+#include "item_key.qh"
+#include "_all.qh"
+
+#include "../common/triggers/subs.qh"
+#include "../common/monsters/all.qh"
+#include "../common/notifications.qh"
+#include "../common/util.qh"
+#include "../warpzonelib/util_server.qh"
+
/*
TODO:
- add an unlock sound (here to trigger_keylock and to func_door)
- should keys have a trigger?
*/
-float item_keys_usekey(entity l, entity p) {
+bool item_keys_usekey(entity l, entity p)
+{
float valid = l.itemkeys & p.itemkeys;
-
- if not(valid) {
+
+ if (!valid) {
// other has none of the needed keys
- return FALSE;
+ return false;
} else if (l.itemkeys == valid) {
// ALL needed keys were given
l.itemkeys = 0;
- return TRUE;
+ return true;
} else {
// only some of the needed keys were given
l.itemkeys &= ~valid;
- return TRUE;
+ return true;
}
}
string item_keys_keylist(float keylist) {
- float base, l;
- string n;
-
// no keys
- if not(keylist)
+ if (!keylist)
return "";
-
+
// one key
if ((keylist & (keylist-1)) != 0)
return strcat("the ", item_keys_names[lowestbit(keylist)]);
-
- n = "";
- base = 0;
+
+ string n = "";
+ int base = 0;
while (keylist) {
- l = lowestbit(keylist);
+ int l = lowestbit(keylist);
if (n)
n = strcat(n, ", the ", item_keys_names[base + l]);
else
n = strcat("the ", item_keys_names[base + l]);
-
+
keylist = bitshift(keylist, -(l + 1));
base+= l + 1;
}
-
+
return n;
}
* Key touch handler.
*/
void item_key_touch(void) {
- if not(IS_PLAYER(other))
+ if (!IS_PLAYER(other))
return;
-
+
// player already picked up this key
if (other.itemkeys & self.itemkeys)
return;
-
+
other.itemkeys |= self.itemkeys;
play2(other, self.noise);
-
+
centerprint(other, self.message);
};
*/
void spawn_item_key() {
precache_model(self.model);
-
+
if (self.spawnflags & 1) // FLOATING
self.noalign = 1;
-
+
if (self.noalign)
self.movetype = MOVETYPE_NONE;
else
self.movetype = MOVETYPE_TOSS;
-
+
precache_sound(self.noise);
-
+
self.mdl = self.model;
self.effects = EF_LOWPRECISION;
setmodel(self, self.model);
setsize(self, '-16 -16 -56', '16 16 0');
self.modelflags |= MF_ROTATE;
self.solid = SOLID_TRIGGER;
-
+
if (!self.noalign)
{
// first nudge it off the floor a little bit to avoid math errors
setorigin(self, self.origin + '0 0 1');
- // note droptofloor returns FALSE if stuck/or would fall too far
+ // note droptofloor returns false if stuck/or would fall too far
droptofloor();
}
/*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
A key entity.
The itemkeys should contain one of the following key IDs:
-1 - GOLD key -
+1 - GOLD key -
2 - SILVER key
4 - BRONZE key
8 - RED keycard
itemkeys MUST always have exactly one bit set.
*/
void spawnfunc_item_key() {
- local string _model, _netname;
- local vector _colormod;
-
+ string _netname;
+ vector _colormod;
+
// reject this entity if more than one key was set!
if (self.itemkeys>0 && (self.itemkeys & (self.itemkeys-1)) != 0) {
objerror("item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
_netname = "GOLD key";
_colormod = '1 .9 0';
break;
-
+
case 2:
_netname = "SILVER key";
_colormod = '.9 .9 .9';
break;
-
+
case 4:
_netname = "BRONZE key";
_colormod = '.6 .25 0';
break;
-
+
case 8:
_netname = "RED keycard";
_colormod = '.9 0 0';
break;
-
+
case 16:
_netname = "BLUE keycard";
_colormod = '0 0 .9';
break;
-
+
case 32:
_netname = "GREEN keycard";
_colormod = '0 .9 0';
break;
-
+
default:
_netname = "FLUFFY PINK keycard";
_colormod = '1 1 1';
return;
}
break;
-
+
}
-
+
// find default model
-#ifdef GMQCC
- _model = string_null;
-#endif
+ string _model = string_null;
if (self.itemkeys <= ITEM_KEY_BIT(2)) {
_model = "models/keys/key.md3";
} else if (self.itemkeys >= ITEM_KEY_BIT(3) && self.itemkeys <= ITEM_KEY_BIT(5)) {
remove(self);
return;
}
-
+
// set defailt netname
if (self.netname == "")
self.netname = _netname;
-
+
// set default colormod
if (!self.colormod)
self.colormod = _colormod;
-
+
// set default model
if (self.model == "")
self.model = _model;
-
+
// set default pickup message
if (self.message == "")
self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
if (self.noise == "")
self.noise = "misc/itempickup.wav";
-
+
// save the name for later
item_keys_names[lowestbit(self.itemkeys)] = self.netname;
- // put the key on the map
+ // put the key on the map
spawn_item_key();
}
self.itemkeys = ITEM_KEY_BIT(0);
spawnfunc_item_key();
};
-
-
-/*
-================================
-trigger_keylock
-================================
-*/
-
-/**
- * trigger givent targets
- */
-void trigger_keylock_trigger(string s) {
- local entity t, stemp, otemp, atemp;
-
- stemp = self;
- otemp = other;
- atemp = activator;
-
-
- for(t = world; (t = find(t, targetname, s)); )
- if (t.use) {
- self = t;
- other = stemp;
- activator = atemp;
- self.use();
- }
-
- self = stemp;
- other = otemp;
- activator = atemp;
-};
-
-/**
- * kill killtarget of trigger keylock.
