X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fitem_key.qc;h=5ab3c8df22626eceb373246a94621684bb2e3ea7;hb=46f7bde5d7554a7621f1285640946f01cb5e4016;hp=79003853a6deef93d6ce20e93f5beecfb183518e;hpb=9a6a0128b84883350982d582b14f5c25fa5a6881;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/item_key.qc b/qcsrc/server/item_key.qc index 79003853a6..5ab3c8df22 100644 --- a/qcsrc/server/item_key.qc +++ b/qcsrc/server/item_key.qc @@ -1,3 +1,11 @@ +#include "item_key.qh" + +#include "../common/triggers/subs.qh" +#include "../common/monsters/all.qh" +#include "../common/notifications.qh" +#include "../common/util.qh" +#include "../lib/warpzone/util_server.qh" + /* TODO: - add an unlock sound (here to trigger_keylock and to func_door) @@ -7,39 +15,37 @@ TODO: - 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 (!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 (!keylist) return ""; // one key - if ((keylist & (keylist-1)) != 0) + 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 @@ -62,7 +68,8 @@ item_key /** * Key touch handler. */ -void item_key_touch(void) { +void item_key_touch() +{SELFPARAM(); if (!IS_PLAYER(other)) return; @@ -74,12 +81,19 @@ void item_key_touch(void) { play2(other, self.noise); centerprint(other, self.message); + + string oldmsg = self.message; + self.message = ""; + activator = other; + SUB_UseTargets(); + self.message = oldmsg; }; /** * Spawn a key with given model, key code and color. */ -void spawn_item_key() { +void spawn_item_key() +{SELFPARAM(); precache_model(self.model); if (self.spawnflags & 1) // FLOATING @@ -94,7 +108,7 @@ void spawn_item_key() { self.mdl = self.model; self.effects = EF_LOWPRECISION; - setmodel(self, self.model); + _setmodel(self, self.model); //setsize(self, '-16 -16 -24', '16 16 32'); setorigin(self, self.origin + '0 0 32'); setsize(self, '-16 -16 -56', '16 16 0'); @@ -105,7 +119,7 @@ void spawn_item_key() { { // 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(); } @@ -139,9 +153,10 @@ This is the only correct way to put keys on the map! itemkeys MUST always have exactly one bit set. */ -void spawnfunc_item_key() { - local string _model, _netname; - local vector _colormod; +spawnfunc(item_key) +{ + string _netname; + vector _colormod; // reject this entity if more than one key was set! if (self.itemkeys>0 && (self.itemkeys & (self.itemkeys-1)) != 0) { @@ -152,32 +167,32 @@ void spawnfunc_item_key() { // find default netname and colormod switch(self.itemkeys) { - case 1: + case BIT(0): _netname = "GOLD key"; _colormod = '1 .9 0'; break; - case 2: + case BIT(1): _netname = "SILVER key"; _colormod = '.9 .9 .9'; break; - case 4: + case BIT(2): _netname = "BRONZE key"; _colormod = '.6 .25 0'; break; - case 8: + case BIT(3): _netname = "RED keycard"; _colormod = '.9 0 0'; break; - case 16: + case BIT(4): _netname = "BLUE keycard"; _colormod = '0 0 .9'; break; - case 32: + case BIT(5): _netname = "GREEN keycard"; _colormod = '0 .9 0'; break; @@ -196,9 +211,7 @@ void spawnfunc_item_key() { } // 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)) { @@ -226,7 +239,7 @@ void spawnfunc_item_key() { self.message = strzone(strcat("You've picked up the ", self.netname, "!")); if (self.noise == "") - self.noise = "misc/itempickup.wav"; + self.noise = SND(ITEMPICKUP); // save the name for later item_keys_names[lowestbit(self.itemkeys)] = self.netname; @@ -247,10 +260,11 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin ---------NOTES---------- Don't use this entity on new maps! Use item_key instead. */ -void spawnfunc_item_key1(void) { - self.classname = "item_key"; - self.itemkeys = ITEM_KEY_BIT(1); - spawnfunc_item_key(); +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 @@ -265,165 +279,9 @@ FLOATING: the item will float in air, instead of aligning to the floor by fallin ---------NOTES---------- Don't use this entity on new maps! Use item_key instead. */ -void spawnfunc_item_key2(void) { - self.classname = "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 (!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; +spawnfunc(item_key2) +{ + this.classname = "item_key"; + this.itemkeys = ITEM_KEY_BIT(0); + spawnfunc_item_key(this); }; - -