+++ /dev/null
-#include "item_key.qh"
-
-#include "../common/mapobjects/subs.qh"
-#include <common/mapobjects/triggers.qh>
-#include "../common/monsters/_mod.qh"
-#include "../common/notifications/all.qh"
-#include "../common/util.qh"
-#include "../lib/warpzone/util_server.qh"
-
-/*
-TODO:
-- add an unlock sound (here to trigger_keylock and to func_door)
-- display available keys on the HUD
-- make more tests
-- think about adding NOT_EASY/NOT_NORMAL/NOT_HARD for Q1 compatibility
-- should keys have a trigger?
-*/
-
-bool item_keys_usekey(entity l, entity p)
-{
- int valid = l.itemkeys & PS(p).itemkeys;
-
- if (!valid) {
- // player has none of the needed keys
- return false;
- } else if (l.itemkeys == valid) {
- // ALL needed keys were given
- l.itemkeys = 0;
- return true;
- } else {
- // only some of the needed keys were given
- l.itemkeys &= ~valid;
- return true;
- }
-}
-
-string item_keys_keylist(float keylist) {
- // no keys
- if (!keylist)
- return "";
-
- // one key
- if ((keylist & (keylist-1)) == 0)
- return strcat("the ", item_keys_names[lowestbit(keylist)]);
-
- string n = "";
- int base = 0;
- while (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;
-}
-
-
-/*
-================================
-item_key
-================================
-*/
-
-/**
- * Key touch handler.
- */
-void item_key_touch(entity this, entity toucher)
-{
- if (!IS_PLAYER(toucher))
- return;
-
- // player already picked up this key
- if (PS(toucher).itemkeys & this.itemkeys)
- return;
-
- PS(toucher).itemkeys |= this.itemkeys;
- play2(toucher, this.noise);
-
- centerprint(toucher, this.message);
-
- string oldmsg = this.message;
- this.message = "";
- SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for the trigger here?
- this.message = oldmsg;
-}
-
-/**
- * Spawn a key with given model, key code and color.
- */
-void spawn_item_key(entity this)
-{
- precache_model(this.model);
-
- if (this.spawnflags & 1) // FLOATING
- this.noalign = 1;
-
- if (this.noalign)
- set_movetype(this, MOVETYPE_NONE);
- else
- set_movetype(this, MOVETYPE_TOSS);
-
- precache_sound(this.noise);
-
- this.mdl = this.model;
- this.effects = EF_LOWPRECISION;
- _setmodel(this, this.model);
- //setsize(this, '-16 -16 -24', '16 16 32');
- setorigin(this, this.origin + '0 0 32');
- setsize(this, '-16 -16 -56', '16 16 0');
- this.modelflags |= MF_ROTATE;
- this.solid = SOLID_TRIGGER;
-
- if (!this.noalign)
- {
- // first nudge it off the floor a little bit to avoid math errors
- setorigin(this, this.origin + '0 0 1');
- // note droptofloor returns false if stuck/or would fall too far
- droptofloor(this);
- }
-
- settouch(this, item_key_touch);
-}
-
-
-/*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 -
-2 - SILVER key
-4 - BRONZE key
-8 - RED keycard
-16 - BLUE keycard
-32 - GREEN keycard
-Custom keys:
-... - last key is 1<<23
-Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those.
------------KEYS------------
-colormod: color of the key (default: '.9 .9 .9').
-itemkeys: a key Id.
-message: message to print when player picks up this key.
-model: custom key model to use.
-netname: the display name of the key.
-noise: custom sound to play when player picks up the key.
--------- SPAWNFLAGS --------
-FLOATING: the item will float in air, instead of aligning to the floor by falling
----------NOTES----------
-This is the only correct way to put keys on the map!
-
-itemkeys MUST always have exactly one bit set.
-*/
-spawnfunc(item_key)
-{
- string _netname;
- vector _colormod;
-
- // reject this entity if more than one key was set!
- if (this.itemkeys>0 && (this.itemkeys & (this.itemkeys-1)) != 0) {
- objerror(this, "item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
- delete(this);
- return;
- }
-
- // find default netname and colormod
- switch(this.itemkeys) {
- case BIT(0):
- _netname = "GOLD key";
- _colormod = '1 .9 0';
- break;
-
- case BIT(1):
- _netname = "SILVER key";
- _colormod = '.9 .9 .9';
- break;
-
- case BIT(2):
- _netname = "BRONZE key";
- _colormod = '.6 .25 0';
- break;
-
- case BIT(3):
- _netname = "RED keycard";
- _colormod = '.9 0 0';
- break;
-
- case BIT(4):
- _netname = "BLUE keycard";
- _colormod = '0 0 .9';
- break;
-
- case BIT(5):
- _netname = "GREEN keycard";
- _colormod = '0 .9 0';
- break;
-
- default:
- _netname = "FLUFFY PINK keycard";
- _colormod = '1 1 1';
-
- if (this.netname == "") {
- objerror(this, "item_key doesn't have a default name for this key and a custom one was not specified!");
- delete(this);
- return;
- }
- break;
-
- }
-
- // find default model
- string _model = string_null;
- if (this.itemkeys <= ITEM_KEY_BIT(2)) {
- _model = "models/keys/key.md3";
- } else if (this.itemkeys >= ITEM_KEY_BIT(3) && this.itemkeys <= ITEM_KEY_BIT(5)) {
- _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
- } else if (this.model == "") {
- objerror(this, "item_key doesn't have a default model for this key and a custom one was not specified!");
- delete(this);
- return;
- }
-
- // set defailt netname
- if (this.netname == "")
- this.netname = _netname;
-
- // set default colormod
- if (!this.colormod)
- this.colormod = _colormod;
-
- // set default model
- if (this.model == "")
- this.model = _model;
-
- // set default pickup message
- if (this.message == "")
- this.message = strzone(strcat("You've picked up the ", this.netname, "!"));
-
- if (this.noise == "")
- this.noise = strzone(SND(ITEMPICKUP));
-
- // save the name for later
- item_keys_names[lowestbit(this.itemkeys)] = this.netname;
-
- // put the key on the map
- spawn_item_key(this);
-}
-
-/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
-SILVER key.
------------KEYS------------
-colormod: color of the key (default: '.9 .9 .9').
-message: message to print when player picks up this key.
-model: custom model to use.
-noise: custom sound to play when player picks up the key.
--------- SPAWNFLAGS --------
-FLOATING: the item will float in air, instead of aligning to the floor by falling
----------NOTES----------
-Don't use this entity on new maps! Use item_key instead.
-*/
-spawnfunc(item_key1)
-{
- this.classname = "item_key";
- this.itemkeys = ITEM_KEY_BIT(1);
- spawnfunc_item_key(this);
-}
-
-/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
-GOLD key.
------------KEYS------------
-colormod: color of the key (default: '1 .9 0').
-message: message to print when player picks up this key.
-model: custom model to use.
-noise: custom sound to play when player picks up the key.
--------- SPAWNFLAGS --------
-FLOATING: the item will float in air, instead of aligning to the floor by falling
----------NOTES----------
-Don't use this entity on new maps! Use item_key instead.
-*/
-spawnfunc(item_key2)
-{
- this.classname = "item_key";
- this.itemkeys = ITEM_KEY_BIT(0);
- spawnfunc_item_key(this);
-}