#include "item_key.qh"
-#include "_all.qh"
+#include "../common/triggers/subs.qh"
#include "../common/monsters/all.qh"
#include "../common/notifications.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()
+{SELFPARAM();
if (!IS_PLAYER(other))
return;
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
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');
itemkeys MUST always have exactly one bit set.
*/
-void spawnfunc_item_key() {
+spawnfunc(item_key)
+{
string _netname;
vector _colormod;
// 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;
self.message = strzone(strcat("You've picked up the ", self.netname, "!"));
if (self.noise == "")
- self.noise = "misc/itempickup.wav";
+ self.noise = strzone(SND(ITEMPICKUP));
// save the name for later
item_keys_names[lowestbit(self.itemkeys)] = self.netname;
---------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();
+spawnfunc(item_key2)
+{
+ this.classname = "item_key";
+ this.itemkeys = ITEM_KEY_BIT(0);
+ spawnfunc_item_key(this);
};
-
-
-/*
-================================
-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;
-};
-
-/**
- * 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;
-};
-
-