3 - add an unlock sound (here to trigger_keylock and to func_door)
4 - display available keys on the HUD
6 - think about adding NOT_EASY/NOT_NORMAL/NOT_HARD for Q1 compatibility
7 - should keys have a trigger?
10 bool item_keys_usekey(entity l, entity p) {
11 float valid = l.itemkeys & p.itemkeys;
14 // other has none of the needed keys
16 } else if (l.itemkeys == valid) {
17 // ALL needed keys were given
21 // only some of the needed keys were given
27 string item_keys_keylist(float keylist) {
36 if ((keylist & (keylist-1)) != 0)
37 return strcat("the ", item_keys_names[lowestbit(keylist)]);
42 l = lowestbit(keylist);
44 n = strcat(n, ", the ", item_keys_names[base + l]);
46 n = strcat("the ", item_keys_names[base + l]);
48 keylist = bitshift(keylist, -(l + 1));
57 ================================
59 ================================
65 void item_key_touch(void) {
66 if (!IS_PLAYER(other))
69 // player already picked up this key
70 if (other.itemkeys & self.itemkeys)
73 other.itemkeys |= self.itemkeys;
74 play2(other, self.noise);
76 centerprint(other, self.message);
80 * Spawn a key with given model, key code and color.
82 void spawn_item_key() {
83 precache_model(self.model);
85 if (self.spawnflags & 1) // FLOATING
89 self.movetype = MOVETYPE_NONE;
91 self.movetype = MOVETYPE_TOSS;
93 precache_sound(self.noise);
95 self.mdl = self.model;
96 self.effects = EF_LOWPRECISION;
97 setmodel(self, self.model);
98 //setsize(self, '-16 -16 -24', '16 16 32');
99 setorigin(self, self.origin + '0 0 32');
100 setsize(self, '-16 -16 -56', '16 16 0');
101 self.modelflags |= MF_ROTATE;
102 self.solid = SOLID_TRIGGER;
106 // first nudge it off the floor a little bit to avoid math errors
107 setorigin(self, self.origin + '0 0 1');
108 // note droptofloor returns false if stuck/or would fall too far
112 self.touch = item_key_touch;
116 /*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
118 The itemkeys should contain one of the following key IDs:
126 ... - last key is 1<<23
127 Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those.
128 -----------KEYS------------
129 colormod: color of the key (default: '.9 .9 .9').
131 message: message to print when player picks up this key.
132 model: custom key model to use.
133 netname: the display name of the key.
134 noise: custom sound to play when player picks up the key.
135 -------- SPAWNFLAGS --------
136 FLOATING: the item will float in air, instead of aligning to the floor by falling
137 ---------NOTES----------
138 This is the only correct way to put keys on the map!
140 itemkeys MUST always have exactly one bit set.
142 void spawnfunc_item_key() {
146 // reject this entity if more than one key was set!
147 if (self.itemkeys>0 && (self.itemkeys & (self.itemkeys-1)) != 0) {
148 objerror("item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
153 // find default netname and colormod
154 switch(self.itemkeys) {
156 _netname = "GOLD key";
157 _colormod = '1 .9 0';
161 _netname = "SILVER key";
162 _colormod = '.9 .9 .9';
166 _netname = "BRONZE key";
167 _colormod = '.6 .25 0';
171 _netname = "RED keycard";
172 _colormod = '.9 0 0';
176 _netname = "BLUE keycard";
177 _colormod = '0 0 .9';
181 _netname = "GREEN keycard";
182 _colormod = '0 .9 0';
186 _netname = "FLUFFY PINK keycard";
189 if (self.netname == "") {
190 objerror("item_key doesn't have a default name for this key and a custom one was not specified!");
198 // find default model
199 string _model = string_null;
200 if (self.itemkeys <= ITEM_KEY_BIT(2)) {
201 _model = "models/keys/key.md3";
202 } else if (self.itemkeys >= ITEM_KEY_BIT(3) && self.itemkeys <= ITEM_KEY_BIT(5)) {
203 _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
204 } else if (self.model == "") {
205 objerror("item_key doesn't have a default model for this key and a custom one was not specified!");
210 // set defailt netname
211 if (self.netname == "")
212 self.netname = _netname;
214 // set default colormod
216 self.colormod = _colormod;
219 if (self.model == "")
222 // set default pickup message
223 if (self.message == "")
224 self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
226 if (self.noise == "")
227 self.noise = "misc/itempickup.wav";
229 // save the name for later
230 item_keys_names[lowestbit(self.itemkeys)] = self.netname;
232 // put the key on the map
236 /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
238 -----------KEYS------------
239 colormod: color of the key (default: '.9 .9 .9').