- */
-void trigger_keylock_kill(string s) {
- local entity t;
- for(t = world; (t = find(t, targetname, s)); )
- remove(t);
-};
-
-void trigger_keylock_touch(void) {
- local float key_used, started_delay;
-
- key_used = FALSE;
- started_delay = FALSE;
-
- // only player may trigger the lock
- if not(IS_PLAYER(other))
- return;
-
-
- // check silver key
- if (self.itemkeys)
- key_used = item_keys_usekey(self, other);
-
- activator = other;
-
- if (self.itemkeys) {
- // at least one of the keys is missing
- if (key_used) {
- // one or more keys were given, but others are still missing!
- play2(other, self.noise1);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_ALSONEED, item_keys_keylist(self.itemkeys));
- other.key_door_messagetime = time + 2;
- } else if (other.key_door_messagetime <= time) {
- // no keys were given
- play2(other, self.noise2);
- Send_Notification(NOTIF_ONE, other, MSG_CENTER, CENTER_DOOR_LOCKED_NEED, item_keys_keylist(self.itemkeys));
- other.key_door_messagetime = time + 2;
- }
-
- // trigger target2
- if (self.delay <= time || started_delay == TRUE)
- if (self.target2) {
- trigger_keylock_trigger(self.target2);
- started_delay = TRUE;
- self.delay = time + self.wait;
- }
- } else {
- // all keys were given!
- play2(other, self.noise);
- centerprint(other, self.message);
-
- if (self.target)
- trigger_keylock_trigger(self.target);
-
- if (self.killtarget)
- trigger_keylock_kill(self.killtarget);
-
- remove(self);
- }
-
-};
-
-/*QUAKED trigger_keylock (.0 .5 .8) ?
-Keylock trigger. Must target other entities.
-This trigger will trigger target entities when all required keys are provided.
--------- KEYS --------
-itemkeys: A bit field with key IDs that are needed to open this lock.
-sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav (3 is default)
-target: trigger all entities with this targetname when triggered and all keys have been given to it, then remove this trigger
-target2: trigger all entities with this targetname when triggered without giving it all the required keys.
-killtarget: remove all entities with this targetname when triggered with all the needed keys.
-message: print this message to the player who activated the trigger when all needed keys have been given.
-message2: print this message to the player who activated the trigger when not all of the needed keys have been given.
-noise: sound to play when lock gets unlocked (default: see sounds)
-noise1: sound to play when only some of the needed key were used but not all (default: misc/decreasevalue.wav)
-noise2: sound to play when a key is missing (default: misc/talk.wav)
-wait: prevent triggering again for this amount of time (default: 5) - applies to target2, target3, target4.
----------NOTES----------
-If spawned without any key specified in itemkeys, this trigger will display an error and remove itself.
-message2 and noise2 will be resent to the player every 2 seconds while he is in the trigger zone.
-*/
-void spawnfunc_trigger_keylock(void) {
- if (!self.itemkeys) {
- remove(self);
- return;
- }
-
- // set unlocked message
- if (self.message == "")
- self.message = "Unlocked!";
-
- // set default unlock noise
- if (self.noise == "") {
- if (self.sounds == 1)
- self.noise = "misc/secret.wav";
- else if (self.sounds == 2)
- self.noise = "misc/talk.wav";
- else //if (self.sounds == 3) {
- self.noise = "misc/trigger1.wav";
- }
-
- // set default use key sound
- if (self.noise1 == "")
- self.noise1 = "misc/decreasevalue.wav";
-
- // set closed sourd
- if (self.noise2 == "")
- self.noise2 = "misc/talk.wav";
-
- // delay between triggering message2 and trigger2
- if (!self.wait)
- self.wait = 5;
-
- // precache sounds
- precache_sound(self.noise);
- precache_sound(self.noise1);
- precache_sound(self.noise2);
-
- EXACTTRIGGER_INIT;
-
- self.touch = trigger_keylock_touch;
-};
-
-