#include "item_key.qh"
-#include "_all.qh"
+#include "../common/triggers/subs.qh"
#include "../common/monsters/all.qh"
-#include "../common/notifications.qh"
+#include "../common/notifications/all.qh"
#include "../common/util.qh"
-#include "../warpzonelib/util_server.qh"
+#include "../lib/warpzone/util_server.qh"
/*
TODO:
- should keys have a trigger?
*/
-bool item_keys_usekey(entity l, entity p) {
+bool item_keys_usekey(entity l, entity p)
+{
float valid = l.itemkeys & p.itemkeys;
if (!valid) {
return "";
// one key
- if ((keylist & (keylist-1)) != 0)
+ if ((keylist & (keylist-1)) == 0)
return strcat("the ", item_keys_names[lowestbit(keylist)]);
string n = "";
/**
* Key touch handler.
*/
-void item_key_touch(void) {
+void item_key_touch(entity this)
+{
if (!IS_PLAYER(other))
return;
// player already picked up this key
- if (other.itemkeys & self.itemkeys)
+ if (other.itemkeys & this.itemkeys)
return;
- other.itemkeys |= self.itemkeys;
- play2(other, self.noise);
+ other.itemkeys |= this.itemkeys;
+ play2(other, this.noise);
- centerprint(other, self.message);
+ centerprint(other, this.message);
+
+ string oldmsg = this.message;
+ this.message = "";
+ SUB_UseTargets(this, other, other); // TODO: should we be using other for the trigger here?
+ this.message = oldmsg;
};
/**
* Spawn a key with given model, key code and color.
*/
-void spawn_item_key() {
- precache_model(self.model);
+void spawn_item_key(entity this)
+{
+ precache_model(this.model);
- if (self.spawnflags & 1) // FLOATING
- self.noalign = 1;
+ if (this.spawnflags & 1) // FLOATING
+ this.noalign = 1;
- if (self.noalign)
- self.movetype = MOVETYPE_NONE;
+ if (this.noalign)
+ this.movetype = MOVETYPE_NONE;
else
- self.movetype = MOVETYPE_TOSS;
+ this.movetype = MOVETYPE_TOSS;
- precache_sound(self.noise);
+ precache_sound(this.noise);
- self.mdl = self.model;
- self.effects = EF_LOWPRECISION;
- 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');
- self.modelflags |= MF_ROTATE;
- self.solid = SOLID_TRIGGER;
+ 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 (!self.noalign)
+ if (!this.noalign)
{
// first nudge it off the floor a little bit to avoid math errors
- setorigin(self, self.origin + '0 0 1');
+ setorigin(this, this.origin + '0 0 1');
// note droptofloor returns false if stuck/or would fall too far
- droptofloor();
+ droptofloor(this);
}
- self.touch = item_key_touch;
+ settouch(this, item_key_touch);
};
itemkeys MUST always have exactly one bit set.
*/
-void spawnfunc_item_key() {
+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) {
- objerror("item_key.itemkeys must contain only 1 bit set specifying the key it represents!");
- remove(self);
+ 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!");
+ remove(this);
return;
}
// find default netname and colormod
- switch(self.itemkeys) {
- case 1:
+ switch(this.itemkeys) {
+ 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;
_netname = "FLUFFY PINK keycard";
_colormod = '1 1 1';
- if (self.netname == "") {
- objerror("item_key doesn't have a default name for this key and a custom one was not specified!");
- remove(self);
+ if (this.netname == "") {
+ objerror(this, "item_key doesn't have a default name for this key and a custom one was not specified!");
+ remove(this);
return;
}
break;
// find default model
string _model = string_null;
- if (self.itemkeys <= ITEM_KEY_BIT(2)) {
+ if (this.itemkeys <= ITEM_KEY_BIT(2)) {
_model = "models/keys/key.md3";
- } else if (self.itemkeys >= ITEM_KEY_BIT(3) && self.itemkeys <= ITEM_KEY_BIT(5)) {
+ } 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 (self.model == "") {
- objerror("item_key doesn't have a default model for this key and a custom one was not specified!");
- remove(self);
+ } else if (this.model == "") {
+ objerror(this, "item_key doesn't have a default model for this key and a custom one was not specified!");
+ remove(this);
return;
}
// set defailt netname
- if (self.netname == "")
- self.netname = _netname;
+ if (this.netname == "")
+ this.netname = _netname;
// set default colormod
- if (!self.colormod)
- self.colormod = _colormod;
+ if (!this.colormod)
+ this.colormod = _colormod;
// set default model
- if (self.model == "")
- self.model = _model;
+ if (this.model == "")
+ this.model = _model;
// set default pickup message
- if (self.message == "")
- self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
+ if (this.message == "")
+ this.message = strzone(strcat("You've picked up the ", this.netname, "!"));
- if (self.noise == "")
- self.noise = "misc/itempickup.wav";
+ if (this.noise == "")
+ this.noise = strzone(SND(ITEMPICKUP));
// save the name for later
- item_keys_names[lowestbit(self.itemkeys)] = self.netname;
+ item_keys_names[lowestbit(this.itemkeys)] = this.netname;
// put the key on the map
- spawn_item_key();
+ spawn_item_key(this);
}
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) FLOATING
---------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
---------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) {
- entity stemp = self;
- entity otemp = other;
- entity atemp = activator;
-
- entity t;
- 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;
+spawnfunc(item_key2)
+{
+ this.classname = "item_key";
+ this.itemkeys = ITEM_KEY_BIT(0);
+ spawnfunc_item_key(this);
};
-
-/**
- * kill killtarget of trigger keylock.
- */
-void trigger_keylock_kill(string s) {
- entity t;
- for(t = world; (t = find(t, targetname, s)); )
- remove(t);
-};
-
-void trigger_keylock_touch(void) {
- bool key_used = false;
- bool 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;
-};
-
-