240 message: message to print when player picks up this key.
241 model: custom model to use.
242 noise: custom sound to play when player picks up the key.
243 -------- SPAWNFLAGS --------
244 FLOATING: the item will float in air, instead of aligning to the floor by falling
245 ---------NOTES----------
246 Don't use this entity on new maps! Use item_key instead.
248 void spawnfunc_item_key1(void) {
249 self.classname = "item_key";
250 self.itemkeys = ITEM_KEY_BIT(1);
251 spawnfunc_item_key();
254 /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
256 -----------KEYS------------
257 colormod: color of the key (default: '1 .9 0').
258 message: message to print when player picks up this key.
259 model: custom model to use.
260 noise: custom sound to play when player picks up the key.
261 -------- SPAWNFLAGS --------
262 FLOATING: the item will float in air, instead of aligning to the floor by falling
263 ---------NOTES----------
264 Don't use this entity on new maps! Use item_key instead.
266 void spawnfunc_item_key2(void) {
267 self.classname = "item_key";
268 self.itemkeys = ITEM_KEY_BIT(0);
269 spawnfunc_item_key();
274 ================================
276 ================================
280 * trigger givent targets
282 void trigger_keylock_trigger(string s) {
284 entity otemp = other;
285 entity atemp = activator;
288 for(t = world; (t = find(t, targetname, s)); )
302 * kill killtarget of trigger keylock.
304 void trigger_keylock_kill(string s) {
306 for(t = world; (t = find(t, targetname, s)); )
310 void trigger_keylock_touch(void) {
311 bool key_used = false;
312 bool started_delay = false;
314 // only player may trigger the lock
315 if (!IS_PLAYER(other))
321 key_used = item_keys_usekey(self, other);
326 // at least one of the keys is missing
328 // one or more keys were given, but others are still missing!
329 play2(other, self.noise1);
330 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(self.itemkeys));
331 other.key_door_messagetime = time + 2;
332 } else if (other.key_door_messagetime <= time) {
333 // no keys were given
334 play2(other, self.noise2);
335 Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(self.itemkeys));
336 other.key_door_messagetime = time + 2;
340 if (self.delay <= time || started_delay == true)
342 trigger_keylock_trigger(self.target2);
343 started_delay = true;
344 self.delay = time + self.wait;
347 // all keys were given!
348 play2(other, self.noise);
349 centerprint(other, self.message);
352 trigger_keylock_trigger(self.target);
355 trigger_keylock_kill(self.killtarget);
362 /*QUAKED trigger_keylock (.0 .5 .8) ?
363 Keylock trigger. Must target other entities.
364 This trigger will trigger target entities when all required keys are provided.
365 -------- KEYS --------
366 itemkeys: A bit field with key IDs that are needed to open this lock.
367 sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
368 target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
369 target2: trigger all entities with this targetname when triggered without giving it all the required keys.
370 killtarget: remove all entities with this targetname when triggered with all the needed keys.
371 message: print this message to the player who activated the trigger when all needed keys have been given.
372 message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
373 noise: sound to play when lock gets unlocked (default: see sounds)
374 noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
375 noise2: sound to play when a key is missing (default: misc/talk.wav)
376 wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
377 ---------NOTES----------
378 If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
379 message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone.
381 void spawnfunc_trigger_keylock(void) {
382 if (!self.itemkeys) {
387 // set unlocked message
388 if (self.message == "")
389 self.message = "Unlocked!";
391 // set default unlock noise
392 if (self.noise == "") {
393 if (self.sounds == 1)
394 self.noise = "misc/secret.wav";
395 else if (self.sounds == 2)
396 self.noise = "misc/talk.wav";
397 else //if (self.sounds == 3) {
398 self.noise = "misc/trigger1.wav";
401 // set default use key sound
402 if (self.noise1 == "")
403 self.noise1 = "misc/decreasevalue.wav";
406 if (self.noise2 == "")
407 self.noise2 = "misc/talk.wav";
409 // delay between triggering message2 and trigger2
414 precache_sound(self.noise);
415 precache_sound(self.noise1);
416 precache_sound(self.noise2);
420 self.touch = trigger_keylock_touch;