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 float 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)]);
40 l = lowestbit(keylist);
42 n = strcat(n, ", the ", item_keys_names[base + l]);
44 n = strcat("the ", item_keys_names[base + l]);
46 keylist = bitshift(keylist, -(l + 1));
55 ================================
57 ================================
63 void item_key_touch(void) {
64 if (other.classname != "player")
67 // player already picked up this key
68 if (other.itemkeys & self.itemkeys)
71 other.itemkeys |= self.itemkeys;
72 play2(other, self.noise);
74 centerprint(other, self.message);
78 * Spawn a key with given model, key code and color.
80 void spawn_item_key() {
81 precache_model(self.model);
83 if (self.spawnflags & 1) // FLOATING
87 self.movetype = MOVETYPE_NONE;
89 self.movetype = MOVETYPE_TOSS;
91 precache_sound(self.noise);
93 self.mdl = self.model;
94 self.effects = EF_LOWPRECISION;
95 setmodel(self, self.model);
96 //setsize(self, '-16 -16 -24', '16 16 32');
97 setorigin(self, self.origin + '0 0 32');
98 setsize(self, '-16 -16 -56', '16 16 0');
99 self.modelflags |= MF_ROTATE;
100 self.solid = SOLID_TRIGGER;
104 // first nudge it off the floor a little bit to avoid math errors
105 setorigin(self, self.origin + '0 0 1');
106 // note droptofloor returns FALSE if stuck/or would fall too far
110 self.touch = item_key_touch;
114 /*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
116 The itemkeys should contain one of the following key IDs:
124 ... - last key is 1<<23
125 Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those.
126 -----------KEYS------------
127 colormod: color of the key (default: '.9 .9 .9').
129 message: message to print when player picks up this key.
130 model: custom key model to use.
131 netname: the display name of the key.
132 noise: custom sound to play when player picks up the key.
133 -------- SPAWNFLAGS --------
134 FLOATING: the item will float in air, instead of aligning to the floor by falling
135 ---------NOTES----------
136 This is the only correct way to put keys on the map!
138 itemkeys MUST always have exactly one bit set.
140 void spawnfunc_item_key() {
141 local string _model, _netname;
142 local vector _colormod;
144 // reject this entity if more than one key was set!
145 if (self.itemkeys>0 && (self.itemkeys & (self.itemkeys-1)) != 0) {
146 objerror("item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
151 // find default netname and colormod
152 switch(self.itemkeys) {
154 _netname = "GOLD key";
155 _colormod = '1 .9 0';
159 _netname = "SILVER key";
160 _colormod = '.9 .9 .9';
164 _netname = "BRONZE key";
165 _colormod = '.6 .25 0';
169 _netname = "RED keycard";
170 _colormod = '.9 0 0';
174 _netname = "BLUE keycard";
175 _colormod = '0 0 .9';
179 _netname = "GREEN keycard";
180 _colormod = '0 .9 0';
185 objerror("item_key doesn't have a default name for this key and a custom one was not specified!");
188 } else if (!self.colormod) {
195 // find default model
196 if (self.itemkeys <= ITEM_KEY_BIT(2)) {
197 _model = "models/keys/key.md3";
198 } else if (self.itemkeys >= ITEM_KEY_BIT(3) && self.itemkeys <= ITEM_KEY_BIT(5)) {
199 _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
200 } else if (!self.model) {
201 objerror("item_key doesn't have a default model for this key and a custom one was not specified!");
206 // set defailt netname
208 self.netname = _netname;
210 // set default colormod
212 self.colormod = _colormod;
218 // set default pickup message
220 self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
223 self.noise = "misc/itempickup.wav";
225 // save the name for later
226 item_keys_names[lowestbit(self.itemkeys)] = self.netname;
228 // put the key on the map
232 /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
234 -----------KEYS------------
235 colormod: color of the key (default: '.9 .9 .9').
236 message: message to print when player picks up this key.
237 model: custom model to use.
238 noise: custom sound to play when player picks up the key.
239 -------- SPAWNFLAGS --------
240 FLOATING: the item will float in air, instead of aligning to the floor by falling
241 ---------NOTES----------
242 Don't use this entity on new maps! Use item_key instead.
244 void spawnfunc_item_key1(void) {
245 self.classname = "item_key";
246 self.itemkeys = ITEM_KEY_BIT(1);
247 spawnfunc_item_key();
250 /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
252 -----------KEYS------------
253 colormod: color of the key (default: '1 .9 0').
254 message: message to print when player picks up this key.
255 model: custom model to use.
256 noise: custom sound to play when player picks up the key.
257 -------- SPAWNFLAGS --------
258 FLOATING: the item will float in air, instead of aligning to the floor by falling
259 ---------NOTES----------
260 Don't use this entity on new maps! Use item_key instead.
262 void spawnfunc_item_key2(void) {
263 self.classname = "item_key";
264 self.itemkeys = ITEM_KEY_BIT(0);
265 spawnfunc_item_key();
270 ================================
272 ================================
276 * trigger givent targets
278 void trigger_keylock_trigger(string s) {
279 local entity t, stemp, otemp, atemp;
286 for(t = world; (t = find(t, targetname, s)); )
300 * kill killtarget of trigger keylock.
302 void trigger_keylock_kill(string s) {
304 for(t = world; (t = find(t, targetname, s)); )
308 void trigger_keylock_touch(void) {
309 local float key_used, started_delay;
312 started_delay = FALSE;
314 // only player may trigger the lock
315 if (other.classname != "player")
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 centerprint(other, strcat("You also need ", 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 centerprint(other, strcat("You 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
389 self.message = "Unlocked!";
391 // set default unlock 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
403 self.noise1 = "misc/decreasevalue.wav";
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;