3 #include "../common/triggers/subs.qh"
4 #include "../common/monsters/all.qh"
5 #include "../common/notifications/all.qh"
6 #include "../common/util.qh"
7 #include "../lib/warpzone/util_server.qh"
11 - add an unlock sound (here to trigger_keylock and to func_door)
12 - display available keys on the HUD
14 - think about adding NOT_EASY/NOT_NORMAL/NOT_HARD for Q1 compatibility
15 - should keys have a trigger?
18 bool item_keys_usekey(entity l, entity p)
20 float valid = l.itemkeys & p.itemkeys;
23 // other has none of the needed keys
25 } else if (l.itemkeys == valid) {
26 // ALL needed keys were given
30 // only some of the needed keys were given
36 string item_keys_keylist(float keylist) {
42 if ((keylist & (keylist-1)) == 0)
43 return strcat("the ", item_keys_names[lowestbit(keylist)]);
48 int l = lowestbit(keylist);
50 n = strcat(n, ", the ", item_keys_names[base + l]);
52 n = strcat("the ", item_keys_names[base + l]);
54 keylist = bitshift(keylist, -(l + 1));
63 ================================
65 ================================
71 void item_key_touch(entity this, entity toucher)
73 if (!IS_PLAYER(toucher))
76 // player already picked up this key
77 if (toucher.itemkeys & this.itemkeys)
80 toucher.itemkeys |= this.itemkeys;
81 play2(toucher, this.noise);
83 centerprint(toucher, this.message);
85 string oldmsg = this.message;
87 SUB_UseTargets(this, toucher, toucher); // TODO: should we be using toucher for the trigger here?
88 this.message = oldmsg;
92 * Spawn a key with given model, key code and color.
94 void spawn_item_key(entity this)
96 precache_model(this.model);
98 if (this.spawnflags & 1) // FLOATING
102 set_movetype(this, MOVETYPE_NONE);
104 set_movetype(this, MOVETYPE_TOSS);
106 precache_sound(this.noise);
108 this.mdl = this.model;
109 this.effects = EF_LOWPRECISION;
110 _setmodel(this, this.model);
111 //setsize(this, '-16 -16 -24', '16 16 32');
112 setorigin(this, this.origin + '0 0 32');
113 setsize(this, '-16 -16 -56', '16 16 0');
114 this.modelflags |= MF_ROTATE;
115 this.solid = SOLID_TRIGGER;
119 // first nudge it off the floor a little bit to avoid math errors
120 setorigin(this, this.origin + '0 0 1');
121 // note droptofloor returns false if stuck/or would fall too far
125 settouch(this, item_key_touch);
129 /*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
131 The itemkeys should contain one of the following key IDs:
139 ... - last key is 1<<23
140 Keys with bigger Id than 32 don't have a default netname and model, if you use one of them, you MUST provide those.
141 -----------KEYS------------
142 colormod: color of the key (default: '.9 .9 .9').
144 message: message to print when player picks up this key.
145 model: custom key model to use.
146 netname: the display name of the key.
147 noise: custom sound to play when player picks up the key.
148 -------- SPAWNFLAGS --------
149 FLOATING: the item will float in air, instead of aligning to the floor by falling
150 ---------NOTES----------
151 This is the only correct way to put keys on the map!
153 itemkeys MUST always have exactly one bit set.
160 // reject this entity if more than one key was set!
161 if (this.itemkeys>0 && (this.itemkeys & (this.itemkeys-1)) != 0) {
162 objerror(this, "item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
167 // find default netname and colormod
168 switch(this.itemkeys) {
170 _netname = "GOLD key";
171 _colormod = '1 .9 0';
175 _netname = "SILVER key";
176 _colormod = '.9 .9 .9';
180 _netname = "BRONZE key";
181 _colormod = '.6 .25 0';
185 _netname = "RED keycard";
186 _colormod = '.9 0 0';
190 _netname = "BLUE keycard";
191 _colormod = '0 0 .9';
195 _netname = "GREEN keycard";
196 _colormod = '0 .9 0';
200 _netname = "FLUFFY PINK keycard";
203 if (this.netname == "") {
204 objerror(this, "item_key doesn't have a default name for this key and a custom one was not specified!");
212 // find default model
213 string _model = string_null;
214 if (this.itemkeys <= ITEM_KEY_BIT(2)) {
215 _model = "models/keys/key.md3";
216 } else if (this.itemkeys >= ITEM_KEY_BIT(3) && this.itemkeys <= ITEM_KEY_BIT(5)) {
217 _model = "models/keys/key.md3"; // FIXME: replace it by a keycard model!
218 } else if (this.model == "") {
219 objerror(this, "item_key doesn't have a default model for this key and a custom one was not specified!");
224 // set defailt netname
225 if (this.netname == "")
226 this.netname = _netname;
228 // set default colormod
230 this.colormod = _colormod;
233 if (this.model == "")
236 // set default pickup message
237 if (this.message == "")
238 this.message = strzone(strcat("You've picked up the ", this.netname, "!"));
240 if (this.noise == "")
241 this.noise = strzone(SND(ITEMPICKUP));
243 // save the name for later
244 item_keys_names[lowestbit(this.itemkeys)] = this.netname;
246 // put the key on the map
247 spawn_item_key(this);
250 /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
252 -----------KEYS------------
253 colormod: color of the key (default: '.9 .9 .9').
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.
264 this.classname = "item_key";
265 this.itemkeys = ITEM_KEY_BIT(1);
266 spawnfunc_item_key(this);
269 /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
271 -----------KEYS------------
272 colormod: color of the key (default: '1 .9 0').
273 message: message to print when player picks up this key.
274 model: custom model to use.
275 noise: custom sound to play when player picks up the key.
276 -------- SPAWNFLAGS --------
277 FLOATING: the item will float in air, instead of aligning to the floor by falling
278 ---------NOTES----------
279 Don't use this entity on new maps! Use item_key instead.
283 this.classname = "item_key";
284 this.itemkeys = ITEM_KEY_BIT(0);
285 spawnfunc_item_key(this);