(num) == discovered_secrets.Size())
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{
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discovered_secrets.Push(num);
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if (secret_notify) Printf(PRINT_NONOTIFY, "Secret #%d found\n", num);
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return true;
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}
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return false;
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}
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